{Project: Tenpenny Stories
Coding by: Joshua Black aka JABHackSoul
Editor: SannyBuilder 3.04 by Seemann
Questions email to jabhacksoul@yahoo.com
Audio Splicing: Vincent Black aka ToonSkull/Evol Child 
Additional Voices: Vincent Black and Brian Black aka Our Dad as Pendelbury
Scripting Assistance: Everyone on GTAforums.com
Ideas used: http://www.thegtaplace.com from many of those in the coding thread

This script was produced for educational purposes and there by classified 
under the US and UK Copyright Fair Use Act for educational material, this includes any
of audio clips of actor Samuel L. Jackson and his movies that acompanied the project. 
Thanks Sam. 

IF you redistribute DON'T REMOVE these comments they help others learn.
You can add as much as you like but comment on the changes and improvements you have made.
Don't remove old buggy code just comment it out and explain why it was removed.  }
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
DEFINE OBJECTS 389
DEFINE OBJECT SANNY BUILDER 3.04      
DEFINE OBJECT INFO                     // Object number -1
DEFINE OBJECT KEYCARD                  // Object number -2
DEFINE OBJECT AD_FLATDOOR              // Object number -3
DEFINE OBJECT KB_BANDIT_U              // Object number -4
DEFINE OBJECT ROULETTE_TBL             // Object number -5
DEFINE OBJECT OTB_MACHINE              // Object number -6
DEFINE OBJECT CJ_COIN_OP_3             // Object number -7
DEFINE OBJECT CJ_COIN_OP_2             // Object number -8
DEFINE OBJECT CJ_COIN_OP_1             // Object number -9
DEFINE OBJECT CJ_COIN_OP               // Object number -10
DEFINE OBJECT SWANK_CONSOLE            // Object number -11
DEFINE OBJECT SNESISH                  // Object number -12
DEFINE OBJECT LOW_CONSOLE              // Object number -13
DEFINE OBJECT VENDMACHFD               // Object number -14
DEFINE OBJECT VENDMACH                 // Object number -15
DEFINE OBJECT VENDIN3                  // Object number -16
DEFINE OBJECT CJ_SPRUNK1               // Object number -17
DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18
DEFINE OBJECT CJ_EXT_CANDY             // Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20
DEFINE OBJECT ICESCART_PROP            // Object number -21
DEFINE OBJECT CHILLIDOGCART            // Object number -22
DEFINE OBJECT NOODLECART_PROP          // Object number -23
DEFINE OBJECT GATE_AUTOL               // Object number -24
DEFINE OBJECT GATE_AUTOR               // Object number -25
DEFINE OBJECT GYM_BIKE                 // Object number -26
DEFINE OBJECT GYM_BENCH1               // Object number -27
DEFINE OBJECT GYM_TREADMILL            // Object number -28
DEFINE OBJECT GYM_MAT1                 // Object number -29
DEFINE OBJECT BSKBALL_LAX              // Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31
DEFINE OBJECT VGSXREFBBALLNET          // Object number -32
DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33
DEFINE OBJECT K_POOLTABLESM            // Object number -34
DEFINE OBJECT NEIL_SLOT                // Object number -35
DEFINE OBJECT CJ_SLOT_BANK             // Object number -36
DEFINE OBJECT BLCK_JACK                // Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38
DEFINE OBJECT CRACKFACT_SFS            // Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40
DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41
DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42
DEFINE OBJECT PICKUPSAVE               // Object number -43
DEFINE OBJECT WOODENBOX                // Object number -44
DEFINE OBJECT NF_BLACKBOARD            // Object number -45
DEFINE OBJECT NF_LIST_1                // Object number -46
DEFINE OBJECT NF_LIST_2                // Object number -47
DEFINE OBJECT NF_LIST_3                // Object number -48
DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49
DEFINE OBJECT WS_APGATE                // Object number -50
DEFINE OBJECT GEN_DOOREXT03            // Object number -51
DEFINE OBJECT GEN_DOOREXT07            // Object number -52
DEFINE OBJECT GEN_DOORSHOP02           // Object number -53
DEFINE OBJECT GEN_DOOREXT04            // Object number -54
DEFINE OBJECT GEN_DOORSHOP3            // Object number -55
DEFINE OBJECT CUNTGIRLDOOR             // Object number -56
DEFINE OBJECT PIZZAHIGH                // Object number -57
DEFINE OBJECT CJ_PIZZA_1               // Object number -58
DEFINE OBJECT CJ_PIZZA_2               // Object number -59
DEFINE OBJECT BURGERHIGH               // Object number -60
DEFINE OBJECT CJ_BURG_1                // Object number -61
DEFINE OBJECT CJ_BURG_2                // Object number -62
DEFINE OBJECT CIGAR                    // Object number -63
DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64
DEFINE OBJECT MD_POSTER                // Object number -65
DEFINE OBJECT CR_DOOR_01               // Object number -66
DEFINE OBJECT CR_DOOR_03               // Object number -67
DEFINE OBJECT SHUTTER_VEGAS            // Object number -68
DEFINE OBJECT CR1_DOOR                 // Object number -69
DEFINE OBJECT CT_GATEXR                // Object number -70
DEFINE OBJECT A51_BLASTDOORR           // Object number -71
DEFINE OBJECT A51_BLASTDOORL           // Object number -72
DEFINE OBJECT A51_LABDOOR              // Object number -73
DEFINE OBJECT A51_JETDOOR              // Object number -74
DEFINE OBJECT PORTAKABIN               // Object number -75
DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76
DEFINE OBJECT AB_CASDORLOK             // Object number -77
DEFINE OBJECT IMY_SHASH_WALL           // Object number -78
DEFINE OBJECT TWRCRANE_M_04            // Object number -79
DEFINE OBJECT TWRCRANE_M_01            // Object number -80
DEFINE OBJECT TWRCRANE_M_02            // Object number -81
DEFINE OBJECT LODCRANE_M_04            // Object number -82
DEFINE OBJECT LODCRANE_M_01            // Object number -83
DEFINE OBJECT MAGNOCRANE_01            // Object number -84
DEFINE OBJECT MAGNOCRANE_02            // Object number -85
DEFINE OBJECT MAGNOCRANE_03            // Object number -86
DEFINE OBJECT LODNOCRANE_01            // Object number -87
DEFINE OBJECT LODNOCRANE_02            // Object number -88
DEFINE OBJECT LODNOCRANE_03            // Object number -89
DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90
DEFINE OBJECT QUARRY_CRANE             // Object number -91
DEFINE OBJECT QUARRY_CRANEARM          // Object number -92
DEFINE OBJECT BODYARMOUR               // Object number -93
DEFINE OBJECT BRIBE                    // Object number -94
DEFINE OBJECT A51_VENTCOVERB           // Object number -95
DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96
DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97
DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98
DEFINE OBJECT GWFORUM1_LAE             // Object number -99
DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100
DEFINE OBJECT CE_HILLSEAST06           // Object number -101
DEFINE OBJECT CUNTEGROUND23            // Object number -102
DEFINE OBJECT HILLSEAST05_LAE          // Object number -103
DEFINE OBJECT K_POOLQ                  // Object number -104
DEFINE OBJECT K_POOLBALLCUE            // Object number -105
DEFINE OBJECT K_POOLBALLSPT01          // Object number -106
DEFINE OBJECT K_POOLBALLSPT02          // Object number -107
DEFINE OBJECT K_POOLBALLSPT03          // Object number -108
DEFINE OBJECT K_POOLBALLSPT04          // Object number -109
DEFINE OBJECT K_POOLBALLSPT05          // Object number -110
DEFINE OBJECT K_POOLBALLSPT06          // Object number -111
DEFINE OBJECT K_POOLBALLSPT07          // Object number -112
DEFINE OBJECT K_POOLBALL8              // Object number -113
DEFINE OBJECT K_POOLBALLSTP01          // Object number -114
DEFINE OBJECT K_POOLBALLSTP02          // Object number -115
DEFINE OBJECT K_POOLBALLSTP03          // Object number -116
DEFINE OBJECT K_POOLBALLSTP04          // Object number -117
DEFINE OBJECT K_POOLBALLSTP05          // Object number -118
DEFINE OBJECT K_POOLBALLSTP06          // Object number -119
DEFINE OBJECT K_POOLBALLSTP07          // Object number -120
DEFINE OBJECT K_POOLQ2                 // Object number -121
DEFINE OBJECT CIGAR_GLOW               // Object number -122
DEFINE OBJECT DYN_WINE_BIG             // Object number -123
DEFINE OBJECT KB_BEER                  // Object number -124
DEFINE OBJECT LAEROAD30                // Object number -125
DEFINE OBJECT CASKET_LAW               // Object number -126
DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127
DEFINE OBJECT LAELODPARK02             // Object number -128
DEFINE OBJECT LAEMACPARK02             // Object number -129
DEFINE OBJECT BD_WINDOW                // Object number -130
DEFINE OBJECT BREAK_WALL_1B            // Object number -131
DEFINE OBJECT BREAK_WALL_2B            // Object number -132
DEFINE OBJECT BREAK_WALL_3B            // Object number -133
DEFINE OBJECT BD_FIRE1_O               // Object number -134
DEFINE OBJECT CR_AMMOBOX               // Object number -135
DEFINE OBJECT BREAK_WALL_1A            // Object number -136
DEFINE OBJECT BREAK_WALL_2A            // Object number -137
DEFINE OBJECT BREAK_WALL_3A            // Object number -138
DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139
DEFINE OBJECT SEC_KEYPAD               // Object number -140
DEFINE OBJECT KMB_RAMP                 // Object number -141
DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142
DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143
DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144
DEFINE OBJECT BARREL4                  // Object number -145
DEFINE OBJECT HEALTH                   // Object number -146
DEFINE OBJECT IMY_BBOX                 // Object number -147
DEFINE OBJECT IMY_LA_DOOR              // Object number -148
DEFINE OBJECT DB_AMMO                  // Object number -149
DEFINE OBJECT MED_BED_8                // Object number -150
DEFINE OBJECT CR_GUNCRATE              // Object number -151
DEFINE OBJECT GUNBOX                   // Object number -152
DEFINE OBJECT TMP_BIN                  // Object number -153
DEFINE OBJECT AMMOTRN_OBJ              // Object number -154
DEFINE OBJECT KMB_FRONTGATE            // Object number -155
DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156
DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157
DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158
DEFINE OBJECT NF_PED_COLL              // Object number -159
DEFINE OBJECT CM_BOX                   // Object number -160
DEFINE OBJECT FAKE_MULE_COL            // Object number -161
DEFINE OBJECT CARDBOARDBOX2            // Object number -162
DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163
DEFINE OBJECT IMMMCRAN                 // Object number -164
DEFINE OBJECT TRNTRK8_LAS              // Object number -165
DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166
DEFINE OBJECT KMB_SKIP                 // Object number -167
DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168
DEFINE OBJECT WHEEL_OR1                // Object number -169
DEFINE OBJECT DYN_WOODPILE2            // Object number -170
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171
DEFINE OBJECT CJ_JUICE_CAN             // Object number -172
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173
DEFINE OBJECT KMB_GOFLAG               // Object number -174
DEFINE OBJECT IMY_SKYLIGHT             // Object number -175
DEFINE OBJECT KMB_TROLLEY              // Object number -176
DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177
DEFINE OBJECT LXR_MOTELVENT            // Object number -178
DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179
DEFINE OBJECT MUNCH_DONUT              // Object number -180
DEFINE OBJECT CHOPCOP_ARMR             // Object number -181
DEFINE OBJECT CHOPCOP_LEGR             // Object number -182
DEFINE OBJECT CHOPCOP_HEAD             // Object number -183
DEFINE OBJECT CHOPCOP_TORSO            // Object number -184
DEFINE OBJECT WD_FENCE_ANIM            // Object number -185
DEFINE OBJECT CHOPCOP_ARML             // Object number -186
DEFINE OBJECT CHOPCOP_LEGL             // Object number -187
DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188
DEFINE OBJECT ROADWORKBARRIER1         // Object number -189
DEFINE OBJECT BRIEFCASE                // Object number -190
DEFINE OBJECT KMB_ATM1                 // Object number -191
DEFINE OBJECT KMB_ATM2                 // Object number -192
DEFINE OBJECT KMB_ATM3                 // Object number -193
DEFINE OBJECT MTSAFE                   // Object number -194
DEFINE OBJECT CAT2_SAFE_COL            // Object number -195
DEFINE OBJECT MAN_SAFENEW              // Object number -196
DEFINE OBJECT KEV_SAFE                 // Object number -197
DEFINE OBJECT RIDER1_DOOR              // Object number -198
DEFINE OBJECT KMB_MARIJUANA            // Object number -199
DEFINE OBJECT SW_HAYBREAK02            // Object number -200
DEFINE OBJECT GRASSPLANT               // Object number -201
DEFINE OBJECT PARKBENCH1               // Object number -202
DEFINE OBJECT PORTALOO                 // Object number -203
DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204
DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205
DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206
DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207
DEFINE OBJECT CLOTHESP                 // Object number -208
DEFINE OBJECT LAMPPOST3                // Object number -209
DEFINE OBJECT CT_STALL1                // Object number -210
DEFINE OBJECT CT_TABLE                 // Object number -211
DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212
DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213
DEFINE OBJECT A51_SPOTBASE             // Object number -214
DEFINE OBJECT A51_SPOTHOUSING          // Object number -215
DEFINE OBJECT A51_SPOTBULB             // Object number -216
DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217
DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218
DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220
DEFINE OBJECT CJ_PADLOCK               // Object number -221
DEFINE OBJECT KATANA_ANIM              // Object number -222
DEFINE OBJECT KATANA_LHAND             // Object number -223
DEFINE OBJECT MOBILE1993B              // Object number -224
DEFINE OBJECT WONGS_GATE               // Object number -225
DEFINE OBJECT DYN_RAMP                 // Object number -226
DEFINE OBJECT SNIPER_ANIM              // Object number -227
DEFINE OBJECT KMB_PACKET               // Object number -228
DEFINE OBJECT NTO_B_S                  // Object number -229
DEFINE OBJECT CARDBOARDBOX             // Object number -230
DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231
DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232
DEFINE OBJECT DYN_DUMPSTER             // Object number -233
DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234
DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235
DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236
DEFINE OBJECT TEMP_STINGER2            // Object number -237
DEFINE OBJECT TRAFFICCONE              // Object number -238
DEFINE OBJECT AD_JUMP                  // Object number -239
DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240
DEFINE OBJECT AD_ROADMARK1             // Object number -241
DEFINE OBJECT AD_ROADMARK2             // Object number -242
DEFINE OBJECT AD_FINISH                // Object number -243
DEFINE OBJECT MINIGUN_BASE             // Object number -244
DEFINE OBJECT WONGS_ERECTION           // Object number -245
DEFINE OBJECT WONGS_ERECTION2          // Object number -246
DEFINE OBJECT RCBOMB                   // Object number -247
DEFINE OBJECT BARREL2                  // Object number -248
DEFINE OBJECT MINI_MAGNET              // Object number -249
DEFINE OBJECT KMB_PLANK                // Object number -250
DEFINE OBJECT KMB_HOLDALL              // Object number -251
DEFINE OBJECT KMB_PARACHUTE            // Object number -252
DEFINE OBJECT AMMO_CAPSULE             // Object number -253
DEFINE OBJECT BARREL1                  // Object number -254
DEFINE OBJECT KB_BARREL                // Object number -255
DEFINE OBJECT CR_CRATESTACK            // Object number -256
DEFINE OBJECT D9_RUNWAY                // Object number -257
DEFINE OBJECT CARGO_TEST               // Object number -258
DEFINE OBJECT CARGO_STUFF              // Object number -259
DEFINE OBJECT CARGO_STORE              // Object number -260
DEFINE OBJECT KMILITARY_CRATE          // Object number -261
DEFINE OBJECT KMILITARY_BASE           // Object number -262
DEFINE OBJECT BLOCKPALLET              // Object number -263
DEFINE OBJECT TEMP_CRATE1              // Object number -264
DEFINE OBJECT K_SMASHBOXES             // Object number -265
DEFINE OBJECT K_CARGO1                 // Object number -266
DEFINE OBJECT K_CARGO4                 // Object number -267
DEFINE OBJECT GREEN_GLOOP              // Object number -268
DEFINE OBJECT BASEJUMP_TARGET          // Object number -269
DEFINE OBJECT DES_QUARRYGATE2          // Object number -270
DEFINE OBJECT DES_QUARRYGATE           // Object number -271
DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272
DEFINE OBJECT DYNAMITE                 // Object number -273
DEFINE OBJECT DYNO_BOX_A               // Object number -274
DEFINE OBJECT DYNO_BOX_B               // Object number -275
DEFINE OBJECT PRIVATESIGN3             // Object number -276
DEFINE OBJECT PRIVATESIGN1             // Object number -277
DEFINE OBJECT BARRIER_4ANDY            // Object number -278
DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279
DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280
DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281
DEFINE OBJECT AB_CARCASS               // Object number -282
DEFINE OBJECT AB_HOOK                  // Object number -283
DEFINE OBJECT FREEZER_DOOR             // Object number -284
DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285
DEFINE OBJECT CJ_MEAT_1                // Object number -286
DEFINE OBJECT CJ_MEAT_2                // Object number -287
DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288
DEFINE OBJECT JET_INTERIOR             // Object number -289
DEFINE OBJECT SMLPLANE_DOOR            // Object number -290
DEFINE OBJECT JET_DOOR                 // Object number -291
DEFINE OBJECT SMASH_BOX_STAY           // Object number -292
DEFINE OBJECT SMASH_BOX_BRK            // Object number -293
DEFINE OBJECT SMASHBOXPILE             // Object number -294
DEFINE OBJECT ST_ARCH_PLAN             // Object number -295
DEFINE OBJECT GEN_DOORINT01            // Object number -296
DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297
DEFINE OBJECT DYN_AIRCON               // Object number -298
DEFINE OBJECT SW_BIT_09                // Object number -299
DEFINE OBJECT GENERATOR_BIG            // Object number -300
DEFINE OBJECT AB_VAULTDOOR             // Object number -301
DEFINE OBJECT GENERATOR_BIG_D          // Object number -302
DEFINE OBJECT CJ_MONEY_BAG             // Object number -303
DEFINE OBJECT PARA_PACK                // Object number -304
DEFINE OBJECT CARGO_REAR               // Object number -305
DEFINE OBJECT D9_RAMP                  // Object number -306
DEFINE OBJECT PARACHUTE                // Object number -307
DEFINE OBJECT OPMANS01_CUNTE           // Object number -308
DEFINE OBJECT CEHOLLYHIL06             // Object number -309
DEFINE OBJECT SUNSET22_LAWN            // Object number -310
DEFINE OBJECT DRG_NU_EXT               // Object number -311
DEFINE OBJECT MISSILE_07_SFXR          // Object number -312
DEFINE OBJECT KMB_KEYPAD               // Object number -313
DEFINE OBJECT WATERJUMPX2              // Object number -314
DEFINE OBJECT BBALL_INGAME             // Object number -315
DEFINE OBJECT CJ_WIN_POP2              // Object number -316
DEFINE OBJECT LA_FUCKCAR1              // Object number -317
DEFINE OBJECT LA_FUCKCAR2              // Object number -318
DEFINE OBJECT TARGET_FRAME             // Object number -319
DEFINE OBJECT TARGET_LLEG              // Object number -320
DEFINE OBJECT TARGET_RLEG              // Object number -321
DEFINE OBJECT TARGET_LTORSO            // Object number -322
DEFINE OBJECT TARGET_RTORSO            // Object number -323
DEFINE OBJECT TARGET_LARM              // Object number -324
DEFINE OBJECT TARGET_RARM              // Object number -325
DEFINE OBJECT TARGET_HEAD              // Object number -326
DEFINE OBJECT DEAD_TIED_COP            // Object number -327
DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328
DEFINE OBJECT BLACKBAG2                // Object number -329
DEFINE OBJECT DYN_WOODPILE             // Object number -330
DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331
DEFINE OBJECT BOUY                     // Object number -332
DEFINE OBJECT WATERJUMP1               // Object number -333
DEFINE OBJECT LANDJUMP2                // Object number -334
DEFINE OBJECT BB_PICKUP                // Object number -335
DEFINE OBJECT PARA_COLLISION           // Object number -336
DEFINE OBJECT CJ_WHEEL_1               // Object number -337
DEFINE OBJECT CJ_WHEEL_02              // Object number -338
DEFINE OBJECT CJ_WHEEL_03              // Object number -339
DEFINE OBJECT CHIP_STACK07             // Object number -340
DEFINE OBJECT CHIP_STACK08             // Object number -341
DEFINE OBJECT CHIP_STACK12             // Object number -342
DEFINE OBJECT CHIP_STACK09             // Object number -343
DEFINE OBJECT CHIP_STACK11             // Object number -344
DEFINE OBJECT WHEEL_WEE                // Object number -345
DEFINE OBJECT ROULETTE_MARKER          // Object number -346
DEFINE OBJECT PEDALS                   // Object number -347
DEFINE OBJECT BEACHTOWEL01             // Object number -348
DEFINE OBJECT KMB_BPRESS               // Object number -349
DEFINE OBJECT BEACHTOWEL03             // Object number -350
DEFINE OBJECT BEACHTOWEL04             // Object number -351
DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352
DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353
DEFINE OBJECT BBALL_COL                // Object number -354
DEFINE OBJECT KMB_ROCK                 // Object number -355
DEFINE OBJECT CHIP_STACK10             // Object number -356
DEFINE OBJECT CHIP_STACK13             // Object number -357
DEFINE OBJECT CHIP_STACK14             // Object number -358
DEFINE OBJECT WHEEL_SUPPORT            // Object number -359
DEFINE OBJECT WHEEL_TABLE              // Object number -360
DEFINE OBJECT CLICKER                  // Object number -361
DEFINE OBJECT MONEY                    // Object number -362
DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363
DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364
DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365
DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367
DEFINE OBJECT TATTOO_KIT               // Object number -368
DEFINE OBJECT CJ_BARSTOOL              // Object number -369
DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370
DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371
DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372
DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373
DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374
DEFINE OBJECT CJ_DS_DOOR               // Object number -375
DEFINE OBJECT PIZZALOW                 // Object number -376
DEFINE OBJECT PIZZAMED                 // Object number -377
DEFINE OBJECT PIZZA_HEALTHY            // Object number -378
DEFINE OBJECT CLUCKLOW                 // Object number -379
DEFINE OBJECT CLUCKMED                 // Object number -380
DEFINE OBJECT CLUCKHIGH                // Object number -381
DEFINE OBJECT CLUCK_HEALTHY            // Object number -382
DEFINE OBJECT BURGERLOW                // Object number -383
DEFINE OBJECT BURGERMED                // Object number -384
DEFINE OBJECT BURGER_HEALTHY           // Object number -385
DEFINE OBJECT POLICE_BARRIER           // Object number -386
DEFINE OBJECT KMB_SHUTTER              // Object number -387
DEFINE OBJECT SFCOPDR                  // Object number -388

DEFINE MISSIONS 135
DEFINE MISSION 0 AT @INITIAL           // Initial 1
DEFINE MISSION 1 AT @INITIL2           // Initial 2
DEFINE MISSION 2 AT @MISSN_01          // PLUG THE LEAK   
DEFINE MISSION 3 AT @NONE              // Video Game: They Crawled From Uranus
DEFINE MISSION 4 AT @DUAL              // Video Game: Dualuty
DEFINE MISSION 5 AT @SHTR              // Video Game: Go Go Space Monkey
DEFINE MISSION 6 AT @GRAV              // Video Game: Let's Get Ready To Bumble
DEFINE MISSION 7 AT @OTB               // Video Game: Inside Track Betting
DEFINE MISSION 8 AT @POOL2             // Pool
DEFINE MISSION 9 AT @LOWR              // Lowrider (Bet And Dance)
DEFINE MISSION 10 AT @MISSN_03         // Car information and Donut Shop
DEFINE MISSION 11 AT @MISSN_02         // Catch Carl Johnson
DEFINE MISSION 12 AT @MISSN_08         // Path of the Snake
DEFINE MISSION 13 AT @MISSN_09         // Search for the Truth      
DEFINE MISSION 14 AT @MISSN_04         // Cleaning The Hood ALT Version
DEFINE MISSION 15 AT @MISSN_05         // King of the Hill
DEFINE MISSION 16 AT @MISSN_07         // Double Boom!
DEFINE MISSION 17 AT @MISSN_10         // Epsilon Cult
DEFINE MISSION 18 AT @MISSN_11         // Hostage Situtation at Hotel
DEFINE MISSION 19 AT @MISSN_13         // Derby Madness
DEFINE MISSION 20 AT @MISSN_14         // Chinese Steak
DEFINE MISSION 21 AT @MISSN_15         // Jefferson Airplane
DEFINE MISSION 22 AT @MISSN_16         // Flying Elvis
DEFINE MISSION 23 AT @MISSN_06         // Gray Exports - ALT version
DEFINE MISSION 24 AT @MISSN_17         // Donuts From Hell
DEFINE MISSION 25 AT @MISSN_18         // Court Room Riot
DEFINE MISSION 26 AT @MISSN_12         // Zombotech
DEFINE MISSION 27 AT @MISSN_19         // Death of CJ
DEFINE MISSION 28 AT @MISSN_20         // End Credits
DEFINE MISSION 29 AT @ZOMBIES          // Easter Egg
DEFINE MISSION 30 AT @DONUTS           // Fire Support at Jim's Rings
DEFINE MISSION 31 AT @COFFEE           // Shuts down fire support 
DEFINE MISSION 32 AT @MUSIC2           // Madd Dogg's Rhymes
DEFINE MISSION 33 AT @MUSIC3           // Management Issues
DEFINE MISSION 34 AT @MUSIC5           // House Party
DEFINE MISSION 35 AT @CPRACE           // Race Tournament / 8-track / Dirt Track
DEFINE MISSION 36 AT @CESAR1           // Lowrider (High Stakes)
DEFINE MISSION 37 AT @DRUGS4           // Reuniting The Families
DEFINE MISSION 38 AT @LA1FIN2          // The Green Sabre
DEFINE MISSION 39 AT @BCRASH1          // Badlands
DEFINE MISSION 40 AT @CATALIN          // First Date
DEFINE MISSION 41 AT @CAT1             // Local Liquor Store
DEFINE MISSION 42 AT @CAT2             // Small Town Bank
DEFINE MISSION 43 AT @CAT3             // Tanker Commander
DEFINE MISSION 44 AT @CAT4             // Against All Odds
DEFINE MISSION 45 AT @CATCUT           // King in Exile
DEFINE MISSION 46 AT @TRUTH1           // Body Harvest
DEFINE MISSION 47 AT @TRUTH2           // Are you going to San Fierro?
DEFINE MISSION 48 AT @BCESAR4          // Wu Zi Mu / Farewell, My Love...
DEFINE MISSION 49 AT @GARAG1           // Wear Flowers In Your Hair
DEFINE MISSION 50 AT @DECON            // Deconstruction
DEFINE MISSION 51 AT @SCRASH3          // 555 WE TIP
DEFINE MISSION 52 AT @SCRASH2          // Snail Trail
DEFINE MISSION 53 AT @WUZI1            // Mountain Cloud Boys
DEFINE MISSION 54 AT @FARLIE4          // Ran Fa Li
DEFINE MISSION 55 AT @DRIV6            // Lure
DEFINE MISSION 56 AT @WUZI2            // Amphibious Assault
DEFINE MISSION 57 AT @WUZI5            // The Da Nang Thang
DEFINE MISSION 58 AT @SYN1             // Photo Opportunity
DEFINE MISSION 59 AT @SYN2             // Jizzy
DEFINE MISSION 60 AT @SYN3             // Outrider
DEFINE MISSION 61 AT @SYND4            // Ice Cold Killa
DEFINE MISSION 62 AT @SYN6             // Toreno's Last Flight
DEFINE MISSION 63 AT @SYN7             // Yay Ka-Boom-Boom
DEFINE MISSION 64 AT @SYN5             // Pier 69
DEFINE MISSION 65 AT @DRIV2            // T-Bone Mendez
DEFINE MISSION 66 AT @DRIV3            // Mike Toreno
DEFINE MISSION 67 AT @STEAL1           // Zeroing In
DEFINE MISSION 68 AT @STEAL2           // Test Drive
DEFINE MISSION 69 AT @STEAL4           // Customs Fast Track
DEFINE MISSION 70 AT @STEAL5           // Puncture Wounds
DEFINE MISSION 71 AT @DSKOOL           // Back to School
DEFINE MISSION 72 AT @ZERO1            // Air Raid
DEFINE MISSION 73 AT @ZERO2            // Supply Lines...
DEFINE MISSION 74 AT @ZERO4            // New Model Army
DEFINE MISSION 75 AT @TORENO1          // Monster
DEFINE MISSION 76 AT @TORENO2          // Highjack
DEFINE MISSION 77 AT @DES3             // Interdiction
DEFINE MISSION 78 AT @DESERT4          // Verdant Meadows
DEFINE MISSION 79 AT @DESERT6          // N.O.E.
DEFINE MISSION 80 AT @DESERT9          // Stowaway
DEFINE MISSION 81 AT @TITLES           // TITLES
DEFINE MISSION 82 AT @DOGFIGHT         // FIGHT 2 planes out in the desert
DEFINE MISSION 83 AT @DESERT5          // Learning to Fly
DEFINE MISSION 84 AT @CASINO1          // Fender Ketchup
DEFINE MISSION 85 AT @CASINO2          // Explosive Situation
DEFINE MISSION 86 AT @CASINO3          // You've Had Your Chips
DEFINE MISSION 87 AT @CASINO7          // Fish in a Barrel
DEFINE MISSION 88 AT @CASINO4          // Don Peyote
DEFINE MISSION 89 AT @CASINO5          // Intensive Care
DEFINE MISSION 90 AT @CASINO6          // The Meat Business
DEFINE MISSION 91 AT @CASINO9          // Freefall
DEFINE MISSION 92 AT @CASIN10          // Saint Mark's Bistro
DEFINE MISSION 93 AT @VCRASH1          // Misappropriation
DEFINE MISSION 94 AT @VCR2             // High Noon
DEFINE MISSION 95 AT @DOC2             // Madd Dogg
DEFINE MISSION 96 AT @HEIST1           // Architectural Espionage
DEFINE MISSION 97 AT @HEIST3           // Key To Her Heart
DEFINE MISSION 98 AT @HEIST2           // Dam And Blast
DEFINE MISSION 99 AT @HEIST4           // Cop Wheels
DEFINE MISSION 100 AT @HEIST5          // Up, Up and Away!
DEFINE MISSION 101 AT @HEIST9          // Breaking the Bank at Caligula's
DEFINE MISSION 102 AT @MANSIO1         // A Home In The Hills
DEFINE MISSION 103 AT @MANSIO2         // Vertical Bird
DEFINE MISSION 104 AT @MANSIO3         // Home Coming
DEFINE MISSION 105 AT @MANSON5         // Cut Throat Business
DEFINE MISSION 106 AT @GROVE1          // Beat Down on B Dup
DEFINE MISSION 107 AT @GROVE2          // Grove 4 Life
DEFINE MISSION 108 AT @RIOT1           // Riot
DEFINE MISSION 109 AT @RIOT2           // Los Desperados
DEFINE MISSION 110 AT @FINALEA         // End Of The Line (1)
DEFINE MISSION 111 AT @FINALEB         // End Of The Line (2)
DEFINE MISSION 112 AT @FINALEC         // End Of The Line (3)
DEFINE MISSION 113 AT @SHRANGE         // Shooting range
DEFINE MISSION 114 AT @GYMLS           // Los Santos Gym Fight School
DEFINE MISSION 115 AT @GYMSF           // San Fierro Gym Fight School
DEFINE MISSION 116 AT @GYMLV           // Las Venturas Gym Fight School
DEFINE MISSION 117 AT @TRUCK           // Trucking
DEFINE MISSION 118 AT @QUARRY          // Quarry
DEFINE MISSION 119 AT @BOAT            // Boat School
DEFINE MISSION 120 AT @BSKOOL          // Bike School
DEFINE MISSION 121 AT @TAXIODD         // Taxi-Driver Sub-Mission
DEFINE MISSION 122 AT @AMBULAN         // Paramedic Sub-Mission
DEFINE MISSION 123 AT @FIRETRU         // Firefighter Sub-Mission
DEFINE MISSION 124 AT @COPCAR          // Vigilante Sub-Mission
DEFINE MISSION 125 AT @BURGJB          // Burglary Sub-Mission
DEFINE MISSION 126 AT @FREIGHT         // Freight Train Sub-Mission
DEFINE MISSION 127 AT @PIMP            // Pimping Sub-Mission
DEFINE MISSION 128 AT @BLOOD           // Arena Mission: Blood Ring
DEFINE MISSION 129 AT @KICKSTA         // Arena Mission: Kickstart
DEFINE MISSION 130 AT @TRIA            // Beat the Cock!
DEFINE MISSION 131 AT @BCOUR           // Courier
DEFINE MISSION 132 AT @MTBIKER         // The Chiliad Challenge
DEFINE MISSION 133 AT @STUNT           // BMX / NRG-500 STUNT Mission
DEFINE MISSION 134 AT @BUYPRO1         // Buy Properties Mission

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

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 569

{$VERSION 3.1.0027}

//-------------MAIN---------------
thread 'MAIN' 
fade 0 0 
042C: set_total_missions_to 147 
030D: set_max_progress 187 
0997: set_total_respect_points_to 1339 
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: unknown_refresh_game_renderer_at 2488.562 -1666.865 
Camera.SetAtPos(2488.562, -1666.865, 13.3757)

0629: change_integer_stat 181 to 4              //All Cities Open
062A: change_float_stat 165 to 800.0            //Energy
062A: change_float_stat 23 to 100.0             //Muscle
062A: change_float_stat 21 to 180.0             //Fat
062A: change_float_stat 160 to 150.0            //Driving Skill
0629: change_integer_stat 68 to 10              //Respect
0629: change_integer_stat 223 to 1000           //Flight
0629: change_integer_stat 32 to 0               //Frank Model

//Loads Tenpenny as #SPECIAL01 or 290
023C: load_special_actor 'TENPEN' as 1 

//Create Player at Station
03CB: set_rendering_origin_at 1550.68 -1675.49 14.51
$PLAYER_CHAR = Player.Create(#NULL, 1550.68, -1675.49, 14.51)
//We must dress CJ for him to appear normal in Cut Scenes 
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)  
Player.Build($PLAYER_CHAR)
01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Player.Money($PLAYER_CHAR) += 500
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
:MAIN_100
wait 0
if                                            
023D:   special_actor 1 loaded 
jf @MAIN_100
//Changes the player to ped model 290 Tenpenny
09C7: change_player $PLAYER_CHAR model_to 290 

:MAIN_177
06CF: NOP 0 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10 // see ped.dat 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 13 // see ped.dat 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
Actor.Angle($PLAYER_ACTOR) = 90.0
start_mission 0  // Initial 1
wait 0 
start_mission 1  // Initial 2
$CUSTOM_TOURNAMENT_FLAG = 0 
{ No INFO ICONS
$PICKUP_INFO_HOSPITAL = Pickup.Create(#INFO, 3, 2027.77, -1420.52, 16.49)
$PICKUP_INFO_HOSPITAL_2 = Pickup.Create(#INFO, 3, 1180.85, -1325.57, 13.08)
$PICKUP_INFO_POLICE = Pickup.Create(#INFO, 3, 1550.68, -1675.49, 15.01)
$PICKUP_INFO_CONVERSATION = Pickup.Create(#INFO, 3, 2431.17, -1668.75, 13.04)
}
$166 = 292.33 
$167 = -35.39 
$168 = 1000.5 
$164 = 0 
$193 = 1 
$193 = 2 
$LOWR_CONT_SCRIPT_LAUNCHED = 0 
$MISSION_CESAR_VIALPANDO_PASSED = 0 
$RACE_INDEX = 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
04AE: $ICON_CJ = 15 // $ = any 
04AE: $ICON_SWEET = 38 // $ = any 
04AE: $ICON_RYDER = 34 // $ = any 
04AE: $ICON_BIG_DMOKE = 8 // $ = any 
04AE: $ICON_OG_LOC = 28 // $ = any 
04AE: $ICON_CRASH = 16 // $ = any 
04AE: $ICON_CESAR = 13 // $ = any 
04AE: $ICON_CATALINA = 12 // $ = any 
04AE: $ICON_TRUTH = 40 // $ = any 
04AE: $ICON_WOOZIE = 46 // $ = any 
04AE: $ICON_LOCOSYNDICATE = 23 // $ = any 
04AE: $ICON_TRIADS = 43 // $ = any                           
04AE: $ICON_CESAR_2 = 13 // $ = any 
04AE: $ICON_RACE = 33 // $ = any 
04AE: $ICON_ZERO = 47 // $ = any 
04AE: $ICON_TRIADS_CASINO = 44 // $ = any 
04AE: $ICON_MAFIA_CASINO = 25 // $ = any 
04AE: $ICON_CASH = 52 // $ = any 
04AE: $ICON_MADDOG = 24 // $ = any 
04AE: $ICON_TORENO = 42 // $ = any 
04AE: $ICON_AIRYARD = 5 // $ = any 
04AE: $ICON_CJ_2 = 15 // $ = any 
04AE: $ICON_SCHOOL = 36 // $ = any 
04AE: $ICON_SWEET_2 = 38 // $ = any 
jump @MAIN_1969 
$MARKER_EMMETS_GUN = Marker.CreateIconWithoutSphere(18, 2447.364, -1974.496, 12.5469)
$MARKER_IDLEWOOD_BARBER = Marker.CreateIconWithoutSphere(7, 2070.27, -1791.092, 17.1484)
$MARKER_IDLEWOOD_PIZZERIA = Marker.CreateIconWithoutSphere(29, 2107.624, -1807.516, 21.2114)
$MARKER_GANTON_CLOTHES_SHOP = Marker.CreateIconWithoutSphere(45, 2243.807, -1668.567, 20.0313)
$439 = Marker.CreateIconAndSphere($ICON_CJ, $X_JOHNSON_HOUSE, $Y_JOHNSON_HOUSE, $Z_JOHNSON_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$436 = Marker.CreateIconAndSphere($ICON_RYDER, $X_RYDER_HOUSE, $Y_RYDER_HOUSE, $Z_RYDER_HOUSE)
$434 = Marker.CreateIconAndSphere($ICON_BIG_DMOKE, $X_BIG_SMOKE_HOUSE, $Y_BIG_SMOKE_HOUSE, $Z_BIG_SMOKE_HOUSE)
$437 = Marker.CreateIconAndSphere($ICON_OG_LOC, $X_OG_LOC_WORK, $Y_OG_LOC_WORK, $Z_OG_LOC_WORK)
$MARKER_CRASH_LS = Marker.CreateIconAndSphere($ICON_CRASH, $X_CRASH_LS, $Y_CRASH_LS, $Z_CRASH_LS)
$MARKER_CESAR_LS = Marker.CreateIconAndSphere($ICON_CESAR, $X_CESAR_HOUSE, $Y_CESAR_HOUSE, $Z_CESAR_HOUSE)
$484 = Marker.CreateIconAndSphere($ICON_CRASH, $X_ANGEL_PINE, $Y_ANGEL_PINE, $Z_ANGEL_PINE)
$MARKER_CATALINA = Marker.CreateIconAndSphere($ICON_CATALINA, $X_CATALINA_HOUSE, $Y_CATALINA_HOUSE, $Z_CATALINA_HOUSE)
$MARKER_TRUTH_FARM = Marker.CreateIconAndSphere($ICON_TRUTH, $X_TRUTH_FARM, $Y_TRUTH_FARM, $Z_TRUTH_FARM)
$MARKER_CESAR_MONTGOMERY = Marker.CreateIconAndSphere($ICON_CESAR, $X_MONTGOMERY, $Y_MONTGOMERY, $Z_MONTGOMERY)
$532 = Marker.CreateIconAndSphere($ICON_CRASH, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$524 = Marker.CreateIconAndSphere($ICON_WOOZIE, $X_WOOZIE_HOUSE, $Y_WOOZIE_HOUSE, $Z_WOOZIE_HOUSE)
$527 = Marker.CreateIconAndSphere($ICON_ZERO, $X_ZERO_RC_SHOP, $Y_ZERO_RC_SHOP, $Z_ZERO_RC_SHOP)
$525 = Marker.CreateIconAndSphere($ICON_CESAR_2, $X_SF_GARAGE_2, $Y_SF_GARAGE_2, $Z_SF_GARAGE_2)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$526 = Marker.CreateIconAndSphere($ICON_CRASH, $X_JIZZY_CLUB, $Y_JIZZY_CLUB, $Z_JIZZY_CLUB)
$528 = Marker.CreateIconAndSphere($ICON_RACE, $X_DRIVING_SCHOOL, $Y_DRIVING_SCHOOL, $Z_DRIVING_SCHOOL)
$540 = Marker.CreateIconAndSphere($ICON_RACE, $X_DRIVING_SCHOOL, $Y_DRIVING_SCHOOL, $Z_DRIVING_SCHOOL)
$580 = Marker.CreateIconAndSphere($ICON_TORENO, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)
$581 = Marker.CreateIconAndSphere($ICON_AIRYARD, $X_OLD_AIRPORT, $Y_OLD_AIRPORT, $Z_OLD_AIRPORT)
$582 = Marker.CreateIconAndSphere($ICON_TRIADS_CASINO, $X_THE_FOUR_DRAGONS_CASINO, $Y_THE_FOUR_DRAGONS_CASINO, $Z_THE_FOUR_DRAGONS_CASINO)
$595 = Marker.CreateIconAndSphere($ICON_CASH, $X_THE_FOUR_DRAGONS_CASINO_2, $Y_THE_FOUR_DRAGONS_CASINO_2, $Z_THE_FOUR_DRAGONS_CASINO_2)
$584 = Marker.CreateIconAndSphere($ICON_MADDOG, $X_ROYAL_CASINO, $Y_ROYAL_CASINO, $Z_ROYAL_CASINO)
$583 = Marker.CreateIconAndSphere($ICON_CRASH, $X_PRICKLE_PINE_LV, $Y_PRICKLE_PINE_LV, $Z_PRICKLE_PINE_LV)
$585 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
$622 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)
$623 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)
$MARKER_PILOT_SCHOOL = Marker.CreateIconAndSphere($ICON_SCHOOL, $666, $667, $668)
$596 = Marker.CreateIconAndSphere(36, -2031.2, -118.0, 34.3)
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
0570: $632 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
$LSGYM_ICON = Marker.CreateIconAndSphere($ICON_SWEET, 2228.0, -1722.811, 12.5543)
0570: $1722 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[5] $SAVE_PICKUPS_Y[5] $SAVE_PICKUPS_Z[5] 
0570: $MARKER_QUARRY_MISSION = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
$2588 = Marker.CreateIconWithoutSphere(27, -2728.5, 212.2, 3.4)
$2589 = Marker.CreateIconWithoutSphere(27, -2728.5, 212.2, 3.4)
//$MARKER_WANG_CARS = Marker.CreateIconAndSphere(31, $X_PROPERTY_TO_BUY[0], $Y_PROPERTY_TO_BUY[0], $Z_PROPERTY_TO_BUY[0])
//$527 = Marker.CreateIconAndSphere(31, $X_PROPERTY_TO_BUY[1], $Y_PROPERTY_TO_BUY[1], $Z_PROPERTY_TO_BUY[1])
//$55 = Marker.CreateIconAndSphere(31, $X_PROPERTY_TO_BUY[2], $Y_PROPERTY_TO_BUY[2], $Z_PROPERTY_TO_BUY[2])
$MARKER_TRUCKING_MISSION = Marker.CreateIconWithoutSphere(51, $2373, $2374, $2375)
04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_GANG_CASH 
$PICKUP_KEYCARD = Pickup.Create(#KEYCARD, 3, 0.0, 0.0, 0.0)
$1415 = Marker.CreateIconAndSphere($ICON_CASH, 2035.724, 2727.96, 9.8281)
0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0]  // You cannot buy this property yet.
0517: $BUY_ASSET_PICKUPS[1] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1]  // You cannot buy this property yet.
0517: $BUY_ASSET_PICKUPS[2] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2]  // You cannot buy this property yet.
$2706 = Object.Create(#AD_FLATDOOR, 1833.36, -1995.45, 12.5)
$2707 = Object.Create(#AD_FLATDOOR, 1819.81, -1994.66, 12.5)
$2708 = Object.Create(#AD_FLATDOOR, 1827.68, -1980.0, 12.5)
$2709 = Object.Create(#AD_FLATDOOR, 1851.84, -1990.67, 12.5)
$2710 = Object.Create(#AD_FLATDOOR, 1867.29, -1984.96, 12.5)
$2711 = Object.Create(#AD_FLATDOOR, 1866.52, -1998.53, 12.5)
$2712 = Object.Create(#AD_FLATDOOR, 1899.75, -1984.95, 12.5)
$2713 = Object.Create(#AD_FLATDOOR, 1914.39, -1992.82, 12.5)
$2714 = Object.Create(#AD_FLATDOOR, 1899.01, -1998.5, 12.5)
$2715 = Object.Create(#AD_FLATDOOR, 1900.89, -2020.11, 12.5)
$2716 = Object.Create(#AD_FLATDOOR, 1914.4, -2020.91, 12.5)
$2717 = Object.Create(#AD_FLATDOOR, 1906.54, -2035.52, 12.5)
0662: NOP "AAAAAAAAA" 

:MAIN_1969
01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0 
$672 = 0 
$TOTAL_FOOD_EATEN = 0 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
$692 = 1.0 
$693 = 1.6 
$694 = 200 
$695 = 200 
$696 = 200 
$697 = 255 
$698 = 100 
$699 = 100 
$700 = 100 
$701 = 255 
$702 = 20 
$703 = 20 
$704 = 20 
$705 = 255 
014B: $PARKED_RHINO = init_parked_car_generator #RHINO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0 
014B: $PARKED_HYDRA = init_parked_car_generator #HYDRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2527.2 -1677.1 19.2 angle 90.0 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 0 
$VIDEO_GAME = -1 
0914: NOP 0 
0914: NOP 1 
0914: NOP 2 
0914: NOP 3 
0914: NOP 4 
0914: NOP 5 
0914: NOP 6 
0914: NOP 7 
0914: NOP 8 
0914: NOP 9 
0914: NOP 10 
0914: NOP 11 
0914: NOP 12 
0914: NOP 13 
0914: NOP 14 
0914: NOP 15 
0914: NOP 16 
0914: NOP 17 
0914: NOP 18 
0914: NOP 19 
0914: NOP 20 
0914: NOP 21 
0914: NOP 22 
0914: NOP 23 
0914: NOP 24 
0914: NOP 25 
0914: NOP 26 
0914: NOP 27 
0914: NOP 28 
0914: NOP 29 
0914: NOP 30 
0914: NOP 31 
0914: NOP 32 
0914: NOP 33 
0914: NOP 34 
0914: NOP 35 
0914: NOP 36 
0914: NOP 37 
0914: NOP 38 
0914: NOP 39 
0914: NOP 40 
0914: NOP 41 
0914: NOP 42 
0914: NOP 43 
0914: NOP 44 
0914: NOP 45 
0914: NOP 46 
0914: NOP 47 
0914: NOP 48 
0914: NOP 49 
0914: NOP 50 
0914: NOP 51 
0914: NOP 52 
0914: NOP 53 
0914: NOP 54 
0914: NOP 55 
0914: NOP 56 
0914: NOP 57 
0914: NOP 58 
0914: NOP 59 
0914: NOP 60 
0914: NOP 61 
0914: NOP 62 
0914: NOP 63 
0914: NOP 64 
0914: NOP 65 
0914: NOP 66 
0914: NOP 67 
0914: NOP 68 
0914: NOP 69 
0914: NOP 70 
0914: NOP 71 
0914: NOP 72 
0914: NOP 73 
0914: NOP 74 
0914: NOP 75 
0914: NOP 76 
0914: NOP 77 
0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT_U priority 100 radius 6.0 type 1 
0929: init_external_script_trigger 5 (ROULETTE) with_object_model #ROULETTE_TBL priority 60 radius 50.0 type 1 
0929: init_external_script_trigger 6 (OTB_SCRIPT) with_object_model #OTB_MACHINE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_3 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_2 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_1 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SWANK_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SNESISH priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #LOW_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACHFD priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACH priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDIN3 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_SPRUNK1 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_CANDYVENDOR priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_CANDY priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_SPRUNK priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #ICESCART_PROP priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #CHILLIDOGCART priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #NOODLECART_PROP priority 100 radius 70.0 type -1 
$709 = 0 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOL priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOR priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 11 (GYMBIKE) with_object_model #GYM_BIKE priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 12 (GYMBENCH) with_object_model #GYM_BENCH1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 13 (GYMTREAD) with_object_model #GYM_TREADMILL priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 14 (GYMDUMB) with_object_model #GYM_MAT1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALL_LAX priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALLHUB_LAX01 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET2 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 21 (POOL_SCRIPT) with_object_model #K_POOLTABLESM priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #NEIL_SLOT priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #CJ_SLOT_BANK priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 17 (BLACKJ) with_object_model #BLCK_JACK priority 50 radius 70.0 type 1 
0929: init_external_script_trigger 18 (WHEELO) with_object_model #WHEEL_O_FORTUNE priority 50 radius 70.0 type 1 
$GS_GANG_CASH = 1 
07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 
0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 
0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR) 
0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM) 
0884: 'OTBWTCH' = init_external_script_named_handle 43 (OTBWTCH) 
0884: 'OTBSLP' = init_external_script_named_handle 44 (OTBSLP) 
0884: 'OTBTILL' = init_external_script_named_handle 45 (OTBTILL) 
0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR) 
0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL) 
0884: 'BARGUY' = init_external_script_named_handle 48 (BARGUY) 
0884: 'PEDROUL' = init_external_script_named_handle 49 (PEDROUL) 
0884: 'PEDCARD' = init_external_script_named_handle 50 (PEDCARD) 
0884: 'PEDSLOT' = init_external_script_named_handle 51 (PEDSLOT) 
0884: 'STRIPW' = init_external_script_named_handle 53 (STRIPW) 
0884: 'STRIPM' = init_external_script_named_handle 54 (STRIPM) 
0884: 'BROWSE' = init_external_script_named_handle 55 (BROWSE) 
0884: 'COPSIT' = init_external_script_named_handle 56 (COPSIT) 
0884: 'COPLOOK' = init_external_script_named_handle 57 (COPLOOK) 
0884: 'TICKET' = init_external_script_named_handle 58 (TICKET) 
0884: 'SHOPPER' = init_external_script_named_handle 59 (SHOPPER) 
0884: 'PHOTO' = init_external_script_named_handle 73 (PHOTO) 
0884: 'PRISONR' = init_external_script_named_handle 74 (PRISONR) 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #WMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #HMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BIKDRUG priority 100 
0928: init_external_script_trigger 77 (HOTDOG) with_actor_model #BMOCHIL priority 100 
08E8: assign_external_script_handle 'DEALER' to_model #BMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #WMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #HMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #BIKDRUG 
0776: create_objects_in_object_group "CRACK" 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 

create_thread @ODDVEH 
create_thread @R3 
create_thread @GYM 
create_thread @SHOOT 
create_thread @BLOODR 
create_thread @HOTR 
create_thread @KICKS 
create_thread @PSAVE1 
create_thread @FLOW 
create_thread @SWEET
//create_thread @HELP 
create_thread @COLLS 
create_thread @CRANES 
//create_thread @BUY_PRO 
//create_thread @VALET_L 
create_thread @ADPLANE 
create_thread @TRAINSL 
create_thread @IMPND_L 
create_thread @OPENUP 
create_thread @TRI 
create_thread @INT
create_thread_wb @NONAME_1 
create_thread_wb @NONAME_2 
create_thread_wb @NONAME_3 
create_thread_wb @NONAME_4 
create_thread_wb @NONAME_5 
create_thread_wb @NONAME_6 
create_thread_wb @APCHECK 
//create_thread_wb @GFINIT 
create_thread_wb @NONAME_7 
create_thread_wb @NONAME_8 
create_thread_wb @HJ 
create_thread_wb @CELLFON 

fade 0 0 
09BA: show_entered_zone_name 0 
wait 0 
wait 0 
01F0: set_max_wanted_level_to 6 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_4047 
set_weather 1 
$2549 = 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1500
$RIOTS = 0
$TENPENNY = 0     //Check for changes in player going outside
$SUPPORT = -1     //Fire Support Toggle -1 = disabled 0 = off 1 = on
//Title Credits
start_mission 81  
$INTRO_TOTAL_PASSED_MISSIONS = 0
$41 = 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_4038 
select_interior 0 
Player.CanMove($PLAYER_CHAR) = True

:MAIN_4038
01B7: release_weather 
jump @MAIN_4054 

:MAIN_4047
$SCRIPT_STATUS = 0 
//MAIN LOOP
:MAIN_4054
wait 0 
if and
$RIOTS == 0
$INTRO_TOTAL_PASSED_MISSIONS == 18
then
06C8: enable_riot true
$RIOTS = 1
end
if and
$RIOTS == 1
$INTRO_TOTAL_PASSED_MISSIONS == 19
then
06C8: enable_riot false
$RIOTS = 0
end
//Shut up CJ!  
0489: set_actor $PLAYER_ACTOR muted true 

if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5787 
077E: get_active_interior_to $ACTIVE_INTERIOR 
//Keeps Pretzel boy from showing up
if and
$TENPENNY == 0
not $ACTIVE_INTERIOR == 0
then
$TENPENNY = 1
end 
//REPAIR THE MODEL
if and
$ACTIVE_INTERIOR == 0
$TENPENNY == 1
Model.Available(#NULL)
then
fade 0 500
:MAINFBOY
wait 0
if not fading
jf @MAINFBOY
09C7: change_player $PLAYER_CHAR model_to #NULL
$TENPENNY = 0
Player.Build($PLAYER_CHAR)
023C: load_special_actor 'TENPEN' as 1 
:MAIN_PBOY
wait 0
if
023D:   special_actor 1 loaded 
jf @MAIN_PBOY
09C7: change_player $PLAYER_CHAR model_to 290
fade 1 500
end 

0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
07D0: $WEEKDAY = weekday 
09FB: $CURRENT_LANGUAGE = current_language 
0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number 
01BD: $5284 = current_time_in_ms 

if
$ONMISSION == 0
then
//FIRE SUPPORT
if and
  $SUPPORT == 0
  0101:   actor $PLAYER_ACTOR in_sphere 1036.2006 -1330.3483 13.7266 radius 2.0 2.0 2.0 sphere 0 stopped 
then
    03E5: show_text_box 'MZER01E'
    start_mission 30
end
//Dogfight
if                                        
00F0:   actor $PLAYER_ACTOR  1 near_point 308.1662 2541.6707 radius 1.0 1.0 stopped_on_foot 
then
start_mission 31   //No back up allowed
0001: wait $DEFAULT_WAIT_TIME ms   
start_mission 82   
end

end

if and
not Actor.Driving($PLAYER_ACTOR)
00E1:   player 0 pressed_key 9     //Exit Fire Support
$SUPPORT == 1
then
start_mission 31
end


//Parachute if flying a plane
if 
Actor.DrivingPlane($PLAYER_ACTOR)
jf @MAIN_4190

if
not Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @MAIN_4190

Model.Load(#GUN_PARA)
:MAIN_4180
wait 0
if 
Model.Available(#GUN_PARA)
jf @MAIN_4180
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1
 
:MAIN_4190

if 
  $672 == 1 
else_jump @MAIN_4193 
0084: $5283 = $5284 // (int) 
0060: $5283 -= $5285 // (int) 
if 
  $5283 >= 180000 
else_jump @MAIN_4193 
$672 = 0 
$TOTAL_FOOD_EATEN = 0 
$5283 = 0 
$10045 = 0 


:MAIN_4193
if or
   Garage.IsOpen('BODLAWN')
   Garage.IsOpen('MODLAST')          
   Garage.IsOpen('MDSSFSE')
   Garage.IsOpen('MDS1SFS')
   Garage.IsOpen('VECMOD')
else_jump @MAIN_4315 
0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4308 
08A9: load_external_script 66 (CARMOD1) 
if 
08AB:   external_script 66 (CARMOD1) loaded 
else_jump @MAIN_4308 
0913: run_external_script 66 (CARMOD1)  

:MAIN_4308
jump @MAIN_4319 

:MAIN_4315
090F: end_external_script 66 (CARMOD1) 

:MAIN_4319
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @MAIN_4393 
0926: $SCRIPT_STATUS = external_script_status 0 (PLAYER_PARACHUTE) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4386 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
else_jump @MAIN_4386 
0913: run_external_script 0 (PLAYER_PARACHUTE)  

:MAIN_4386
jump @MAIN_4397 

:MAIN_4393
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_4397
if and
   Actor.HasWeapon($PLAYER_ACTOR, 43)
  $ONMISSION == 0 
else_jump @MAIN_4478 
0926: $SCRIPT_STATUS = external_script_status 75 (CAMERA) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4471 
08A9: load_external_script 75 (CAMERA) 
if 
08AB:   external_script 75 (CAMERA) loaded 
else_jump @MAIN_4471 
0913: run_external_script 75 (CAMERA)  

:MAIN_4471
jump @MAIN_4482 

:MAIN_4478
090F: end_external_script 75 (CAMERA) 

:MAIN_4482
if 
  $ONMISSION == 0 
else_jump @MAIN_5474 
if 
  10 > $SYNDICATE_TOTAL_PASSED_MISSIONS 
else_jump @MAIN_4951 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS > 2 
else_jump @MAIN_4951 
if 
  $89 > 400 
else_jump @MAIN_4879 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4717 
if 
  $BCESAR3_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_4717 
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4717 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $WEEKDAY == 4 
  $WEEKDAY == 7 
else_jump @MAIN_4717 
if or
  $TIME_HOURS >= 19 
  7 > $TIME_HOURS 
else_jump @MAIN_4717 
08A9: load_external_script 3 (BCESAR3) 
if 
08AB:   external_script 3 (BCESAR3) loaded 
else_jump @MAIN_4717 
0913: run_external_script 3 (BCESAR3)  
$BCESAR3_SCRIPT_LAUNCHED = 1 

:MAIN_4717
0926: $SCRIPT_STATUS = external_script_status 3 (BCESAR3) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4879 
if 
  $BCESAR2_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_4879 
0926: $SCRIPT_STATUS = external_script_status 2 (BCESAR2) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_4879 
07D0: $WEEKDAY = weekday 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $WEEKDAY == 2 
  $WEEKDAY == 6 
else_jump @MAIN_4879 
if and
  $TIME_HOURS >= 5 
  17 > $TIME_HOURS 
else_jump @MAIN_4879 
08A9: load_external_script 2 (BCESAR2) 
if 
08AB:   external_script 2 (BCESAR2) loaded 
else_jump @MAIN_4879 
0913: run_external_script 2 (BCESAR2)  
$BCESAR2_SCRIPT_LAUNCHED = 1 

:MAIN_4879
07D0: $WEEKDAY = weekday 
if or
  $WEEKDAY == 1 
  $WEEKDAY == 3 
  $WEEKDAY == 5 
else_jump @MAIN_4944 
$BCESAR2_SCRIPT_LAUNCHED = 0 
$BCESAR3_SCRIPT_LAUNCHED = 0 
$89 = 0 
jump @MAIN_4951 

:MAIN_4944
$89 += 1 

:MAIN_4951
if and
  $MISSION_CESAR_VIALPANDO_PASSED == 1 
  $ONMISSION == 0 
else_jump @MAIN_5172 
if 
  $LOWR_CONT_SCRIPT_LAUNCHED == 0 
else_jump @MAIN_5111 
0926: $SCRIPT_STATUS = external_script_status 22 (LOWR_CONT) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5104 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5104 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1812.369 -1929.922 radius 80.0 80.0 
else_jump @MAIN_5104 
08A9: load_external_script 22 (LOWR_CONT) 
if 
08AB:   external_script 22 (LOWR_CONT) loaded 
else_jump @MAIN_5104 
0913: run_external_script 22 (LOWR_CONT)  
$LOWR_CONT_SCRIPT_LAUNCHED = 1 

:MAIN_5104
jump @MAIN_5172 

:MAIN_5111
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5172 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1812.369 -1929.922 radius 500.0 500.0 
else_jump @MAIN_5172 
$LOWR_CONT_SCRIPT_LAUNCHED = 0 

:MAIN_5172
0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @MAIN_5467 jumps 0 @MAIN_5300 1 @MAIN_5318 2 @MAIN_5336 3 @MAIN_5354 4 @MAIN_5372 5 @MAIN_5390 6 @MAIN_5408 
0872: jump_table_jumps 7 @MAIN_5426 -1 @MAIN_5467 -1 @MAIN_5467 -1 @MAIN_5467 -1 @MAIN_5467 -1 @MAIN_5467 -1 @MAIN_5467 -1 @MAIN_5467 -1 @MAIN_5467 

:MAIN_5300
$ONMISSION = 1 
start_mission 3  // Video Game: They Crawled From Uranus
jump @MAIN_5467 

:MAIN_5318
$ONMISSION = 1 
start_mission 4  // Video Game: Dualuty
jump @MAIN_5467 

:MAIN_5336
$ONMISSION = 1 
start_mission 5  // Video Game: Go Go Space Monkey
jump @MAIN_5467 

:MAIN_5354
$ONMISSION = 1 
start_mission 6  // Video Game: Let's Get Ready To Bumble
jump @MAIN_5467 

:MAIN_5372
$ONMISSION = 1 
start_mission 7  // Video Game: Inside Track Betting
jump @MAIN_5467 

:MAIN_5390
$ONMISSION = 1 
start_mission 8  // Pool
jump @MAIN_5467 

:MAIN_5408
$ONMISSION = 1 
start_mission 9  // Lowrider (Bet And Dance)
jump @MAIN_5467 

:MAIN_5426
$ONMISSION = 1 
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2  // Beefy Baron
gosub @LITCAS_267 
start_mission 10  // Beefy Baron
jump @MAIN_5467 

:MAIN_5467
jump @MAIN_5513 

:MAIN_5474
if or
  $BCESAR2_SCRIPT_LAUNCHED == 1 
  $BCESAR3_SCRIPT_LAUNCHED == 1 
else_jump @MAIN_5506 
$89 = 0 

:MAIN_5506
$VIDEO_GAME = -1 

:MAIN_5513
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MAIN_5787 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 
else_jump @MAIN_5623 
0926: $SCRIPT_STATUS = external_script_status 70 (CARPARK1) 
if 
  $SCRIPT_STATUS == 0 
else_jump @MAIN_5616 
08A9: load_external_script 70 (CARPARK1) 
if 
08AB:   external_script 70 (CARPARK1) loaded 
else_jump @MAIN_5616 
0913: run_external_script 70 (CARPARK1)  

:MAIN_5616
jump @MAIN_5627 

:MAIN_5623
090F: end_external_script 70 (CARPARK1) 

:MAIN_5627
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @MAIN_5787 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 
else_jump @MAIN_5762 
if 
  $157 == 0 
else_jump @MAIN_5755 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @MAIN_5748 
$GYM_DAY_LIMIT = 0.0 

:MAIN_5748
$157 = 1 

:MAIN_5755
jump @MAIN_5787 

:MAIN_5762
if 
  $157 == 1 
else_jump @MAIN_5787 
$157 = 0 

:MAIN_5787
jump @MAIN_4054 

:INT
thread 'INT' 
:INT_11
wait $DEFAULT_WAIT_TIME 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 20 
else_jump @INT_36 
end_thread 

:INT_36

if and
  00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1541.156 -1675.352 13.552 radius 1.0 1.0 2.0 on_foot 
  $ONMISSION == 0 
jf @INT_292 

if 
$INTRO_TOTAL_PASSED_MISSIONS == 0
then
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT01' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box 
start_mission 2   //PLUG THE LEAK
end 

if 
$INTRO_TOTAL_PASSED_MISSIONS == 2
then
$ONMISSION = 1 
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
start_mission 10   //INFO ON CRASH AND FIRE SUPPORT
end 

if
$INTRO_TOTAL_PASSED_MISSIONS == 3
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT04' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box 
start_mission 14   //CLEANING THE HOOD
end

if 
$INTRO_TOTAL_PASSED_MISSIONS == 5
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT06' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box 
start_mission 23  //GRAY EXPORTS
end

if 
$INTRO_TOTAL_PASSED_MISSIONS == 6
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT07' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 16  //DOUBLE BOOM!
end

if 
$INTRO_TOTAL_PASSED_MISSIONS == 7
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT08' time 1000 style 2 
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 12  //Path of the Snake
end

if  
$INTRO_TOTAL_PASSED_MISSIONS == 14
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT15' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 21   //Jefferson Airplane
end

if 
$INTRO_TOTAL_PASSED_MISSIONS == 17
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT18' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 25  //Court Room Riot
end

:INT_292
if
$ONMISSION == 0
jf @INT_320

if and
  0100:   actor $PLAYER_ACTOR in_sphere 1728.5 -2251.8508 -3.2548 radius 2.0 2.0 2.0 sphere 0 in_car 
  $INTRO_TOTAL_PASSED_MISSIONS == 1
then
    if  
        00DD:   actor $PLAYER_ACTOR driving_car_with_model #COPCARLA
    then
        $ONMISSION = 1 
        054C: use_GXT_table 'JABT01' 
        00BA: show_text_styled GXT 'MT02' time 1000 style 2  
        wait 2000
        Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
        start_mission 11 //CHASING CARL
    else
        054C: use_GXT_table 'JABM02' 
        03E5: show_text_box 'INFO3'  //Police vehicle required
        wait 5000
    end
end

if and
  00ED: actor $PLAYER_ACTOR 0 near_point 2471.6958 -1888.9365 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 4
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT05' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 15   //KING OF THE HILL
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point 1597.3431 -1515.3278 radius 2.0 2.0 on_foot 
$INTRO_TOTAL_PASSED_MISSIONS == 8
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT09' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 13  //Search for the Truth
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point 17.3053 -2646.5452 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 9
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT10' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 17   //EPSILON CULT
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point 2111.1499 1914.9213 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 10
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT11' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 18   //HOSTEL
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point -1942.8601 704.0016 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 11
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT12' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 26   //ZOMBOTECH
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point -1635.8995 721.0715 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 12
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT13' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 19   //Derby Madness
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point -2126.9312 654.1807 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 13
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT14' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 20   //Chinese Steak
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point 2026.8145 1109.2987 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 15
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT16' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 22   //Flying Elvis
end

if and
00ED: actor $PLAYER_ACTOR 0 near_point 1599.8119 2672.2493 radius 2.0 2.0 on_foot  
$INTRO_TOTAL_PASSED_MISSIONS == 16
then
start_mission 31  //No back up allowed
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT17' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 24   //Donuts From Hell
end

if and
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1745.1785 -1454.0311 13.5469 radius 1.0 1.0 2.0 on_foot   
$INTRO_TOTAL_PASSED_MISSIONS == 18
then
$ONMISSION = 1 
054C: use_GXT_table 'JABT01' 
00BA: show_text_styled GXT 'MT19' time 1000 style 2  
wait 2000
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 27   //Death of CJ
end

if 
$INTRO_TOTAL_PASSED_MISSIONS == 19
then
$ONMISSION = 1 
Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
03E6: remove_text_box   
start_mission 28   //Bonus
end

:INT_320

jump @INT_11 

:SWEET
thread 'SWEET' 
:SWEET_11
wait $DEFAULT_WAIT_TIME 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 21 
else_jump @SWEET_36 
end_thread 

:SWEET_36
{These are custom safe houses for Tenpenny.  The subroutine is a solution to remake the IPL enter exit routine.
It is real easy to add as many as you wish just using the CTRL+ALT+1 to get your in game postion and you will 
need a map of heavens (interiors) to teleport in and out. It replaces the need to purchase property.  But you can
Make Tenpenny buy houses.  Some interiors have people sleeping in the beds or watching TV at random.}
wait 0
//El Quebrados Sheriff
$Loc_A = 0.0
if and
  $Sheriff == 1   //This variable allows you to use an interior for multiple locations.
  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 322.1241 302.2369 999.14 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 0
    $Loc_X = -1389.9602 
    $Loc_Y = 2634.5706 
    $Loc_Z = 55.9844
    $Loc_A = 180.0
    gosub @SWEET_ENTEX    
end 
if 
  00ED: actor $PLAYER_ACTOR 0 near_point -1389.8953 2639.041 radius 1.0 1.0 on_foot
then
    $My_Heaven = 5
    $Loc_X = 322.177
    $Loc_Y = 306.2392 
    $Loc_Z = 999.1484  
    gosub @SWEET_ENTEX 
    $Sheriff = 1        
end
//Fort Carson Sheriff
if 
  00ED: actor $PLAYER_ACTOR 0 near_point -217.8407 979.139 radius 1.0 1.0 on_foot
then
    $My_Heaven = 5
    $Loc_X = 322.177
    $Loc_Y = 306.2392 
    $Loc_Z = 999.1484 
    gosub @SWEET_ENTEX 
    $Sheriff = 2        
end
if and
  $Sheriff == 2
  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 322.1241 302.2369 999.14 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 0
    $Loc_X = -214.1307 
    $Loc_Y = 978.9708 
    $Loc_Z = 19.3351
    $Loc_A = 270.0
    gosub @SWEET_ENTEX    
end 
//Tiny Shack
if
    00ED: actor $PLAYER_ACTOR 0 near_point -673.3696 2705.7212 radius 1.0 1.0 on_foot
then
    $My_Heaven = 2
    $Loc_X = 268.703           
    $Loc_Y = 305.7284  
    $Loc_Z = 999.1484 
    gosub @SWEET_ENTEX       
end
if
    00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 266.4985 304.9415 999.14 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 0
    $Loc_X = -672.6904 
    $Loc_Y = 2707.582  
    $Loc_Z = 70.603 
    gosub @SWEET_ENTEX       
end
//Condo in Temple
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 295.2971 1472.2572 1080.2578 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 0
    $Loc_X = 1245.0269 
    $Loc_Y = -1074.8109 
    $Loc_Z = 30.9875 
    $Loc_A = 270.0
    gosub @SWEET_ENTEX    
end 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1242.0046 -1075.4398 31.0 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 15
    $Loc_X = 295.14              
    $Loc_Y = 1474.47 
    $Loc_Z = 1080.25     
    gosub @SWEET_ENTEX         
end
//Bayside House
if
    00ED: actor $PLAYER_ACTOR 0 near_point -2348.5464 2423.2683 radius 1.0 1.0 on_foot
then
    $My_Heaven = 5
    $Loc_X = 228.0                
    $Loc_Y = 1114.5             
    $Loc_Z = 1080.9954  
    $Loc_A = 270.0
    $Sheriff == 3
    08E7: disable_entrance_markers 1 
    gosub @SWEET_ENTEX       
end
if and
$Sheriff == 3
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 226.2964 1114.2811 1080.99 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 0
    $Loc_X = -2348.5464                
    $Loc_Y = 2421.2683             
    $Loc_Z = 7.3353  
    $Loc_A = 151.0
    gosub @SWEET_ENTEX    
    08E7: disable_entrance_markers 0   
end
//Apartment in Queens
if
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -2430.364 65.552 35.17 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 6
    $Loc_X = 2308.79                    
    $Loc_Y = -1210.88             
    $Loc_Z = 1048.03  
    08E7: disable_entrance_markers 1  
    gosub @SWEET_ENTEX       
end
if
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2308.6658 -1212.9362 1048.03 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 0
    $Loc_X = -2428.364                    
    $Loc_Y = 65.552              
    $Loc_Z = 35.1719
    $Loc_A = 270.0        
    gosub @SWEET_ENTEX   
    08E7: disable_entrance_markers 0    
end
//House in Prickle Pine
if  
    00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1606.8625 2679.481 10.8203 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 5
    $Loc_X = 228.0                
    $Loc_Y = 1114.5             
    $Loc_Z = 1080.9954  
    $Loc_A = 270.0 
    $Sheriff = 4 
    08E7: disable_entrance_markers 1  
    gosub @SWEET_ENTEX        
end
if  and
$Sheriff == 4
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 226.2964 1114.2811 1080.99 radius 1.0 1.0 2.0 on_foot 
then
    $My_Heaven = 0
    $Loc_X = 1606.8625                     
    $Loc_Y = 2679.481             
    $Loc_Z = 10.8203 
    $Loc_A = 270.0        
    gosub @SWEET_ENTEX      
    08E7: disable_entrance_markers 0    
end                       
jump @SWEET_11 

//My answer to IPL
:SWEET_ENTEX
fade 0 1000
wait 1200 
03CB: set_rendering_origin_at $Loc_X $Loc_Y $Loc_Z 
04BB: select_interior $My_Heaven
04F9: set_interior 1 color_to 0 
0860: link_actor $PLAYER_ACTOR to_interior $My_Heaven 
Actor.PutAt($PLAYER_ACTOR, $Loc_X, $Loc_Y, $Loc_Z) 
Actor.Angle($PLAYER_ACTOR) = $Loc_A
wait 1300   
fade 1 1000  
return

:CRASH
thread 'CRASH' 

:CRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
else_jump @CRASH_36 
end_thread 

:CRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRASH_232 
if 
  $ONMISSION == 0 
else_jump @CRASH_232 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 1.2 1.2 2.0 on_foot 
else_jump @CRASH_232 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CRASH_232 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 0 
else_jump @CRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_1' time 1000 style 2  // Burning Desire
gosub @PSAVE1_1836 
start_mission 22  // Burning Desire

:CRASH_180
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 1 
else_jump @CRASH_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_3' time 1000 style 2  // Gray Imports
gosub @PSAVE1_1836 
start_mission 23  // Gray Imports

:CRASH_232
jump @CRASH_11 

:RYDER
thread 'RYDER' 

:RYDER_11
wait $DEFAULT_WAIT_TIME 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 3 
else_jump @RYDER_36 
end_thread 

:RYDER_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @RYDER_342 
if 
  $ONMISSION == 0 
else_jump @RYDER_342 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 1.6 1.2 2.0 on_foot 
else_jump @RYDER_342 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @RYDER_342 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 0 
else_jump @RYDER_238 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if and
  $TIME_HOURS >= 12 
  20 > $TIME_HOURS 
else_jump @RYDER_222 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_1' time 1000 style 2  // Home Invasion
gosub @PSAVE1_1498 
start_mission 24  // Home Invasion
jump @RYDER_238 

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

:RYDER_238
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 1 
else_jump @RYDER_290 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_3' time 1000 style 2  // Catalyst
gosub @PSAVE1_1498 
start_mission 25  // Catalyst

:RYDER_290
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 2 
else_jump @RYDER_342 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_2' time 1000 style 2  // Robbing Uncle Sam
gosub @PSAVE1_1498 
start_mission 26  // Robbing Uncle Sam

:RYDER_342
jump @RYDER_11 

:SMOKE
thread 'SMOKE' 

:SMOKE_11
wait $DEFAULT_WAIT_TIME 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 4 
else_jump @SMOKE_36 
end_thread 

:SMOKE_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SMOKE_336 
if 
  $ONMISSION == 0 
else_jump @SMOKE_336 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BIG_SMOKE_HOUSE $Y_BIG_SMOKE_HOUSE $Z_BIG_SMOKE_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @SMOKE_336 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SMOKE_336 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 0 
else_jump @SMOKE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_1' time 1000 style 2  // OG Loc
gosub @PSAVE1_1676 
start_mission 27  // OG Loc

:SMOKE_180
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 1 
else_jump @SMOKE_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_2' time 1000 style 2  // Running Dog
gosub @PSAVE1_1676 
start_mission 28  // Running Dog

:SMOKE_232
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 2 
else_jump @SMOKE_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_3' time 1000 style 2  // Wrong Side of the Tracks
gosub @PSAVE1_1676 
start_mission 29  // Wrong Side of the Tracks

:SMOKE_284
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 3 
else_jump @SMOKE_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_4' time 1000 style 2  // Just Business
gosub @PSAVE1_1676 
start_mission 30  // Just Business

:SMOKE_336
jump @SMOKE_11 

:STRAP
thread 'STRAP' 

:STRAP_11
wait $DEFAULT_WAIT_TIME 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
else_jump @STRAP_36 
end_thread 

:STRAP_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRAP_620 
if 
  $ONMISSION == 0 
else_jump @STRAP_620 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_LOC_WORK $Y_OG_LOC_WORK $Z_OG_LOC_WORK radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP_452 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @STRAP_452 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 0 
else_jump @STRAP_238 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 22 
  6 > $TIME_HOURS 
else_jump @STRAP_222 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_1' time 1000 style 2  // Life's a Beach
gosub @PSAVE1_2014 
start_mission 31  // Life's a Beach
jump @STRAP_238 

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

:STRAP_238
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 1 
else_jump @STRAP_290 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_2' time 1000 style 2  // Madd Dogg's Rhymes
gosub @PSAVE1_2014 
start_mission 32  // Madd Dogg's Rhymes

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

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

:STRAP_400
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 3 
else_jump @STRAP_452 
$ONMISSION = 1 
gosub @PSAVE1_2014 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
start_mission 34  // House Party

:STRAP_452
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_LOC_HOUSE $Y_OG_LOC_HOUSE $Z_OG_LOC_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @STRAP_620 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @STRAP_620 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 4 
else_jump @STRAP_620 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @STRAP_604 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
gosub @PSAVE1_2174 
start_mission 34  // House Party
jump @STRAP_620 

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

:STRAP_620
jump @STRAP_11 

:CESAR
thread 'CESAR' 

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

:CESAR_35
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CESAR_344 
if 
  $ONMISSION == 0 
else_jump @CESAR_130 
if 
  $MISSION_LOWRIDER_PASSED == 0 
else_jump @CESAR_130 
if 
  $2336 == 1 
else_jump @CESAR_130 
04AE: $RACE_INDEX = 0 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track
$2336 = 2 

:CESAR_130
if 
  $ONMISSION == 0 
else_jump @CESAR_344 
if 
  $MISSION_LOWRIDER_PASSED == 0 
else_jump @CESAR_344 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE radius 4.0 4.0 3.0 
else_jump @CESAR_344 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CESAR_328 
03C0: $2197 = actor $PLAYER_ACTOR car 
if 
096E:   car $2197 lowrider 
else_jump @CESAR_305 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CESAR_298 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CESAR_1' time 1000 style 2  // High Stakes, Low-rider
gosub @PSAVE1_2334 
start_mission 36  // Lowrider (High Stakes)

:CESAR_298
jump @CESAR_321 

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

:CESAR_321
jump @CESAR_344 

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

:CESAR_344
jump @CESAR_11 

:LA1FIN
thread 'LA1FIN' 

:LA1FIN_11
wait $DEFAULT_WAIT_TIME 
if 
  $LS_FINAL_TOTAL_PASSED_MISSIONS == 2 
else_jump @LA1FIN_36 
end_thread 

:LA1FIN_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LA1FIN_340 
if 
  $ONMISSION == 0 
else_jump @LA1FIN_340 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.0 1.0 2.0 on_foot 
else_jump @LA1FIN_340 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 9 
else_jump @LA1FIN_340 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 4 
else_jump @LA1FIN_340 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
else_jump @LA1FIN_340 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 3 
else_jump @LA1FIN_340 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
else_jump @LA1FIN_340 
if 
  $MISSION_LOWRIDER_PASSED == 1 
else_jump @LA1FIN_340 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @LA1FIN_340 
if 
  $LS_FINAL_TOTAL_PASSED_MISSIONS == 0 
else_jump @LA1FIN_288 
$ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN1' time 1000 style 2  // Reuniting the Families
gosub @PSAVE1_1320 
start_mission 37  // Reuniting The Families

:LA1FIN_288
if 
  $LS_FINAL_TOTAL_PASSED_MISSIONS == 1 
else_jump @LA1FIN_340 
$ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN2' time 1000 style 2  // The Green Sabre
gosub @PSAVE1_1320 
start_mission 38  // The Green Sabre

:LA1FIN_340
jump @LA1FIN_11 

:BCRASH
thread 'BCRASH' 

:BCRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $MISSION_BADLANDS_PASSED == 1 
else_jump @BCRASH_36 
end_thread 

:BCRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCRASH_180 
if 
  $ONMISSION == 0 
else_jump @BCRASH_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE radius 1.2 1.2 2.0 on_foot 
else_jump @BCRASH_180 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BCRASH_180 
if 
  $MISSION_BADLANDS_PASSED == 0 
else_jump @BCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCRASH1' time 1000 style 2  // Badlands
gosub @LITCAS_267 
start_mission 39  // Badlands

:BCRASH_180
jump @BCRASH_11 

:CAT
$CATALINA_SELECTED_MISSION = -1 
thread 'CAT' 

:CAT_18
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT_634 
if 
  $ONMISSION == 0 
else_jump @CAT_419 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CAT_412 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 0 
else_jump @CAT_164 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MEETING_CATALINA $Y_MEETING_CATALINA $Z_MEETING_CATALINA radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_157 
$ONMISSION = 1 
gosub @CAT_641 
gosub @CAT_779 
start_mission 40  // First Date

:CAT_157
jump @CAT_249 

:CAT_164
if 
  $2163 == 1 
else_jump @CAT_249 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CATALINA_HOUSE $Y_CATALINA_HOUSE $Z_CATALINA_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_249 
$ONMISSION = 1 
gosub @CAT_641 
gosub @CAT_922 
start_mission 40  // First Date

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

:CAT_312
$ONMISSION = 1 
start_mission 41  // Local Liquor Store
jump @CAT_18 
jump @CAT_412 

:CAT_337
$ONMISSION = 1 
start_mission 42  // Small Town Bank
jump @CAT_18 
jump @CAT_412 

:CAT_362
$ONMISSION = 1 
start_mission 43  // Tanker Commander
jump @CAT_18 
jump @CAT_412 

:CAT_387
$ONMISSION = 1 
start_mission 44  // Against All Odds
jump @CAT_18 
jump @CAT_412 

:CAT_412
jump @CAT_426 

:CAT_419
$CATALINA_SELECTED_MISSION = -1 

:CAT_426
if 
  $719 == 0 
else_jump @CAT_474 
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @CAT_474 
Marker.Disable($MARKER_CATALINA)
$719 = 1 

:CAT_474
if 
  $719 == 1 
else_jump @CAT_609 
if 
  $TRUTH_TOTAL_PASSED_MISSIONS == 1 
else_jump @CAT_609 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE $Y_ANGEL_PINE $Z_ANGEL_PINE radius 1.2 1.2 2.0 on_foot 
else_jump @CAT_609 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CAT_609 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRAILER' time 1000 style 2  // King in Exile
gosub @LITCAS_267 
start_mission 45  // King in Exile
$719 = 2 

:CAT_609
if 
  $CATALINA_TOTAL_PASSED_MISSIONS > 3 
else_jump @CAT_634 
Marker.Disable($MARKER_CATALINA)
end_thread 

:CAT_634
jump @CAT_18 

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

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

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

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

:CAT_777
return 

:CAT_779
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT_920 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(664.9277, -479.6112, 16.1668, 0.0, 0.0, 0.0)
Camera.PointAt(665.8948, -479.5685, 16.4175, 2)
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:CAT_920
return 

:CAT_922
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAT_1063 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(856.9968, -27.9584, 63.7393, 0.0, 0.0, 0.0)
Camera.PointAt(857.9943, -28.0286, 63.7295, 2)
0395: clear_area 1 at 870.1503 -25.3395 62.9589 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 870.1503 -25.3395 62.9589 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:CAT_1063
return 

:TRU
thread 'TRU' 

:TRU_11
wait $DEFAULT_WAIT_TIME 
if 
  $TRUTH_TOTAL_PASSED_MISSIONS == 2 
else_jump @TRU_36 
end_thread 

:TRU_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRU_281 
if 
  $ONMISSION == 0 
else_jump @TRU_281 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRU_281 
if 
  $TRUTH_TOTAL_PASSED_MISSIONS == 0 
else_jump @TRU_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ANGEL_PINE_MOTEL $Y_ANGEL_PINE_MOTEL $Z_ANGEL_PINE_MOTEL radius 1.2 1.2 2.0 on_foot 
else_jump @TRU_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_1' time 1000 style 2  // Body Harvest
gosub @PSAVE1_2445 
start_mission 46  // Body Harvest

:TRU_180
if and
  $TRUTH_TOTAL_PASSED_MISSIONS == 1 
  $CESAR_TOTAL_PASSED_MISSIONS > 9 
else_jump @TRU_281 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_TRUTH_FARM $Y_TRUTH_FARM $Z_TRUTH_FARM radius 1.2 1.2 2.0 on_foot 
else_jump @TRU_281 
$ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_2' time 1000 style 2  // Are you going to San Fierro?
gosub @PSAVE1_2605 
start_mission 47  // Are you going to San Fierro?

:TRU_281
jump @TRU_11 

:BCESAR
thread 'BCESAR' 

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

:BCESAR_42
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR_880 
if 
  $ONMISSION == 0 
else_jump @BCESAR_880 
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 2 
else_jump @BCESAR_116 
if 
  $MISSION_WUZIMU_STARTED_FLAG == 0 
else_jump @BCESAR_116 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_116
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 0 
else_jump @BCESAR_382 
if 
  $MISSION_WUZIMU_STARTED_FLAG == 0 
else_jump @BCESAR_382 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_MONTGOMERY $Y_MONTGOMERY $Z_MONTGOMERY radius 4.0 4.0 4.0 
else_jump @BCESAR_382 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR_366 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BCESAR_359 
0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 
08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR type 
if or
04A3:   $TEMPVAR_CAR_TYPE == 0 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 1 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 2 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 3 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 4 // $ == any 
04A3:   $TEMPVAR_CAR_TYPE == 6 // $ == any 
else_jump @BCESAR_343 
$CESAR_TOTAL_PASSED_MISSIONS = 0 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCESAR4' time 1000 style 2  // Wu Zi Mu
gosub @LITCAS_267 
start_mission 48  // Wu Zi Mu / Farewell, My Love...
jump @BCESAR_359 

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

:BCESAR_359
jump @BCESAR_382 

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

:BCESAR_382
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 3 
else_jump @BCESAR_425 
$CESAR_TOTAL_PASSED_MISSIONS = 4 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_425
if and
  $1847 == 1 
  4 > $CATALINA_TOTAL_PASSED_MISSIONS 
else_jump @BCESAR_479 
Marker.Disable($MARKER_CATALINA)
$MARKER_CATALINA = Marker.CreateIconAndSphere($ICON_CATALINA, $X_CATALINA_HOUSE, $Y_CATALINA_HOUSE, $Z_CATALINA_HOUSE)
$1847 = 0 

:BCESAR_479
if 
  $CATALINA_TOTAL_PASSED_MISSIONS > 3 
else_jump @BCESAR_695 
if 
  $MISSION_WUZIMU_STARTED_FLAG == 0 
else_jump @BCESAR_652 
if or
  $CESAR_TOTAL_PASSED_MISSIONS == 5 
  $CESAR_TOTAL_PASSED_MISSIONS == 6 
  $CESAR_TOTAL_PASSED_MISSIONS == 7 
else_jump @BCESAR_652 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -513.9356 -188.314 77.4599 radius 1.2 1.2 2.0 
else_jump @BCESAR_652 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BCESAR_652 
$CESAR_TOTAL_PASSED_MISSIONS = 5 
$ONMISSION = 1 
00BA: show_text_styled GXT 'BCES4_2' time 1000 style 2  // Farewell, my love...
gosub @LITCAS_267 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_652
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 8 
else_jump @BCESAR_695 
$CESAR_TOTAL_PASSED_MISSIONS = 9 
$ONMISSION = 1 
gosub @LITCAS_267 
start_mission 48  // Wu Zi Mu / Farewell, My Love...

:BCESAR_695
if and
  $CATALINA_TOTAL_PASSED_MISSIONS == 4 
  $CESAR_TOTAL_PASSED_MISSIONS > 4 
else_jump @BCESAR_755 
Marker.Disable($MARKER_CESAR_MONTGOMERY)
$MARKER_CESAR_MONTGOMERY = Marker.CreateIconAndSphere($ICON_CESAR, -513.9356, -188.314, 77.4599)
$CATALINA_TOTAL_PASSED_MISSIONS = 5 

:BCESAR_755
if 
  $MISSION_WUZIMU_STARTED_FLAG == 1 
else_jump @BCESAR_880 
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 1 
else_jump @BCESAR_823 
$CESAR_TOTAL_PASSED_MISSIONS = 2 
04AE: $RACE_INDEX = 7 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track
$MISSION_WUZIMU_STARTED_FLAG = 0 

:BCESAR_823
if 
  $CESAR_TOTAL_PASSED_MISSIONS == 6 
else_jump @BCESAR_880 
$CESAR_TOTAL_PASSED_MISSIONS = 7 
04AE: $RACE_INDEX = 8 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
0629: change_integer_stat 342 to 1 
start_mission 35  // Race Tournament / 8-track / Dirt Track
$MISSION_WUZIMU_STARTED_FLAG = 0 

:BCESAR_880
jump @BCESAR_11 

:GARAGE
thread 'GARAGE' 

:GARAGE_11
wait $DEFAULT_WAIT_TIME 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS == 2 
else_jump @GARAGE_36 
end_thread 

:GARAGE_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GARAGE_250 
if 
  $ONMISSION == 0 
else_jump @GARAGE_250 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE radius 1.2 1.2 2.0 on_foot 
else_jump @GARAGE_250 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @GARAGE_250 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS == 0 
else_jump @GARAGE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_1' time 1000 style 2  // Wear Flowers in your Hair
gosub @PSAVE1_2765 
start_mission 49  // Wear Flowers In Your Hair

:GARAGE_180
if 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
else_jump @GARAGE_250 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS == 1 
else_jump @GARAGE_250 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_2' time 1000 style 2  // Deconstruction
gosub @PSAVE1_2765 
start_mission 50  // Deconstruction

:GARAGE_250
jump @GARAGE_11 

:SCRASH
thread 'SCRASH' 

:SCRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 2 
else_jump @SCRASH_36 
end_thread 

:SCRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SCRASH_239 
if 
  $ONMISSION == 0 
else_jump @SCRASH_239 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE_3 $Y_SF_GARAGE_3 $Z_SF_GARAGE_3 radius 1.2 1.2 2.0 on_foot 
else_jump @SCRASH_239 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SCRASH_239 
if 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 0 
else_jump @SCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_1' time 1000 style 2  // 555 WE TIP
gosub @PSAVE1_2765 
start_mission 51  // 555 WE TIP

:SCRASH_180
if and
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
else_jump @SCRASH_239 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_2' time 1000 style 2  // Snail Trail
gosub @PSAVE1_2765 
start_mission 52  // Snail Trail

:SCRASH_239
jump @SCRASH_11 

:WUZI
thread 'WUZI' 

:WUZI_11
wait $DEFAULT_WAIT_TIME 
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
else_jump @WUZI_36 
end_thread 

:WUZI_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WUZI_515 
if 
  $ONMISSION == 0 
else_jump @WUZI_515 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_WOOZIE_HOUSE $Y_WOOZIE_HOUSE $Z_WOOZIE_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @WUZI_515 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @WUZI_515 
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 0 
else_jump @WUZI_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_1' time 1000 style 2  // Mountain Cloud Boys
gosub @PSAVE1_3085 
start_mission 53  // Mountain Cloud Boys

:WUZI_180
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 1 
else_jump @WUZI_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_4' time 1000 style 2  // Ran Fa Li
gosub @PSAVE1_3085 
start_mission 54  // Ran Fa Li

:WUZI_232
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 2 
else_jump @WUZI_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_5' time 1000 style 2  // Lure
gosub @PSAVE1_3085 
start_mission 55  // Lure

:WUZI_284
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 3 
else_jump @WUZI_463 
0652: $STAT_LUNG_CAPACITY = integer_stat 225 
if 
  $STAT_LUNG_CAPACITY > 50 
else_jump @WUZI_427 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @WUZI_404 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
gosub @PSAVE1_3085 
start_mission 56  // Amphibious Assault
jump @WUZI_420 

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

:WUZI_420
jump @WUZI_463 

:WUZI_427
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
gosub @PSAVE1_3085 
start_mission 56  // Amphibious Assault

:WUZI_463
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 4 
else_jump @WUZI_515 
$ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_4' time 1000 style 2  // The Da Nang Thang
gosub @PSAVE1_3085 
start_mission 57  // The Da Nang Thang

:WUZI_515
jump @WUZI_11 

:SYND
thread 'SYND' 

:SYND_11
wait $DEFAULT_WAIT_TIME 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 10 
else_jump @SYND_36 
end_thread 

:SYND_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYND_874 
if 
  $ONMISSION == 0 
else_jump @SYND_874 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE $Y_SF_GARAGE $Z_SF_GARAGE radius 1.2 1.2 2.0 on_foot 
else_jump @SYND_512 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SYND_512 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 0 
else_jump @SYND_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_1' time 1000 style 2  // Photo Opportunity
gosub @LITCAS_267 
start_mission 58  // Photo Opportunity

:SYND_180
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 1 
else_jump @SYND_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
gosub @PSAVE1_2765 
start_mission 59  // Jizzy

:SYND_232
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 5 
else_jump @SYND_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_3' time 1000 style 2  // Outrider
gosub @LITCAS_267 
start_mission 60  // Outrider

:SYND_284
if and
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 2 
else_jump @SYND_401 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @SYND_385 
$ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'SYND_4' time 1000 style 2  // Ice Cold Killa
gosub @PSAVE1_2765 
start_mission 61  // Ice Cold Killa
jump @SYND_401 

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

:SYND_401
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 8 
else_jump @SYND_453 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_6' time 1000 style 2  // Toreno's Last Flight
gosub @LITCAS_267 
start_mission 62  // Toreno's Last Flight

:SYND_453
if and
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 9 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
else_jump @SYND_512 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_7' time 1000 style 2  // Yay Ka-Boom-Boom
gosub @PSAVE1_2765 
start_mission 63  // Yay Ka-Boom-Boom

:SYND_512
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYND_644 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 7 
else_jump @SYND_644 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1717.05 1280.91 6.23 radius 1.2 1.2 2.5 on_foot 
else_jump @SYND_644 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SYND_644 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_5' time 1000 style 2  // Pier 69
gosub @LITCAS_267 
start_mission 64  // Pier 69

:SYND_644
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SYND_874 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JIZZY_CLUB $Y_JIZZY_CLUB $Z_JIZZY_CLUB radius 1.2 1.2 2.5 on_foot 
else_jump @SYND_874 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SYND_874 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 2 
else_jump @SYND_770 
$ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
gosub @PSAVE1_3725 
start_mission 59  // Jizzy

:SYND_770
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 3 
else_jump @SYND_822 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_2' time 1000 style 2  // T-Bone Mendez
gosub @PSAVE1_3725 
start_mission 65  // T-Bone Mendez

:SYND_822
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 4 
else_jump @SYND_874 
$ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_3' time 1000 style 2  // Mike Toreno
gosub @PSAVE1_3725 
start_mission 66  // Mike Toreno

:SYND_874
jump @SYND_11 

:STEAL
thread 'STEAL' 

:STEAL_11
wait $DEFAULT_WAIT_TIME 
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 4 
else_jump @STEAL_36 
end_thread 

:STEAL_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STEAL_336 
if 
  $ONMISSION == 0 
else_jump @STEAL_336 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_GARAGE_2 $Y_SF_GARAGE_2 $Z_SF_GARAGE_2 radius 1.2 1.2 2.0 on_foot 
else_jump @STEAL_336 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @STEAL_336 
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 0 
else_jump @STEAL_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_1' time 1000 style 2  // Zeroing In
gosub @PSAVE1_2925 
start_mission 67  // Zeroing In

:STEAL_180
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 1 
else_jump @STEAL_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_2' time 1000 style 2  // Test Drive
gosub @PSAVE1_2925 
start_mission 68  // Test Drive

:STEAL_232
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 2 
else_jump @STEAL_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_4' time 1000 style 2  // Customs Fast Track
gosub @PSAVE1_2925 
start_mission 69  // Customs Fast Track

:STEAL_284
if 
  $STEAL_TOTAL_PASSED_MISSIONS == 3 
else_jump @STEAL_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_5' time 1000 style 2  // Puncture Wounds
gosub @PSAVE1_2925 
start_mission 70  // Puncture Wounds

:STEAL_336
jump @STEAL_11 

:TRACE
thread 'TRACE' 

:TRACE_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRACE_805 
if 
  $ONMISSION == 0 
else_jump @TRACE_805 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 20.0 20.0 10.0 on_foot 
else_jump @TRACE_395 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @TRACE_395 
if 
  $5187 == 0 
else_jump @TRACE_270 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2031.4 -116.5 1034.1 radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_263 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_263 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
else_jump @TRACE_263 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
start_mission 71  // Back to School

:TRACE_263
jump @TRACE_395 

:TRACE_270
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL radius 1.0 1.0 1.5 on_foot 
else_jump @TRACE_395 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_395 
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
else_jump @TRACE_395 
$ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
start_mission 71  // Back to School

:TRACE_395
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRACE_805 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRACE_805 
if 
  $1398 == 1 
else_jump @TRACE_805 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[0] $Y_RACE_TOURNAMENT_POINT[0] $Z_RACE_TOURNAMENT_POINT[0] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_535 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 0 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_535
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[1] $Y_RACE_TOURNAMENT_POINT[1] $Z_RACE_TOURNAMENT_POINT[1] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_625 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 1 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_625
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[2] $Y_RACE_TOURNAMENT_POINT[2] $Z_RACE_TOURNAMENT_POINT[2] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_715 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 2 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_715
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_RACE_TOURNAMENT_POINT[3] $Y_RACE_TOURNAMENT_POINT[3] $Z_RACE_TOURNAMENT_POINT[3] radius 1.2 1.2 2.0 on_foot 
else_jump @TRACE_805 
$ONMISSION = 1 
Player.CanMove($PLAYER_CHAR) = False
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
$CUSTOM_TOURNAMENT_FLAG = 1 
04AE: $CURRENT_TOURNAMENT = 3 // $ = any 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:TRACE_805
jump @TRACE_11 

:ZERO
thread 'ZERO' 

:ZERO_11
wait $DEFAULT_WAIT_TIME 
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 3 
else_jump @ZERO_36 
end_thread 

:ZERO_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ZERO_284 
if 
  $ONMISSION == 0 
else_jump @ZERO_284 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ZERO_RC_SHOP $Y_ZERO_RC_SHOP $Z_ZERO_RC_SHOP radius 1.2 1.2 2.0 on_foot 
else_jump @ZERO_284 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ZERO_284 
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 0 
else_jump @ZERO_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_1' time 1000 style 2  // Air Raid
gosub @PSAVE1_4587 
start_mission 72  // Air Raid

:ZERO_180
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 1 
else_jump @ZERO_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_2' time 1000 style 2  // Supply Lines...
gosub @PSAVE1_4587 
start_mission 73  // Supply Lines...

:ZERO_232
if 
  $ZERO_TOTAL_PASSED_MISSIONS == 2 
else_jump @ZERO_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_4' time 1000 style 2  // New Model Army
gosub @PSAVE1_4587 
start_mission 74  // New Model Army

:ZERO_284
jump @ZERO_11 

:DESERT
thread 'DESERT' 

:DESERT_11
wait $DEFAULT_WAIT_TIME 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 9 
else_jump @DESERT_36 
end_thread 

:DESERT_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DESERT_721 
if 
  $ONMISSION == 0 
else_jump @DESERT_721 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_TIERRA_ROBADA_RANCH $Y_TIERRA_ROBADA_RANCH $Z_TIERRA_ROBADA_RANCH radius 1.2 1.2 2.0 on_foot 
else_jump @DESERT_372 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @DESERT_372 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 0 
else_jump @DESERT_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT1' time 1000 style 2  // Monster
gosub @PSAVE1_3885 
start_mission 75  // Monster

:DESERT_180
if 
  $1400 == 1 
else_jump @DESERT_250 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 1 
else_jump @DESERT_250 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT2' time 1000 style 2  // Highjack
gosub @PSAVE1_3885 
start_mission 76  // Highjack

:DESERT_250
if 
  $1402 == 1 
else_jump @DESERT_320 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 2 
else_jump @DESERT_320 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT3' time 1000 style 2  // Interdiction
gosub @PSAVE1_3885 
start_mission 77  // Interdiction

:DESERT_320
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 3 
else_jump @DESERT_372 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT4' time 1000 style 2  // Verdant Meadows
gosub @PSAVE1_3885 
start_mission 78  // Verdant Meadows

:DESERT_372
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OLD_AIRPORT $Y_OLD_AIRPORT $Z_OLD_AIRPORT radius 1.2 1.2 2.0 on_foot 
else_jump @DESERT_721 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @DESERT_721 
if 
  $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT_500 
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 5 
else_jump @DESERT_500 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT6' time 1000 style 2  // N.O.E.
gosub @PSAVE1_4156 
start_mission 79  // N.O.E.

:DESERT_500
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 6 
else_jump @DESERT_552 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT9' time 1000 style 2  // Stowaway
gosub @PSAVE1_4156 
start_mission 80  // Stowaway

:DESERT_552
if 
  $TORENO_TOTAL_PASSED_MISSIONS == 7 
else_jump @DESERT_662 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @DESERT_646 
00BE: text_clear_all 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT8' time 1000 style 2  // Black Project
gosub @PSAVE1_4156 
start_mission 81  // Black Project
jump @DESERT_662 

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

:DESERT_662
if and
  $TORENO_TOTAL_PASSED_MISSIONS == 8 
  $1389 == 1 
else_jump @DESERT_721 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DESER10' time 1000 style 2  // Green Goo
gosub @PSAVE1_4156 
start_mission 82  // Green Goo

:DESERT_721
jump @DESERT_11 

:PSCH
thread 'PSCH' 

:PSCH_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSCH_239 
if 
  $ONMISSION == 0 
else_jump @PSCH_239 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $666 $667 $668 radius 1.0 1.0 1.0 on_foot 
else_jump @PSCH_239 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @PSCH_239 
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 3 
else_jump @PSCH_239 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
if 
  $FLIGHT_SCHOOL_INTRO_FLAG == 0 
else_jump @PSCH_179 
gosub @PSAVE1_4045 
$FLIGHT_SCHOOL_INTRO_FLAG = 1 
jump @PSCH_235 

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

:PSCH_221
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 

:PSCH_235
start_mission 83  // Learning to Fly

:PSCH_239
jump @PSCH_11 

:CASINO
thread 'CASINO' 

:CASINO_11
wait $DEFAULT_WAIT_TIME 
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 9 
else_jump @CASINO_36 
end_thread 

:CASINO_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASINO_707 
if 
  $ONMISSION == 0 
else_jump @CASINO_707 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CASINO_707 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_336 
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 0 
else_jump @CASINO_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO1' time 1000 style 2  // Fender Ketchup
gosub @PSAVE1_3245 
start_mission 84  // Fender Ketchup

:CASINO_180
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 1 
else_jump @CASINO_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASEEN2' time 1000 style 2  // Explosive Situation
gosub @PSAVE1_3245 
start_mission 85  // Explosive Situation

:CASINO_232
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 2 
else_jump @CASINO_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO3' time 1000 style 2  // You've had your Chips
gosub @PSAVE1_3245 
start_mission 86  // You've Had Your Chips

:CASINO_284
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 6 
else_jump @CASINO_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO7' time 1000 style 2  // Fish in a Barrel
gosub @PSAVE1_3245 
start_mission 87  // Fish in a Barrel

:CASINO_336
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2026.603 1007.735 9.8127 radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_436 
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 3 
else_jump @CASINO_436 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO4' time 1000 style 2  // Don Peyote
gosub @PSAVE1_3565 
start_mission 88  // Don Peyote

:CASINO_436
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CALIGULA_PALACE $Y_CALIGULA_PALACE $Z_CALIGULA_PALACE radius 1.2 1.2 2.0 on_foot 
else_jump @CASINO_707 
if and
  $CASINO_TOTAL_PASSED_MISSIONS == 4 
  $1380 == 1 
else_jump @CASINO_537 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO5' time 1000 style 2  // Intensive Care
gosub @PSAVE1_4267 
start_mission 89  // Intensive Care

:CASINO_537
if 
  $CASINO_TOTAL_PASSED_MISSIONS == 5 
else_jump @CASINO_589 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO6' time 1000 style 2  // The Meat Business
gosub @PSAVE1_4267 
start_mission 90  // The Meat Business

:CASINO_589
if and
  $CASINO_TOTAL_PASSED_MISSIONS == 7 
  $1381 == 1 
else_jump @CASINO_648 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO9' time 1000 style 2  // Freefall
gosub @PSAVE1_4267 
start_mission 91  // Freefall

:CASINO_648
if and
  $CASINO_TOTAL_PASSED_MISSIONS == 8 
  $1382 == 1 
else_jump @CASINO_707 
$ONMISSION = 1 
00BA: show_text_styled GXT 'CASIN10' time 1000 style 2  // Saint Mark's Bistro
gosub @PSAVE1_4267 
start_mission 92  // Saint Mark's Bistro

:CASINO_707
jump @CASINO_11 

:VCRASH
thread 'VCRASH' 

:VCRASH_11
wait $DEFAULT_WAIT_TIME 
if 
  $598 == 2 
else_jump @VCRASH_36 
end_thread 

:VCRASH_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VCRASH_287 
if 
  $ONMISSION == 0 
else_jump @VCRASH_287 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @VCRASH_287 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_PRICKLE_PINE_LV $Y_PRICKLE_PINE_LV $Z_PRICKLE_PINE_LV radius 1.2 1.2 2.0 on_foot 
else_jump @VCRASH_180 
if 
  $598 == 0 
else_jump @VCRASH_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH1' time 1000 style 2  // Misappropriation
gosub @LITCAS_267 
start_mission 93  // Misappropriation

:VCRASH_180
if and
  $598 == 1 
  $1378 == 1 
else_jump @VCRASH_287 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -378.75 2235.85 41.42 radius 1.2 1.2 2.0 on_foot 
else_jump @VCRASH_287 
$ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH2' time 1000 style 2  // High Noon
gosub @LITCAS_267 
start_mission 94  // High Noon

:VCRASH_287
jump @VCRASH_11 

:DOC
thread 'DOC' 

:DOC_11
wait $DEFAULT_WAIT_TIME 
if 
  $599 == 1 
else_jump @DOC_36 
end_thread 

:DOC_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOC_180 
if 
  $ONMISSION == 0 
else_jump @DOC_180 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_ROYAL_CASINO $Y_ROYAL_CASINO $Z_ROYAL_CASINO radius 1.2 1.2 2.0 on_foot 
else_jump @DOC_180 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @DOC_180 
if 
  $599 == 0 
else_jump @DOC_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'DOC_2' time 1000 style 2  // Madd Dogg
gosub @LITCAS_267 
start_mission 95  // Madd Dogg

:DOC_180
jump @DOC_11 

:HEIST
thread 'HEIST' 

:HEIST_11
wait $DEFAULT_WAIT_TIME 
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 6 
else_jump @HEIST_36 
end_thread 

:HEIST_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HEIST_546 
if 
  $ONMISSION == 0 
else_jump @HEIST_546 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO_2 $Y_THE_FOUR_DRAGONS_CASINO_2 $Z_THE_FOUR_DRAGONS_CASINO_2 radius 1.2 1.2 2.0 on_foot 
else_jump @HEIST_546 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @HEIST_546 
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 0 
else_jump @HEIST_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_1' time 1000 style 2  // Architectural Espionage
gosub @PSAVE1_3405 
start_mission 96  // Architectural Espionage

:HEIST_180
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 1 
else_jump @HEIST_232 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_3' time 1000 style 2  // Key to her Heart
gosub @PSAVE1_3405 
start_mission 97  // Key To Her Heart

:HEIST_232
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 2 
else_jump @HEIST_284 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_2' time 1000 style 2  // Dam and Blast
gosub @PSAVE1_3405 
start_mission 98  // Dam And Blast

:HEIST_284
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 3 
else_jump @HEIST_336 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_4' time 1000 style 2  // Cop Wheels
gosub @PSAVE1_3405 
start_mission 99  // Cop Wheels

:HEIST_336
if 
  $HEIST_TOTAL_PASSED_MISSIONS == 4 
else_jump @HEIST_446 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @HEIST_430 
$ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'HEIST_5' time 1000 style 2  // Up, Up and Away!
gosub @PSAVE1_3405 
start_mission 100  // Up, Up and Away!
jump @HEIST_446 

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

:HEIST_446
if and
  $HEIST_TOTAL_PASSED_MISSIONS == 5 
  $1384 == 1 
else_jump @HEIST_546 
if 
  $37 == 1 
else_jump @HEIST_530 
$ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_9' time 1000 style 2  // Breaking the Bank at Caligula's
gosub @PSAVE1_3405 
start_mission 101  // Breaking the Bank at Caligula's
jump @HEIST_546 

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

:HEIST_546
jump @HEIST_11 

:MANSION
thread 'MANSION' 

:MANSION_11
wait $DEFAULT_WAIT_TIME 
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 4 
else_jump @MANSION_36 
end_thread 

:MANSION_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MANSION_378 
if 
  $ONMISSION == 0 
else_jump @MANSION_378 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @MANSION_378 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_THE_FOUR_DRAGONS_CASINO $Y_THE_FOUR_DRAGONS_CASINO $Z_THE_FOUR_DRAGONS_CASINO radius 1.2 1.2 2.0 on_foot 
else_jump @MANSION_180 
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 0 
else_jump @MANSION_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_1' time 1000 style 2  // A Home In The Hills
gosub @PSAVE1_3245 
start_mission 102  // A Home In The Hills

:MANSION_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB radius 1.2 1.2 2.0 on_foot 
else_jump @MANSION_378 
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 1 
else_jump @MANSION_274 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_2' time 1000 style 2  // Vertical Bird
gosub @PSAVE1_4427 
start_mission 103  // Vertical Bird

:MANSION_274
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 2 
else_jump @MANSION_326 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_3' time 1000 style 2  // Home Coming
gosub @PSAVE1_4427 
start_mission 104  // Home Coming

:MANSION_326
if 
  $MANSION_TOTAL_PASSED_MISSIONS == 3 
else_jump @MANSION_378 
$ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_5' time 1000 style 2  // Cut Throat Business
gosub @PSAVE1_4427 
start_mission 105  // Cut Throat Business

:MANSION_378
jump @MANSION_11 

:GROVE
thread 'GROVE' 

:GROVE_11
wait $DEFAULT_WAIT_TIME 
if 
  $GROVE_TOTAL_PASSED_MISSIONS == 2 
else_jump @GROVE_36 
end_thread 

:GROVE_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GROVE_274 
if 
  $ONMISSION == 0 
else_jump @GROVE_274 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @GROVE_274 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @GROVE_180 
if 
  $GROVE_TOTAL_PASSED_MISSIONS == 0 
else_jump @GROVE_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_1' time 1000 style 2  // Beat Down on B Dup
gosub @PSAVE1_1140 
start_mission 106  // Beat Down on B Dup

:GROVE_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @GROVE_274 
if 
  $GROVE_TOTAL_PASSED_MISSIONS == 1 
else_jump @GROVE_274 
$ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_2' time 1000 style 2  // Grove 4 Life
gosub @PSAVE1_1320 
start_mission 107  // Grove 4 Life

:GROVE_274
jump @GROVE_11 

:RIOT
thread 'RIOT' 

:RIOT_11
wait $DEFAULT_WAIT_TIME 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 5 
else_jump @RIOT_36 
end_thread 

:RIOT_36
if 
   Player.Defined($PLAYER_CHAR)
else_jump @RIOT_673 
if 
  $ONMISSION == 0 
else_jump @RIOT_673 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_MADD_DOGG_CRIB $Y_MADD_DOGG_CRIB $Z_MADD_DOGG_CRIB radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT_180 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @RIOT_180 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 0 
else_jump @RIOT_180 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_1' time 1000 style 2  // Riot
gosub @PSAVE1_4427 
start_mission 108  // Riot

:RIOT_180
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 1.2 1.2 2.0 on_foot 
else_jump @RIOT_587 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @RIOT_587 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 1 
else_jump @RIOT_372 
0956: get_respect_to $47 
if 
  $47 > 1 
else_jump @RIOT_320 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_2' time 1000 style 2  // Los Desperados
gosub @PSAVE1_1320 
start_mission 109  // Los Desperados
jump @RIOT_372 

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

:RIOT_372
if 
  $1355 == 1 
else_jump @RIOT_483 
if 
  $1354 == 1 
else_jump @RIOT_467 
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 2 
else_jump @RIOT_460 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @PSAVE1_1320 
start_mission 110  // End Of The Line (1)

:RIOT_460
jump @RIOT_483 

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

:RIOT_483
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 3 
else_jump @RIOT_535 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @PSAVE1_1320 
start_mission 111  // End Of The Line (2)

:RIOT_535
if 
  $RIOT_TOTAL_PASSED_MISSIONS == 4 
else_jump @RIOT_587 
$ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
gosub @PSAVE1_1320 
start_mission 112  // End Of The Line (3)

:RIOT_587
if and
  $RIOT_TOTAL_PASSED_MISSIONS == 3 
  $151 == 0 
else_jump @RIOT_630 
$151 = 1 
$ONMISSION = 1 
start_mission 111  // End Of The Line (2)

:RIOT_630
if and
  $RIOT_TOTAL_PASSED_MISSIONS == 4 
  $151 == 1 
else_jump @RIOT_673 
$151 = 2 
$ONMISSION = 1 
start_mission 112  // End Of The Line (3)

:RIOT_673
jump @RIOT_11 

:SHOOT
thread 'SHOOT' 

:SHOOT_11
wait 125 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SHOOT_324 
if 
  $ONMISSION == 0 
else_jump @SHOOT_238 
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @SHOOT_231 
if 
  $ONMISSION_SHOOTING == 0 
else_jump @SHOOT_231 
if 
  $SHOOTING_AVAILABLE == 0 
else_jump @SHOOT_231 
$SHOOTING_INDEX = 0 

:SHOOT_110
if 
  4 > $SHOOTING_INDEX 
else_jump @SHOOT_231 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $SHOOTING_X($SHOOTING_INDEX,4f) $SHOOTING_Y($SHOOTING_INDEX,4f) $SHOOTING_Z($SHOOTING_INDEX,4f) radius 20.0 20.0 10.0 on_foot 
else_jump @SHOOT_217 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @SHOOT_217 
$ONMISSION = 1 
0084: $SHOOTING_INDEX_2 = $SHOOTING_INDEX // (int) 
start_mission 113  // Shooting range

:SHOOT_217
$SHOOTING_INDEX += 1 
jump @SHOOT_110 

:SHOOT_231
jump @SHOOT_281 

:SHOOT_238
if 
   not $ACTIVE_INTERIOR == 0 
else_jump @SHOOT_281 
if 
  $SHOOTING_AVAILABLE == 0 
else_jump @SHOOT_281 
$SHOOTING_AVAILABLE = 1 

:SHOOT_281
if 
  $SHOOTING_AVAILABLE == 1 
else_jump @SHOOT_324 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @SHOOT_324 
$SHOOTING_AVAILABLE = 0 

:SHOOT_324
jump @SHOOT_11 

:GYM
thread 'GYM' 

:GYM_11
wait 70 
if 
  $ONMISSION == 0 
else_jump @GYM_388 
if 
  $1348 == 1 
else_jump @GYM_115 
if 
  $GYMS_ACCESSIBLE_FLAG == 0 
else_jump @GYM_115 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
$GYMS_ACCESSIBLE_FLAG = 1 

:GYM_115
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYM_381 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @GYM_381 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 767.1537 4.8323 999.7185 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_225 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 5 
else_jump @GYM_225 
start_mission 114  // Los Santos Gym Fight School

:GYM_225
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 768.4777 -37.1737 999.6865 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_303 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 6 
else_jump @GYM_303 
start_mission 115  // San Fierro Gym Fight School

:GYM_303
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 766.5975 -65.293 999.6562 radius 50.0 50.0 10.0 on_foot 
else_jump @GYM_381 
09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $GYMFIGHT_INTERIOR == 7 
else_jump @GYM_381 
start_mission 116  // Las Venturas Gym Fight School

:GYM_381
jump @GYM_488 

:GYM_388
if 
  $1348 == 1 
else_jump @GYM_488 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYM_488 
if 
  $GYMS_ACCESSIBLE_FLAG == 1 
else_jump @GYM_488 
07FB: set_interior 'GYM1' access 0  // Ganton Gym
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
$GYMS_ACCESSIBLE_FLAG = 0 

:GYM_488
jump @GYM_11 

:TRUCKS
thread 'TRUCKS' 

:TRUCKS_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @TRUCKS_146 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRUCKS_146 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2373 $2374 $2375 radius 1.2 1.2 1.5 on_foot 
else_jump @TRUCKS_146 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRUCKS_146 
Player.CanMove($PLAYER_CHAR) = False
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'TRUCK' time 3000 style 5  // Trucking
gosub @LITCAS_267 
start_mission 117  // Trucking

:TRUCKS_146
jump @TRUCKS_11 

:QUARRYS
thread 'QUARRYS' 

:QUARRYS_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @QUARRYS_145 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @QUARRYS_145 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2352 $2353 $2354 radius 1.5 1.8 1.5 on_foot 
else_jump @QUARRYS_145 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @QUARRYS_145 
Player.CanMove($PLAYER_CHAR) = False
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'QUARRY' time 3000 style 5  // Quarry
gosub @LITCAS_267 
start_mission 118  // Quarry

:QUARRYS_145
jump @QUARRYS_11 

:BSCHOO
thread 'BSCHOO' 

:BSCHOO_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BSCHOO_125 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BSCHOO_125 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2367 $2368 $2369 radius 1.0 1.0 1.5 on_foot 
else_jump @BSCHOO_125 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BSCHOO_125 
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
start_mission 119  // Boat School

:BSCHOO_125
jump @BSCHOO_11 

:BIKES
thread 'BIKES' 

:BIKES_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @BIKES_125 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BIKES_125 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot 
else_jump @BIKES_125 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BIKES_125 
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
start_mission 120  // Bike School

:BIKES_125
jump @BIKES_11 

:R3
thread 'R3' 

:R3_11
wait 70 
if 
  $ONMISSION == 0 
else_jump @R3_4103 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @R3_4103 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @R3_4001 
if 
89BE:   not unknown_check_09BD 
else_jump @R3_3994 
if 
08B4:   test $390 bit 1 
else_jump @R3_110 
jump @R3_4110 
jump @R3_3994 

:R3_110
if or
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
else_jump @R3_2901 
03C0: $63 = actor $PLAYER_ACTOR car 
if 
82BF:   not car $63 sunk 
else_jump @R3_2901 
if 
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @R3_673 
if 
8596:   not NOP_false $PLAYER_CHAR 
else_jump @R3_673 
if 
  $ONMISSION_TAXI == 0 
else_jump @R3_673 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_286 
if 
88FE:   not text_box_displayed 
else_jump @R3_286 
03E5: show_text_box 'TTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_286
if 
   not $13 == 3 
else_jump @R3_492 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_485 

:R3_321
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_447 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_367 
jump @R3_11 

:R3_367
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @R3_395 
jump @R3_11 

:R3_395
if 
09BE:   unknown_check_09BD 
else_jump @R3_415 
jump @R3_11 

:R3_415
if 
08B4:   test $390 bit 1 
else_jump @R3_440 
jump @R3_11 

:R3_440
jump @R3_321 

:R3_447
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXI DRIVER'
wait 0 
start_mission 121  // Taxi-Driver Sub-Mission
$ONMISSION_TAXI = 1 
jump @R3_11 

:R3_485
jump @R3_673 

:R3_492
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_673 

:R3_509
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_635 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_555 
jump @R3_11 

:R3_555
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @R3_583 
jump @R3_11 

:R3_583
if 
09BE:   unknown_check_09BD 
else_jump @R3_603 
jump @R3_11 

:R3_603
if 
08B4:   test $390 bit 1 
else_jump @R3_628 
jump @R3_11 

:R3_628
jump @R3_509 

:R3_635
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXI DRIVER'
wait 0 
start_mission 121  // Taxi-Driver Sub-Mission
$ONMISSION_TAXI = 1 
jump @R3_11 

:R3_673
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @R3_1138 
if 
  $ONMISSION_PARAMEDIC == 0 
else_jump @R3_1138 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_759 
if 
88FE:   not text_box_displayed 
else_jump @R3_759 
03E5: show_text_box 'ATUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_759
if 
   not $13 == 3 
else_jump @R3_961 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_954 

:R3_794
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_923 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_840 
jump @R3_11 

:R3_840
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @R3_871 
jump @R3_11 

:R3_871
if 
09BE:   unknown_check_09BD 
else_jump @R3_891 
jump @R3_11 

:R3_891
if 
08B4:   test $390 bit 1 
else_jump @R3_916 
jump @R3_11 

:R3_916
jump @R3_794 

:R3_923
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // PARAMEDIC
wait 0 
start_mission 122  // Paramedic Sub-Mission
jump @R3_11 

:R3_954
jump @R3_1138 

:R3_961
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1138 

:R3_978
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1107 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1024 
jump @R3_11 

:R3_1024
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @R3_1055 
jump @R3_11 

:R3_1055
if 
09BE:   unknown_check_09BD 
else_jump @R3_1075 
jump @R3_11 

:R3_1075
if 
08B4:   test $390 bit 1 
else_jump @R3_1100 
jump @R3_11 

:R3_1100
jump @R3_978 

:R3_1107
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // PARAMEDIC
wait 0 
start_mission 122  // Paramedic Sub-Mission
jump @R3_11 

:R3_1138
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @R3_1603 
if 
  $ONMISSION_FIREFIGHTER == 0 
else_jump @R3_1603 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_1224 
if 
88FE:   not text_box_displayed 
else_jump @R3_1224 
03E5: show_text_box 'FTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_1224
if 
   not $13 == 3 
else_jump @R3_1426 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1419 

:R3_1259
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1388 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1305 
jump @R3_11 

:R3_1305
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @R3_1336 
jump @R3_11 

:R3_1336
if 
09BE:   unknown_check_09BD 
else_jump @R3_1356 
jump @R3_11 

:R3_1356
if 
08B4:   test $390 bit 1 
else_jump @R3_1381 
jump @R3_11 

:R3_1381
jump @R3_1259 

:R3_1388
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FIREFIGHTER
wait 0 
start_mission 123  // Firefighter Sub-Mission
jump @R3_11 

:R3_1419
jump @R3_1603 

:R3_1426
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1603 

:R3_1443
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_1572 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1489 
jump @R3_11 

:R3_1489
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @R3_1520 
jump @R3_11 

:R3_1520
if 
09BE:   unknown_check_09BD 
else_jump @R3_1540 
jump @R3_11 

:R3_1540
if 
08B4:   test $390 bit 1 
else_jump @R3_1565 
jump @R3_11 

:R3_1565
jump @R3_1443 

:R3_1572
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FIREFIGHTER
wait 0 
start_mission 123  // Firefighter Sub-Mission
jump @R3_11 

:R3_1603
if or
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_2269 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_1676 
if 
88FE:   not text_box_displayed 
else_jump @R3_1676 
03E5: show_text_box 'CTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_1676
if 
   not $13 == 3 
else_jump @R3_1985 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1978 

:R3_1711
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_1863 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_1757 
jump @R3_11 

:R3_1757
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_1780 
jump @R3_11 

:R3_1780
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_1811 
jump @R3_11 

:R3_1811
if 
09BE:   unknown_check_09BD 
else_jump @R3_1831 
jump @R3_11 

:R3_1831
if 
08B4:   test $390 bit 1 
else_jump @R3_1856 
jump @R3_11 

:R3_1856
jump @R3_1711 

:R3_1863
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_1905 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // BROWN THUNDER
jump @R3_1963 

:R3_1905
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #CHEETAH)
else_jump @R3_1947 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'VICE SQUAD'
jump @R3_1963 

:R3_1947
00BA: show_text_styled GXT 'COP_M' time 6000 style 5  // ~y~VIGILANTE

:R3_1963
wait 0 
start_mission 124  // Vigilante Sub-Mission
jump @R3_11 

:R3_1978
jump @R3_2269 

:R3_1985
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2269 

:R3_2002
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2154 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_2048 
jump @R3_11 

:R3_2048
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_2071 
jump @R3_11 

:R3_2071
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_2102 
jump @R3_11 

:R3_2102
if 
09BE:   unknown_check_09BD 
else_jump @R3_2122 
jump @R3_11 

:R3_2122
if 
08B4:   test $390 bit 1 
else_jump @R3_2147 
jump @R3_11 

:R3_2147
jump @R3_2002 

:R3_2154
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @R3_2196 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // BROWN THUNDER
jump @R3_2254 

:R3_2196
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #CHEETAH)
else_jump @R3_2238 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'VICE SQUAD'
jump @R3_2254 

:R3_2238
00BA: show_text_styled GXT 'COP_M' time 6000 style 5  // ~y~VIGILANTE

:R3_2254
wait 0 
start_mission 124  // Vigilante Sub-Mission
jump @R3_11 

:R3_2269
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
else_jump @R3_2901 
if 
  $ONMISSION_BURGLARY == 0 
else_jump @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @R3_2388 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_2388 
if 
88FE:   not text_box_displayed 
else_jump @R3_2388 
03E5: show_text_box 'BTUTOR2'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_2388
if 
   not $13 == 3 
else_jump @R3_2657 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_2650 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @R3_2634 

:R3_2456
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_2585 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_2502 
jump @R3_11 

:R3_2502
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
else_jump @R3_2533 
jump @R3_11 

:R3_2533
if 
09BE:   unknown_check_09BD 
else_jump @R3_2553 
jump @R3_11 

:R3_2553
if 
08B4:   test $390 bit 1 
else_jump @R3_2578 
jump @R3_11 

:R3_2578
jump @R3_2456 

:R3_2585
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Burglar'
wait 0 
start_mission 125  // Burglary Sub-Mission
$ONMISSION_BURGLARY = 1 
jump @R3_11 
jump @R3_2650 

:R3_2634
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~You can only trigger the burglary missions between 20:00 and 6:00.

:R3_2650
jump @R3_2901 

:R3_2657
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2901 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @R3_2885 

:R3_2707
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_2836 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_2753 
jump @R3_11 

:R3_2753
if or
   not Player.Defined($PLAYER_CHAR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BOXBURG)
else_jump @R3_2784 
jump @R3_11 

:R3_2784
if 
09BE:   unknown_check_09BD 
else_jump @R3_2804 
jump @R3_11 

:R3_2804
if 
08B4:   test $390 bit 1 
else_jump @R3_2829 
jump @R3_11 

:R3_2829
jump @R3_2707 

:R3_2836
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Burglar'
wait 0 
start_mission 125  // Burglary Sub-Mission
$ONMISSION_BURGLARY = 1 
jump @R3_11 
jump @R3_2901 

:R3_2885
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~You can only trigger the burglary missions between 20:00 and 6:00.

:R3_2901
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @R3_3455 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
else_jump @R3_3455 
03C0: $63 = actor $PLAYER_ACTOR car 
if and
82BF:   not car $63 sunk 
8981:   not train $63 wrecked 
else_jump @R3_3455 
if 
  $161 == 0 
else_jump @R3_3455 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_3042 
if 
88FE:   not text_box_displayed 
else_jump @R3_3042 
03E5: show_text_box 'FTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_3042
if 
   not $13 == 3 
else_jump @R3_3261 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3254 

:R3_3077
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3232 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3123 
jump @R3_11 

:R3_3123
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3146 
jump @R3_11 

:R3_3146
if and
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
else_jump @R3_3180 
jump @R3_11 

:R3_3180
if 
09BE:   unknown_check_09BD 
else_jump @R3_3200 
jump @R3_11 

:R3_3200
if 
08B4:   test $390 bit 1 
else_jump @R3_3225 
jump @R3_11 

:R3_3225
jump @R3_3077 

:R3_3232
wait 0 
start_mission 126  // Freight Train Sub-Mission
$160 = 1 
jump @R3_11 

:R3_3254
jump @R3_3455 

:R3_3261
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3455 

:R3_3278
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3433 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3324 
jump @R3_11 

:R3_3324
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3347 
jump @R3_11 

:R3_3347
if and
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
else_jump @R3_3381 
jump @R3_11 

:R3_3381
if 
09BE:   unknown_check_09BD 
else_jump @R3_3401 
jump @R3_11 

:R3_3401
if 
08B4:   test $390 bit 1 
else_jump @R3_3426 
jump @R3_11 

:R3_3426
jump @R3_3278 

:R3_3433
wait 0 
start_mission 126  // Freight Train Sub-Mission
$160 = 1 
jump @R3_11 

:R3_3455
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BROADWAY)
else_jump @R3_3994 
03C0: $63 = actor $PLAYER_ACTOR car 
if 
82BF:   not car $63 sunk 
else_jump @R3_3994 
if 
  $162 == 0 
else_jump @R3_3994 
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 0 
else_jump @R3_3565 
if 
88FE:   not text_box_displayed 
else_jump @R3_3565 
03E5: show_text_box 'PTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 1 

:R3_3565
if 
   not $13 == 3 
else_jump @R3_3792 
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3785 

:R3_3600
if 
00E1:   player 0 pressed_key 19 
else_jump @R3_3747 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3646 
jump @R3_11 

:R3_3646
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3669 
jump @R3_11 

:R3_3669
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BROADWAY)
else_jump @R3_3695 
jump @R3_11 

:R3_3695
if 
09BE:   unknown_check_09BD 
else_jump @R3_3715 
jump @R3_11 

:R3_3715
if 
08B4:   test $390 bit 1 
else_jump @R3_3740 
jump @R3_11 

:R3_3740
jump @R3_3600 

:R3_3747
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
wait 0 
start_mission 127  // Pimping Sub-Mission
$159 = 1 
jump @R3_11 

:R3_3785
jump @R3_3994 

:R3_3792
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3994 

:R3_3809
if 
00E1:   player 0 pressed_key 14 
else_jump @R3_3956 
wait 0 
if 
  $ONMISSION == 1 
else_jump @R3_3855 
jump @R3_11 

:R3_3855
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @R3_3878 
jump @R3_11 

:R3_3878
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BROADWAY)
else_jump @R3_3904 
jump @R3_11 

:R3_3904
if 
09BE:   unknown_check_09BD 
else_jump @R3_3924 
jump @R3_11 

:R3_3924
if 
08B4:   test $390 bit 1 
else_jump @R3_3949 
jump @R3_11 

:R3_3949
jump @R3_3809 

:R3_3956
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
wait 0 
start_mission 127  // Pimping Sub-Mission
$159 = 1 
jump @R3_11 

:R3_3994
jump @R3_4103 

:R3_4001
if 
  $HELP_TOGGLE_ODDJOB_SHOWN == 1 
else_jump @R3_4103 
03D5: remove_text 'TTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
03D5: remove_text 'ATUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
03D5: remove_text 'FTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
03D5: remove_text 'CTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
03D5: remove_text 'BTUTOR2'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
03D5: remove_text 'FTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
03D5: remove_text 'PTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
$HELP_TOGGLE_ODDJOB_SHOWN = 0 

:R3_4103
jump @R3_11 

:R3_4110
wait 70 
if 
88B4:   not test $390 bit 1 
else_jump @R3_4144 
wait 5000 
jump @R3_11 

:R3_4144
jump @R3_4110 

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

:BLOODR
thread 'BLOODR' 

:BLOODR_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @BLOODR_136 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLOODR_136 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1745 $1746 $1747 radius 1.4 1.8 1.5 on_foot 
else_jump @BLOODR_136 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BLOODR_136 
gosub @LITCAS_267 
00BA: show_text_styled GXT 'STAD_04' time 1000 style 2  // Blood Ring
start_mission 128  // Arena Mission: Blood Ring

:BLOODR_136
jump @BLOODR_11 

:HOTR
thread 'HOTR' 

:HOTR_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @HOTR_199 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HOTR_199 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1748 $1749 $1750 radius 1.4 1.8 1.5 on_foot 
else_jump @HOTR_199 
0652: $STAT_DRIVING_SKILL = integer_stat 160 
if 
  $STAT_DRIVING_SKILL > 199 
else_jump @HOTR_183 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @HOTR_176 
00BA: show_text_styled GXT 'STAD_03' time 1000 style 2  // 8-Track
gosub @LITCAS_267 
04AE: $RACE_INDEX = 25 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track

:HOTR_176
jump @HOTR_199 

:HOTR_183
00BC: show_text_highpriority GXT 'STATCAR' time 500 flag 1  // ~s~Your ~h~driving skill ~s~is not high enough to enter this race.

:HOTR_199
jump @HOTR_11 

:KICKS
thread 'KICKS' 

:KICKS_11
wait $DEFAULT_WAIT_TIME 
if 
  $ONMISSION == 0 
else_jump @KICKS_271 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKS_271 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1742 $1743 $1744 radius 1.4 1.8 1.5 on_foot 
else_jump @KICKS_271 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @KICKS_271 
07D0: $WEEKDAY = weekday 
if or
  $WEEKDAY == 0 
  $WEEKDAY == 2 
  $WEEKDAY == 4 
else_jump @KICKS_243 
0652: $STAT_DRIVING_SKILL = integer_stat 229 
if 
  $STAT_DRIVING_SKILL > 199 
else_jump @KICKS_220 
00BA: show_text_styled GXT 'STAD_01' time 1000 style 2  // Dirt Track
gosub @LITCAS_267 
04AE: $RACE_INDEX = 26 // $ = any 
$CUSTOM_TOURNAMENT_FLAG = 0 
start_mission 35  // Race Tournament / 8-track / Dirt Track
jump @KICKS_236 

:KICKS_220
00BC: show_text_highpriority GXT 'STATBIK' time 500 flag 1  // ~s~Your ~h~bike skill ~s~is not high enough to enter this race.

:KICKS_236
jump @KICKS_271 

:KICKS_243
00BA: show_text_styled GXT 'STAD_02' time 1000 style 2  // Kickstart
gosub @LITCAS_267 
start_mission 129  // Arena Mission: Kickstart

:KICKS_271
jump @KICKS_11 

:TRI
thread 'TRI' 

:TRI_11
wait 0 
if 
  $ONMISSION == 0 
else_jump @TRI_619 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRI_619 
if or
  $WEEKDAY == 1 
  $WEEKDAY == 7 
else_jump @TRI_619 
if or
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 181.0 -1878.0 2.0 radius 1.4 1.8 1.5 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2135.432 -67.9555 1.8 radius 1.4 1.8 1.5 on_foot 
else_jump @TRI_544 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @TRI_501 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 500 
else_jump @TRI_458 
0652: $STAT_STAMINA = integer_stat 22 
if 
  $STAT_STAMINA >= 500 
else_jump @TRI_415 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TRI_408 
00BA: show_text_styled GXT 'BOTTY' time 1000 style 2  // Beat the Cock!
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRI_403 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 181.0 -1878.0 2.0 radius 20.4 20.8 20.5 on_foot 
else_jump @TRI_348 
$MISSION_BEATTHECOCK_TYPE = 1 

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

:TRI_403
start_mission 130  // Beat the Cock!

:TRI_408
jump @TRI_451 

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

:TRI_451
jump @TRI_494 

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

:TRI_494
jump @TRI_537 

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

:TRI_537
jump @TRI_619 

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

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

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

:TRI_619
jump @TRI_11 

:ODDVEH
thread 'ODDVEH' 

:ODDVEH_11
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ODDVEH_1149 
if 
  $ONMISSION == 0 
else_jump @ODDVEH_1149 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @ODDVEH_1114 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @ODDVEH_134 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2343 $2344 $2345 radius 3.0 3.0 3.0 
else_jump @ODDVEH_134 
$ONMISSION_COURIER = 1 

:ODDVEH_134
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
else_jump @ODDVEH_202 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2346 $2347 $2348 radius 3.0 3.0 3.0 
else_jump @ODDVEH_202 
$ONMISSION_COURIER = 1 

:ODDVEH_202
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @ODDVEH_270 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2349 $2350 $2351 radius 3.0 3.0 3.0 
else_jump @ODDVEH_270 
$ONMISSION_COURIER = 1 

:ODDVEH_270
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @ODDVEH_335 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_335 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission 131  // Courier
$ONMISSION_COURIER = 1 

:ODDVEH_335
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREEWAY)
else_jump @ODDVEH_400 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_400 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission 131  // Courier
$ONMISSION_COURIER = 1 

:ODDVEH_400
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FAGGIO)
else_jump @ODDVEH_465 
if 
  $ONMISSION_COURIER == 0 
else_jump @ODDVEH_465 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
start_mission 131  // Courier
$ONMISSION_COURIER = 1 

:ODDVEH_465
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @ODDVEH_533 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2355 $2356 $2357 radius 10.5 10.5 10.5 
else_jump @ODDVEH_533 
$ONMISSION_CHILIAD = 1 

:ODDVEH_533
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
  $ONMISSION_CHILIAD == 0 
else_jump @ODDVEH_722 
00BE: text_clear_all 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 400 
else_jump @ODDVEH_679 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if and
  $TIME_HOURS >= 7 
  18 > $TIME_HOURS 
else_jump @ODDVEH_656 
00BA: show_text_styled GXT 'MOUNTN' time 1000 style 2  // The Chiliad Challenge
start_mission 132  // The Chiliad Challenge
$ONMISSION_CHILIAD = 1 
jump @ODDVEH_672 

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

:ODDVEH_672
jump @ODDVEH_715 

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

:ODDVEH_715
jump @ODDVEH_747 

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

:ODDVEH_747
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @ODDVEH_815 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX radius 4.0 4.0 3.0 
else_jump @ODDVEH_815 
$ONMISSION_STUNT_BMX = 1 

:ODDVEH_815
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
  $ONMISSION_STUNT_BMX == 0 
else_jump @ODDVEH_953 
0652: $STAT_CYCLING_SKILL = integer_stat 230 
if 
  $STAT_CYCLING_SKILL >= 200 
else_jump @ODDVEH_910 
00BA: show_text_styled GXT 'BMX' time 1000 style 2  // BMX
$STUNT_MISSION_TYPE = 0 
start_mission 133  // BMX / NRG-500 STUNT Mission
$ONMISSION_STUNT_BMX = 1 
jump @ODDVEH_946 

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

:ODDVEH_946
jump @ODDVEH_978 

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

:ODDVEH_978
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
else_jump @ODDVEH_1046 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 radius 4.0 4.0 3.0 
else_jump @ODDVEH_1046 
$ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1046
if and
   Actor.DrivingVehicleType($PLAYER_ACTOR, #NRG500)
  $ONMISSION_STUNT_NRG500 == 0 
else_jump @ODDVEH_1107 
00BA: show_text_styled GXT 'NRG500' time 1000 style 2  // NRG-500
$STUNT_MISSION_TYPE = 1 
start_mission 133  // BMX / NRG-500 STUNT Mission
$ONMISSION_STUNT_NRG500 = 1 

:ODDVEH_1107
jump @ODDVEH_1149 

:ODDVEH_1114
$158 = 0 
$ONMISSION_COURIER = 0 
$ONMISSION_CHILIAD = 0 
$ONMISSION_STUNT_BMX = 0 
$ONMISSION_STUNT_NRG500 = 0 

:ODDVEH_1149
jump @ODDVEH_11 

:BUY1
thread 'BUY1' 
$1653 = 50000 
Pickup.Destroy($BUY_ASSET_PICKUPS[0])
0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $1653  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY1_52
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY1_135 
if 
  $ONMISSION == 0 
else_jump @BUY1_135 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS[0])
else_jump @BUY1_135 
04AE: $PROPERTY_BUYING_NOW = 0 // $ = any 
097A: play_audio_at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] event 1149 
start_mission 134  // Buy Properties Mission
end_thread 

:BUY1_135
jump @BUY1_52 

:BUY2
thread 'BUY2' 
$1654 = 30000 
Pickup.Destroy($BUY_ASSET_PICKUPS[1])
0518: $BUY_ASSET_PICKUPS[1] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] price $1654  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY2_50
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY2_133 
if 
  $ONMISSION == 0 
else_jump @BUY2_133 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS[1])
else_jump @BUY2_133 
04AE: $PROPERTY_BUYING_NOW = 1 // $ = any 
097A: play_audio_at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] event 1149 
start_mission 134  // Buy Properties Mission
end_thread 

:BUY2_133
jump @BUY2_50 

:BUY3
thread 'BUY3' 
$1655 = 80000 
Pickup.Destroy($BUY_ASSET_PICKUPS[2])
0518: $BUY_ASSET_PICKUPS[2] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] price $1655  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY3_52
wait $DEFAULT_WAIT_TIME 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY3_135 
if 
  $ONMISSION == 0 
else_jump @BUY3_135 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS[2])
else_jump @BUY3_135 
04AE: $PROPERTY_BUYING_NOW = 2 // $ = any 
097A: play_audio_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] event 1149 
start_mission 134  // Buy Properties Mission
end_thread 

:BUY3_135
jump @BUY3_52 

:BUY_PRO
thread 'BUY_PRO' 

:BUY_PRO_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BUY_PRO_145 
if 
  $ONMISSION == 0 
else_jump @BUY_PRO_145 
if 
  $PROPERTY_BOUGHT_FLAGS($BUY_INDEX,32i) == 0 
else_jump @BUY_PRO_145 
if 
   Pickup.Picked_up($BUY_ASSET_PICKUPS($BUY_INDEX,32i))
else_jump @BUY_PRO_145 
0084: $PROPERTY_BUYING_NOW = $PROPERTY_INDEXES($BUY_INDEX,32i) // (int) 
097A: play_audio_at $X_PROPERTY_TO_BUY($BUY_INDEX,32f) $Y_PROPERTY_TO_BUY($BUY_INDEX,32f) $Z_PROPERTY_TO_BUY($BUY_INDEX,32f) event 1149 
start_mission 134  // Buy Properties Mission
$PROPERTY_BOUGHT_FLAGS($BUY_INDEX,32i) = 1 

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

:BUY_PRO_177
jump @BUY_PRO_11 

:IMPND_L
thread 'IMPND_L' 

:IMPND_L_11
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPND_L_706 
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @IMPND_L_189 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
if 
  $SCRIPT_STATUS == 0 
else_jump @IMPND_L_189 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
else_jump @IMPND_L_160 
$IMPOUND_TOWN_NUMBER = 1 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_153 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_153
jump @IMPND_L_189 

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

:IMPND_L_189
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @IMPND_L_390 
0926: $SCRIPT_STATUS = external_script_status 71 (IMPOUND) 
if 
  $SCRIPT_STATUS == 0 
else_jump @IMPND_L_390 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_L_336 
if 
  $1522 == 0 
else_jump @IMPND_L_329 
$IMPOUND_TOWN_NUMBER = 2 
08A9: load_external_script 71 (IMPOUND) 
if 
08AB:   external_script 71 (IMPOUND) loaded 
else_jump @IMPND_L_329 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_329
jump @IMPND_L_390 

:IMPND_L_336
if 
  $1522 == 2 
else_jump @IMPND_L_361 
$1522 = 0 

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

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

:IMPND_L_512
jump @IMPND_L_548 

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

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

:IMPND_L_670
jump @IMPND_L_706 

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

:IMPND_L_706
jump @IMPND_L_11 

:VALET_L
thread 'VALET_L' 

:VALET_L_11
wait 0 
if 
  $1872 == 1 
else_jump @VALET_L_197 
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @VALET_L_197 
0926: $SCRIPT_STATUS = external_script_status 72 (VALET) 
if 
  $SCRIPT_STATUS == 0 
else_jump @VALET_L_197 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_L_197 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
else_jump @VALET_L_168 
$1884 = 2 
08A9: load_external_script 72 (VALET) 
if 
08AB:   external_script 72 (VALET) loaded 
else_jump @VALET_L_161 
0913: run_external_script 72 (VALET)  

:VALET_L_161
jump @VALET_L_197 

:VALET_L_168
if 
  $1884 == 2 
else_jump @VALET_L_197 
090F: end_external_script 72 (VALET) 
$1884 = 0 

:VALET_L_197
jump @VALET_L_11 

:TRAINSL
thread 'TRAINSL' 

:TRAINSL_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINSL_115 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRAINSL_115 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINSL_115 
0926: $SCRIPT_STATUS = external_script_status 33 (TRAINS) 
if 
  $SCRIPT_STATUS == 0 
else_jump @TRAINSL_115 
08A9: load_external_script 33 (TRAINS) 
if 
08AB:   external_script 33 (TRAINS) loaded 
else_jump @TRAINSL_115 
0913: run_external_script 33 (TRAINS)  

:TRAINSL_115
jump @TRAINSL_11 

:ADPLANE
thread 'ADPLANE' 

:ADPLANE_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ADPLANE_964 
if 
  $ONMISSION == 0 
else_jump @ADPLANE_964 
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @ADPLANE_324 
if 
88B4:   not test $390 bit 1 
else_jump @ADPLANE_287 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
if 
  $SCRIPT_STATUS == 0 
else_jump @ADPLANE_280 
if 
  $792 == 0 
else_jump @ADPLANE_157 
0A40: $795 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 14 
$792 = 1 

:ADPLANE_157
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ADPLANE_280 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1685.7 -2238.9 12.5 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_246 
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
$1802 = 1 

:ADPLANE_246
if and
08AB:   external_script 32 (PLANES) loaded 
  $1802 == 1 
else_jump @ADPLANE_280 
0913: run_external_script 32 (PLANES)  
$1802 = 0 

:ADPLANE_280
jump @ADPLANE_317 

:ADPLANE_287
if 
  $792 == 1 
else_jump @ADPLANE_317 
0A41: destroy_entrance_marker $795 
$792 = 0 

:ADPLANE_317
jump @ADPLANE_354 

:ADPLANE_324
if 
  $792 == 1 
else_jump @ADPLANE_354 
0A41: destroy_entrance_marker $795 
$792 = 0 

:ADPLANE_354
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @ADPLANE_629 
if 
88B4:   not test $390 bit 1 
else_jump @ADPLANE_592 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
if 
  $SCRIPT_STATUS == 0 
else_jump @ADPLANE_585 
if 
  $793 == 0 
else_jump @ADPLANE_462 
0A40: $796 = create_entrance_marker_at -1421.5 -287.2 14.6 color 14 
$793 = 1 

:ADPLANE_462
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ADPLANE_585 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.5 -287.2 14.6 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_551 
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
$1802 = 1 

:ADPLANE_551
if and
08AB:   external_script 32 (PLANES) loaded 
  $1802 == 1 
else_jump @ADPLANE_585 
0913: run_external_script 32 (PLANES)  
$1802 = 0 

:ADPLANE_585
jump @ADPLANE_622 

:ADPLANE_592
if 
  $793 == 1 
else_jump @ADPLANE_622 
0A41: destroy_entrance_marker $796 
$793 = 0 

:ADPLANE_622
jump @ADPLANE_659 

:ADPLANE_629
if 
  $793 == 1 
else_jump @ADPLANE_659 
0A41: destroy_entrance_marker $796 
$793 = 0 

:ADPLANE_659
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @ADPLANE_934 
if 
88B4:   not test $390 bit 1 
else_jump @ADPLANE_897 
0926: $SCRIPT_STATUS = external_script_status 32 (PLANES) 
if 
  $SCRIPT_STATUS == 0 
else_jump @ADPLANE_890 
if 
  $794 == 0 
else_jump @ADPLANE_767 
0A40: $797 = create_entrance_marker_at 1663.0 1423.6 11.2 color 14 
$794 = 1 

:ADPLANE_767
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ADPLANE_890 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1663.0 1423.6 11.2 radius 1.2 1.2 1.2 on_foot 
else_jump @ADPLANE_856 
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
08A9: load_external_script 32 (PLANES) 
$1802 = 1 

:ADPLANE_856
if and
08AB:   external_script 32 (PLANES) loaded 
  $1802 == 1 
else_jump @ADPLANE_890 
0913: run_external_script 32 (PLANES)  
$1802 = 0 

:ADPLANE_890
jump @ADPLANE_927 

:ADPLANE_897
if 
  $794 == 1 
else_jump @ADPLANE_927 
0A41: destroy_entrance_marker $797 
$794 = 0 

:ADPLANE_927
jump @ADPLANE_964 

:ADPLANE_934
if 
  $794 == 1 
else_jump @ADPLANE_964 
0A41: destroy_entrance_marker $797 
$794 = 0 

:ADPLANE_964
jump @ADPLANE_11 

:COLLS
thread 'COLLS' 

:COLLS_11
wait 3000 
058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed 
if 
  $ALL_OUSTERS_COLLECTED == 0 
else_jump @COLLS_285 
0652: $COLLECTED_OYSTERS = integer_stat 243 
if 
  $COLLECTED_OYSTERS == 50 
else_jump @COLLS_285 
0394: play_music 2 
030C: progress_made += 1 
0629: change_integer_stat 225 to 1000 
if 
  0 >= $GIRL_PROGRESS[4] 
else_jump @COLLS_106 
$GIRL_PROGRESS[4] = 45 

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

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

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

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

:COLLS_285
if 
  $ALL_HORSESHOES_COLLECTED == 0 
else_jump @COLLS_465 
0652: $COLLECTED_HORSHOES = integer_stat 241 
if 
  $COLLECTED_HORSHOES == 50 
else_jump @COLLS_465 
0394: play_music 2 
030C: progress_made += 1 
032B: $811 = create_weapon_pickup #M4 group 15 ammo 60 at 2021.879 1001.467 10.3203 
032B: $812 = create_weapon_pickup #MP5LNG group 15 ammo 120 at 2025.286 1001.496 10.3203 
032B: $813 = create_weapon_pickup #SHOTGSPA group 15 ammo 120 at 2021.327 1013.349 10.3203 
032B: $814 = create_weapon_pickup #SATCHEL group 15 ammo 20 at 2023.775 1013.527 10.5203 
03E6: remove_text_box 
03E5: show_text_box 'LUCK100'  // All horseshoes collected! Weapons delivered to Four Dragons Casino!
$ALL_HORSESHOES_COLLECTED = 1 

:COLLS_465
if 
  $ALL_PHOTOS_TAKEN == 0 
else_jump @COLLS_645 
0652: $STAT_TAKEN_PHOTOS = integer_stat 231 
if 
  $STAT_TAKEN_PHOTOS == 50 
else_jump @COLLS_645 
0394: play_music 2 
030C: progress_made += 1 
032B: $807 = create_weapon_pickup #SNIPER group 15 ammo 60 at -2035.773 139.4337 28.3359 
032B: $808 = create_weapon_pickup #MICRO_UZI group 15 ammo 120 at -2038.43 139.6281 28.3359 
032B: $809 = create_weapon_pickup #CHROMEGUN group 15 ammo 120 at -2038.664 137.4694 28.3359 
032B: $810 = create_weapon_pickup #GRENADE group 15 ammo 20 at -2035.474 137.2511 28.3359 
03E6: remove_text_box 
03E5: show_text_box 'FOTO100'  // All photos taken! Weapons delivered to the San Fierro garage!
$ALL_PHOTOS_TAKEN = 1 

:COLLS_645
if 
  $ALL_TAGS_SPRAYED == 0 
else_jump @COLLS_832 
08E1: $STAT_TAGS_SPRAYED = total_tags_sprayed 
if 
  $STAT_TAGS_SPRAYED == 100 
else_jump @COLLS_832 
0394: play_music 2 
030C: progress_made += 1 
0237: set_gang 1 weapons_to 24 29 4 
032B: $803 = create_weapon_pickup #AK47 group 15 ammo 120 at 2499.39 -1707.463 1014.25 
032B: $804 = create_weapon_pickup #TEC9 group 15 ammo 120 at 2499.514 -1709.64 1014.25 
032B: $805 = create_weapon_pickup #SAWNOFF group 15 ammo 60 at 2493.491 -1708.237 1014.932 
032B: $806 = create_weapon_pickup #MOLOTOV group 15 ammo 20 at 2493.553 -1706.863 1015.132 
03E6: remove_text_box 
03E5: show_text_box 'TAG_100'  // You tagged the city! Your gang has had an upgrade! Weapons delivered to CJ's house in Los Santos!
$ALL_TAGS_SPRAYED = 1 

:COLLS_832
if 
  $_100_PERCENT_COMPLETE == 0 
else_jump @COLLS_994 
if 
  $STAT_PERCENTAGE_COMPLETED >= 100.0 
else_jump @COLLS_994 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COLLS_994 
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 101 
Player.Money($PLAYER_CHAR) += 1000000
0629: change_integer_stat 225 to 1000 
0629: change_integer_stat 22 to 1000 
0629: change_integer_stat 25 to 1000 
0629: change_integer_stat 80 to 1000 
0629: change_integer_stat 68 to 1000 
0629: change_integer_stat 65 to 1000 
0629: change_integer_stat 66 to 1000 
0629: change_integer_stat 230 to 1000 
wait 2000 
03E6: remove_text_box 
03E5: show_text_box 'GAME100'  // 100% achieved! Stats and cash have been boosted! Rhino and Hydra delivered to CJ's house in Grove Street.
$_100_PERCENT_COMPLETE = 1 

:COLLS_994
jump @COLLS_11 

:TCASH
thread 'TCASH' 

:TCASH_11
wait 20000 
if 
  $GS_MONEY_PICKUP_EXISTS == 1 
else_jump @TCASH_48 
Pickup.Destroy($GS_GANG_MONEY_PICKUP)
$GS_MONEY_PICKUP_EXISTS = 0 
end_thread 

:TCASH_48
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @TCASH_93 
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // (int) 
$GS_GANG_CASH *= 100 
jump @TCASH_108 

:TCASH_93
0084: $GS_GANG_CASH = $GS_GANG_TURF_CONTROLLED // (int) 
$GS_GANG_CASH *= 50 

:TCASH_108
094A: set_money_pickup $GS_GANG_MONEY_PICKUP cash_to $GS_GANG_CASH 
jump @TCASH_11 

:KEYCARD
0652: $STAT_PROGRESS_WITH_MILLIE = integer_stat 257 
if 
  $STAT_PROGRESS_WITH_MILLIE >= 35 
else_jump @KEYCARD_51 
$820 = Pickup.Create(#GUN_DILDO1, 3, 345.2063, 308.9788, 998.6484)

:KEYCARD_51
09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 
0A40: $821 = create_entrance_marker_at 2037.349 2722.071 12.0281 color 14 
0A40: $822 = create_entrance_marker_at 343.9969 305.104 999.6557 color 14 
thread 'KEYCARD' 

:KEYCARD_128
wait 0 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @KEYCARD_169 
$819 = 0 
jump @KEYCARD_176 

:KEYCARD_169
$819 = 1 

:KEYCARD_176
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_630 
if 
  $819 == 0 
else_jump @KEYCARD_421 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.349 2722.071 9.8281 radius 1.2 1.2 2.0 on_foot 
else_jump @KEYCARD_414 
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
select_interior 6 
04E4: unknown_refresh_game_renderer_at 345.5621 306.2212 
Camera.SetAtPos(345.5621, 306.2212, 998.1484)
04F9: set_interior 1 color_to 0 
057E: set_radar_grey 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_372 
0860: link_actor $PLAYER_ACTOR to_interior 6 
Actor.PutAt($PLAYER_ACTOR, 345.5621, 306.2212, 998.4484)
Actor.Angle($PLAYER_ACTOR) = 260.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:KEYCARD_372
wait 1000 
fade 1 500 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_407 
Player.CanMove($PLAYER_CHAR) = True

:KEYCARD_407
$819 = 1 

:KEYCARD_414
jump @KEYCARD_623 

:KEYCARD_421
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 343.9969 305.104 998.1557 radius 1.2 1.2 2.0 on_foot 
else_jump @KEYCARD_623 
Player.CanMove($PLAYER_CHAR) = False
gosub @LITCAS_267 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 2037.541 2727.687 
Camera.SetAtPos(2037.541, 2727.687, 9.8281)
04FA: reset_interior 0 colors 
057E: set_radar_grey 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_581 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, 2037.541, 2727.687, 9.8281)
Actor.Angle($PLAYER_ACTOR) = 0.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:KEYCARD_581
wait 1000 
fade 1 500 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KEYCARD_616 
Player.CanMove($PLAYER_CHAR) = True

:KEYCARD_616
$819 = 0 

:KEYCARD_623
jump @KEYCARD_634 

:KEYCARD_630
057E: set_radar_grey 0 

:KEYCARD_634
if 
   Pickup.Picked_up($PICKUP_KEYCARD)
else_jump @KEYCARD_703 
if 
  $PICKUP_KEYCARD_COLLECTED == 0 
else_jump @KEYCARD_703 
00BC: show_text_highpriority GXT 'GOTKEY' time 6000 flag 1  // ~s~You have acquired the keycard for the casino heist.
Marker.Disable($1415)
$37 = 1 
$PICKUP_KEYCARD_COLLECTED = 1 

:KEYCARD_703
077E: get_active_interior_to $ACTIVE_INTERIOR 
if and
  $PICKUP_KEYCARD_COLLECTED == 1 
  $ACTIVE_INTERIOR == 0 
else_jump @KEYCARD_745 
0A41: destroy_entrance_marker $821 
0A41: destroy_entrance_marker $822 
end_thread 

:KEYCARD_745
jump @KEYCARD_128 

:PSAVE1
thread 'PSAVE1' 
$TOTAL_AVAILABLE_SAVE_PICKUPS = 13 

:PSAVE1_18
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_824 
if 
  $ONMISSION == 0 
else_jump @PSAVE1_759 
if and
  $2204 == 0 
88B4:   not test $390 bit 20 
88B4:   not test $390 bit 1 
else_jump @PSAVE1_720 
if 
  $SAVE_PICKUPS_EXIST == 0 
else_jump @PSAVE1_534 
gosub @PSAVE1_831 
$SAVE_PICKUPS[0] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[0], $SAVE_PICKUPS_Y[0], $SAVE_PICKUPS_Z[0])
$SAVE_PICKUPS[1] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[1], $SAVE_PICKUPS_Y[1], $SAVE_PICKUPS_Z[1])
$SAVE_PICKUPS[2] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[2], $SAVE_PICKUPS_Y[2], $SAVE_PICKUPS_Z[2])
$SAVE_PICKUPS[3] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[3], $SAVE_PICKUPS_Y[3], $SAVE_PICKUPS_Z[3])
$SAVE_PICKUPS[4] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[4], $SAVE_PICKUPS_Y[4], $SAVE_PICKUPS_Z[4])
$SAVE_PICKUPS[5] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[5], $SAVE_PICKUPS_Y[5], $SAVE_PICKUPS_Z[5])
$SAVE_PICKUPS[6] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[6], $SAVE_PICKUPS_Y[6], $SAVE_PICKUPS_Z[6])
$SAVE_PICKUPS[7] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[7], $SAVE_PICKUPS_Y[7], $SAVE_PICKUPS_Z[7])
$SAVE_PICKUPS[8] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[8], $SAVE_PICKUPS_Y[8], $SAVE_PICKUPS_Z[8])
$SAVE_PICKUPS[9] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[9], $SAVE_PICKUPS_Y[9], $SAVE_PICKUPS_Z[9])
$SAVE_PICKUPS[10] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[10], $SAVE_PICKUPS_Y[10], $SAVE_PICKUPS_Z[10])
$SAVE_PICKUPS[11] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[11], $SAVE_PICKUPS_Y[11], $SAVE_PICKUPS_Z[11])
$SAVE_PICKUPS[12] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[12], $SAVE_PICKUPS_Y[12], $SAVE_PICKUPS_Z[12])
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 14 
else_jump @PSAVE1_383 
$SAVE_PICKUPS[13] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[13], $SAVE_PICKUPS_Y[13], $SAVE_PICKUPS_Z[13])

:PSAVE1_383
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 15 
else_jump @PSAVE1_419 
$SAVE_PICKUPS[14] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[14], $SAVE_PICKUPS_Y[14], $SAVE_PICKUPS_Z[14])

:PSAVE1_419
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 16 
else_jump @PSAVE1_455 
$SAVE_PICKUPS[15] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[15], $SAVE_PICKUPS_Y[15], $SAVE_PICKUPS_Z[15])

:PSAVE1_455
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 17 
else_jump @PSAVE1_491 
$SAVE_PICKUPS[16] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[16], $SAVE_PICKUPS_Y[16], $SAVE_PICKUPS_Z[16])

:PSAVE1_491
if 
  $TOTAL_AVAILABLE_SAVE_PICKUPS >= 18 
else_jump @PSAVE1_527 
$SAVE_PICKUPS[17] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[17], $SAVE_PICKUPS_Y[17], $SAVE_PICKUPS_Z[17])

:PSAVE1_527
$SAVE_PICKUPS_EXIST = 1 

:PSAVE1_534
if 
   Pickup.Picked_up($SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i))
else_jump @PSAVE1_713 
gosub @PSAVE1_923 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_699 
Pickup.Destroy($SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i))
$SAVE_PICKUPS($SAVE_PICKUPS_INDEX,18i) = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X($SAVE_PICKUPS_INDEX,18f), $SAVE_PICKUPS_Y($SAVE_PICKUPS_INDEX,18f), $SAVE_PICKUPS_Z($SAVE_PICKUPS_INDEX,18f))
0395: clear_area 1 at $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f) $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f) radius 1.0 
Actor.PutAt($PLAYER_ACTOR, $SAVE_POINTS_X($SAVE_PICKUPS_INDEX,18f), $SAVE_POINTS_Y($SAVE_PICKUPS_INDEX,18f), $SAVE_POINTS_Z($SAVE_PICKUPS_INDEX,18f))
Actor.Angle($PLAYER_ACTOR) = $SAVE_POINTS_ANGLE($SAVE_PICKUPS_INDEX,18f)

023C: load_special_actor 'TENPEN' as 1 

:PSAVE1_CHECK
wait 0
if 
023D:   special_actor 1 loaded 
jf @PSAVE1_CHECK
09C7: change_player $PLAYER_CHAR model_to 290 
wait 0 
fade 1 1000 

:PSAVE1_699
gosub @PSAVE1_1003 
$SAVE_PICKUPS_EXIST = 0 

:PSAVE1_713
jump @PSAVE1_752 

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

:PSAVE1_752
jump @PSAVE1_791 

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

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

:PSAVE1_824
jump @PSAVE1_18 

:PSAVE1_831
Pickup.Destroy($SAVE_PICKUPS[0])
Pickup.Destroy($SAVE_PICKUPS[1])
Pickup.Destroy($SAVE_PICKUPS[2])
Pickup.Destroy($SAVE_PICKUPS[3])
Pickup.Destroy($SAVE_PICKUPS[4])
Pickup.Destroy($SAVE_PICKUPS[5])
Pickup.Destroy($SAVE_PICKUPS[6])
Pickup.Destroy($SAVE_PICKUPS[7])
Pickup.Destroy($SAVE_PICKUPS[8])
Pickup.Destroy($SAVE_PICKUPS[9])
Pickup.Destroy($SAVE_PICKUPS[10])
Pickup.Destroy($SAVE_PICKUPS[11])
Pickup.Destroy($SAVE_PICKUPS[12])
Pickup.Destroy($SAVE_PICKUPS[13])
Pickup.Destroy($SAVE_PICKUPS[14])
Pickup.Destroy($SAVE_PICKUPS[15])
Pickup.Destroy($SAVE_PICKUPS[16])
Pickup.Destroy($SAVE_PICKUPS[17])
return 

:PSAVE1_923
$ONMISSION = 1 
054C: use_GXT_table 'JABT01'
Player.CanMove($PLAYER_CHAR) = False
if 
$INTRO_TOTAL_PASSED_MISSIONS == 1
then 
0318: set_latest_mission_passed 'MT01'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 2
then 
0318: set_latest_mission_passed 'MT02'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 3
then 
0318: set_latest_mission_passed 'MT02'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 4
then 
0318: set_latest_mission_passed 'MT04'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 5
then 
0318: set_latest_mission_passed 'MT05'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 6
then 
0318: set_latest_mission_passed 'MT06'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 7
then 
0318: set_latest_mission_passed 'MT07'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 8
then 
0318: set_latest_mission_passed 'MT08'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 9
then 
0318: set_latest_mission_passed 'MT09'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 10
then 
0318: set_latest_mission_passed 'MT10'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 11
then 
0318: set_latest_mission_passed 'MT11'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 12
then 
0318: set_latest_mission_passed 'MT12'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 13
then 
0318: set_latest_mission_passed 'MT13'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 14
then 
0318: set_latest_mission_passed 'MT14'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 15
then 
0318: set_latest_mission_passed 'MT15'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 16
then 
0318: set_latest_mission_passed 'MT16'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 17
then 
0318: set_latest_mission_passed 'MT17'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 18
then 
0318: set_latest_mission_passed 'MT18'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 19
then 
0318: set_latest_mission_passed 'MT19'  
else
if 
$INTRO_TOTAL_PASSED_MISSIONS == 20
then 
0318: set_latest_mission_passed 'MT20'  
else
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end

03D8: show_save_screen 

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

:PSAVE1_963
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1001 
Player.CanMove($PLAYER_CHAR) = False

:PSAVE1_1001
return 

:PSAVE1_1003
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1023 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:PSAVE1_1023
wait 500 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1058 
Player.CanMove($PLAYER_CHAR) = True
$ONMISSION = 0 

:PSAVE1_1058
return 

:PSAVE1_1060
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

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

:PSAVE1_1103
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1138 
fade 0 0 
Camera.Restore_WithJumpCut
0687: clear_actor $PLAYER_ACTOR task 
fade 0 0 

:PSAVE1_1138
return 

:PSAVE1_1140
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1318 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2503.601, -1676.787, 13.9236, 0.0, 0.0, 0.0)
Camera.PointAt(2503.26, -1677.718, 14.0548, 2)
0395: clear_area 1 at 1541.156 -1675.352 13.552 radius 20.0 
gosub @PSAVE1_1060 

:PSAVE1_1318
return 

:PSAVE1_1320
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1496 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2512.233, -1673.532, 12.6635, 0.0, 0.0, 0.0)
Camera.PointAt(2513.139, -1673.825, 12.9696, 2)
0395: clear_area 1 at 2513.139 -1673.825 12.9696 radius 2.0 
0395: clear_area 1 at 2521.35 -1678.83 14.32 radius 1.0 
0395: clear_area 1 at $X_SWEET_HOUSE $Y_SWEET_HOUSE $Z_SWEET_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2521.35 -1678.83 14.32 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_1496
return 

:PSAVE1_1498
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1674 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2451.148, -1677.786, 16.3581, 0.0, 0.0, 0.0)
Camera.PointAt(2451.564, -1678.677, 16.1721, 2)
0395: clear_area 1 at 2451.564 -1678.677 16.1721 radius 2.0 
0395: clear_area 1 at 2459.44 -1691.58 12.58 radius 1.0 
0395: clear_area 1 at $X_RYDER_HOUSE $Y_RYDER_HOUSE $Z_RYDER_HOUSE radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2459.44 -1691.58 12.58 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_1674
return 

:PSAVE1_1676
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_1834 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2075.7, -1687.878, 16.0883, 0.0, 0.0, 0.0)
Camera.PointAt(2074.984, -1688.556, 15.9215, 2)
0395: clear_area 1 at 2065.4 -1703.4 13.1 radius 1.0 
0395: clear_area 1 at 2074.984 -1688.556 15.9215 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2065.4 -1703.4 13.1 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_1834
return 

:PSAVE1_1836
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2012 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1054.645, -1312.281, 14.9353, 0.0, 0.0, 0.0)
Camera.PointAt(1054.271, -1313.2, 15.0617, 2)
0395: clear_area 1 at 1038.04 -1339.23 12.55 radius 1.0 
0395: clear_area 1 at 1054.271 -1313.2 15.0617 radius 2.0 
0395: clear_area 1 at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1038.04 -1339.23 12.55 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2012
return 

:PSAVE1_2014
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2172 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(825.1696, -1636.572, 23.1761, 0.0, 0.0, 0.0)
Camera.PointAt(824.351, -1636.051, 22.9332, 2)
0395: clear_area 1 at 793.59 -1625.07 12.38 radius 1.0 
0395: clear_area 1 at 824.351 -1636.051 22.9332 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 793.59 -1625.07 12.38 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2172
return 

:PSAVE1_2174
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2332 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2486.848, -1660.327, 12.5441, 0.0, 0.0, 0.0)
Camera.PointAt(2486.846, -1659.363, 12.8073, 2)
0395: clear_area 1 at 2486.94 -1646.76 13.07 radius 1.0 
0395: clear_area 1 at 2486.846 -1659.363 12.8073 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2486.94 -1646.76 13.07 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2332
return 

:PSAVE1_2334
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2443 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1792.877, -2105.368, 17.6519, 0.0, 0.0, 0.0)
Camera.PointAt(1793.152, -2106.301, 17.4194, 2)
0395: clear_area 1 at 1793.152 -2106.301 17.4194 radius 2.0 
gosub @PSAVE1_1060 

:PSAVE1_2443
return 

:PSAVE1_2445
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2603 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2187.87, -2269.808, 29.4158, 0.0, 0.0, 0.0)
Camera.PointAt(-2188.376, -2269.021, 29.7703, 2)
0395: clear_area 1 at -2194.371 -2256.498 29.6841 radius 1.0 
0395: clear_area 1 at -2188.376 -2269.021 29.7703 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2194.371 -2256.498 29.6841 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2603
return 

:PSAVE1_2605
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2763 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-919.0773, -1715.624, 78.4517, 0.0, 0.0, 0.0)
Camera.PointAt(-920.0563, -1715.824, 78.4112, 2)
0395: clear_area 1 at -932.2975 -1718.891 76.5703 radius 1.0 
0395: clear_area 1 at -920.0563 -1715.824 78.4112 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -932.2975 -1718.891 76.5703 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2763
return 

:PSAVE1_2765
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_2923 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2010.974, 154.9329, 33.4883, 0.0, 0.0, 0.0)
Camera.PointAt(-2011.966, 154.9767, 33.3685, 2)
0395: clear_area 1 at -2034.559 148.8178 27.8359 radius 1.0 
0395: clear_area 1 at -2011.966 154.9767 33.3685 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2034.559 148.8178 27.8359 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_2923
return 

:PSAVE1_2925
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3083 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2031.359, 196.2776, 34.812, 0.0, 0.0, 0.0)
Camera.PointAt(-2031.639, 195.3477, 34.5735, 2)
0395: clear_area 1 at -2038.51 178.4871 27.8359 radius 1.0 
0395: clear_area 1 at -2031.639 195.3477 34.5735 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2038.51 178.4871 27.8359 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3083
return 

:PSAVE1_3085
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3243 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2129.186, 640.2543, 72.0002, 0.0, 0.0, 0.0)
Camera.PointAt(-2130.102, 640.2417, 71.6005, 2)
0395: clear_area 1 at -2156.56 645.08 51.35 radius 1.0 
0395: clear_area 1 at -2130.102 640.2417 71.6005 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2156.56 645.08 51.35 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3243
return 

:PSAVE1_3245
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3403 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1979.02, 1004.792, 995.4213, 0.0, 0.0, 0.0)
Camera.PointAt(1978.566, 1003.92, 995.238, 2)
0395: clear_area 1 at 1963.4 972.2 993.4 radius 1.0 
0395: clear_area 1 at 1979.02 1004.792 995.4213 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.4 972.2 993.4 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3403
return 

:PSAVE1_3405
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3563 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1954.571, 1041.494, 993.1794, 0.0, 0.0, 0.0)
Camera.PointAt(1954.962, 1042.414, 993.1676, 2)
0395: clear_area 1 at 1963.5 1063.3 993.4 radius 1.0 
0395: clear_area 1 at 1954.962 1042.414 993.1676 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.5 1063.3 993.4 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3563
return 

:PSAVE1_3565
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3723 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2073.947, 991.3126, 17.4461, 0.0, 0.0, 0.0)
Camera.PointAt(2072.953, 991.4046, 17.5078, 2)
0395: clear_area 1 at 2020.0 1008.83 9.82 radius 1.0 
0395: clear_area 1 at 2072.953 991.4046 17.5078 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2020.0 1008.83 9.82 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3723
return 

:PSAVE1_3725
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_3883 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2601.677, 1386.132, 6.8077, 0.0, 0.0, 0.0)
Camera.PointAt(-2602.328, 1386.855, 7.0409, 2)
0395: clear_area 1 at -2624.195 1410.764 6.1015 radius 1.0 
0395: clear_area 1 at -2602.328 1386.855 7.0409 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2624.195 1410.764 6.1015 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_3883
return 

:PSAVE1_3885
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4043 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-690.618, 906.0824, 13.0468, 0.0, 0.0, 0.0)
Camera.PointAt(-690.5204, 907.0766, 13.0919, 2)
0395: clear_area 1 at -684.982 927.3704 12.6293 radius 1.0 
0395: clear_area 1 at -690.5204 907.0766 13.0919 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -684.982 927.3704 12.6293 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4043
return 

:PSAVE1_4045
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4154 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(427.1954, 2527.643, 19.4052, 0.0, 0.0, 0.0)
Camera.PointAt(426.2472, 2527.956, 19.4635, 2)
0395: clear_area 1 at 426.2472 2527.956 19.4635 radius 2.0 
gosub @PSAVE1_1060 

:PSAVE1_4154
return 

:PSAVE1_4156
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4265 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(330.1037, 2587.75, 18.3215, 0.0, 0.0, 0.0)
Camera.PointAt(330.0515, 2586.753, 18.362, 2)
0395: clear_area 1 at 330.0515 2586.753 18.362 radius 2.0 
gosub @PSAVE1_1060 

:PSAVE1_4265
return 

:PSAVE1_4267
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4425 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(2257.135, 1587.133, 1010.035, 0.0, 0.0, 0.0)
Camera.PointAt(2257.267, 1588.119, 1009.939, 2)
0395: clear_area 1 at 2270.6 1637.9 1007.3 radius 1.0 
0395: clear_area 1 at 2257.267 1588.119 1009.939 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2270.6 1637.9 1007.3 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4425
return 

:PSAVE1_4427
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4585 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1278.091, -849.6337, 90.7593, 0.0, 0.0, 0.0)
Camera.PointAt(1278.038, -848.6531, 90.5709, 2)
0395: clear_area 1 at 1258.158 -785.2752 91.0302 radius 1.0 
0395: clear_area 1 at 1278.038 -848.6531 90.5709 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1258.158 -785.2752 91.0302 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4585
return 

:PSAVE1_4587
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSAVE1_4745 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2278.004, 134.334, 39.606, 0.0, 0.0, 0.0)
Camera.PointAt(-2277.008, 134.356, 39.6897, 2)
0395: clear_area 1 at -2242.812 128.7572 34.3203 radius 1.0 
0395: clear_area 1 at -2277.008 134.356 39.6897 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2242.812 128.7572 34.3203 mode 4 3000 ms // versionA 
gosub @PSAVE1_1060 

:PSAVE1_4745
return 

:HELP
thread 'HELP' 

:HELP_11
wait 70 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2194 
if 
  $MISSION_INTRO_PASSED == 1 
else_jump @HELP_2194 
if 
  $HELP_WASTED_SHOWN == 0 
else_jump @HELP_451 
if 
   Pickup.Picked_up($PICKUP_INFO_HOSPITAL)
else_jump @HELP_259 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_110 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 

:HELP_110
Camera.SetPosition(2022.613, -1432.05, 17.6541, 0.0, 0.0, 0.0)
Camera.PointAt(2022.989, -1431.124, 17.6552, 2)
Pickup.Destroy($PICKUP_INFO_HOSPITAL)
Pickup.Destroy($PICKUP_INFO_HOSPITAL_2)
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
wait 8000 
0512: show_permanent_text_box 'HOSP_2'  // To help put your health back up to normal you can eat food, use health pick-ups or you can protect yourself by wearing body armor.
wait 8000 
0512: show_permanent_text_box 'HOSP_3'  // Before you are discharged, hospital staff will confiscate your weapons and bill you for the healthcare you received.
wait 8000 
03E6: remove_text_box 
$HELP_WASTED_SHOWN = 1 
Camera.Restore_WithJumpCut
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_259 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:HELP_259
if 
   Pickup.Picked_up($PICKUP_INFO_HOSPITAL_2)
else_jump @HELP_451 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_302 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 

:HELP_302
Camera.SetPosition(1184.347, -1313.489, 19.7079, 0.0, 0.0, 0.0)
Camera.PointAt(1183.645, -1314.089, 19.3248, 2)
Pickup.Destroy($PICKUP_INFO_HOSPITAL)
Pickup.Destroy($PICKUP_INFO_HOSPITAL_2)
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
wait 8000 
0512: show_permanent_text_box 'HOSP_2'  // To help put your health back up to normal you can eat food, use health pick-ups or you can protect yourself by wearing body armor.
wait 8000 
0512: show_permanent_text_box 'HOSP_3'  // Before you are discharged, hospital staff will confiscate your weapons and bill you for the healthcare you received.
wait 8000 
03E6: remove_text_box 
Camera.Restore_WithJumpCut
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_444 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:HELP_444
$HELP_WASTED_SHOWN = 1 

:HELP_451
if 
  $HELP_BUSTED_SHOWN == 0 
else_jump @HELP_672 
if 
   Pickup.Picked_up($PICKUP_INFO_POLICE)
else_jump @HELP_672 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_512 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 

:HELP_512
Camera.SetPosition(1536.577, -1687.134, 26.7069, 0.0, 0.0, 0.0)
Camera.PointAt(1537.295, -1686.564, 26.3081, 2)
Pickup.Destroy($PICKUP_INFO_POLICE)
03E6: remove_text_box 
0512: show_permanent_text_box 'BUST_1'  // When you have a wanted level, the local police force will try to arrest you.
wait 8000 
0512: show_permanent_text_box 'BUST_2'  // As your wanted level gets higher, different enforcement agencies will become involved and the likelihood of them trying to kill you will increase.
wait 8000 
0512: show_permanent_text_box 'BUST_3'  // If you are arrested by law enforcement you will be processed at a local police precinct.
wait 8000 
0512: show_permanent_text_box 'BUST_4'  // The officers will strip you of your weapons and take some of your cash as a bribe.
wait 8000 
03E6: remove_text_box 
Camera.Restore_WithJumpCut
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_665 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:HELP_665
$HELP_BUSTED_SHOWN = 1 

:HELP_672
if 
  $HELP_CHAT_SHOWN == 0 
else_jump @HELP_724 
if 
   Pickup.Picked_up($PICKUP_INFO_CONVERSATION)
else_jump @HELP_724 
03E5: show_text_box 'CHATBAK'  // People on the streets will talk to Carl.~n~You can respond to these comments: Use ~k~~CONVERSATION_NO~ for a negative reply or use ~k~~CONVERSATION_YES~ to reply positively.
$HELP_CHAT_SHOWN = 1 

:HELP_724
if 
  7 > $HELP_SWIM_SHOWN 
else_jump @HELP_1256 
if 
  $HELP_SWIM_SHOWN == 0 
else_jump @HELP_815 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_815 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_815 
03E5: show_text_box 'WZI2_A0'  // Use the movement controls to move around in the water.
$HELP_SWIM_SHOWN = 1 
wait 5000 

:HELP_815
if 
  $HELP_SWIM_SHOWN == 1 
else_jump @HELP_888 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_888 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_888 
03E5: show_text_box 'WZI2_A5'  // Press ~k~~PED_FIREWEAPON~ to dive underwater.
$HELP_SWIM_SHOWN = 2 
wait 5000 

:HELP_888
if 
  $HELP_SWIM_SHOWN == 2 
else_jump @HELP_961 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_961 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_961 
03E5: show_text_box 'WZI2_A6'  // Hold down ~k~~PED_SPRINT~ to swim around underwater.
$HELP_SWIM_SHOWN = 3 
wait 5000 

:HELP_961
if 
  $HELP_SWIM_SHOWN == 3 
else_jump @HELP_1034 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1034 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1034 
03E5: show_text_box 'WZI2_A1'  // Tap ~k~~PED_SPRINT~ when swimming forwards to swim faster.
$HELP_SWIM_SHOWN = 4 
wait 5000 

:HELP_1034
if 
  $HELP_SWIM_SHOWN == 4 
else_jump @HELP_1115 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1115 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1115 
03E5: show_text_box 'WZI2_A2'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
03E7: flash_hud_component 10 
wait 5000 
$HELP_SWIM_SHOWN = 5 
03E7: flash_hud_component -1 

:HELP_1115
if 
  $HELP_SWIM_SHOWN == 5 
else_jump @HELP_1188 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1188 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1188 
03E5: show_text_box 'WZI2_A3'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
$HELP_SWIM_SHOWN = 6 
wait 5000 

:HELP_1188
if 
  $HELP_SWIM_SHOWN == 6 
else_jump @HELP_1256 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1256 
if 
0965:   actor $PLAYER_ACTOR swimming 
else_jump @HELP_1256 
03E5: show_text_box 'WZI2_A7'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
$HELP_SWIM_SHOWN = 7 

:HELP_1256
if 
  $HELP_FOLLOW_ICON_SHOWN == 0 
else_jump @HELP_1393 
wait 2000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1350 
if 
  $HELP_BICYCLE_1_SHOWN == 0 
else_jump @HELP_1350 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
else_jump @HELP_1350 
03E5: show_text_box 'INTRO2F'  // To pedal hold down ~k~~VEHICLE_ACCELERATE~.
$HELP_BICYCLE_1_SHOWN = 1 

:HELP_1350
wait 5000 
03E5: show_text_box 'HELP42'  // Follow the ~h~'CJ'~w~ icon on the radar to get back to the hood.
03E7: flash_hud_component 8 
wait 7000 
03E7: flash_hud_component -1 
$HELP_FOLLOW_ICON_SHOWN = 1 
jump @HELP_2120 

:HELP_1393
if 
  $HELP_SPRAYCAN_SHOWN == 0 
else_jump @HELP_1452 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 1 
else_jump @HELP_1452 
wait 4000 
03E5: show_text_box 'SPRAY_C'  // A spray can is now available from CJ's mom's house in Grove Street.
$HELP_SPRAYCAN_SHOWN = 1 

:HELP_1452
if 
  $HELP_INTRO_SHOWN == 1 
else_jump @HELP_1578 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1578 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 25.0 25.0 5.0 
else_jump @HELP_1578 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HELP_1555 
03E5: show_text_box 'HELP21B'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit a vehicle.

:HELP_1555
wait 5000 
03E5: show_text_box 'HELP44'  // Walk into the red marker to continue.
$HELP_INTRO_SHOWN = 2 

:HELP_1578
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_1670 
if 
  $HELP_BICYCLE_1_SHOWN == 0 
else_jump @HELP_1670 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @HELP_1670 
wait 2000 
03E5: show_text_box 'INTRO2F'  // To pedal hold down ~k~~VEHICLE_ACCELERATE~.
$HELP_BICYCLE_1_SHOWN = 1 

:HELP_1670
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2120 
if 
  $HELP_BICYCLE_2_SHOWN == 0 
else_jump @HELP_1808 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @HELP_1808 
if and
  $HELP_BICYCLE_2_SHOWN == 0 
  $HELP_BICYCLE_1_SHOWN == 1 
else_jump @HELP_1808 
wait 6000 
03E5: show_text_box 'HELP5_A'  // Press ~k~~VEHICLE_BRAKE~ to brake, or to reverse if the bike has stopped.
wait 8000 
03E5: show_text_box 'HELP27'  // Push ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~, to shift your weight on the bike.
wait 2000 
$HELP_BICYCLE_2_SHOWN = 1 

:HELP_1808
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2120 
if 
  $INTRO_TOTAL_PASSED_MISSIONS > 0 
else_jump @HELP_2120 
if 
  $HELP_CAMERA_AND_RADIO_SHOWN == 0 
else_jump @HELP_1949 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @HELP_1949 
if 
847A:   not actor $PLAYER_ACTOR driving_bike 
else_jump @HELP_1949 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HELP_1949 
wait 2000 
03E5: show_text_box 'GF_RAD'  // Use ~k~~VEHICLE_RADIO_STATION_UP~ and ~k~~VEHICLE_RADIO_STATION_DOWN~ to change radio station.
wait 5000 
03E5: show_text_box 'HELP56'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera views. Use the mouse or right analog stick to raise and lower the game camera.
$HELP_CAMERA_AND_RADIO_SHOWN = 1 

:HELP_1949
if 
  $HELP_DRIVEBY_SHOWN == 0 
else_jump @HELP_2120 
if 
  $HELP_CAMERA_AND_RADIO_SHOWN == 1 
else_jump @HELP_2120 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HELP_2120 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @HELP_2120 
if and
   Actor.Driving($PLAYER_ACTOR)
847A:   not actor $PLAYER_ACTOR driving_bike 
else_jump @HELP_2120 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
else_jump @HELP_2120 
03E5: show_text_box 'HELP31'  // To do a drive-by, first look left or right using ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~
wait 6000 
03E5: show_text_box 'HELP32'  // Then fire using ~k~~PED_FIREWEAPON~.
wait 6000 
03E5: show_text_box 'HELP34'  // You must have a sub machine gun to perform a drive-by.
$HELP_DRIVEBY_SHOWN = 1 

:HELP_2120
if 
  $HELP_DRIVEBY_SHOWN == 1 
else_jump @HELP_2194 
if 
  $HELP_CAMERA_AND_RADIO_SHOWN == 1 
else_jump @HELP_2194 
if 
  $HELP_INTRO_SHOWN == 1 
else_jump @HELP_2194 
if 
  $HELP_CHAT_SHOWN == 1 
else_jump @HELP_2194 
end_thread 

:HELP_2194
jump @HELP_11 

:INTROST
thread 'INTROST' 

:INTROST_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_848 
if 
  $ONMISSION == 0 
else_jump @INTROST_848 
if 
  $HELP_INTRO_SHOWN == 0 
else_jump @INTROST_343 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_343 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2471.7 -1668.0 12.3 radius 90.0 40.0 4.0 
else_jump @INTROST_343 
03CF: load_wav 43205 as 1 
03CF: load_wav 43206 as 2 

:INTROST_149
if 
83D0:   not wav 1 loaded 
else_jump @INTROST_198 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @INTROST_191 
jump @INTROST_336 

:INTROST_191
jump @INTROST_149 

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

:INTROST_218
if 
83D2:   not wav 1 ended 
else_jump @INTROST_267 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @INTROST_260 
jump @INTROST_336 

:INTROST_260
jump @INTROST_218 

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

:INTROST_287
if 
83D0:   not wav 2 loaded 
else_jump @INTROST_336 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @INTROST_329 
jump @INTROST_336 

:INTROST_329
jump @INTROST_287 

:INTROST_336
$HELP_INTRO_SHOWN = 1 

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

:INTROST_407
if 
  $HELP_GROOVE_SHOWN == 1 
else_jump @INTROST_638 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 1 
else_jump @INTROST_638 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 3 
else_jump @INTROST_638 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_638 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2496.051 -1698.013 1013.75 radius 10.0 10.0 5.0 
else_jump @INTROST_638 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
Camera.SetPosition(2496.38, -1694.334, 1015.431, 0.0, 0.0, 0.0)
Camera.PointAt(2496.368, -1695.325, 1015.299, 2)
03E5: show_text_box 'SAVE'  // To save the game, pick up the diskette icon. Saving the game will advance time by 6 hours.
wait 5000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_638 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
$HELP_GROOVE_SHOWN = 2 

:INTROST_638
if 
  $HELP_GROOVE_SHOWN == 2 
else_jump @INTROST_848 
if 
  $INTRO_TOTAL_PASSED_MISSIONS == 1 
else_jump @INTROST_848 
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @INTROST_848 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTROST_848 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2495.33 -1689.183 13.2716 radius 20.0 20.0 6.0 
else_jump @INTROST_848 
end_thread_named 'INT' 
create_thread @INT 
Marker.Disable($439)
$439 = Marker.CreateIconAndSphere($ICON_RYDER, $X_RYDER_HOUSE, $Y_RYDER_HOUSE, $Z_RYDER_HOUSE)
00BC: show_text_highpriority GXT 'INT2_1' time 8000 flag 1  // ~s~Go and see Ryder, he lives down the street.
wait 2000 
03E5: show_text_box 'RYBLIP'  // Follow the 'R' blip on the radar to find Ryder's place.
wait 4000 
$HELP_GROOVE_SHOWN = 3 
end_thread 

:INTROST_848
jump @INTROST_11 

:FLOW
thread 'FLOW' 

:FLOW_11
wait 1000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FLOW_959 
if 
  $ONMISSION == 0 
else_jump @FLOW_959 
if 
  $HELP_DENISE_SHOWN == 0 
else_jump @FLOW_111 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 1 
else_jump @FLOW_111 
wait 5500 
03E6: remove_text_box 
03E5: show_text_box 'GF_H000'  // Denise is your girlfriend now. Keep her happy and she'll love you.~N~To take her on a date just stop by her house.
$HELP_DENISE_SHOWN = 1 

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

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

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

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

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

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

:FLOW_495
if 
  $LS_FINAL_MISSIONS_STARTED == 0 
else_jump @FLOW_658 
if 
  $SWEET_TOTAL_PASSED_MISSIONS == 9 
else_jump @FLOW_658 
if 
  $SMOKE_TOTAL_PASSED_MISSIONS == 4 
else_jump @FLOW_658 
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 5 
else_jump @FLOW_658 
if 
  $RYDER_TOTAL_PASSED_MISSIONS == 3 
else_jump @FLOW_658 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS == 2 
else_jump @FLOW_658 
if 
  $MISSION_LOWRIDER_PASSED == 1 
else_jump @FLOW_658 
create_thread @LA1FIN 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$LS_FINAL_MISSIONS_STARTED = 1 

:FLOW_658
if 
  $46 == 0 
else_jump @FLOW_730 
if and
  $CRASH_SF_TOTAL_PASSED_MISSIONS == 1 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 6 
else_jump @FLOW_730 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_CRASH, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$46 = 1 

:FLOW_730
if 
  $59 == 0 
else_jump @FLOW_800 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 5 
else_jump @FLOW_800 
Marker.Disable($526)
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$59 = 1 

:FLOW_800
if 
  $44 == 0 
else_jump @FLOW_872 
if and
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 9 
  $WUZIMU_TOTAL_PASSED_MISSIONS == 5 
else_jump @FLOW_872 
Marker.Disable($MARKER_TRIADS_SF_GARAGE)
$MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, $X_SF_GARAGE, $Y_SF_GARAGE, $Z_SF_GARAGE)
$44 = 1 

:FLOW_872
if 
  $58 == 0 
else_jump @FLOW_959 
if and
  $GROVE_TOTAL_PASSED_MISSIONS == 2 
  $MANSION_TOTAL_PASSED_MISSIONS == 4 
else_jump @FLOW_959 
create_thread @RIOT 
Marker.Disable($623)
Marker.Disable($622)
$622 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)
$58 = 1 
end_thread 

:FLOW_959
jump @FLOW_11 

:DOORS
thread 'DOORS' 
wait 0 
034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_165 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -1990.7 cornerB 1849.8 -1989.6 
else_jump @DOORS_165 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_134 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1854.0, -1990.0, 12.5)

:DOORS_134
fade 1 500 

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

:DOORS_165
034D: rotate_object $2710 from_angle 270.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_315 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1867.3 -1985.2 cornerB 1868.2 -1982.7 
else_jump @DOORS_315 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_284 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1867.4, -1987.1, 12.5)

:DOORS_284
fade 1 500 

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

:DOORS_315
034D: rotate_object $2711 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_465 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1866.5 -1998.3 cornerB 1865.4 -2000.4 
else_jump @DOORS_465 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_434 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1866.0, -1996.7, 12.5)

:DOORS_434
fade 1 500 

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

:DOORS_465
034D: rotate_object $2712 from_angle 270.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_615 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.6 -1985.2 cornerB 1900.9 -1982.7 
else_jump @DOORS_615 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_584 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1899.8, -1986.7, 12.5)

:DOORS_584
fade 1 500 

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

:DOORS_615
034D: rotate_object $2713 from_angle 180.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_765 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -1992.7 cornerB 1916.8 -1994.2 
else_jump @DOORS_765 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_734 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1912.3, -1993.2, 12.5)

:DOORS_734
fade 1 500 

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

:DOORS_765
034D: rotate_object $2714 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_915 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.0 -1998.1 cornerB 1897.9 -2000.4 
else_jump @DOORS_915 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_884 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1898.7, -1996.1, 12.5)

:DOORS_884
fade 1 500 

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

:DOORS_915
034D: rotate_object $2715 from_angle 0.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1065 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1901.0 -2020.1 cornerB 1899.1 -2019.1 
else_jump @DOORS_1065 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1034 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1902.7, -2019.6, 12.5)

:DOORS_1034
fade 1 500 

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

:DOORS_1065
034D: rotate_object $2716 from_angle 180.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1215 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -2020.8 cornerB 1916.2 -2021.8 
else_jump @DOORS_1215 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1184 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1912.4, -2021.3, 12.5)

:DOORS_1184
fade 1 500 

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

:DOORS_1215
034D: rotate_object $2717 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1365 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1906.5 -2035.3 cornerB 1905.5 -2037.2 
else_jump @DOORS_1365 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1334 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1905.8, -2033.4, 12.5)

:DOORS_1334
fade 1 500 

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

:DOORS_1365
034D: rotate_object $2718 from_angle 0.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1515 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -2020.1 cornerB 1850.1 -2019.2 
else_jump @DOORS_1515 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1484 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1853.7, -2019.4, 12.5)

:DOORS_1484
fade 1 500 

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

:DOORS_1515
034D: rotate_object $2719 from_angle 180.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1665 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1865.0 -2020.7 cornerB 1867.1 -2021.8 
else_jump @DOORS_1665 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1634 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1863.0, -2021.3, 12.5)

:DOORS_1634
fade 1 500 

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

:DOORS_1665
034D: rotate_object $2720 from_angle 90.0 to_angle 360.0 flag 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1815 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1857.6 -2035.2 cornerB 1856.5 -2037.2 
else_jump @DOORS_1815 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DOORS_1784 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, 1857.1, -2033.3, 12.5)

:DOORS_1784
fade 1 500 

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

:DOORS_1815
end_thread 

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

:CASHWIN
thread 'CASHWIN' 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  1@ == 0 
else_jump @CASHWIN_57 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 3000 
jump @CASHWIN_73 

:CASHWIN_57
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 3@ += 1@ // (int) 

:CASHWIN_73
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @CASHWIN_95 
end_thread 

:CASHWIN_95
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @CASHWIN_121 
end_thread 

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

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

:CASHWIN_227
jump @CASHWIN_569 

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

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

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

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

:CASHWIN_415
jump @CASHWIN_569 

:CASHWIN_422
008A: $3396 = 0@ // (int) 
$3396 *= -1 
gosub @CASHWIN_576 
0871: init_jump_table 2@ total_jumps 1 default_jump 1 @CASHWIN_538 jumps 80 @CASHWIN_507 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 -1 @CASHWIN_569 

:CASHWIN_507
045A: draw_text_1number 320.0 155.333 GXT 'PL_10' number $3396  // ~r~You Lost!~n~~w~-$~1~
jump @CASHWIN_569 

:CASHWIN_538
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~LOSER!~n~~w~-$~1~
jump @CASHWIN_569 

:CASHWIN_569
jump @CASHWIN_73 

:CASHWIN_576
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
return 

:CRANES
thread 'CRANES' 
jump @CRANES_40 
$2727 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANES_40
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANES_507 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -2080.441 256.015 radius 10.0 10.0 
else_jump @CRANES_168 
0926: 0@ = external_script_status 67 (CRANE1) 
if 
  0@ == 0 
else_jump @CRANES_164 
08A9: load_external_script 67 (CRANE1) 
if 
08AB:   external_script 67 (CRANE1) loaded 
else_jump @CRANES_157 
0913: run_external_script 67 (CRANE1) $2722  
0@ += 1 

:CRANES_157
jump @CRANES_168 

:CRANES_164
090F: end_external_script 67 (CRANE1) 

:CRANES_168
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 2399.202 1879.139 radius 10.0 10.0 
else_jump @CRANES_276 
0926: 0@ = external_script_status 67 (CRANE1) 
if 
  0@ == 0 
else_jump @CRANES_272 
08A9: load_external_script 67 (CRANE1) 
if 
08AB:   external_script 67 (CRANE1) loaded 
else_jump @CRANES_265 
0913: run_external_script 67 (CRANE1) $2743  
0@ += 1 

:CRANES_265
jump @CRANES_276 

:CRANES_272
090F: end_external_script 67 (CRANE1) 

:CRANES_276
if 
03CA:   object $2727 exists 
else_jump @CRANES_393 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 flag 0 
else_jump @CRANES_393 
0926: 0@ = external_script_status 68 (CRANE2) 
if 
  0@ == 0 
else_jump @CRANES_389 
08A9: load_external_script 68 (CRANE2) 
if 
08AB:   external_script 68 (CRANE2) loaded 
else_jump @CRANES_382 
0913: run_external_script 68 (CRANE2) $2727  
0@ += 1 

:CRANES_382
jump @CRANES_393 

:CRANES_389
090F: end_external_script 68 (CRANE2) 

:CRANES_393
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 709.45 915.93 radius 10.0 10.0 
else_jump @CRANES_507 
0926: 0@ = external_script_status 69 (CRANE3) 
if 
  0@ == 0 
else_jump @CRANES_503 
08A9: load_external_script 69 (CRANE3) 
if 
08AB:   external_script 69 (CRANE3) loaded 
else_jump @CRANES_496 
0913: run_external_script 69 (CRANE3) $2740 $2741 $2742  
0@ += 1 

:CRANES_496
jump @CRANES_507 

:CRANES_503
090F: end_external_script 69 (CRANE3) 

:CRANES_507
jump @CRANES_40 

:ENTEXT
thread 'ENTEXT' 
0@ = -1 

:ENTEXT_18
if 
87D6:   not  0@ == $1012 // integer vars 
else_jump @ENTEXT_53 
wait 0 
077E: get_active_interior_to 0@ 
jump @ENTEXT_18 

:ENTEXT_53
07FB: set_interior s$1014 access $1013 
end_thread 

:ENTEXT_63
$38 = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ENTEXT_212 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @ENTEXT_212 
if 
  $PHONE_RINGING_FLAG == 0 
else_jump @ENTEXT_212 
if 
  $FREEFALL_STAGE == 0 
else_jump @ENTEXT_212 
if 
88B4:   not test $390 bit 1 
else_jump @ENTEXT_212 
if 
88B4:   not test $390 bit 20 
else_jump @ENTEXT_212 
if 
89BE:   not unknown_check_09BD 
else_jump @ENTEXT_212 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ENTEXT_212 
$38 = 1 

:ENTEXT_212
return 

:ENTEXT_214
$TIME_FROM_LAST_CALL_GOT_FLAG = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ENTEXT_449 
if 
  $ONMISSION == 0 
else_jump @ENTEXT_449 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @ENTEXT_449 
if 
  $PHONE_RINGING_FLAG == 0 
else_jump @ENTEXT_449 
if 
  $FREEFALL_STAGE == 0 
else_jump @ENTEXT_449 
if 
88B4:   not test $390 bit 1 
else_jump @ENTEXT_449 
if 
88B4:   not test $390 bit 20 
else_jump @ENTEXT_449 
if 
89BE:   not unknown_check_09BD 
else_jump @ENTEXT_449 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ENTEXT_449 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @ENTEXT_449 
if 
8A03:   not unknown_gang_war_in_progress 
else_jump @ENTEXT_449 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @ENTEXT_449 
01BD: $TEMPVAR_CALL_TIME = current_time_in_ms 
0084: $TIME_FROM_LAST_CALL = $TEMPVAR_CALL_TIME // (int) 
0060: $TIME_FROM_LAST_CALL -= $CURRENT_TIME_IN_MS // (int) 
$TIME_FROM_LAST_CALL_GOT_FLAG = 1 

:ENTEXT_449
return 

:OPENUP
thread 'OPENUP' 

:OPENUP_11
wait 2000 
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @OPENUP_311 
if 
  $170 == 0 
else_jump @OPENUP_311 
gosub @OPENUP_1660 
0518: $BUY_ASSET_PICKUPS[8] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] price $1661  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1629 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[19] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] price $1672  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1640 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[22] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] price $1675  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1643 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[25] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] price $1678  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1646 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[31] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] price $1684  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1652 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
$170 = 1 

:OPENUP_311
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @OPENUP_781 
if or
  $TRUTH_TOTAL_PASSED_MISSIONS > 1 
  $23 == 1 
else_jump @OPENUP_781 
if 
  $171 == 0 
else_jump @OPENUP_781 
gosub @OPENUP_1712 
0518: $BUY_ASSET_PICKUPS[11] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] price $1664  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1632 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[13] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] price $1666  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1634 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[14] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] price $1667  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1635 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[18] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] price $1671  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1639 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[20] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] price $1673  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1641 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[21] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] price $1674  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1642 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
{
$2632 = Marker.CreateIconWithoutSphere(45, 1458.7, -1140.0, 24.2)
$2633 = Marker.CreateIconWithoutSphere(45, -1886.1, 862.4, 35.2)
$2634 = Marker.CreateIconWithoutSphere(45, 2574.3, 1901.7, 11.0)
$2635 = Marker.CreateIconWithoutSphere(45, 2090.5, 2221.0, 11.0)
}
07FB: set_interior 'CLOTHGP' access 0  // Zip
$171 = 1 

:OPENUP_781
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @OPENUP_978 
if 
  $173 == 0 
else_jump @OPENUP_978 
gosub @OPENUP_1774 
0518: $BUY_ASSET_PICKUPS[5] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] price $1658  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1626 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[23] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] price $1676  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1644 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[24] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] price $1677  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1645 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
$173 = 1 

:OPENUP_978
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @OPENUP_1573 
if or
  $1403 == 1 
  $23 == 1 
else_jump @OPENUP_1573 
if 
  $172 == 0 
else_jump @OPENUP_1573 
gosub @OPENUP_1806 
0518: $BUY_ASSET_PICKUPS[4] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] price $1657  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1625 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[6] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] price $1659  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1627 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[7] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] price $1660  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1628 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[9] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] price $1662  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1630 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[16] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] price $1669  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1637 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[17] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] price $1670  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1638 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[27] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] price $1680  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1648 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[28] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] price $1681  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1649 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
0518: $BUY_ASSET_PICKUPS[29] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] price $1682  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1650 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2
{ 
$2643 = Marker.CreateIconWithoutSphere(45, 457.2, -1500.7, 31.3)
$2644 = Marker.CreateIconWithoutSphere(45, 2795.2, 2424.6, 11.0)
$2647 = Marker.CreateIconWithoutSphere(45, -1692.9, 952.8, 26.3)
}
07FB: set_interior 'CSDESGN' access 0  // Victim
$172 = 1 

:OPENUP_1573
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 2 
else_jump @OPENUP_1653 
if 
  $174 == 0 
else_jump @OPENUP_1653 
//$2645 = Marker.CreateIconWithoutSphere(45, 451.9, -1480.0, 30.9)
07FB: set_interior 'CSEXL' access 0  // Didier Sachs
end_thread 
$174 = 1 

:OPENUP_1653
jump @OPENUP_11 

:OPENUP_1660
Marker.Disable($1629)
Marker.Disable($1640)
Marker.Disable($1643)
Marker.Disable($1646)
Marker.Disable($1652)
Pickup.Destroy($BUY_ASSET_PICKUPS[8])
Pickup.Destroy($BUY_ASSET_PICKUPS[19])
Pickup.Destroy($BUY_ASSET_PICKUPS[22])
Pickup.Destroy($BUY_ASSET_PICKUPS[25])
Pickup.Destroy($BUY_ASSET_PICKUPS[31])
return 

:OPENUP_1712
Marker.Disable($1632)
Marker.Disable($1634)
Marker.Disable($1635)
Marker.Disable($1639)
Marker.Disable($1641)
Marker.Disable($1642)
Pickup.Destroy($BUY_ASSET_PICKUPS[11])
Pickup.Destroy($BUY_ASSET_PICKUPS[13])
Pickup.Destroy($BUY_ASSET_PICKUPS[14])
Pickup.Destroy($BUY_ASSET_PICKUPS[18])
Pickup.Destroy($BUY_ASSET_PICKUPS[20])
Pickup.Destroy($BUY_ASSET_PICKUPS[21])
return 

:OPENUP_1774
Marker.Disable($1626)
Marker.Disable($1644)
Marker.Disable($1645)
Pickup.Destroy($BUY_ASSET_PICKUPS[5])
Pickup.Destroy($BUY_ASSET_PICKUPS[23])
Pickup.Destroy($BUY_ASSET_PICKUPS[24])
return 

:OPENUP_1806
Marker.Disable($1625)
Marker.Disable($1627)
Marker.Disable($1628)
Marker.Disable($1630)
Marker.Disable($1637)
Marker.Disable($1638)
Marker.Disable($1648)
Marker.Disable($1649)
Marker.Disable($1650)
Pickup.Destroy($BUY_ASSET_PICKUPS[4])
Pickup.Destroy($BUY_ASSET_PICKUPS[6])
Pickup.Destroy($BUY_ASSET_PICKUPS[7])
Pickup.Destroy($BUY_ASSET_PICKUPS[9])
Pickup.Destroy($BUY_ASSET_PICKUPS[16])
Pickup.Destroy($BUY_ASSET_PICKUPS[17])
Pickup.Destroy($BUY_ASSET_PICKUPS[27])
Pickup.Destroy($BUY_ASSET_PICKUPS[28])
Pickup.Destroy($BUY_ASSET_PICKUPS[29])
return 

:LITCAS
thread 'LITCAS' 

:LITCAS_11
wait 100 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LITCAS_260 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1941.146 997.5668 20.0 radius 100.0 100.0 20.0 
else_jump @LITCAS_260 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LITCAS_113 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False

:LITCAS_113
Camera.SetAtPos(2039.732, 1006.771, 14.7353)
Camera.SetPosition(2040.725, 1006.748, 14.8482, 0.0, 0.0, 0.0)
Camera.PointAt(2039.732, 1006.771, 14.7353, 2)
fade 1 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ_HLP' time 5000 flag 1  // Go inside the Four Dragons Casino to see Woozie!
wait 5000 
gosub @LITCAS_267 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LITCAS_251 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
00BE: text_clear_all 

:LITCAS_251
fade 1 500 
end_thread 

:LITCAS_260
jump @LITCAS_11 

:LITCAS_267
0169: set_fade_color_RGB 0 0 0 
fade 0 500 

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

:LITCAS_306
return 

:NONAME_1
end_thread 

:PROJECT
thread 'PROJECT' 
10@ = 0 
$1929 = 0 
$1930 = 1 
if 
  10@ == -1 
else_jump @PROJECT_94 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
9@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

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

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

:PROJECT_240
jump @PROJECT_334 

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

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

:PROJECT_630
10@ += 1 

:PROJECT_637
if 
  10@ == 1 
else_jump @PROJECT_1032 
if 
03CA:   object 0@ exists 
else_jump @PROJECT_1032 
if 
84DA:   not has_object 0@ collided 
else_jump @PROJECT_954 
01BD: 12@ = current_time_in_ms 
0085: 13@ = 12@ // (int) 
0062: 13@ -= 11@ // (int) 
0093: 14@ = integer 13@ to_float 
14@ /= 1000.0 
if 
0025:   16@ > 14@ // (float) 
else_jump @PROJECT_926 
0087: 17@ = 14@ // (float) 
006B: 17@ *= 14@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 18@ = 30@ // (float) 
006B: 18@ *= 14@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 17@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 18@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 31@ // (float) 
0087: 17@ = 14@ // (float) 
0073: 17@ /= 16@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 26@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 17@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 27@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 17@ // (float) 
0087: 20@ = 1@ // (float) 
005D: 20@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 21@ = 2@ // (float) 
005D: 21@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 22@ = 3@ // (float) 
005D: 22@ += $TEMPVAR_FLOAT_3 // (float) 
0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 
jump @PROJECT_947 

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

:PROJECT_947
jump @PROJECT_1032 

:PROJECT_954
gosub @PROJECT_1685 
Object.KeepInMemory(0@) = False
Object.ToggleInMovingList(0@) = True
Object.CollisionDetection(0@) = True
Object.Throw(0@, 23@, 24@, 25@)
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1025 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_1025
10@ = 99 

:PROJECT_1032
if 
  10@ == 2 
else_jump @PROJECT_1396 
if 
  8@ == 1 
else_jump @PROJECT_1208 
if 
03CA:   object 9@ exists 
else_jump @PROJECT_1179 
15@ = Object.Model(9@)
if 
   Model.Available(15@)
else_jump @PROJECT_1179 
gosub @PROJECT_1685 
Object.KeepInMemory(0@) = False
Object.ToggleInMovingList(0@) = True
Object.CollisionDetection(0@) = True
Object.Throw(0@, 23@, 24@, 25@)
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1179 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_1179
097B: play_audio_at_object 0@ event 1011 
$1929 = -1 
10@ = 99 
jump @PROJECT_1396 

:PROJECT_1208
6@ += -0.5 
if 
  6 > $1926 
else_jump @PROJECT_1285 
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1271 
02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

:PROJECT_1271
$1929 = 1 
jump @PROJECT_1327 

:PROJECT_1285
if 
876F:   not text_priority_displayed 
else_jump @PROJECT_1320 
02FD: show_text_2numbers_lowpriority GXT 'BB_04' numbers $1926 $1927 time 5000 flag 1  // ~b~2 Pointer!!~s~ Distance ~1~.~1~m

:PROJECT_1320
$1929 = 2 

:PROJECT_1327
008F: 17@ = integer $1926 to_float 
008F: 18@ = integer $1927 to_float 
18@ *= 0.1 
005B: 17@ += 18@ // (float) 
if 
8424:   not is_system_metric 
else_jump @PROJECT_1382 
0425: 17@ = meters 17@ to_feet 

:PROJECT_1382
0628: add 17@ to_float_stat 2 
10@ += 1 

:PROJECT_1396
if 
  10@ == 3 
else_jump @PROJECT_1651 
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 4@ 5@ 6@ 
097B: play_audio_at_object 0@ event 1012 
if 
  0.1 > 17@ 
else_jump @PROJECT_1535 
Object.KeepInMemory(0@) = False
Object.CollisionDetection(0@) = True
Object.ToggleInMovingList(0@) = True
Object.Throw(0@, 0.0, 0.0, -0.1)
10@ = 99 
jump @PROJECT_1651 

:PROJECT_1535
0087: 20@ = 4@ // (float) 
0065: 20@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 21@ = 5@ // (float) 
0065: 21@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $TEMPVAR_FLOAT_3 // (float) 
20@ *= 0.3 
21@ *= 0.3 
22@ *= 0.3 
005F: $TEMPVAR_FLOAT_1 += 20@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 21@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 22@ // (float) 
Object.PutAt(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:PROJECT_1651
if 
  10@ == 99 
else_jump @PROJECT_1678 
$1930 = 0 
end_thread 

:PROJECT_1678
jump @PROJECT_94 

:PROJECT_1685
Object.StorePos(9@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0208: 17@ = random_float_in_ranges -1.0 1.0 
0208: 18@ = random_float_in_ranges 0.2 1.0 
0208: 19@ = random_float_in_ranges 1.2 2.2 
0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 
0087: 23@ = 20@ // (float) 
0065: 23@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 24@ = 21@ // (float) 
0065: 24@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 25@ = 22@ // (float) 
0065: 25@ -= $TEMPVAR_FLOAT_3 // (float) 
050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 20@ 21@ 22@ 
0073: 23@ /= 17@ // (float) 
0073: 24@ /= 17@ // (float) 
0073: 25@ /= 17@ // (float) 
0087: 17@ = 16@ // (float) 
17@ *= 5.0 
006B: 23@ *= 17@ // (float) 
006B: 24@ *= 17@ // (float) 
006B: 25@ *= 17@ // (float) 
return 

:NONAME_2
end_thread 

:BBCHAL
thread 'BBCHAL' 
19@ = 0 
20@ = 0 
21@ = 0 
$1923 = 60500 
$1924 = 0 
26@ = 0 
27@ = 0 
28@ = 0 
29@ = 3000 
30@ = 4.0 
32@ = 0 
33@ = 0 
$1921 = 1 
if 
  19@ == -1 
else_jump @BBCHAL_149 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

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

:BBCHAL_216
gosub @BBCHAL_580 
jump @BBCHAL_244 

:BBCHAL_230
gosub @BBCHAL_916 
jump @BBCHAL_244 

:BBCHAL_244
if and
  $1928 == 0 
  $1930 == 0 
else_jump @BBCHAL_276 
gosub @BBCHAL_2538 

:BBCHAL_276
gosub @BBCHAL_395 
if 
  $8787 == 0 
else_jump @BBCHAL_308 
gosub @BBCHAL_2538 

:BBCHAL_308
if 
  $1016 == 0 
else_jump @BBCHAL_364 
if 
00E1:   player 0 pressed_key 19 
else_jump @BBCHAL_357 
$1016 = 1 
gosub @BBCHAL_2538 

:BBCHAL_357
jump @BBCHAL_388 

:BBCHAL_364
if 
80E1:   not player 0 pressed_key 19 
else_jump @BBCHAL_388 
$1016 = 0 

:BBCHAL_388
jump @BBCHAL_149 

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

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

:BBCHAL_491
jump @BBCHAL_578 

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

:BBCHAL_531
jump @BBCHAL_578 

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

:BBCHAL_571
jump @BBCHAL_578 

:BBCHAL_578
return 

:BBCHAL_580
if 
  20@ == 0 
else_jump @BBCHAL_628 
00BC: show_text_highpriority GXT 'BB_13' time 5000 flag 1  // ~s~Challenge mode started!
32@ = 0 
20@ += 1 

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

:BBCHAL_653
if 
  20@ == 2 
else_jump @BBCHAL_751 
03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable  // Time
04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable  // Score
04F7: status_text $1922 type 0 line 2 GXT 'BB_14' // global_variable  // High Score
gosub @BBCHAL_2396 
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
20@ += 1 

:BBCHAL_751
if 
  20@ == 3 
else_jump @BBCHAL_914 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBCHAL_914 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
else_jump @BBCHAL_904 
if 
  $1930 == 1 
else_jump @BBCHAL_887 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_866 
Marker.Disable(1@)

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

:BBCHAL_887
$1923 = 60500 

:BBCHAL_897
jump @BBCHAL_914 

:BBCHAL_904
$1923 = 60500 

:BBCHAL_914
return 

:BBCHAL_916
if 
  20@ == 0 
else_jump @BBCHAL_1135 
if 
   not $1929 == 0 
else_jump @BBCHAL_1135 
if 
  $1929 > 0 
else_jump @BBCHAL_1052 
0058: $1924 += $1929 // (int) 
005E: $1923 += 25@ // (int) 
30@ += 0.5 
gosub @BBCHAL_2396 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1024 
Marker.Disable(1@)

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

:BBCHAL_1052
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1073 
Marker.Disable(1@)

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

:BBCHAL_1128
20@ += 1 

:BBCHAL_1135
if 
  20@ == 1 
else_jump @BBCHAL_1380 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBCHAL_1200 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 

:BBCHAL_1200
if 
  $1930 == 1 
else_jump @BBCHAL_1373 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBCHAL_1366 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
else_jump @BBCHAL_1318 
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_1297 
Marker.Disable(1@)

:BBCHAL_1297
20@ = 0 
$1930 = 0 
jump @BBCHAL_1366 

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

:BBCHAL_1359
$1930 = 0 

:BBCHAL_1366
jump @BBCHAL_1380 

:BBCHAL_1373
28@ = 0 

:BBCHAL_1380
if 
  20@ == 3 
else_jump @BBCHAL_1424 
if 
  32@ > 5000 
else_jump @BBCHAL_1424 
gosub @BBCHAL_2538 

:BBCHAL_1424
if 
  26@ == 0 
else_jump @BBCHAL_1483 
if 
001C:   $1924 > $1922 // (int) 
else_jump @BBCHAL_1476 
0084: $1922 = $1924 // (int) 
26@ += 1 

:BBCHAL_1476
jump @BBCHAL_1510 

:BBCHAL_1483
if 
001C:   $1924 > $1922 // (int) 
else_jump @BBCHAL_1510 
0084: $1922 = $1924 // (int) 

:BBCHAL_1510
if 
  0 >= $1923 
else_jump @BBCHAL_1576 
if 
  3 > 20@ 
else_jump @BBCHAL_1569 
00BC: show_text_highpriority GXT 'BB_17' time 5000 flag 1  // ~r~Time Expired!
32@ = 0 

:BBCHAL_1569
20@ = 3 

:BBCHAL_1576
return 

:BBCHAL_1578
if 
03CA:   object 0@ exists 
else_jump @BBCHAL_2394 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBCHAL_1893 jumps 1 @BBCHAL_1705 2 @BBCHAL_1752 3 @BBCHAL_1799 4 @BBCHAL_1846 -1 @BBCHAL_1893 -1 @BBCHAL_1893 -1 @BBCHAL_1893 

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

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

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

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

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

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

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

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

:BBCHAL_2013
0087: 8@ = 14@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 15@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 14@ 15@ 
0073: 8@ /= 17@ // (float) 
0073: 9@ /= 17@ // (float) 
006B: 8@ *= 30@ // (float) 
006B: 9@ *= 30@ // (float) 
0089: 14@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 14@ += 8@ // (float) 
0089: 15@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 15@ += 9@ // (float) 
if 
0025:   5@ > 2@ // (float) 
else_jump @BBCHAL_2206 
if 
0025:   2@ > 14@ // (float) 
else_jump @BBCHAL_2172 
0087: 14@ = 2@ // (float) 

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

:BBCHAL_2199
jump @BBCHAL_2260 

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

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

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

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

:BBCHAL_2333
jump @BBCHAL_2394 

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

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

:BBCHAL_2394
return 

:BBCHAL_2396
gosub @BBCHAL_1578 
if 
03CA:   object 0@ exists 
else_jump @BBCHAL_2435 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:BBCHAL_2435
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 14@ 15@ and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
008E: 25@ = float $DISTANCE_BETWEEN_POINTS to_integer 
006A: 25@ *= 29@ // (int) 
0093: 17@ = integer 29@ to_float 
17@ *= 0.1 
0092: 22@ = float 17@ to_integer 
22@ *= -1 
005A: 29@ += 22@ // (int) 
if 
  500 > 29@ 
else_jump @BBCHAL_2536 
29@ = 500 

:BBCHAL_2536
return 

:BBCHAL_2538
00BE: text_clear_all 
if 
   not 26@ == 0 
else_jump @BBCHAL_2589 
01E3: show_text_1number_styled GXT 'BB_15' number $1922 time 5000 style 1  // NEW HIGH SCORE!!~n~~w~~1~
0627: update_integer_stat 215 to $1922 
0394: play_music 1 

:BBCHAL_2589
if 
075C:   marker 1@ enabled 
else_jump @BBCHAL_2610 
Marker.Disable(1@)

:BBCHAL_2610
0151: remove_status_text $1924 
0151: remove_status_text $1922 
014F: stop_timer $1923 
$1921 = 0 
end_thread 
return 

:NONAME_3
end_thread 

:LOWGAME
thread 'LOWGAME' 
12@ = 0.01 
$1020 = 0 
13@ = 0 
16@ = 0 
$LOWR_PLAYER_POINTS = 0 
$LOWR_OPPOSITION_POINTS = 0 
18@ = 0 
23@ = 0 
24@ = 0 
25@ = -1 
27@ = 0 
19@ = 0 
if 
  13@ == -1 
else_jump @LOWGAME_198 
0@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
1@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
2@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
wait 0 
wait 0 
wait 0 

:LOWGAME_198
if 
056E:   car 0@ defined 
else_jump @LOWGAME_244 
if 
   Car.Wrecked(0@)
else_jump @LOWGAME_237 
jump @LOWGAME_8722 

:LOWGAME_237
jump @LOWGAME_251 

:LOWGAME_244
jump @LOWGAME_8722 

:LOWGAME_251
if 
056E:   car 1@ defined 
else_jump @LOWGAME_297 
if 
   Car.Wrecked(1@)
else_jump @LOWGAME_290 
jump @LOWGAME_8722 

:LOWGAME_290
jump @LOWGAME_304 

:LOWGAME_297
jump @LOWGAME_8722 

:LOWGAME_304
if 
  1 > $1022 
else_jump @LOWGAME_336 
$1022 = 1 
jump @LOWGAME_361 

:LOWGAME_336
if 
  $1022 > 5 
else_jump @LOWGAME_361 
$1022 = 5 

:LOWGAME_361
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_391 
Car.StorePos(0@, 3@, 4@, 5@)

:LOWGAME_391
if 
   not Car.Wrecked(1@)
else_jump @LOWGAME_421 
Car.StorePos(1@, 6@, 7@, 8@)

:LOWGAME_421
$1017 = 1 

:LOWGAME_428
wait 0 
if 
  5 > 13@ 
else_jump @LOWGAME_480 
if 
856E:   not car 0@ defined 
else_jump @LOWGAME_480 
$1044 = 1 
13@ = 5 

:LOWGAME_480
0871: init_jump_table 13@ total_jumps 6 default_jump 0 @LOWGAME_7662 jumps 0 @LOWGAME_543 1 @LOWGAME_1319 2 @LOWGAME_1399 3 @LOWGAME_7512 4 @LOWGAME_7526 5 @LOWGAME_7601 -1 @LOWGAME_7662 

:LOWGAME_543
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 3@ 4@ 5@ radius 200.0 
04ED: load_animation "LOWRIDER" 

:LOWGAME_587
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWGAME_621 
wait 0 
jump @LOWGAME_587 

:LOWGAME_621
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_696 
Car.DoorStatus(0@) = 4
0221: set_player $PLAYER_CHAR trapped_in_car 1 
Car.SetImmunities(0@, 1, 1, 1, 1, 1)
$TEMPVAR_FLOAT_1 = 0.62 
$TEMPVAR_FLOAT_2 = 0.31 
$TEMPVAR_FLOAT_3 = -0.167 

:LOWGAME_696
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 
if 
   not Actor.Dead(2@)
else_jump @LOWGAME_1068 
if 
0A32:   unknown_actor 2@ in_car 
else_jump @LOWGAME_1068 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_1068
16@ = 0 
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_1224 
if or
   Car.Model(0@) == #REMINGTN
   Car.Model(0@) == #SLAMVAN
   Car.Model(0@) == #TORNADO
else_jump @LOWGAME_1140 
16@ = 1 
jump @LOWGAME_1224 

:LOWGAME_1140
if or
   Car.Model(0@) == #BLADE
   Car.Model(0@) == #BROADWAY
   Car.Model(0@) == #SAVANNA
else_jump @LOWGAME_1217 
096D: get_car 0@ car_component 7 on_slot 17@ 
if 
   not 17@ == -1 
else_jump @LOWGAME_1210 
16@ = 1 

:LOWGAME_1210
jump @LOWGAME_1224 

:LOWGAME_1217
16@ = 1 

:LOWGAME_1224
if 
   not Actor.Dead(2@)
else_jump @LOWGAME_1263 
if 
8A32:   not unknown_actor 2@ in_car 
else_jump @LOWGAME_1263 
16@ = 1 

:LOWGAME_1263
$1027 = 0 
$1028 = 0 
$1029 = 0 
$LOWR_PLAYER_POINTS = 0 
$LOWR_LAST_DISPLAYED_TEXT_ID = 0 
$LOWR_OPPOSITION_POINTS = 0 
13@ += 1 
jump @LOWGAME_7662 

:LOWGAME_1319
0953: get_soundtrack_status_to 17@ 
if 
04A4:   17@ == 3 // @ == any 
else_jump @LOWGAME_1392 
04F7: status_text $LOWR_PLAYER_POINTS type 0 line 1 GXT 'LOWR1' // global_variable  // Player
04F7: status_text $LOWR_OPPOSITION_POINTS type 0 line 2 GXT 'LOWR2' // global_variable  // Opposition
13@ += 1 
32@ = 0 

:LOWGAME_1392
jump @LOWGAME_7662 

:LOWGAME_1399
0953: get_soundtrack_status_to 17@ 
if 
0736:   NOP_false 32 
else_jump @LOWGAME_1429 
32@ = 90000 

:LOWGAME_1429
07B1: unknown_get_audio -1 store_to 20@ 21@ 22@ 
if 
   not 21@ == 33 
else_jump @LOWGAME_7491 
09EE: set_status_text_stay_on_screen 1 
gosub @LOWGAME_10566 
07B1: unknown_get_audio 0 store_to 20@ 21@ 22@ 
if 
803B:   not  22@ == 25@ // (int) 
else_jump @LOWGAME_2071 
28@ = -1 
if 
   not 18@ == 0 
else_jump @LOWGAME_1984 
if and
  20@ > -42 
  42 > 20@ 
else_jump @LOWGAME_1607 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1586 
28@ = 0 
jump @LOWGAME_1600 

:LOWGAME_1586
23@ = 1 
28@ = 5 

:LOWGAME_1600
jump @LOWGAME_1878 

:LOWGAME_1607
if and
  20@ > -60 
  60 > 20@ 
else_jump @LOWGAME_1686 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1665 
28@ = 1 
jump @LOWGAME_1679 

:LOWGAME_1665
23@ = 1 
28@ = 5 

:LOWGAME_1679
jump @LOWGAME_1878 

:LOWGAME_1686
if and
  20@ > -120 
  120 > 20@ 
else_jump @LOWGAME_1765 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1744 
28@ = 2 
jump @LOWGAME_1758 

:LOWGAME_1744
23@ = 1 
28@ = 5 

:LOWGAME_1758
jump @LOWGAME_1878 

:LOWGAME_1765
if or
  20@ > -240 
  240 > 20@ 
else_jump @LOWGAME_1878 
if 
003B:   18@ == 21@ // (int) 
else_jump @LOWGAME_1864 
23@ = 1 
if 
  0 > 20@ 
else_jump @LOWGAME_1850 
28@ = 3 
jump @LOWGAME_1857 

:LOWGAME_1850
28@ = 4 

:LOWGAME_1857
jump @LOWGAME_1878 

:LOWGAME_1864
23@ = 1 
28@ = 5 

:LOWGAME_1878
$1043 = 1 
if 
  28@ == 0 
else_jump @LOWGAME_1924 
04AE: $1043 = 3 // $ = any 
30@ += 1 
jump @LOWGAME_1977 

:LOWGAME_1924
if 
  28@ == 1 
else_jump @LOWGAME_1963 
04AE: $1043 = 2 // $ = any 
30@ += 1 
jump @LOWGAME_1977 

:LOWGAME_1963
04AE: $1043 = 1 // $ = any 
31@ += 1 

:LOWGAME_1977
jump @LOWGAME_2024 

:LOWGAME_1984
if 
  -240 > 20@ 
else_jump @LOWGAME_2024 
23@ = 1 
28@ = 3 
31@ += 1 

:LOWGAME_2024
if 
   not 28@ == -1 
else_jump @LOWGAME_2071 
gosub @LOWGAME_9681 
gosub @LOWGAME_10047 
gosub @LOWGAME_8731 
0085: 25@ = 22@ // (int) 

:LOWGAME_2071
if 
  0 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_2096 
$LOWR_PLAYER_POINTS = 0 

:LOWGAME_2096
if 
   not Car.Wrecked(0@)
else_jump @LOWGAME_2239 
if 
81AD:   not car 0@ sphere 0 near_point 3@ 4@ radius 3.0 3.0 
else_jump @LOWGAME_2239 
Car.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 10@ = 4@ // (float) 
0065: 10@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2239
if 
   not Car.Wrecked(1@)
else_jump @LOWGAME_2382 
if 
81AD:   not car 1@ sphere 0 near_point 6@ 7@ radius 3.0 3.0 
else_jump @LOWGAME_2382 
Car.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 9@ = 6@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 10@ = 7@ // (float) 
0065: 10@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 1@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_2382
if and
  100 > 20@ 
  20@ > -100 
else_jump @LOWGAME_2912 
if 
  21@ == 9 
else_jump @LOWGAME_2465 
$1023 = 1.0 
$1024 = 1.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2465
if 
  21@ == 10 
else_jump @LOWGAME_2523 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 1.0 

:LOWGAME_2523
if 
  21@ == 11 
else_jump @LOWGAME_2581 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 0.0 

:LOWGAME_2581
if 
  21@ == 12 
else_jump @LOWGAME_2639 
$1023 = 0.0 
$1024 = 1.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2639
if 
  21@ == 13 
else_jump @LOWGAME_2697 
$1023 = 1.0 
$1024 = 0.0 
$1025 = 1.0 
$1026 = 0.0 

:LOWGAME_2697
if 
  21@ == 14 
else_jump @LOWGAME_2755 
$1023 = 0.0 
$1024 = 1.0 
$1025 = 0.0 
$1026 = 1.0 

:LOWGAME_2755
if 
  21@ == 15 
else_jump @LOWGAME_2813 
$1023 = 1.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2813
if 
  21@ == 16 
else_jump @LOWGAME_2871 
$1023 = 0.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 1.0 

:LOWGAME_2871
if 
803B:   not  22@ == 27@ // (int) 
else_jump @LOWGAME_2905 
gosub @LOWGAME_7669 
0085: 27@ = 22@ // (int) 

:LOWGAME_2905
jump @LOWGAME_2952 

:LOWGAME_2912
$1023 = 0.0 
$1024 = 0.0 
$1025 = 0.0 
$1026 = 0.0 

:LOWGAME_2952
if 
   not Car.Wrecked(1@)
else_jump @LOWGAME_3001 
if 
   Car.HasHydraulics(1@)
else_jump @LOWGAME_3001 
07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 

:LOWGAME_3001
if 
  16@ == 0 
else_jump @LOWGAME_7453 
if 
  $1020 == -1 
else_jump @LOWGAME_3062 
if 
   not 18@ == 0 
else_jump @LOWGAME_3062 
$1020 = 0 

:LOWGAME_3062
if 
  $1020 == 0 
else_jump @LOWGAME_3112 
if 
  30@ > 5 
else_jump @LOWGAME_3112 
$1020 += 1 
30@ = 0 

:LOWGAME_3112
if 
  $1020 == 1 
else_jump @LOWGAME_3169 
if 
  30@ > 5 
else_jump @LOWGAME_3169 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3169
if 
  $1020 == 2 
else_jump @LOWGAME_3258 
if 
  30@ > 5 
else_jump @LOWGAME_3226 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3226
if 
  31@ > 1 
else_jump @LOWGAME_3258 
$1020 -= 1 
31@ = 0 

:LOWGAME_3258
if 
  $1020 == 3 
else_jump @LOWGAME_3347 
if 
  30@ > 5 
else_jump @LOWGAME_3315 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3315
if 
  31@ > 1 
else_jump @LOWGAME_3347 
$1020 -= 1 
31@ = 0 

:LOWGAME_3347
if 
  $1020 == 4 
else_jump @LOWGAME_3436 
if 
  30@ > 5 
else_jump @LOWGAME_3404 
$1020 += 1 
30@ = 0 
31@ = 0 

:LOWGAME_3404
if 
  31@ > 1 
else_jump @LOWGAME_3436 
$1020 -= 1 
31@ = 0 

:LOWGAME_3436
if 
  $1020 == 5 
else_jump @LOWGAME_3493 
if 
  31@ > 1 
else_jump @LOWGAME_3493 
$1020 -= 1 
30@ = 0 
31@ = 0 

:LOWGAME_3493
if 
   not Actor.Dead(2@)
else_jump @LOWGAME_7453 
if 
803A:   not  $1021 == $1020 // (int) 
else_jump @LOWGAME_5115 
if 
  $1020 == -1 
else_jump @LOWGAME_3699 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 

:LOWGAME_3699
if and
  $1021 == -1 
  $1020 == 0 
else_jump @LOWGAME_3855 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLE_TO_L0" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_3855
if and
  $1021 == 0 
  $1020 == 1 
else_jump @LOWGAME_4009 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_TO_L1" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4009
if and
  $1021 == 1 
  $1020 == 2 
else_jump @LOWGAME_4163 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_TO_L2" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4163
if and
  $1021 == 2 
  $1020 == 3 
else_jump @LOWGAME_4317 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_TO_L3" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4317
if and
  $1021 == 3 
  $1020 == 4 
else_jump @LOWGAME_4471 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_TO_L4" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4471
if and
  $1021 == 4 
  $1020 == 5 
else_jump @LOWGAME_4625 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_TO_L5" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4625
if and
  $1021 > 1 
  $1020 == 1 
else_jump @LOWGAME_4781 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L345_TO_L1" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4781
if and
  $1021 == 1 
  $1020 == 0 
else_jump @LOWGAME_4936 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L12_TO_L0" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_4936
if and
  $1021 == 0 
  $1020 == -1 
else_jump @LOWGAME_5107 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_5107
0084: $1021 = $1020 // (int) 

:LOWGAME_5115
if and
803B:   not  19@ == 18@ // (int) 
   not 18@ == 0 
else_jump @LOWGAME_6256 
17@ = 0 
26@ = 1.0 
if 
   Actor.Animation(2@) == "LRGIRL_IDLE_TO_L0"
else_jump @LOWGAME_5220 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_5220
if 
   Actor.Animation(2@) == "LRGIRL_L12_TO_L0"
else_jump @LOWGAME_5280 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_5280
if 
   Actor.Animation(2@) == "LRGIRL_L345_TO_L1"
else_jump @LOWGAME_5342 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_5342
if 
   Actor.Animation(2@) == "LRGIRL_L0_TO_L1"
else_jump @LOWGAME_5400 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_5400
if 
   Actor.Animation(2@) == "LRGIRL_L1_TO_L2"
else_jump @LOWGAME_5458 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_5458
if 
   Actor.Animation(2@) == "LRGIRL_L2_TO_L3"
else_jump @LOWGAME_5516 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_5516
if 
   Actor.Animation(2@) == "LRGIRL_L3_TO_L4"
else_jump @LOWGAME_5574 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_5574
if 
   Actor.Animation(2@) == "LRGIRL_L4_TO_L5"
else_jump @LOWGAME_5632 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_5632
if 
   Actor.Animation(2@) == "LRGIRL_BDBNCE"
else_jump @LOWGAME_5686 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_5686
if 
  0.9 > 26@ 
else_jump @LOWGAME_5714 
17@ = 1 

:LOWGAME_5714
if 
  17@ == 0 
else_jump @LOWGAME_6248 
if 
  $1020 == 0 
else_jump @LOWGAME_5818 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5818
if 
  $1020 == 1 
else_jump @LOWGAME_5904 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5904
if 
  $1020 == 2 
else_jump @LOWGAME_5990 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_5990
if 
  $1020 == 3 
else_jump @LOWGAME_6076 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6076
if 
  $1020 == 4 
else_jump @LOWGAME_6162 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6162
if 
  $1020 == 5 
else_jump @LOWGAME_6248 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_BNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_6248
0085: 19@ = 18@ // (int) 

:LOWGAME_6256
if 
  23@ == 1 
else_jump @LOWGAME_6489 
if 
  18@ == 0 
else_jump @LOWGAME_6482 
if 
  $1020 > 0 
else_jump @LOWGAME_6482 
if 
   not Actor.Animation(2@) == "LRGIRL_BDBNCE"
else_jump @LOWGAME_6468 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_BDBNCE" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP_file "LOWRIDER" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_6468
$1020 = 1 
$1021 = 1 

:LOWGAME_6482
23@ = 0 

:LOWGAME_6489
17@ = 0 
26@ = 1.0 
if 
   Actor.Animation(2@) == "LRGIRL_BDBNCE"
else_jump @LOWGAME_6560 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_6560
if 
   Actor.Animation(2@) == "LRGIRL_IDLE_TO_L0"
else_jump @LOWGAME_6622 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_6622
if 
   Actor.Animation(2@) == "LRGIRL_L12_TO_L0"
else_jump @LOWGAME_6682 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_6682
if 
   Actor.Animation(2@) == "LRGIRL_L345_TO_L1"
else_jump @LOWGAME_6744 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_6744
if 
   Actor.Animation(2@) == "LRGIRL_L0_BNCE"
else_jump @LOWGAME_6800 
0613: 26@ = actor 2@ animation "LRGIRL_L0_BNCE" time 

:LOWGAME_6800
if 
   Actor.Animation(2@) == "LRGIRL_L0_TO_L1"
else_jump @LOWGAME_6858 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_6858
if 
   Actor.Animation(2@) == "LRGIRL_L1_TO_L2"
else_jump @LOWGAME_6916 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_6916
if 
   Actor.Animation(2@) == "LRGIRL_L2_TO_L3"
else_jump @LOWGAME_6974 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_6974
if 
   Actor.Animation(2@) == "LRGIRL_L3_TO_L4"
else_jump @LOWGAME_7032 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_7032
if 
   Actor.Animation(2@) == "LRGIRL_L4_TO_L5"
else_jump @LOWGAME_7090 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_7090
if 
   Actor.Animation(2@) == "LRGIRL_L1_BNCE"
else_jump @LOWGAME_7146 
0613: 26@ = actor 2@ animation "LRGIRL_L1_BNCE" time 

:LOWGAME_7146
if 
   Actor.Animation(2@) == "LRGIRL_L2_BNCE"
else_jump @LOWGAME_7202 
0613: 26@ = actor 2@ animation "LRGIRL_L2_BNCE" time 

:LOWGAME_7202
if 
   Actor.Animation(2@) == "LRGIRL_L3_BNCE"
else_jump @LOWGAME_7258 
0613: 26@ = actor 2@ animation "LRGIRL_L3_BNCE" time 

:LOWGAME_7258
if 
   Actor.Animation(2@) == "LRGIRL_L4_BNCE"
else_jump @LOWGAME_7314 
0613: 26@ = actor 2@ animation "LRGIRL_L4_BNCE" time 

:LOWGAME_7314
if 
   Actor.Animation(2@) == "LRGIRL_L5_BNCE"
else_jump @LOWGAME_7370 
0613: 26@ = actor 2@ animation "LRGIRL_L5_BNCE" time 

:LOWGAME_7370
if 
  0.9 > 26@ 
else_jump @LOWGAME_7398 
17@ = 1 

:LOWGAME_7398
if 
  17@ == 0 
else_jump @LOWGAME_7453 
062E: unknown_get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 
if 
04A4:   17@ == 7 // @ == any 
else_jump @LOWGAME_7453 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_7453
if 
00E1:   player 0 pressed_key 15 
else_jump @LOWGAME_7484 
$LOWR_PLAYER_POINTS = 0 
13@ += 1 

:LOWGAME_7484
jump @LOWGAME_7505 

:LOWGAME_7491
13@ += 1 
32@ = 0 

:LOWGAME_7505
jump @LOWGAME_7662 

:LOWGAME_7512
13@ += 1 
jump @LOWGAME_7662 

:LOWGAME_7526
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWGAME_7549 
Player.CanMove($PLAYER_CHAR) = False

:LOWGAME_7549
fade 0 500 

:LOWGAME_7556
if 
fading 
else_jump @LOWGAME_7580 
wait 0 
jump @LOWGAME_7556 

:LOWGAME_7580
$1044 = 1 
13@ += 1 
jump @LOWGAME_7662 

:LOWGAME_7601
0953: get_soundtrack_status_to 17@ 
if 
04A4:   17@ == 3 // @ == any 
else_jump @LOWGAME_7626 
0955: end_playing_loaded_soundtrack 

:LOWGAME_7626
0151: remove_status_text $LOWR_PLAYER_POINTS 
0151: remove_status_text $LOWR_OPPOSITION_POINTS 
04EF: release_animation "LOWRIDER" 
jump @LOWGAME_8722 
jump @LOWGAME_7662 

:LOWGAME_7662
jump @LOWGAME_428 

:LOWGAME_7669
0209: 17@ = random_int_in_ranges 0 10 
if or
  $1022 == 0 
  $1022 == 1 
else_jump @LOWGAME_7894 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_7887 jumps 0 @LOWGAME_7831 1 @LOWGAME_7831 2 @LOWGAME_7845 3 @LOWGAME_7845 4 @LOWGAME_7845 5 @LOWGAME_7845 6 @LOWGAME_7859 
0872: jump_table_jumps 7 @LOWGAME_7859 8 @LOWGAME_7859 9 @LOWGAME_7873 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 -1 @LOWGAME_7887 

:LOWGAME_7831
$LOWR_OPPOSITION_POINTS += 0 
jump @LOWGAME_7887 

:LOWGAME_7845
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_7887 

:LOWGAME_7859
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_7887 

:LOWGAME_7873
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_7887 

:LOWGAME_7887
jump @LOWGAME_8695 

:LOWGAME_7894
if 
  $1022 == 2 
else_jump @LOWGAME_8103 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8096 jumps 0 @LOWGAME_8040 1 @LOWGAME_8054 2 @LOWGAME_8054 3 @LOWGAME_8054 4 @LOWGAME_8054 5 @LOWGAME_8068 6 @LOWGAME_8068 
0872: jump_table_jumps 7 @LOWGAME_8068 8 @LOWGAME_8082 9 @LOWGAME_8082 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 -1 @LOWGAME_8096 

:LOWGAME_8040
$LOWR_OPPOSITION_POINTS += 0 
jump @LOWGAME_8096 

:LOWGAME_8054
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8096 

:LOWGAME_8068
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8096 

:LOWGAME_8082
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8096 

:LOWGAME_8096
jump @LOWGAME_8695 

:LOWGAME_8103
if 
  $1022 == 3 
else_jump @LOWGAME_8312 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8305 jumps 0 @LOWGAME_8249 1 @LOWGAME_8263 2 @LOWGAME_8263 3 @LOWGAME_8263 4 @LOWGAME_8277 5 @LOWGAME_8277 6 @LOWGAME_8277 
0872: jump_table_jumps 7 @LOWGAME_8291 8 @LOWGAME_8291 9 @LOWGAME_8291 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 -1 @LOWGAME_8305 

:LOWGAME_8249
$LOWR_OPPOSITION_POINTS += 0 
jump @LOWGAME_8305 

:LOWGAME_8263
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8305 

:LOWGAME_8277
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8305 

:LOWGAME_8291
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8305 

:LOWGAME_8305
jump @LOWGAME_8695 

:LOWGAME_8312
if 
  $1022 == 4 
else_jump @LOWGAME_8507 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8500 jumps 0 @LOWGAME_8458 1 @LOWGAME_8458 2 @LOWGAME_8458 3 @LOWGAME_8472 4 @LOWGAME_8472 5 @LOWGAME_8472 6 @LOWGAME_8472 
0872: jump_table_jumps 7 @LOWGAME_8486 8 @LOWGAME_8486 9 @LOWGAME_8486 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 -1 @LOWGAME_8500 

:LOWGAME_8458
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8500 

:LOWGAME_8472
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8500 

:LOWGAME_8486
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8500 

:LOWGAME_8500
jump @LOWGAME_8695 

:LOWGAME_8507
if 
  $1022 == 5 
else_jump @LOWGAME_8695 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_8695 jumps 0 @LOWGAME_8653 1 @LOWGAME_8653 2 @LOWGAME_8667 3 @LOWGAME_8667 4 @LOWGAME_8667 5 @LOWGAME_8667 6 @LOWGAME_8681 
0872: jump_table_jumps 7 @LOWGAME_8681 8 @LOWGAME_8681 9 @LOWGAME_8681 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 -1 @LOWGAME_8695 

:LOWGAME_8653
$LOWR_OPPOSITION_POINTS += 10 
jump @LOWGAME_8695 

:LOWGAME_8667
$LOWR_OPPOSITION_POINTS += 20 
jump @LOWGAME_8695 

:LOWGAME_8681
$LOWR_OPPOSITION_POINTS += 50 
jump @LOWGAME_8695 

:LOWGAME_8695
if 
  0 > $LOWR_OPPOSITION_POINTS 
else_jump @LOWGAME_8720 
$LOWR_OPPOSITION_POINTS = 0 

:LOWGAME_8720
return 

:LOWGAME_8722
$1017 = 0 
end_thread 

:LOWGAME_8731
0871: init_jump_table 28@ total_jumps 3 default_jump 1 @LOWGAME_8844 jumps 0 @LOWGAME_8794 1 @LOWGAME_8811 2 @LOWGAME_8828 -1 @LOWGAME_8860 -1 @LOWGAME_8860 -1 @LOWGAME_8860 -1 @LOWGAME_8860 

:LOWGAME_8794
015B: unknown_player 0 time 200 key 255 
jump @LOWGAME_8860 

:LOWGAME_8811
015B: unknown_player 0 time 200 key 200 
jump @LOWGAME_8860 

:LOWGAME_8828
015B: unknown_player 0 time 200 key 110 
jump @LOWGAME_8860 

:LOWGAME_8844
015B: unknown_player 0 time 200 key 50 
jump @LOWGAME_8860 

:LOWGAME_8860
0871: init_jump_table 29@ total_jumps 2 default_jump 1 @LOWGAME_8923 jumps 2 @LOWGAME_9175 3 @LOWGAME_9427 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 -1 @LOWGAME_9679 

:LOWGAME_8923
if 
  28@ == 0 
else_jump @LOWGAME_8957 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great timing!

:LOWGAME_8957
if 
  28@ == 1 
else_jump @LOWGAME_8991 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Well done!

:LOWGAME_8991
if 
  28@ == 2 
else_jump @LOWGAME_9025 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright!

:LOWGAME_9025
if 
  28@ == 3 
else_jump @LOWGAME_9059 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Too late!

:LOWGAME_9059
if 
  28@ == 4 
else_jump @LOWGAME_9093 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Too early!

:LOWGAME_9093
if 
  28@ == 5 
else_jump @LOWGAME_9127 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong!

:LOWGAME_9127
if 
  28@ == 6 
else_jump @LOWGAME_9161 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad timing!

:LOWGAME_9161
29@ = 2 
jump @LOWGAME_9679 

:LOWGAME_9175
if 
  28@ == 0 
else_jump @LOWGAME_9209 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:LOWGAME_9209
if 
  28@ == 1 
else_jump @LOWGAME_9243 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:LOWGAME_9243
if 
  28@ == 2 
else_jump @LOWGAME_9277 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:LOWGAME_9277
if 
  28@ == 3 
else_jump @LOWGAME_9311 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:LOWGAME_9311
if 
  28@ == 4 
else_jump @LOWGAME_9345 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:LOWGAME_9345
if 
  28@ == 5 
else_jump @LOWGAME_9379 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:LOWGAME_9379
if 
  28@ == 6 
else_jump @LOWGAME_9413 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:LOWGAME_9413
29@ += 1 
jump @LOWGAME_9679 

:LOWGAME_9427
if 
  28@ == 0 
else_jump @LOWGAME_9461 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:LOWGAME_9461
if 
  28@ == 1 
else_jump @LOWGAME_9495 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:LOWGAME_9495
if 
  28@ == 2 
else_jump @LOWGAME_9529 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:LOWGAME_9529
if 
  28@ == 3 
else_jump @LOWGAME_9563 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:LOWGAME_9563
if 
  28@ == 4 
else_jump @LOWGAME_9597 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:LOWGAME_9597
if 
  28@ == 5 
else_jump @LOWGAME_9631 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:LOWGAME_9631
if 
  28@ == 6 
else_jump @LOWGAME_9665 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:LOWGAME_9665
29@ += 1 
jump @LOWGAME_9679 

:LOWGAME_9679
return 

:LOWGAME_9681
008B: 17@ = $1028 // (int) 
005C: 17@ += $1029 // (int) 
005C: 17@ += $1027 // (int) 
if 
  17@ > 0 
else_jump @LOWGAME_10045 
if 
  17@ >= 4 
else_jump @LOWGAME_10045 
if 
  $1027 == 4 
else_jump @LOWGAME_9848 
if or
  $LOWR_LAST_DISPLAYED_TEXT_ID == 1 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_9816 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFECT
$LOWR_LAST_DISPLAYED_TEXT_ID = 2 
jump @LOWGAME_9841 

:LOWGAME_9816
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
$LOWR_LAST_DISPLAYED_TEXT_ID = 1 

:LOWGAME_9841
jump @LOWGAME_10024 

:LOWGAME_9848
if 
001C:   $1028 > $1029 // (int) 
else_jump @LOWGAME_9899 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
$LOWR_LAST_DISPLAYED_TEXT_ID = 1 
jump @LOWGAME_10024 

:LOWGAME_9899
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_9949 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
$LOWR_LAST_DISPLAYED_TEXT_ID = 1 
jump @LOWGAME_10024 

:LOWGAME_9949
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 1 
else_jump @LOWGAME_9999 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
$LOWR_LAST_DISPLAYED_TEXT_ID = 0 
jump @LOWGAME_10024 

:LOWGAME_9999
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
$LOWR_LAST_DISPLAYED_TEXT_ID = 0 

:LOWGAME_10024
$1027 = 0 
$1028 = 0 
$1029 = 0 

:LOWGAME_10045
return 

:LOWGAME_10047
0871: init_jump_table 28@ total_jumps 7 default_jump 0 @LOWGAME_10533 jumps 0 @LOWGAME_10110 1 @LOWGAME_10199 2 @LOWGAME_10288 3 @LOWGAME_10377 4 @LOWGAME_10416 5 @LOWGAME_10455 6 @LOWGAME_10494 

:LOWGAME_10110
if 
  999999 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_10185 
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_10178 
17@ = 50 
17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
jump @LOWGAME_10185 

:LOWGAME_10178
$LOWR_PLAYER_POINTS += 50 

:LOWGAME_10185
$1027 += 1 
jump @LOWGAME_10533 

:LOWGAME_10199
if 
  999999 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_10274 
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_10267 
17@ = 20 
17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
jump @LOWGAME_10274 

:LOWGAME_10267
$LOWR_PLAYER_POINTS += 20 

:LOWGAME_10274
$1028 += 1 
jump @LOWGAME_10533 

:LOWGAME_10288
if 
  999999 > $LOWR_PLAYER_POINTS 
else_jump @LOWGAME_10363 
if 
  $LOWR_LAST_DISPLAYED_TEXT_ID == 2 
else_jump @LOWGAME_10356 
17@ = 10 
17@ *= 10 
005E: $LOWR_PLAYER_POINTS += 17@ // (int) 
jump @LOWGAME_10363 

:LOWGAME_10356
$LOWR_PLAYER_POINTS += 10 

:LOWGAME_10363
$1028 += 1 
jump @LOWGAME_10533 

:LOWGAME_10377
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10402 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10402
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10416
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10441 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10441
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10455
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10480 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10480
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10494
if 
  $LOWR_PLAYER_POINTS > 0 
else_jump @LOWGAME_10519 
$LOWR_PLAYER_POINTS += 0 

:LOWGAME_10519
$1029 += 1 
jump @LOWGAME_10533 

:LOWGAME_10533
if 
  $LOWR_PLAYER_POINTS > 999999 
else_jump @LOWGAME_10564 
$LOWR_PLAYER_POINTS = 999999 

:LOWGAME_10564
return 

:LOWGAME_10566
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 26@ = integer $SPECIAL_AXIS_X to_float 
0087: 9@ = 26@ // (float) 
008F: 26@ = integer $SPECIAL_AXIS_Y to_float 
0087: 10@ = 26@ // (float) 
0509: 26@ = distance_between_XY 0.0 0.0 and_XY 9@ 10@ 
18@ = 0 
if 
  26@ > 64.0 
else_jump @LOWGAME_10927 
05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@ 
if 
  15.0 > 26@ 
else_jump @LOWGAME_10719 
18@ = 13 
jump @LOWGAME_10927 

:LOWGAME_10719
if 
  75.0 > 26@ 
else_jump @LOWGAME_10786 
if 
  $SPECIAL_AXIS_X > 0 
else_jump @LOWGAME_10772 
18@ = 11 
jump @LOWGAME_10779 

:LOWGAME_10772
18@ = 15 

:LOWGAME_10779
jump @LOWGAME_10927 

:LOWGAME_10786
if 
  105.0 > 26@ 
else_jump @LOWGAME_10853 
if 
  $SPECIAL_AXIS_X > 0 
else_jump @LOWGAME_10839 
18@ = 10 
jump @LOWGAME_10846 

:LOWGAME_10839
18@ = 9 

:LOWGAME_10846
jump @LOWGAME_10927 

:LOWGAME_10853
if 
  165.0 > 26@ 
else_jump @LOWGAME_10920 
if 
  $SPECIAL_AXIS_X > 0 
else_jump @LOWGAME_10906 
18@ = 16 
jump @LOWGAME_10913 

:LOWGAME_10906
18@ = 12 

:LOWGAME_10913
jump @LOWGAME_10927 

:LOWGAME_10920
18@ = 14 

:LOWGAME_10927
return 

:NONAME_4
end_thread 

:AUDIOL
thread 'AUDIOL' 
8@ = 0 
if 
  8@ == -1 
else_jump @AUDIOL_60 
0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

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

:AUDIOL_101
if 
   not $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @AUDIOL_155 
if 
  $1035 == 1 
else_jump @AUDIOL_144 
jump @AUDIOL_737 

:AUDIOL_144
wait 0 
jump @AUDIOL_101 

:AUDIOL_155
jump @AUDIOL_169 

:AUDIOL_162
jump @AUDIOL_737 

:AUDIOL_169
05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE 
008B: 7@ = $ACTOR_SPEECH_WAV_FILE // (int) 
$AUDIO_LINE_IS_ACTIVE = 1 

:AUDIOL_192
if 
  $1035 == 1 
else_jump @AUDIOL_217 
jump @AUDIOL_662 

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

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

:AUDIOL_311
if 
   not Actor.Dead(0@)
else_jump @AUDIOL_341 
094E: set_actor 0@ unknown_flag 1 
0A09: set_actor 0@ muted 1 // versionB 

:AUDIOL_341
32@ = 0 
8@ += 1 
jump @AUDIOL_651 

:AUDIOL_362
if 
03D0:   wav 3@ loaded 
else_jump @AUDIOL_498 
if 
   not Actor.Dead(0@)
else_jump @AUDIOL_444 
if 
894D:   not actor 0@ mutally_active 
else_jump @AUDIOL_436 
if 
  1@ == 1 
else_jump @AUDIOL_436 
0949: link_wav 3@ to_actor 0@ 

:AUDIOL_436
0967: actor 0@ move_mouth 10000 ms 

:AUDIOL_444
03D1: play_wav 3@ 
if 
85AE:   not  5@s == 'DUMMY' 
else_jump @AUDIOL_484 
00BC: show_text_highpriority GXT 5@s time 10000 flag 1 

:AUDIOL_484
8@ += 1 
jump @AUDIOL_524 

:AUDIOL_498
if 
  32@ > 5000 
else_jump @AUDIOL_524 
8@ += 1 

:AUDIOL_524
jump @AUDIOL_651 

:AUDIOL_531
if 
03D0:   wav 3@ loaded 
else_jump @AUDIOL_623 
if 
03D2:   wav 3@ ended 
else_jump @AUDIOL_577 
8@ += 1 
jump @AUDIOL_616 

:AUDIOL_577
if 
056D:   actor 0@ defined 
else_jump @AUDIOL_616 
if 
   Actor.Dead(0@)
else_jump @AUDIOL_616 
8@ += 1 

:AUDIOL_616
jump @AUDIOL_630 

:AUDIOL_623
8@ += 1 

:AUDIOL_630
jump @AUDIOL_651 

:AUDIOL_637
jump @AUDIOL_662 
jump @AUDIOL_651 

:AUDIOL_651
wait 0 
jump @AUDIOL_192 

:AUDIOL_662
if 
   not Actor.Dead(0@)
else_jump @AUDIOL_695 
094F: unknown_actor 0@ 
0A09: set_actor 0@ muted 0 // versionB 
0968: actor 0@ stop_mouth 

:AUDIOL_695
040D: unload_wav 3@ 
if 
85AE:   not  5@s == 'DUMMY' 
else_jump @AUDIOL_730 
03D5: remove_text 5@s 

:AUDIOL_730
$AUDIO_LINE_IS_ACTIVE = 0 

:AUDIOL_737
end_thread 

:CLEANAU
thread 'CLEANAU' 
32@ = 0 
$1035 = 1 

:CLEANAU_25
if 
   not $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @CLEANAU_80 
wait 0 
if 
  32@ > 2000 
else_jump @CLEANAU_73 
$AUDIO_LINE_IS_ACTIVE = 0 

:CLEANAU_73
jump @CLEANAU_25 

:CLEANAU_80
end_thread_named 'AUDIOL' 
$1035 = 0 
end_thread 

:NONAME_5
end_thread 

:BDISPLY
thread 'BDISPLY' 
if 
  $1048 == 0 
else_jump @BDISPLY_43 
$1048 = 1 
$1044 = 0 

:BDISPLY_43
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 2 // Load dictionary with 0390 first 
038F: load_texture "UP" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "UP" as 13 // Load dictionary with 0390 first 
038F: load_texture "DOWN" as 14 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 10 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 9 // Load dictionary with 0390 first 
038F: load_texture "UPR" as 11 // Load dictionary with 0390 first 
038F: load_texture "DOWNR" as 16 // Load dictionary with 0390 first 
038F: load_texture "DOWNL" as 12 // Load dictionary with 0390 first 
038F: load_texture "UPL" as 15 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 17 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 18 // Load dictionary with 0390 first 
$1036 = 4500 
$1037 = 800 
$1038 = 265.0 
$1039 = 390.0 
$1040 = 355.0 
$1041 = 32.0 
$1042 = 32.0 
19@ = 64.0 
20@ = 64.0 
22@ = 64.0 
21@ = 64.0 
01BD: 16@ = current_time_in_ms 
wait 1000 

:BDISPLY_313
wait 0 
if 
09FA:   is_menu_closed 
else_jump @BDISPLY_344 
$1043 = 0 
23@ = 0 

:BDISPLY_344
0953: get_soundtrack_status_to 0@ 
if 
04A4:   0@ == 3 // @ == any 
else_jump @BDISPLY_1198 
01BD: 15@ = current_time_in_ms 
0085: 17@ = 15@ // (int) 
0062: 17@ -= 16@ // (int) 
0085: 16@ = 15@ // (int) 
008B: 0@ = $1037 // (int) 
005C: 0@ += $1036 // (int) 
0093: 5@ = integer 0@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 6@ /= 5@ // (float) 
006F: 6@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 6@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RGBA 128 128 128 255 
01BD: $1047 = current_time_in_ms 
0060: $1047 -= $1046 // (int) 
0@ = 1 

:BDISPLY_520
if 
  11 > 0@ 
else_jump @BDISPLY_846 
07B1: unknown_get_audio 0@ store_to 8@ 10@ 12@ 
if 
   not 10@ == 0 
else_jump @BDISPLY_832 
if 
001E:   $1036 > 8@ // (int) 
else_jump @BDISPLY_832 
gosub @BDISPLY_1266 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0085: 4@ = 8@ // (int) 
005C: 4@ += $1037 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
0093: 5@ = integer 8@ to_float 
008F: 6@ = integer $1036 to_float 
0073: 5@ /= 6@ // (float) 
5@ *= -1.0 
5@ += 1.0 
if 
  0 > 8@ 
else_jump @BDISPLY_756 
5@ = 1.0 

:BDISPLY_756
5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
if 
   not 18@ == 0 
else_jump @BDISPLY_832 
gosub @BDISPLY_1575 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_832
0@ += 1 
jump @BDISPLY_520 

:BDISPLY_846
if 
  $1045 == 0 
else_jump @BDISPLY_1191 
0@ = -1 

:BDISPLY_871
if 
  0@ > -11 
else_jump @BDISPLY_1191 
07B1: unknown_get_audio 0@ store_to 8@ 10@ 12@ 
8@ *= -1 
if 
   not 10@ == 0 
else_jump @BDISPLY_1177 
if 
001E:   $1037 > 8@ // (int) 
else_jump @BDISPLY_1177 
gosub @BDISPLY_1266 
0085: 4@ = 8@ // (int) 
4@ *= -1 
005C: 4@ += $1037 // (int) 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $1039 // (float) 
0093: 5@ = integer 4@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 5@ /= 6@ // (float) 
if 
  0 > 8@ 
else_jump @BDISPLY_1101 
5@ = 1.0 

:BDISPLY_1101
5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
if 
   not 18@ == 0 
else_jump @BDISPLY_1177 
gosub @BDISPLY_1575 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_1177
0@ -= 1 
jump @BDISPLY_871 

:BDISPLY_1191
jump @BDISPLY_1205 

:BDISPLY_1198
jump @BDISPLY_1244 

:BDISPLY_1205
if 
  $1044 == 0 
else_jump @BDISPLY_1237 
jump @BDISPLY_313 
jump @BDISPLY_1244 

:BDISPLY_1237
jump @BDISPLY_1244 

:BDISPLY_1244
$1044 = 0 
$1048 = 0 
03F0: enable_text_draw 0 
0391: release_txd_dictionary 
end_thread 

:BDISPLY_1266
18@ = 0 
if 
  10@ == 1 
else_jump @BDISPLY_1298 
18@ = 1 

:BDISPLY_1298
if 
  10@ == 2 
else_jump @BDISPLY_1323 
18@ = 2 

:BDISPLY_1323
if 
  10@ == 3 
else_jump @BDISPLY_1348 
18@ = 3 

:BDISPLY_1348
if 
  10@ == 4 
else_jump @BDISPLY_1373 
18@ = 4 

:BDISPLY_1373
if 
  10@ == 9 
else_jump @BDISPLY_1398 
18@ = 9 

:BDISPLY_1398
if 
  10@ == 10 
else_jump @BDISPLY_1423 
18@ = 10 

:BDISPLY_1423
if 
  10@ == 11 
else_jump @BDISPLY_1448 
18@ = 11 

:BDISPLY_1448
if 
  10@ == 12 
else_jump @BDISPLY_1473 
18@ = 12 

:BDISPLY_1473
if 
  10@ == 13 
else_jump @BDISPLY_1498 
18@ = 13 

:BDISPLY_1498
if 
  10@ == 14 
else_jump @BDISPLY_1523 
18@ = 14 

:BDISPLY_1523
if 
  10@ == 15 
else_jump @BDISPLY_1548 
18@ = 15 

:BDISPLY_1548
if 
  10@ == 16 
else_jump @BDISPLY_1573 
18@ = 16 

:BDISPLY_1573
return 

:BDISPLY_1575
if and
  $1043 > 0 
  23@ == 0 
else_jump @BDISPLY_1627 
07B1: unknown_get_audio 0 store_to 1@ 1@ 25@ 
25@ += 1 
23@ = 1 

:BDISPLY_1627
0085: 13@ = 12@ // (int) 
005A: 13@ += 0@ // (int) 
if 
  0 > 0@ 
else_jump @BDISPLY_1675 
8@ *= -1 
13@ += 1 

:BDISPLY_1675
if 
003B:   13@ == 25@ // (int) 
else_jump @BDISPLY_1756 
if and
  3000 >= 8@ 
  8@ > -400 
else_jump @BDISPLY_1735 
gosub @BDISPLY_1765 
jump @BDISPLY_1749 

:BDISPLY_1735
23@ = 0 
$1043 = 0 

:BDISPLY_1749
jump @BDISPLY_1763 

:BDISPLY_1756
$1043 = 0 

:BDISPLY_1763
return 

:BDISPLY_1765
0871: init_jump_table 23@ total_jumps 3 default_jump 0 @BDISPLY_2214 jumps 1 @BDISPLY_1828 2 @BDISPLY_2001 3 @BDISPLY_2105 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 -1 @BDISPLY_2214 

:BDISPLY_1828
if 
  $1043 == 1 
else_jump @BDISPLY_1867 
26@ = 90 
27@ = 100 
jump @BDISPLY_1940 

:BDISPLY_1867
if 
  $1043 == 2 
else_jump @BDISPLY_1907 
26@ = 190 
27@ = 80 
jump @BDISPLY_1940 

:BDISPLY_1907
if 
  $1043 == 3 
else_jump @BDISPLY_1940 
26@ = 255 
27@ = 25 

:BDISPLY_1940
0085: 24@ = 26@ // (int) 
33@ = 0 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
23@ += 1 
jump @BDISPLY_2214 

:BDISPLY_2001
if 
001D:   27@ > 33@ // (int) 
else_jump @BDISPLY_2059 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
jump @BDISPLY_2098 

:BDISPLY_2059
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
23@ += 1 

:BDISPLY_2098
jump @BDISPLY_2214 

:BDISPLY_2105
0085: 1@ = 26@ // (int) 
0072: 1@ /= 17@ // (int) 
1@ *= 4 
0062: 24@ -= 1@ // (int) 
if 
  0 >= 24@ 
else_jump @BDISPLY_2175 
24@ = 0 
23@ = 0 
$1043 = 0 

:BDISPLY_2175
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 21@ 22@ RGBA 128 128 128 24@ 
jump @BDISPLY_2214 

:BDISPLY_2214
return 

:NONAME_6
end_thread 

:IMPEXPM
thread 'IMPEXPM' 
if 
   not $1181 == 99 
else_jump @IMPEXPM_484 
if 
  $1181 == -1000 
else_jump @IMPEXPM_123 
27@ = Object.Init(#NF_BLACKBOARD, 0.0, 0.0, 0.0)
09E2: $PARKED_IMPEXPM_CARS[0] = parked_car_generator_w_numberplate #EUROS -1 -1 0 alarm 50 door_lock 0 0 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 

:IMPEXPM_123
if 
83CA:   not object 27@ exists 
else_jump @IMPEXPM_190 
27@ = Object.Init(#NF_BLACKBOARD, -1573.881, 135.3845, 2.535)
Object.Angle(27@) = 180.0
Object.KeepInMemory(27@) = True
Object.ToggleInMovingList(27@) = False
Object.RemoveFromMissionCleanupList(27@)

:IMPEXPM_190
$CURRENT_WANTED_LIST = 0 
04AE: $UNLOCKED_IMPORT_CARS[0] = 589 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[1] = 404 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[2] = 559 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[3] = 589 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[4] = 404 // $ = any 
04AE: $UNLOCKED_IMPORT_CARS[5] = 559 // $ = any 
4@ = 6 

:IMPEXPM_252
if 
  42 > 4@ 
else_jump @IMPEXPM_295 
$UNLOCKED_IMPORT_CARS(4@,42i) = -1 
4@ += 1 
jump @IMPEXPM_252 

:IMPEXPM_295
05A9: s$IMPORT_DAYS[0] = 'IE16'  // Sunday
05A9: s$IMPORT_DAYS[1] = 'IE10'  // Monday
05A9: s$IMPORT_DAYS[2] = 'IE11'  // Tuesday
05A9: s$IMPORT_DAYS[3] = 'IE12'  // Wednesday
05A9: s$IMPORT_DAYS[4] = 'IE13'  // Thursday
05A9: s$IMPORT_DAYS[5] = 'IE14'  // Friday
05A9: s$IMPORT_DAYS[6] = 'IE15'  // Saturday
$HELP_IMPORT_SHOWN = 0 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER = 0 
$ALL_CARS_COLLECTED_FLAG = 0 
$IMPORT_PRICE_MULTIPLIER = 0.8 
$EXPORT_PRICE_MULTIPLIER = 1.0 
$IMPORT_CAR_HANDLES[0] = -1 
$IMPORT_CAR_HANDLES[1] = -1 
$IMPORT_CAR_HANDLES[2] = -1 
$IMPORT_CAR_HANDLES[3] = -1 
$IMPORT_CAR_HANDLES[4] = -1 
create_thread @IMPEXPC 
$1181 = 99 

:IMPEXPM_484
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_563 
if and
00EC:   actor $PLAYER_ACTOR 0 near_point -1574.881 135.3845 radius 150.0 150.0 
  $1909 == 1 
else_jump @IMPEXPM_563 
15@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_563
jump @IMPEXPM_484 
26@ = 0 

:IMPEXPM_577
if 
  $1909 == 1 
else_jump @IMPEXPM_627 
if 
  $41 == 1 
else_jump @IMPEXPM_627 
$41 = 0 
$1146 = 1 

:IMPEXPM_627
gosub @IMPEXPM_11683 
if 
  16@ == -1 
else_jump @IMPEXPM_875 
17@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
20@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
22@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
27@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$WANTEDCROSSOFF_OBJECTS[0] = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$1130[0] = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$1140[0] = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
24@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$CRANE_MAGNET = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$WANTED_LIST_OBJECT = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:IMPEXPM_875
16@ = 0 
20@ = -1 
23@ = 0 
$1150 = 0.0 
28@ = 0 
gosub @IMPEXPM_10064 
gosub @IMPEXPM_10721 
if 
  $1909 == 1 
else_jump @IMPEXPM_1185 
if 
03CA:   object $WANTED_LIST_OBJECT exists 
else_jump @IMPEXPM_966 
Object.Destroy($WANTED_LIST_OBJECT)

:IMPEXPM_966
if 
  $CURRENT_WANTED_LIST == 0 
else_jump @IMPEXPM_1039 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
$WANTED_LIST_OBJECT = Object.Init(#NF_LIST_1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($WANTED_LIST_OBJECT) = 180.0

:IMPEXPM_1039
if 
  $CURRENT_WANTED_LIST == 1 
else_jump @IMPEXPM_1112 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
$WANTED_LIST_OBJECT = Object.Init(#NF_LIST_2, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($WANTED_LIST_OBJECT) = 180.0

:IMPEXPM_1112
if 
  $CURRENT_WANTED_LIST == 2 
else_jump @IMPEXPM_1185 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
$WANTED_LIST_OBJECT = Object.Init(#NF_LIST_3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($WANTED_LIST_OBJECT) = 180.0

:IMPEXPM_1185
gosub @IMPEXPM_11683 
if 
  $1909 == 1 
else_jump @IMPEXPM_1559 
4@ = 0 

:IMPEXPM_1217
if 
  10 > 4@ 
else_jump @IMPEXPM_1559 
if 
03CA:   object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
else_jump @IMPEXPM_1264 
Object.Destroy($WANTEDCROSSOFF_OBJECTS(4@,10i))

:IMPEXPM_1264
$WANTEDCROSSOFF_OBJECTS(4@,10i) = -1 
if or
  $ONMISSION == 0 
  $1185 == 1 
else_jump @IMPEXPM_1545 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 1 
else_jump @IMPEXPM_1545 
if 
83CA:   not object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
else_jump @IMPEXPM_1545 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 0.0 0.0 
0093: 12@ = integer 4@ to_float 
if 
  12@ > 4.0 
else_jump @IMPEXPM_1410 
12@ += -5.0 

:IMPEXPM_1410
0087: 13@ = 12@ // (float) 
13@ *= -0.05 
12@ *= -0.2355 
005B: 12@ += 13@ // (float) 
005F: $TEMPVAR_FLOAT_3 += 12@ // (float) 
if 
  5 > 4@ 
else_jump @IMPEXPM_1482 
$TEMPVAR_FLOAT_1 += 1.741 

:IMPEXPM_1482
12@ *= -0.1 
005F: $TEMPVAR_FLOAT_3 += 12@ // (float) 
$WANTEDCROSSOFF_OBJECTS(4@,10i) = Object.Init(#WANTED_CROSS_OFF, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.KeepInMemory($WANTEDCROSSOFF_OBJECTS(4@,10i)) = True
Object.Angle($WANTEDCROSSOFF_OBJECTS(4@,10i)) = 180.0

:IMPEXPM_1545
4@ += 1 
jump @IMPEXPM_1217 

:IMPEXPM_1559
wait 0 
if 
  $1909 == 0 
else_jump @IMPEXPM_1588 
jump @IMPEXPM_1559 

:IMPEXPM_1588
if 
  26@ == 1 
else_jump @IMPEXPM_1730 
if 
056E:   car 22@ defined 
else_jump @IMPEXPM_1730 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_1680 
Car.LockInCurrentPosition(22@) = True
if 
82CA:   not car 22@ bounding_sphere_visible 
else_jump @IMPEXPM_1673 
Car.Destroy(22@)
26@ = 0 

:IMPEXPM_1673
jump @IMPEXPM_1692 

:IMPEXPM_1680
Car.Destroy(22@)
26@ = 0 

:IMPEXPM_1692
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
003B:   17@ == 22@ // (int) 
else_jump @IMPEXPM_1730 
0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 

:IMPEXPM_1730
if and
   not $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 0 
  33@ > 5000 
else_jump @IMPEXPM_1836 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @IMPEXPM_1836 
if 
  $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 1 
else_jump @IMPEXPM_1800 
03E5: show_text_box 'IE25'  // One more car is now available for importing.

:IMPEXPM_1800
if 
  $IMPORT_NEW_AVAILABLE_CARS_NUMBER == 2 
else_jump @IMPEXPM_1829 
03E5: show_text_box 'IE26'  // Two more cars are now available for importing.

:IMPEXPM_1829
$IMPORT_NEW_AVAILABLE_CARS_NUMBER = 0 

:IMPEXPM_1836
if 
  $HELP_IMPORT_SHOWN == 0 
else_jump @IMPEXPM_1941 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_1941 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -1574.881 135.3845 radius 40.0 40.0 
else_jump @IMPEXPM_1941 
if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
else_jump @IMPEXPM_1941 
03E5: show_text_box 'IE27'  // To import a car go up to the 'Wanted' blackboard.
$HELP_IMPORT_SHOWN += 1 

:IMPEXPM_1941
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_7119 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -1574.881 135.3845 radius 150.0 150.0 
else_jump @IMPEXPM_7105 
if 
  15@ == 0 
else_jump @IMPEXPM_4301 
if 
  $ALL_CARS_COLLECTED_FLAG == 0 
else_jump @IMPEXPM_4027 
if 
  16@ == 0 
else_jump @IMPEXPM_2826 
gosub @IMPEXPM_10644 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2120 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 
else_jump @IMPEXPM_2120 

:IMPEXPM_2120
073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $TEMPVAR_ACTOR_CAR 
if 
056E:   car $TEMPVAR_ACTOR_CAR defined 
else_jump @IMPEXPM_2533 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @IMPEXPM_2533 
if 
01C1:   car $TEMPVAR_ACTOR_CAR stopped 
else_jump @IMPEXPM_2533 
if 
81F3:   not car $TEMPVAR_ACTOR_CAR in_air 
else_jump @IMPEXPM_2533 
if 
803C:   not  $TEMPVAR_ACTOR_CAR == 17@ // (int) 
else_jump @IMPEXPM_2533 
6@ = Car.Model($TEMPVAR_ACTOR_CAR)
4@ = 0 
5@ = 0 

:IMPEXPM_2252
if 
  10 > 4@ 
else_jump @IMPEXPM_2343 
if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
else_jump @IMPEXPM_2329 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_2329 
5@ = 1 
4@ = 10 

:IMPEXPM_2329
4@ += 1 
jump @IMPEXPM_2252 

:IMPEXPM_2343
if 
  5@ == 1 
else_jump @IMPEXPM_2504 
008B: 22@ = $TEMPVAR_ACTOR_CAR // (int) 
if 
0431:   car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 
else_jump @IMPEXPM_2431 
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 
jump @IMPEXPM_2483 

:IMPEXPM_2431
0432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
Actor.DestroyInstantly(18@)
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
0337: set_actor 18@ visibility 0 

:IMPEXPM_2483
16@ += 1 
32@ = 0 
jump @IMPEXPM_2533 

:IMPEXPM_2504
if 
876F:   not text_priority_displayed 
else_jump @IMPEXPM_2533 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_2533
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2826 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPEXPM_2826 
if 
0103:   actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car 
else_jump @IMPEXPM_2826 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
6@ = Car.Model($TEMPVAR_ACTOR_CAR)
4@ = 0 
5@ = 0 

:IMPEXPM_2643
if 
  10 > 4@ 
else_jump @IMPEXPM_2734 
if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
else_jump @IMPEXPM_2720 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_2720 
5@ = 1 
4@ = 10 

:IMPEXPM_2720
4@ += 1 
jump @IMPEXPM_2643 

:IMPEXPM_2734
if 
  5@ == 1 
else_jump @IMPEXPM_2797 
008B: 22@ = $TEMPVAR_ACTOR_CAR // (int) 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_2776 

:IMPEXPM_2776
16@ += 1 
32@ = 0 
jump @IMPEXPM_2826 

:IMPEXPM_2797
if 
876F:   not text_priority_displayed 
else_jump @IMPEXPM_2826 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_2826
if 
  16@ == 1 
else_jump @IMPEXPM_3536 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_2870 
0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.7 // float 

:IMPEXPM_2870
$1912 = 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2900 
Player.CanMove($PLAYER_CHAR) = False

:IMPEXPM_2900
fade 0 250 

:IMPEXPM_2907
if 
fading 
else_jump @IMPEXPM_2931 
wait 0 
jump @IMPEXPM_2907 

:IMPEXPM_2931
if 
056E:   car 22@ defined 
else_jump @IMPEXPM_3046 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_3046 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_2993 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:IMPEXPM_2993
Car.PutAt(22@, -1577.942, 52.6333, 40.0)
Car.LockInCurrentPosition(22@) = True
4@ = Car.Health(22@)
0091: $EXPORT_PRICE_HEALTH_MULTIPLIER = integer 4@ to_float 
$EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.0 

:IMPEXPM_3046
02A3: enable_widescreen 1 
Camera.SetPosition(-1573.419, 53.4591, 17.9655, 0.0, 0.0, 0.0)
Camera.PointAt(-1574.344, 53.0835, 17.9027, 2)
0395: clear_area 1 at -1577.942 52.6333 16.3281 radius 9.0 
wait 0 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_3325 
4@ = Car.Model(22@)
07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_2 // (float) 
12@ /= 2.0 
12@ *= -1.0 
02F6: 14@ = cosine 45.0 // (float) 
02F7: 13@ = sine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
$TEMPVAR_FLOAT_1 = -1577.942 
005F: $TEMPVAR_FLOAT_1 += 14@ // (float) 
$TEMPVAR_FLOAT_2 = 52.6333 
005F: $TEMPVAR_FLOAT_2 += 13@ // (float) 
$TEMPVAR_FLOAT_3 = 16.3281 
Car.LockInCurrentPosition(22@) = False
Car.PutAt(22@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(22@) = 315.0

:IMPEXPM_3325
fade 1 250 

:IMPEXPM_3332
if 
fading 
else_jump @IMPEXPM_3356 
wait 0 
jump @IMPEXPM_3332 

:IMPEXPM_3356
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3482 
if 
   not Car.Wrecked(22@)
else_jump @IMPEXPM_3482 
if 
   Actor.InCar($PLAYER_ACTOR, 22@)
else_jump @IMPEXPM_3475 
31@ = 1 
0615: define_AS_pack_begin 30@ 
05CD: AS_actor -1 exit_car 22@ 
05D3: AS_actor -1 goto_point -1578.164 63.7954 16.3281 mode 4 10000 ms // versionA 
0616: define_AS_pack_end 30@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 30@ 
061B: remove_references_to_AS_pack 30@ 
jump @IMPEXPM_3482 

:IMPEXPM_3475
31@ = 0 

:IMPEXPM_3482
00BC: show_text_highpriority GXT 'IE24' time 5000 flag 1  // ~s~You have successfully delivered this vehicle for export.
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_3522 
1@ = 1 

:IMPEXPM_3522
32@ = 0 
16@ += 1 

:IMPEXPM_3536
if 
  16@ == 2 
else_jump @IMPEXPM_3646 
if or
  32@ > 5000 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_3604 
if 
  1@ == 0 
else_jump @IMPEXPM_3604 
16@ += 1 

:IMPEXPM_3604
if 
  1@ == 1 
else_jump @IMPEXPM_3646 
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_3646 
1@ = 0 

:IMPEXPM_3646
if 
  16@ == 3 
else_jump @IMPEXPM_4027 
fade 0 500 

:IMPEXPM_3671
if 
fading 
else_jump @IMPEXPM_3695 
wait 0 
jump @IMPEXPM_3671 

:IMPEXPM_3695
if 
   not 31@ == 0 
else_jump @IMPEXPM_3764 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3764 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -1578.164, 63.7954, 16.3281)
Actor.Angle($PLAYER_ACTOR) = 0.8

:IMPEXPM_3764
gosub @IMPEXPM_9397 
Car.Destroy(22@)
if 
056D:   actor 18@ defined 
else_jump @IMPEXPM_3797 
Actor.DestroyInstantly(18@)

:IMPEXPM_3797
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
$1912 = 0 
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @IMPEXPM_3837 
$1911 = 1 

:IMPEXPM_3837
fade 1 500 

:IMPEXPM_3844
if 
fading 
else_jump @IMPEXPM_3868 
wait 0 
jump @IMPEXPM_3844 

:IMPEXPM_3868
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3891 
Player.CanMove($PLAYER_CHAR) = True

:IMPEXPM_3891
if 
  $ALL_CARS_COLLECTED_FLAG == 1 
else_jump @IMPEXPM_3950 
00BA: show_text_styled GXT 'IE29' time 5000 style 1  // All Cars Collected!
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
wait 5000 

:IMPEXPM_3950
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_3974 
Player.Money($PLAYER_CHAR) += 29@

:IMPEXPM_3974
01E3: show_text_1number_styled GXT 'IE30' number 29@ time 5000 style 1  // Earnings~N~~w~$~1~
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
33@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_4027
if 
03CA:   object 27@ exists 
else_jump @IMPEXPM_4301 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 1.5 0.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_4301 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 on_foot 
else_jump @IMPEXPM_4267 
if 
   not 23@ == 1 
else_jump @IMPEXPM_4166 
03E5: show_text_box 'IE18'  // Press ~k~~VEHICLE_ENTER_EXIT~ to view the vehicles available to buy.
23@ = 1 

:IMPEXPM_4166
07CC: set_player $PLAYER_CHAR button_15 0 
if 
  0@ == 0 
else_jump @IMPEXPM_4236 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_4229 
0@ = 1 
15@ = 1 
jump @IMPEXPM_577 

:IMPEXPM_4229
jump @IMPEXPM_4260 

:IMPEXPM_4236
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_4260 
0@ = 0 

:IMPEXPM_4260
jump @IMPEXPM_4301 

:IMPEXPM_4267
if 
  23@ == 1 
else_jump @IMPEXPM_4294 
03E6: remove_text_box 
23@ = 0 

:IMPEXPM_4294
07CC: set_player $PLAYER_CHAR button_15 1 

:IMPEXPM_4301
if 
  15@ == 1 
else_jump @IMPEXPM_7098 

:IMPEXPM_4319
if 
  16@ == 0 
else_jump @IMPEXPM_4596 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_4360 
Player.CanMove($PLAYER_CHAR) = False

:IMPEXPM_4360
0512: show_permanent_text_box 'IE20'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a day.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Exit
0581: enable_radar 0 
08D4: $1153 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
if 
  4@ == -69 
else_jump @IMPEXPM_4569 
090E: set_panel $1153 active_row $1148 
jump @IMPEXPM_4589 

:IMPEXPM_4569
07D0: 4@ = weekday 
4@ += -1 
090E: set_panel $1153 active_row 4@ 

:IMPEXPM_4589
16@ += 1 

:IMPEXPM_4596
if 
  16@ == 1 
else_jump @IMPEXPM_4870 
if 
  1@ == 0 
else_jump @IMPEXPM_4689 
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_4682 
08D7: $1148 = panel $1153 active_row 
16@ += 1 
1@ = 1 
03D5: remove_text 'IE28'  // ~r~There are no cars available to import on this day.

:IMPEXPM_4682
jump @IMPEXPM_4713 

:IMPEXPM_4689
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_4713 
1@ = 0 

:IMPEXPM_4713
if 
  0@ == 0 
else_jump @IMPEXPM_4812 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_4805 
gosub @IMPEXPM_9031 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_4778 
Player.CanMove($PLAYER_CHAR) = True

:IMPEXPM_4778
0581: enable_radar 1 
03E6: remove_text_box 
15@ = 0 
16@ = 0 
0@ = 1 

:IMPEXPM_4805
jump @IMPEXPM_4836 

:IMPEXPM_4812
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_4836 
0@ = 0 

:IMPEXPM_4836
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
else_jump @IMPEXPM_4870 
03D5: remove_text 'IE28'  // ~r~There are no cars available to import on this day.

:IMPEXPM_4870
if 
  16@ == 2 
else_jump @IMPEXPM_5558 
0084: $1194 = $1148 // (int) 
gosub @IMPEXPM_10721 
4@ = 0 
5@ = 0 

:IMPEXPM_4917
if 
  6 > 4@ 
else_jump @IMPEXPM_4985 
if 
   not $IMPORT_CARS_MODEL(4@,6i) == -1 
else_jump @IMPEXPM_4971 
5@ = 1 
4@ = 6 

:IMPEXPM_4971
4@ += 1 
jump @IMPEXPM_4917 

:IMPEXPM_4985
if 
  5@ == 0 
else_jump @IMPEXPM_5040 
00BC: show_text_highpriority GXT 'IE28' time 5000 flag 1  // ~r~There are no cars available to import on this day.
16@ = 1 
jump @IMPEXPM_4319 
jump @IMPEXPM_5558 

:IMPEXPM_5040
0512: show_permanent_text_box 'IE21'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a vehicle.~N~~k~~PED_SPRINT~ Buy Car~N~~k~~VEHICLE_ENTER_EXIT~ Back
08DA: remove_panel $1153 
08D4: $IMPORT_CAR_PANEL = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 2 interactive 1 background 1 alignment 0  // Imports
4@ = 0 

:IMPEXPM_5100
if 
  6 > 4@ 
else_jump @IMPEXPM_5206 
008B: 6@ = $IMPORT_CARS_MODEL(4@,6i) // (int) 
if 
   not 6@ == -1 
else_jump @IMPEXPM_5174 
gosub @IMPEXPM_11874 
05A9: $IMPORT_CAR_NAMES(4@,6s) = s$IMPORT_MODEL_NAME 
jump @IMPEXPM_5192 

:IMPEXPM_5174
05A9: $IMPORT_CAR_NAMES(4@,6s) = 'DUMMY' 

:IMPEXPM_5192
4@ += 1 
jump @IMPEXPM_5100 

:IMPEXPM_5206
008B: 4@ = $1148 // (int) 
08DB: set_panel $IMPORT_CAR_PANEL column 0 header $IMPORT_DAYS(4@,7s) data s$IMPORT_CAR_NAMES[0] s$IMPORT_CAR_NAMES[1] s$IMPORT_CAR_NAMES[2] s$IMPORT_CAR_NAMES[3] s$IMPORT_CAR_NAMES[4] s$IMPORT_CAR_NAMES[5] 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $IMPORT_CAR_PANEL column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
4@ = 0 

:IMPEXPM_5431
if 
  6 > 4@ 
else_jump @IMPEXPM_5551 
008B: 6@ = $IMPORT_CARS_MODEL(4@,6i) // (int) 
if 
   not 6@ == -1 
else_jump @IMPEXPM_5537 
09E1: get_car_model $IMPORT_CARS_MODEL(4@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
08EE: set_panel $IMPORT_CAR_PANEL column 1 row 4@ text_1number GXT 'DOLLAR' number $IMPORT_CAR_PRICE  // $~1~

:IMPEXPM_5537
4@ += 1 
jump @IMPEXPM_5431 

:IMPEXPM_5551
16@ += 1 

:IMPEXPM_5558
if 
  16@ == 3 
else_jump @IMPEXPM_5765 
if 
  1@ == 0 
else_jump @IMPEXPM_5640 
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_5633 
08D7: $IMPORT_PANEL_ROW = panel $IMPORT_CAR_PANEL active_row 
16@ += 1 
1@ = 1 

:IMPEXPM_5633
jump @IMPEXPM_5664 

:IMPEXPM_5640
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_5664 
1@ = 0 

:IMPEXPM_5664
if 
  0@ == 0 
else_jump @IMPEXPM_5741 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_5734 
gosub @IMPEXPM_9031 
16@ = 0 
0@ = 1 
4@ = -69 
jump @IMPEXPM_4319 

:IMPEXPM_5734
jump @IMPEXPM_5765 

:IMPEXPM_5741
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_5765 
0@ = 0 

:IMPEXPM_5765
if 
  16@ == 4 
else_jump @IMPEXPM_6075 
07D0: 4@ = weekday 
4@ += -1 
if 
87D6:   not  4@ == $1148 // integer vars 
else_jump @IMPEXPM_5844 
00BC: show_text_highpriority GXT 'IE19' time 5000 flag 1  // ~r~You can only buy a car on~n~the day it is available.
gosub @IMPEXPM_9031 
16@ = 0 

:IMPEXPM_5844
09E1: get_car_model $IMPORT_CARS_MODEL(25@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
4@ = Player.Money($PLAYER_CHAR)
if 
001E:   $IMPORT_CAR_PRICE > 4@ // (int) 
else_jump @IMPEXPM_5937 
00BC: show_text_highpriority GXT 'IE07' time 5000 flag 1  // ~r~You don't have enough cash!
gosub @IMPEXPM_9031 
16@ = 0 

:IMPEXPM_5937
if 
   not 16@ == 0 
else_jump @IMPEXPM_5991 
if 
  $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) == -1 
else_jump @IMPEXPM_5991 
gosub @IMPEXPM_9031 
16@ = 0 

:IMPEXPM_5991
if 
   not 16@ == 0 
else_jump @IMPEXPM_6075 
09E1: get_car_model $IMPORT_CARS_MODEL(25@,6i) price_to $IMPORT_CAR_PRICE 
008F: 12@ = integer $IMPORT_CAR_PRICE to_float 
006F: 12@ *= $IMPORT_PRICE_MULTIPLIER // (float) 
0090: $IMPORT_CAR_PRICE = float 12@ to_integer 
008B: 4@ = $IMPORT_CAR_PRICE // (int) 
4@ *= -1 
Player.Money($PLAYER_CHAR) += 4@
16@ += 1 

:IMPEXPM_6075
if 
  16@ == 5 
else_jump @IMPEXPM_6548 
if 
   not Model.Available($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))
else_jump @IMPEXPM_6153 
Model.Load($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))

:IMPEXPM_6122
if 
   not Model.Available($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))
else_jump @IMPEXPM_6153 
wait 0 
jump @IMPEXPM_6122 

:IMPEXPM_6153
03E6: remove_text_box 
gosub @IMPEXPM_9031 
0395: clear_area 1 at -1572.168 63.2853 16.3281 radius 20.0 
gosub @IMPEXPM_13123 
$IMPORT_CAR = Car.Create($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i), -1572.168, 63.2853, 16.3281)
0878: unknown_car $IMPORT_CAR unknown_set 0.0 
Car.Angle($IMPORT_CAR) = 315.0
Model.Destroy($IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i))
if 
04A3:   $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) == 589 // $ == any 
else_jump @IMPEXPM_6281 
0229: set_car $IMPORT_CAR primary_color_to 11 secondary_color_to 0 

:IMPEXPM_6281
4@ = Car.Model($IMPORT_CAR)
07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_2 // (float) 
12@ /= 2.0 
12@ *= -1.0 
02F7: 13@ = sine 45.0 // (float) 
02F6: 14@ = cosine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
$TEMPVAR_FLOAT_1 = -1572.168 
005F: $TEMPVAR_FLOAT_1 += 14@ // (float) 
$TEMPVAR_FLOAT_2 = 63.2853 
005F: $TEMPVAR_FLOAT_2 += 13@ // (float) 
$TEMPVAR_FLOAT_3 = 16.3281 
Car.PutAt($IMPORT_CAR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle($IMPORT_CAR) = 315.0
00BE: text_clear_all 
02A3: enable_widescreen 1 
Camera.SetPosition(-1567.597, 63.2567, 17.7586, 0.0, 0.0, 0.0)
Camera.PointAt(-1568.576, 63.0585, 17.7094, 2)
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.
0623: add 1 to_integer_stat 214 
32@ = 0 
16@ += 1 

:IMPEXPM_6548
if 
  16@ == 6 
else_jump @IMPEXPM_6672 
if 
  32@ > 5000 
else_jump @IMPEXPM_6599 
16@ += 1 
jump @IMPEXPM_6672 

:IMPEXPM_6599
if 
  1@ == 0 
else_jump @IMPEXPM_6648 
if 
00E1:   player 0 pressed_key 16 
else_jump @IMPEXPM_6641 
16@ += 1 

:IMPEXPM_6641
jump @IMPEXPM_6672 

:IMPEXPM_6648
if 
80E1:   not player 0 pressed_key 16 
else_jump @IMPEXPM_6672 
1@ = 0 

:IMPEXPM_6672
if 
  16@ == 7 
else_jump @IMPEXPM_6743 
00BE: text_clear_all 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_6723 
Player.CanMove($PLAYER_CHAR) = True

:IMPEXPM_6723
07CC: set_player $PLAYER_CHAR button_15 1 
0581: enable_radar 1 
03E6: remove_text_box 
16@ += 1 

:IMPEXPM_6743
if 
  16@ == 8 
else_jump @IMPEXPM_7098 
if 
   not Car.Wrecked($IMPORT_CAR)
else_jump @IMPEXPM_6880 
if and
81AF:   not car $IMPORT_CAR sphere 0 in_sphere -1572.168 63.2853 16.3281 radius 30.0 30.0 5.0 
80C2:   not sphere_onscreen -1572.168 63.2853 16.3281 radius 5.0 
else_jump @IMPEXPM_6873 
Car.RemoveReferences($IMPORT_CAR)
15@ = 0 
16@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_6873
jump @IMPEXPM_6906 

:IMPEXPM_6880
Car.RemoveReferences($IMPORT_CAR)
15@ = 0 
16@ = 0 
jump @IMPEXPM_577 

:IMPEXPM_6906
if 
03CA:   object 27@ exists 
else_jump @IMPEXPM_7098 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 27@ with_offset 0.0 1.5 0.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_7098 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 1.0 2.0 on_foot 
else_jump @IMPEXPM_7098 
if 
  0@ == 0 
else_jump @IMPEXPM_7074 
if 
00E1:   player 0 pressed_key 15 
else_jump @IMPEXPM_7067 
0@ = 1 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.

:IMPEXPM_7067
jump @IMPEXPM_7098 

:IMPEXPM_7074
if 
80E1:   not player 0 pressed_key 15 
else_jump @IMPEXPM_7098 
0@ = 0 

:IMPEXPM_7098
jump @IMPEXPM_7112 

:IMPEXPM_7105
jump @IMPEXPM_9043 

:IMPEXPM_7112
jump @IMPEXPM_7126 

:IMPEXPM_7119
jump @IMPEXPM_9043 

:IMPEXPM_7126
if 
0736:   NOP_false 85 
else_jump @IMPEXPM_7235 
4@ = 0 

:IMPEXPM_7148
if 
  10 > 4@ 
else_jump @IMPEXPM_7221 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_7207 
008B: 6@ = $CAR_MODELS_TO_EXPORT(4@,10i) // (int) 
4@ = 10 

:IMPEXPM_7207
4@ += 1 
jump @IMPEXPM_7148 

:IMPEXPM_7221
gosub @IMPEXPM_9397 
jump @IMPEXPM_577 

:IMPEXPM_7235
if 
0736:   NOP_false 84 
else_jump @IMPEXPM_9024 
03A9: NOP 
03A9: NOP 
05B6: 1 // CURRENT_WANTED_LIST = 
03A7: NOP $CURRENT_WANTED_LIST 
03A9: NOP 
05B6: 2 // MODID, STATUS, PAYOUT, EXP NAME,  CROSS OUT
03A9: NOP 
4@ = 0 

:IMPEXPM_7530
if 
  10 > 4@ 
else_jump @IMPEXPM_8120 
03A7: NOP $CAR_MODELS_TO_EXPORT(4@,10i) 
05B6: 3 //         
03A7: NOP $EXPORT_CARS_STATUS(4@,10i) 
05B6: 4 //         
05B6: 5 //         
03A7: NOP $1130(4@,10i) 
05B6: 6 //         
03A7: NOP $WANTEDCROSSOFF_OBJECTS(4@,10i) 
03A9: NOP 
4@ += 1 
jump @IMPEXPM_7530 

:IMPEXPM_8120
03A9: NOP 
05B6: 7 // IMPORT DETAILS
03A9: NOP 
05B6: 8 // MODID, IMP NAME
03A9: NOP 
4@ = 0 

:IMPEXPM_8393
if 
  6 > 4@ 
else_jump @IMPEXPM_8575 
03A7: NOP $IMPORT_CARS_MODEL(4@,6i) 
05B6: 9 //          
03A7: NOP $1140(4@,6i) 
03A9: NOP 
4@ += 1 
jump @IMPEXPM_8393 

:IMPEXPM_8575
03A9: NOP 
05B6: 10 // UNLOCKED_IMPORT_CARS ARRAY
03A9: NOP 
4@ = 0 

:IMPEXPM_8716
if 
  42 > 4@ 
else_jump @IMPEXPM_9024 
05B6: 11 // UNLOCKED_IMPORT_CARS[
03A7: NOP 4@ 
05B6: 12 // ] = 
03A7: NOP $UNLOCKED_IMPORT_CARS(4@,42i) 
03A9: NOP 
4@ += 1 
jump @IMPEXPM_8716 

:IMPEXPM_9024
jump @IMPEXPM_1559 

:IMPEXPM_9031
08DA: remove_panel $1153 
08DA: remove_panel $IMPORT_CAR_PANEL 
return 

:IMPEXPM_9043
if 
056E:   car 22@ defined 
else_jump @IMPEXPM_9113 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_9113 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
803B:   not  17@ == 22@ // (int) 
else_jump @IMPEXPM_9113 
Car.RemoveReferences(22@)

:IMPEXPM_9113
if 
056E:   car $IMPORT_CAR defined 
else_jump @IMPEXPM_9183 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_9183 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
87D6:   not  17@ == $IMPORT_CAR // integer vars 
else_jump @IMPEXPM_9183 
Car.RemoveReferences($IMPORT_CAR)

:IMPEXPM_9183
if 
056D:   actor 18@ defined 
else_jump @IMPEXPM_9204 
Actor.DestroyInstantly(18@)

:IMPEXPM_9204
if 
03CA:   object 24@ exists 
else_jump @IMPEXPM_9225 
Object.Destroy(24@)

:IMPEXPM_9225
4@ = 0 

:IMPEXPM_9232
if 
  10 > 4@ 
else_jump @IMPEXPM_9293 
if 
03CA:   object $WANTEDCROSSOFF_OBJECTS(4@,10i) exists 
else_jump @IMPEXPM_9279 
Object.Destroy($WANTEDCROSSOFF_OBJECTS(4@,10i))

:IMPEXPM_9279
4@ += 1 
jump @IMPEXPM_9232 

:IMPEXPM_9293
if 
03CA:   object $WANTED_LIST_OBJECT exists 
else_jump @IMPEXPM_9314 
Object.Destroy($WANTED_LIST_OBJECT)

:IMPEXPM_9314
if 
  $1146 == 1 
else_jump @IMPEXPM_9339 
$41 = 1 

:IMPEXPM_9339
jump @IMPEXPM_484 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_9376 
Player.CanMove($PLAYER_CHAR) = True
07CC: set_player $PLAYER_CHAR button_15 1 

:IMPEXPM_9376
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
0@ = 1 
return 
return 

:IMPEXPM_9397
0623: add 1 to_integer_stat 213 
4@ = 0 

:IMPEXPM_9411
if 
  10 > 4@ 
else_jump @IMPEXPM_9675 
if 
003C:   $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 
else_jump @IMPEXPM_9661 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_9661 
$EXPORT_CARS_STATUS(4@,10i) = 1 
09E1: get_car_model 6@ price_to 29@ 
0093: 12@ = integer 29@ to_float 
006F: 12@ *= $EXPORT_PRICE_MULTIPLIER // (float) 
006F: 12@ *= $EXPORT_PRICE_HEALTH_MULTIPLIER // (float) 
0092: 29@ = float 12@ to_integer 
0652: 4@ = integer_stat 213 
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @IMPEXPM_9654 jumps 10 @IMPEXPM_9596 20 @IMPEXPM_9613 30 @IMPEXPM_9630 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 -1 @IMPEXPM_9654 

:IMPEXPM_9596
29@ += 50000 
jump @IMPEXPM_9654 

:IMPEXPM_9613
29@ += 100000 
jump @IMPEXPM_9654 

:IMPEXPM_9630
29@ += 200000 
$ALL_CARS_COLLECTED_FLAG = 1 
jump @IMPEXPM_9654 

:IMPEXPM_9654
4@ = 10 

:IMPEXPM_9661
4@ += 1 
jump @IMPEXPM_9411 

:IMPEXPM_9675
gosub @IMPEXPM_11683 
4@ = 0 

:IMPEXPM_9689
if 
  42 > 4@ 
else_jump @IMPEXPM_9770 
if 
  $UNLOCKED_IMPORT_CARS(4@,42i) == -1 
else_jump @IMPEXPM_9756 
008A: $UNLOCKED_IMPORT_CARS(4@,42i) = 6@ // (int) 
0085: 5@ = 4@ // (int) 
4@ = 42 

:IMPEXPM_9756
4@ += 1 
jump @IMPEXPM_9689 

:IMPEXPM_9770
$IMPORT_NEW_AVAILABLE_CARS_NUMBER = 1 
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @IMPEXPM_10062 jumps 10 @IMPEXPM_9840 16 @IMPEXPM_9873 22 @IMPEXPM_9914 28 @IMPEXPM_9947 34 @IMPEXPM_9988 40 @IMPEXPM_10021 -1 @IMPEXPM_10062 

:IMPEXPM_9840
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 444 // $ = any 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9873
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 555 // $ = any 
030C: progress_made += 1 
0394: play_music 2 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9914
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 568 // $ = any 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9947
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 451 // $ = any 
030C: progress_made += 1 
0394: play_music 2 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_9988
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 539 // $ = any 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_10021
5@ += 1 
04AE: $UNLOCKED_IMPORT_CARS(5@,42i) = 541 // $ = any 
030C: progress_made += 1 
0394: play_music 2 
$IMPORT_NEW_AVAILABLE_CARS_NUMBER += 1 
jump @IMPEXPM_10062 

:IMPEXPM_10062
return 

:IMPEXPM_10064
if and
  $ONMISSION == 1 
   not $1185 == 1 
else_jump @IMPEXPM_10166 
$CAR_MODELS_TO_EXPORT[0] = -1 
$CAR_MODELS_TO_EXPORT[1] = -1 
$CAR_MODELS_TO_EXPORT[2] = -1 
$CAR_MODELS_TO_EXPORT[3] = -1 
$CAR_MODELS_TO_EXPORT[4] = -1 
$CAR_MODELS_TO_EXPORT[5] = -1 
$CAR_MODELS_TO_EXPORT[6] = -1 
$CAR_MODELS_TO_EXPORT[7] = -1 
$CAR_MODELS_TO_EXPORT[8] = -1 
$CAR_MODELS_TO_EXPORT[9] = -1 
jump @IMPEXPM_10642 

:IMPEXPM_10166
4@ = 0 
5@ = 0 

:IMPEXPM_10180
if 
  10 > 4@ 
else_jump @IMPEXPM_10241 
if 
  $EXPORT_CARS_STATUS(4@,10i) == 1 
else_jump @IMPEXPM_10227 
5@ += 1 

:IMPEXPM_10227
4@ += 1 
jump @IMPEXPM_10180 

:IMPEXPM_10241
if 
  5@ == 10 
else_jump @IMPEXPM_10348 
if 
  2 > $CURRENT_WANTED_LIST 
else_jump @IMPEXPM_10341 
$CURRENT_WANTED_LIST += 1 
4@ = 0 

:IMPEXPM_10291
if 
  10 > 4@ 
else_jump @IMPEXPM_10334 
$EXPORT_CARS_STATUS(4@,10i) = 0 
4@ += 1 
jump @IMPEXPM_10291 

:IMPEXPM_10334
jump @IMPEXPM_10348 

:IMPEXPM_10341
$ALL_CARS_COLLECTED_FLAG = 1 

:IMPEXPM_10348
if 
  $CURRENT_WANTED_LIST == 0 
else_jump @IMPEXPM_10446 
04AE: $CAR_MODELS_TO_EXPORT[0] = 402 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[1] = 405 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[2] = 411 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[3] = 483 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[4] = 445 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[5] = 470 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[6] = 468 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[7] = 409 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[8] = 533 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[9] = 534 // $ = any 

:IMPEXPM_10446
if 
  $CURRENT_WANTED_LIST == 1 
else_jump @IMPEXPM_10544 
04AE: $CAR_MODELS_TO_EXPORT[0] = 415 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[1] = 489 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[2] = 439 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[3] = 514 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[4] = 480 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[5] = 535 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[6] = 496 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[7] = 580 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[8] = 475 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[9] = 521 // $ = any 

:IMPEXPM_10544
if 
  $CURRENT_WANTED_LIST == 2 
else_jump @IMPEXPM_10642 
04AE: $CAR_MODELS_TO_EXPORT[0] = 429 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[1] = 506 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[2] = 508 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[3] = 579 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[4] = 424 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[5] = 536 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[6] = 463 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[7] = 500 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[8] = 477 // $ = any 
04AE: $CAR_MODELS_TO_EXPORT[9] = 587 // $ = any 

:IMPEXPM_10642
return 

:IMPEXPM_10644
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @IMPEXPM_10719 
0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
if 
   not 17@ == -1 
else_jump @IMPEXPM_10719 
if 
803B:   not  20@ == 17@ // (int) 
else_jump @IMPEXPM_10719 
0085: 20@ = 17@ // (int) 

:IMPEXPM_10719
return 

:IMPEXPM_10721
4@ = 0 

:IMPEXPM_10728
if 
  6 > 4@ 
else_jump @IMPEXPM_10771 
$IMPORT_CARS_MODEL(4@,6i) = -1 
4@ += 1 
jump @IMPEXPM_10728 

:IMPEXPM_10771
0871: init_jump_table $1194 total_jumps 7 default_jump 0 @IMPEXPM_11219 jumps 0 @IMPEXPM_10834 1 @IMPEXPM_10889 2 @IMPEXPM_10944 3 @IMPEXPM_10999 4 @IMPEXPM_11054 5 @IMPEXPM_11109 6 @IMPEXPM_11164 

:IMPEXPM_10834
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[0] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[7] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[14] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[21] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[28] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[35] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_10889
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[1] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[8] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[15] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[22] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[29] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[36] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_10944
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[2] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[9] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[16] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[23] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[30] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[37] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_10999
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[3] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[10] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[17] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[24] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[31] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[38] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11054
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[4] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[11] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[18] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[25] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[32] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[39] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11109
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[5] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[12] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[19] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[26] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[33] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[40] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11164
0084: $IMPORT_CARS_MODEL[0] = $UNLOCKED_IMPORT_CARS[6] // (int) 
0084: $IMPORT_CARS_MODEL[1] = $UNLOCKED_IMPORT_CARS[13] // (int) 
0084: $IMPORT_CARS_MODEL[2] = $UNLOCKED_IMPORT_CARS[20] // (int) 
0084: $IMPORT_CARS_MODEL[3] = $UNLOCKED_IMPORT_CARS[27] // (int) 
0084: $IMPORT_CARS_MODEL[4] = $UNLOCKED_IMPORT_CARS[34] // (int) 
0084: $IMPORT_CARS_MODEL[5] = $UNLOCKED_IMPORT_CARS[41] // (int) 
jump @IMPEXPM_11219 

:IMPEXPM_11219
return 

:IMPEXPM_11221
4@ = 0 

:IMPEXPM_11228
if 
  5 > 4@ 
else_jump @IMPEXPM_11416 
if 
  $IMPORT_CAR_HANDLES(4@,5i) == -1 
else_jump @IMPEXPM_11294 
0084: $IMPORT_CAR_HANDLES(4@,5i) = $IMPORT_CAR // (int) 
4@ = 10 
jump @IMPEXPM_11409 

:IMPEXPM_11294
if 
056E:   car $IMPORT_CAR_HANDLES(4@,5i) defined 
else_jump @IMPEXPM_11382 
if 
   Car.Wrecked($IMPORT_CAR_HANDLES(4@,5i))
else_jump @IMPEXPM_11368 
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 
jump @IMPEXPM_11221 
jump @IMPEXPM_11375 

:IMPEXPM_11368
4@ += 1 

:IMPEXPM_11375
jump @IMPEXPM_11409 

:IMPEXPM_11382
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 
jump @IMPEXPM_11221 

:IMPEXPM_11409
jump @IMPEXPM_11228 

:IMPEXPM_11416
if 
  4@ == 5 
else_jump @IMPEXPM_11453 
Car.RemoveReferences($IMPORT_CAR_HANDLES[4])
$IMPORT_CAR_HANDLES[4] = -1 
jump @IMPEXPM_11221 

:IMPEXPM_11453
return 
4@ = 0 

:IMPEXPM_11462
if 
  5 > 4@ 
else_jump @IMPEXPM_11681 
if 
   not $IMPORT_CAR_HANDLES(4@,5i) == -1 
else_jump @IMPEXPM_11667 
if 
056E:   car $IMPORT_CAR_HANDLES(4@,5i) defined 
else_jump @IMPEXPM_11647 
if 
   not Car.Wrecked($IMPORT_CAR_HANDLES(4@,5i))
else_jump @IMPEXPM_11620 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPM_11613 
if 
8202:   not actor $PLAYER_ACTOR near_car $IMPORT_CAR_HANDLES(4@,5i) radius 500.0 500.0 flag 0 
else_jump @IMPEXPM_11613 
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11613
jump @IMPEXPM_11640 

:IMPEXPM_11620
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11640
jump @IMPEXPM_11667 

:IMPEXPM_11647
Car.RemoveReferences($IMPORT_CAR_HANDLES(4@,5i))
$IMPORT_CAR_HANDLES(4@,5i) = -1 

:IMPEXPM_11667
4@ += 1 
jump @IMPEXPM_11462 

:IMPEXPM_11681
return 

:IMPEXPM_11683
4@ = 0 

:IMPEXPM_11690
if 
  10 > 4@ 
else_jump @IMPEXPM_11872 
if 
  $CURRENT_WANTED_LIST == 0 
else_jump @IMPEXPM_11741 
0085: 5@ = 4@ // (int) 
5@ += 0 

:IMPEXPM_11741
if 
  $CURRENT_WANTED_LIST == 1 
else_jump @IMPEXPM_11774 
0085: 5@ = 4@ // (int) 
5@ += 10 

:IMPEXPM_11774
if 
  $CURRENT_WANTED_LIST == 2 
else_jump @IMPEXPM_11807 
0085: 5@ = 4@ // (int) 
5@ += 20 

:IMPEXPM_11807
if 
  $EXPORT_CARS_STATUS(4@,10i) == 0 
else_jump @IMPEXPM_11847 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS(5@,30i) cars_to_generate_to 101 
jump @IMPEXPM_11858 

:IMPEXPM_11847
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS(5@,30i) cars_to_generate_to 0 

:IMPEXPM_11858
4@ += 1 
jump @IMPEXPM_11690 

:IMPEXPM_11872
return 

:IMPEXPM_11874
0871: init_jump_table 6@ total_jumps 42 default_jump 0 @IMPEXPM_13121 jumps 402 @IMPEXPM_12281 404 @IMPEXPM_13100 405 @IMPEXPM_12302 409 @IMPEXPM_12428 411 @IMPEXPM_12323 415 @IMPEXPM_12554 424 @IMPEXPM_12911 
0872: jump_table_jumps 429 @IMPEXPM_12827 434 @IMPEXPM_13016 439 @IMPEXPM_12596 444 @IMPEXPM_12491 445 @IMPEXPM_12365 451 @IMPEXPM_12848 463 @IMPEXPM_12953 468 @IMPEXPM_12407 470 @IMPEXPM_12386 
0872: jump_table_jumps 475 @IMPEXPM_12722 477 @IMPEXPM_12995 480 @IMPEXPM_12638 483 @IMPEXPM_12344 489 @IMPEXPM_12575 496 @IMPEXPM_12680 500 @IMPEXPM_12974 506 @IMPEXPM_12806 508 @IMPEXPM_12869 
0872: jump_table_jumps 514 @IMPEXPM_12617 521 @IMPEXPM_12743 522 @IMPEXPM_12512 533 @IMPEXPM_12449 534 @IMPEXPM_12470 535 @IMPEXPM_12659 536 @IMPEXPM_12932 539 @IMPEXPM_13058 541 @IMPEXPM_13079 
0872: jump_table_jumps 555 @IMPEXPM_12533 559 @IMPEXPM_12260 568 @IMPEXPM_12785 573 @IMPEXPM_13037 579 @IMPEXPM_12890 580 @IMPEXPM_12701 587 @IMPEXPM_12764 589 @IMPEXPM_12239 -1 @IMPEXPM_13121 

:IMPEXPM_12239
05A9: s$IMPORT_MODEL_NAME = 'CLUB'  // Club
jump @IMPEXPM_13121 

:IMPEXPM_12260
05A9: s$IMPORT_MODEL_NAME = 'JESTER'  // Jester
jump @IMPEXPM_13121 

:IMPEXPM_12281
05A9: s$IMPORT_MODEL_NAME = 'BUFFALO'  // Buffalo
jump @IMPEXPM_13121 

:IMPEXPM_12302
05A9: s$IMPORT_MODEL_NAME = 'SENTINL'  // Sentinel
jump @IMPEXPM_13121 

:IMPEXPM_12323
05A9: s$IMPORT_MODEL_NAME = 'INFERNU'  // Infernus
jump @IMPEXPM_13121 

:IMPEXPM_12344
05A9: s$IMPORT_MODEL_NAME = 'CAMPER'  // Camper
jump @IMPEXPM_13121 

:IMPEXPM_12365
05A9: s$IMPORT_MODEL_NAME = 'ADMIRAL'  // Admiral
jump @IMPEXPM_13121 

:IMPEXPM_12386
05A9: s$IMPORT_MODEL_NAME = 'PATRIOT'  // Patriot
jump @IMPEXPM_13121 

:IMPEXPM_12407
05A9: s$IMPORT_MODEL_NAME = 'SANCHEZ'  // Sanchez
jump @IMPEXPM_13121 

:IMPEXPM_12428
05A9: s$IMPORT_MODEL_NAME = 'STRETCH'  // Stretch
jump @IMPEXPM_13121 

:IMPEXPM_12449
05A9: s$IMPORT_MODEL_NAME = 'FELTZER'  // Feltzer
jump @IMPEXPM_13121 

:IMPEXPM_12470
05A9: s$IMPORT_MODEL_NAME = 'REMING'  // Remington
jump @IMPEXPM_13121 

:IMPEXPM_12491
05A9: s$IMPORT_MODEL_NAME = 'MONSTER'  // Monster
jump @IMPEXPM_13121 

:IMPEXPM_12512
05A9: s$IMPORT_MODEL_NAME = 'NRG500'  // NRG-500
jump @IMPEXPM_13121 

:IMPEXPM_12533
05A9: s$IMPORT_MODEL_NAME = 'WINDSOR'  // Windsor
jump @IMPEXPM_13121 

:IMPEXPM_12554
05A9: s$IMPORT_MODEL_NAME = 'CHEETAH'  // Cheetah
jump @IMPEXPM_13121 

:IMPEXPM_12575
05A9: s$IMPORT_MODEL_NAME = 'RANCHER'  // Rancher
jump @IMPEXPM_13121 

:IMPEXPM_12596
05A9: s$IMPORT_MODEL_NAME = 'STALION'  // Stallion
jump @IMPEXPM_13121 

:IMPEXPM_12617
05A9: s$IMPORT_MODEL_NAME = 'PETROL'  // Tanker
jump @IMPEXPM_13121 

:IMPEXPM_12638
05A9: s$IMPORT_MODEL_NAME = 'COMET'  // Comet
jump @IMPEXPM_13121 

:IMPEXPM_12659
05A9: s$IMPORT_MODEL_NAME = 'SLAMVAN'  // Slamvan
jump @IMPEXPM_13121 

:IMPEXPM_12680
05A9: s$IMPORT_MODEL_NAME = 'BLISTAC'  // Blista Compact
jump @IMPEXPM_13121 

:IMPEXPM_12701
05A9: s$IMPORT_MODEL_NAME = 'STAFFRD'  // Stafford
jump @IMPEXPM_13121 

:IMPEXPM_12722
05A9: s$IMPORT_MODEL_NAME = 'SABRE'  // Sabre
jump @IMPEXPM_13121 

:IMPEXPM_12743
05A9: s$IMPORT_MODEL_NAME = 'FCR900'  // FCR-900
jump @IMPEXPM_13121 

:IMPEXPM_12764
05A9: s$IMPORT_MODEL_NAME = 'EUROS'  // Euros
jump @IMPEXPM_13121 

:IMPEXPM_12785
05A9: s$IMPORT_MODEL_NAME = 'BANDITO'  // Bandito
jump @IMPEXPM_13121 

:IMPEXPM_12806
05A9: s$IMPORT_MODEL_NAME = 'SUPERGT'  // Super GT
jump @IMPEXPM_13121 

:IMPEXPM_12827
05A9: s$IMPORT_MODEL_NAME = 'BANSHEE'  // Banshee
jump @IMPEXPM_13121 

:IMPEXPM_12848
05A9: s$IMPORT_MODEL_NAME = 'TURISMO'  // Turismo
jump @IMPEXPM_13121 

:IMPEXPM_12869
05A9: s$IMPORT_MODEL_NAME = 'JOURNEY'  // Journey
jump @IMPEXPM_13121 

:IMPEXPM_12890
05A9: s$IMPORT_MODEL_NAME = 'HUNTLEY'  // Huntley
jump @IMPEXPM_13121 

:IMPEXPM_12911
05A9: s$IMPORT_MODEL_NAME = 'BFINJC'  // BF Injection
jump @IMPEXPM_13121 

:IMPEXPM_12932
05A9: s$IMPORT_MODEL_NAME = 'BLADE'  // Blade
jump @IMPEXPM_13121 

:IMPEXPM_12953
05A9: s$IMPORT_MODEL_NAME = 'FREEWAY'  // Freeway
jump @IMPEXPM_13121 

:IMPEXPM_12974
05A9: s$IMPORT_MODEL_NAME = 'MESAA'  // Mesa
jump @IMPEXPM_13121 

:IMPEXPM_12995
05A9: s$IMPORT_MODEL_NAME = 'ZR350'  // ZR-350
jump @IMPEXPM_13121 

:IMPEXPM_13016
05A9: s$IMPORT_MODEL_NAME = 'HOTKNIF'  // Hotknife
jump @IMPEXPM_13121 

:IMPEXPM_13037
05A9: s$IMPORT_MODEL_NAME = 'DUNE'  // Dune
jump @IMPEXPM_13121 

:IMPEXPM_13058
05A9: s$IMPORT_MODEL_NAME = 'VORTEX'  // Vortex
jump @IMPEXPM_13121 

:IMPEXPM_13079
05A9: s$IMPORT_MODEL_NAME = 'BULLET'  // Bullet
jump @IMPEXPM_13121 

:IMPEXPM_13100
05A9: s$IMPORT_MODEL_NAME = 'PEREN'  // Perennial
jump @IMPEXPM_13121 

:IMPEXPM_13121
return 

:IMPEXPM_13123
0871: init_jump_table $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) total_jumps 19 default_jump 1 @IMPEXPM_14444 jumps 405 @IMPEXPM_13560 411 @IMPEXPM_13917 415 @IMPEXPM_13865 424 @IMPEXPM_14175 429 @IMPEXPM_14048 470 @IMPEXPM_14201 475 @IMPEXPM_13839 
0872: jump_table_jumps 480 @IMPEXPM_13891 483 @IMPEXPM_13687 489 @IMPEXPM_13943 496 @IMPEXPM_13969 506 @IMPEXPM_13391 533 @IMPEXPM_13712 536 @IMPEXPM_14365 541 @IMPEXPM_14391 555 @IMPEXPM_13417 
0872: jump_table_jumps 559 @IMPEXPM_13470 587 @IMPEXPM_13365 589 @IMPEXPM_13339 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 -1 @IMPEXPM_14458 

:IMPEXPM_13339
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "N13_LLF_" 
jump @IMPEXPM_14458 

:IMPEXPM_13365
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_DS3MP__" 
jump @IMPEXPM_14458 

:IMPEXPM_13391
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_CMACD1_" 
jump @IMPEXPM_14458 

:IMPEXPM_13417
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 0 
else_jump @IMPEXPM_13463 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__C0S___" 

:IMPEXPM_13463
jump @IMPEXPM_14458 

:IMPEXPM_13470
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 1 
else_jump @IMPEXPM_13516 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_X2_GAV_" 

:IMPEXPM_13516
if 
  4@ == 2 
else_jump @IMPEXPM_13553 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__G3PO__" 

:IMPEXPM_13553
jump @IMPEXPM_14458 

:IMPEXPM_13560
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 0 
else_jump @IMPEXPM_13606 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "D0N_D0N_" 

:IMPEXPM_13606
if 
  4@ == 1 
else_jump @IMPEXPM_13643 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_D0_NNY_" 

:IMPEXPM_13643
if 
  4@ == 2 
else_jump @IMPEXPM_13680 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "TH3_D0N_" 

:IMPEXPM_13680
jump @IMPEXPM_14458 

:IMPEXPM_13687
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "SJM1985" 
jump @IMPEXPM_14458 

:IMPEXPM_13712
0209: 4@ = random_int_in_ranges 0 5 
if 
  4@ == 1 
else_jump @IMPEXPM_13758 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "433_ADF_" 

:IMPEXPM_13758
if 
  4@ == 2 
else_jump @IMPEXPM_13795 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DR_F_MBE" 

:IMPEXPM_13795
if 
  4@ == 3 
else_jump @IMPEXPM_13832 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "ANN_F3RG" 

:IMPEXPM_13832
jump @IMPEXPM_14458 

:IMPEXPM_13839
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "__FR4Z__" 
jump @IMPEXPM_14458 

:IMPEXPM_13865
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_IMY_AK_" 
jump @IMPEXPM_14458 

:IMPEXPM_13891
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_L0LLY__" 
jump @IMPEXPM_14458 

:IMPEXPM_13917
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_J_L33S_" 
jump @IMPEXPM_14458 

:IMPEXPM_13943
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "S4_LIJON" 
jump @IMPEXPM_14458 

:IMPEXPM_13969
0209: 4@ = random_int_in_ranges 0 2 
if 
  4@ == 0 
else_jump @IMPEXPM_14022 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DI5CO5TU" 
jump @IMPEXPM_14041 

:IMPEXPM_14022
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "SM53_NUV" 

:IMPEXPM_14041
jump @IMPEXPM_14458 

:IMPEXPM_14048
0209: 4@ = random_int_in_ranges 0 3 
if 
  4@ == 0 
else_jump @IMPEXPM_14094 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "J3NYTAL5" 

:IMPEXPM_14094
if 
  4@ == 1 
else_jump @IMPEXPM_14131 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_J3_NCF_" 

:IMPEXPM_14131
if 
  4@ == 2 
else_jump @IMPEXPM_14168 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "DD0_N4LD" 

:IMPEXPM_14168
jump @IMPEXPM_14458 

:IMPEXPM_14175
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "LA5H_L3Y" 
jump @IMPEXPM_14458 

:IMPEXPM_14201
0209: 4@ = random_int_in_ranges 0 4 
if 
  4@ == 0 
else_jump @IMPEXPM_14247 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "AL3X_RES" 

:IMPEXPM_14247
if 
  4@ == 1 
else_jump @IMPEXPM_14284 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R_F3RG1E" 

:IMPEXPM_14284
if 
  4@ == 2 
else_jump @IMPEXPM_14321 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "H4_NNAHF" 

:IMPEXPM_14321
if 
  4@ == 3 
else_jump @IMPEXPM_14358 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "CL41_RES" 

:IMPEXPM_14358
jump @IMPEXPM_14458 

:IMPEXPM_14365
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R055_MCL" 
jump @IMPEXPM_14458 

:IMPEXPM_14391
0209: 4@ = random_int_in_ranges 0 4 
if 
  4@ == 0 
else_jump @IMPEXPM_14437 
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "T00_FAST" 

:IMPEXPM_14437
jump @IMPEXPM_14458 

:IMPEXPM_14444
gosub @IMPEXPM_14460 
jump @IMPEXPM_14458 

:IMPEXPM_14458
return 

:IMPEXPM_14460
0209: 4@ = random_int_in_ranges 0 100 
0871: init_jump_table 4@ total_jumps 12 default_jump 0 @IMPEXPM_14909 jumps 0 @IMPEXPM_14597 1 @IMPEXPM_14623 2 @IMPEXPM_14649 3 @IMPEXPM_14675 4 @IMPEXPM_14701 5 @IMPEXPM_14727 6 @IMPEXPM_14753 
0872: jump_table_jumps 7 @IMPEXPM_14779 8 @IMPEXPM_14805 9 @IMPEXPM_14831 10 @IMPEXPM_14857 11 @IMPEXPM_14883 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 -1 @IMPEXPM_14909 

:IMPEXPM_14597
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "R4N_G3RS" 
jump @IMPEXPM_14909 

:IMPEXPM_14623
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "GL4S_G0W" 
jump @IMPEXPM_14909 

:IMPEXPM_14649
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_ARRAN__" 
jump @IMPEXPM_14909 

:IMPEXPM_14675
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "AM0_RUS0" 
jump @IMPEXPM_14909 

:IMPEXPM_14701
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_AMAT0__" 
jump @IMPEXPM_14909 

:IMPEXPM_14727
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "_GA_ZZA_" 
jump @IMPEXPM_14909 

:IMPEXPM_14753
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "ZID_ANE_" 
jump @IMPEXPM_14909 

:IMPEXPM_14779
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "MC_C01ST" 
jump @IMPEXPM_14909 

:IMPEXPM_14805
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BAW_BAG_" 
jump @IMPEXPM_14909 

:IMPEXPM_14831
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BR0_D1E_" 
jump @IMPEXPM_14909 

:IMPEXPM_14857
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "MR_J0BBY" 
jump @IMPEXPM_14909 

:IMPEXPM_14883
0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "BR0_DICK" 
jump @IMPEXPM_14909 

:IMPEXPM_14909
return 

:IMPEXPC
thread 'IMPEXPC' 

:IMPEXPC_11
wait 5000 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPEXPC_306 
if 
  $ONMISSION == 0 
else_jump @IMPEXPC_306 
if 
  $1909 == 1 
else_jump @IMPEXPC_306 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @IMPEXPC_306 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPEXPC_281 
if 
  0@ == 0 
else_jump @IMPEXPC_274 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
1@ = Car.Model($TEMPVAR_ACTOR_CAR)
2@ = 0 
3@ = 0 

:IMPEXPC_147
if 
  10 > 2@ 
else_jump @IMPEXPC_238 
if 
003C:   $CAR_MODELS_TO_EXPORT(2@,10i) == 1@ // (int) 
else_jump @IMPEXPC_224 
if 
  $EXPORT_CARS_STATUS(2@,10i) == 0 
else_jump @IMPEXPC_224 
3@ = 1 
2@ = 10 

:IMPEXPC_224
2@ += 1 
jump @IMPEXPC_147 

:IMPEXPC_238
if 
  3@ == 1 
else_jump @IMPEXPC_274 
03E5: show_text_box 'IE22'  // You can export this vehicle over at Easter Basin Docks.
0@ = 1 

:IMPEXPC_274
jump @IMPEXPC_306 

:IMPEXPC_281
if 
  0@ == 1 
else_jump @IMPEXPC_306 
0@ = 0 

:IMPEXPC_306
jump @IMPEXPC_11 

:APCHECK
thread 'APCHECK' 
set_wb_check_to 0 
$AIRPORT_OPEN_FLAG = 0 
$1195 = Object.Init(#WS_APGATE, -1543.742, -432.703, 6.039)
Object.Angle($1195) = -45.0
Object.RemoveFromMissionCleanupList($1195)
$1196 = Object.Init(#WS_APGATE, -1547.625, -428.82, 6.039)
Object.Angle($1196) = -45.0
Object.RemoveFromMissionCleanupList($1196)
$1197 = Object.Init(#WS_APGATE, -1222.953, 53.826, 14.134)
Object.Angle($1197) = -135.0
Object.RemoveFromMissionCleanupList($1197)
$1198 = Object.Init(#WS_APGATE, -1218.206, 68.883, 14.134)
Object.Angle($1198) = -135.0
Object.RemoveFromMissionCleanupList($1198)
$1199 = Object.Init(#WS_APGATE, 1964.342, -2189.776, 13.533)
Object.Angle($1199) = 180.0
Object.RemoveFromMissionCleanupList($1199)
$1200 = Object.Init(#WS_APGATE, 1958.851, -2189.777, 13.553)
Object.Angle($1200) = 180.0
Object.RemoveFromMissionCleanupList($1200)
$1201 = Object.Init(#WS_APGATE, 1704.777, 1605.165, 10.058)
Object.Angle($1201) = 73.0
Object.RemoveFromMissionCleanupList($1201)
$1202 = Object.Init(#WS_APGATE, 1706.364, 1610.422, 10.058)
Object.Angle($1202) = 73.0
Object.RemoveFromMissionCleanupList($1202)

:APCHECK_318
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_895 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 65.0 65.0 10.0 
else_jump @APCHECK_537 
if 
  $ONMISSION_MIKE_TORENO == 1 
else_jump @APCHECK_468 
$AIRPORT_OPEN_FLAG = 1 
create_thread @APGUARD -1 
Object.PutAt($1195, -1540.66, -435.786, 6.039)
Object.PutAt($1196, -1550.709, -425.736, 6.039)
jump @APCHECK_530 

:APCHECK_468
create_thread @APGUARD 1 
create_thread @APGATE $1195 -1540.66 -435.786 6.039 
create_thread @APGATE $1196 -1550.709 -425.736 6.039 

:APCHECK_530
jump @APCHECK_1087 

:APCHECK_537
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 65.0 65.0 10.0 
else_jump @APCHECK_654 
create_thread @APGUARD 2 
create_thread @APGATE $1199 1968.697 -2189.776 13.553 
create_thread @APGATE $1200 1954.571 -2189.777 13.553 
jump @APCHECK_1547 

:APCHECK_654
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 65.0 65.0 10.0 
else_jump @APCHECK_771 
create_thread @APGUARD 3 
create_thread @APGATE $1201 1703.4 1600.518 10.058 
create_thread @APGATE $1202 1707.722 1614.937 10.058 
jump @APCHECK_1777 

:APCHECK_771
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 65.0 65.0 10.0 
else_jump @APCHECK_888 
create_thread @APGUARD 4 
create_thread @APGATE $1197 -1226.59 50.189 14.134 
create_thread @APGATE $1198 -1214.392 72.697 14.134 
jump @APCHECK_1317 

:APCHECK_888
jump @APCHECK_1080 

:APCHECK_895
end_thread_named 'APGATE' 
Object.PutAt($1195, -1543.742, -432.703, 6.039)
Object.PutAt($1196, -1547.625, -428.82, 6.039)
Object.PutAt($1197, -1222.953, 53.826, 14.134)
Object.PutAt($1198, -1218.206, 68.883, 14.134)
Object.PutAt($1199, 1964.342, -2189.776, 13.533)
Object.PutAt($1200, 1958.851, -2189.777, 13.553)
Object.PutAt($1201, 1704.777, 1605.165, 10.058)
Object.PutAt($1202, 1706.364, 1610.422, 10.058)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1080
jump @APCHECK_318 

:APCHECK_1087
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1245 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 66.0 66.0 10.0 
else_jump @APCHECK_1238 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1238 
end_thread_named 'APGATE' 
Object.PutAt($1195, -1543.742, -432.703, 6.039)
Object.PutAt($1196, -1547.625, -428.82, 6.039)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1238
jump @APCHECK_1310 

:APCHECK_1245
end_thread_named 'APGATE' 
Object.PutAt($1195, -1543.742, -432.703, 6.039)
Object.PutAt($1196, -1547.625, -428.82, 6.039)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1310
jump @APCHECK_1087 

:APCHECK_1317
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1475 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 66.0 66.0 10.0 
else_jump @APCHECK_1468 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1468 
end_thread_named 'APGATE' 
Object.PutAt($1197, -1222.953, 53.826, 14.134)
Object.PutAt($1198, -1218.206, 68.883, 14.134)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1468
jump @APCHECK_1540 

:APCHECK_1475
end_thread_named 'APGATE' 
Object.PutAt($1197, -1222.953, 53.826, 14.134)
Object.PutAt($1198, -1218.206, 68.883, 14.134)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1540
jump @APCHECK_1317 

:APCHECK_1547
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1705 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 66.0 66.0 10.0 
else_jump @APCHECK_1698 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1698 
end_thread_named 'APGATE' 
Object.PutAt($1199, 1964.342, -2189.776, 13.533)
Object.PutAt($1200, 1958.851, -2189.777, 13.553)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1698
jump @APCHECK_1770 

:APCHECK_1705
end_thread_named 'APGATE' 
Object.PutAt($1199, 1964.342, -2189.776, 13.533)
Object.PutAt($1200, 1958.851, -2189.777, 13.553)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1770
jump @APCHECK_1547 

:APCHECK_1777
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APCHECK_1935 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 66.0 66.0 10.0 
else_jump @APCHECK_1928 
if 
  $ONMISSION == 0 
else_jump @APCHECK_1928 
end_thread_named 'APGATE' 
Object.PutAt($1201, 1704.777, 1605.165, 10.058)
Object.PutAt($1202, 1706.364, 1610.422, 10.058)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_1928
jump @APCHECK_2000 

:APCHECK_1935
end_thread_named 'APGATE' 
Object.PutAt($1201, 1704.777, 1605.165, 10.058)
Object.PutAt($1202, 1706.364, 1610.422, 10.058)
$AIRPORT_OPEN_FLAG = 0 
jump @APCHECK_318 

:APCHECK_2000
jump @APCHECK_1777 
end_thread 

:APGUARD
thread 'APGUARD' 
3@ = 0 

:APGUARD_18
if 
   not Model.Available(#WMYSGRD)
else_jump @APGUARD_48 
Model.Load(#WMYSGRD)
wait 0 
jump @APGUARD_18 

:APGUARD_48
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @APGUARD_333 jumps -1 @APGUARD_111 1 @APGUARD_169 2 @APGUARD_210 3 @APGUARD_251 4 @APGUARD_292 -1 @APGUARD_333 -1 @APGUARD_333 

:APGUARD_111
1@ = Actor.Create(CivMale, #WMYSGRD, -1544.88, -441.1089, 5.0068)
Actor.Angle(1@) = 7.3631
03FE: set_actor 1@ money 0 
Actor.RemoveFromMissionCleanupList(1@)
0762: AS_actor 1@ dies 
jump @APGUARD_333 

:APGUARD_169
1@ = Actor.Create(CivMale, #WMYSGRD, -1544.396, -443.2464, 5.045)
Actor.Angle(1@) = 54.6458
jump @APGUARD_333 

:APGUARD_210
1@ = Actor.Create(CivMale, #WMYSGRD, 1955.809, -2181.541, 12.5865)
Actor.Angle(1@) = 272.1978
jump @APGUARD_333 

:APGUARD_251
1@ = Actor.Create(CivMale, #WMYSGRD, 1717.202, 1617.376, 9.1924)
Actor.Angle(1@) = 186.0379
jump @APGUARD_333 

:APGUARD_292
1@ = Actor.Create(CivMale, #WMYSGRD, -1229.438, 55.3906, 13.2328)
Actor.Angle(1@) = 301.4596
jump @APGUARD_333 

:APGUARD_333
060B: set_actor 1@ decision_maker_to 65543 
02A9: set_actor 1@ immune_to_nonplayer 1 
Actor.RemoveFromMissionCleanupList(1@)

:APGUARD_355
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APGUARD_542 
if 
   not Actor.Dead(1@)
else_jump @APGUARD_528 
if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 67.0 67.0 10.0 sphere 0 
else_jump @APGUARD_434 
gosub @APGUARD_883 

:APGUARD_434
if 
   not Actor.Dead(1@)
else_jump @APGUARD_493 
if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 
else_jump @APGUARD_493 
gosub @APGUARD_556 

:APGUARD_493
if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
else_jump @APGUARD_521 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:APGUARD_521
jump @APGUARD_535 

:APGUARD_528
gosub @APGUARD_883 

:APGUARD_535
jump @APGUARD_549 

:APGUARD_542
gosub @APGUARD_883 

:APGUARD_549
jump @APGUARD_355 

:APGUARD_556
if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 5.0 5.0 3.0 sphere 0 
else_jump @APGUARD_881 
0652: 2@ = integer_stat 223 
if and
874F:   not actor 1@ ped_event == 36 
04B5:   2@ >= 180 // @ >= any 
else_jump @APGUARD_757 
if 
  3@ == 0 
else_jump @APGUARD_750 
0209: 3@ = random_int_in_ranges 1 100 
if 
  3@ > 50 
else_jump @APGUARD_700 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN1'  // ~z~They'll give a pilot license to anybody these days!
04AE: $ACTOR_SPEECH_WAV_FILE = 16802 // $ = any 
jump @APGUARD_722 

:APGUARD_700
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN2'  // ~z~Pilots are looking younger these days!
04AE: $ACTOR_SPEECH_WAV_FILE = 16803 // $ = any 

:APGUARD_722
create_thread @AUDIOL 1@ 1 1 2 0 
3@ = 1 
return 

:APGUARD_750
jump @APGUARD_881 

:APGUARD_757
if 
  3@ == 0 
else_jump @APGUARD_881 
0209: 3@ = random_int_in_ranges 1 100 
if 
  3@ > 50 
else_jump @APGUARD_831 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS1'  // ~z~This area is restricted to pilots only!
04AE: $ACTOR_SPEECH_WAV_FILE = 16800 // $ = any 
jump @APGUARD_853 

:APGUARD_831
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS2'  // ~z~Only people holding a valid pilot's license may enter!
04AE: $ACTOR_SPEECH_WAV_FILE = 16801 // $ = any 

:APGUARD_853
create_thread @AUDIOL 1@ 1 1 2 0 
3@ = 1 
return 

:APGUARD_881
return 

:APGUARD_883
if 
   Player.Defined($PLAYER_CHAR)
else_jump @APGUARD_935 
if 
  $ONMISSION == 0 
else_jump @APGUARD_928 
Actor.DestroyInstantly(1@)
Model.Destroy(#WMYSGRD)
end_thread 

:APGUARD_928
jump @APGUARD_946 

:APGUARD_935
Actor.DestroyInstantly(1@)
Model.Destroy(#WMYSGRD)
end_thread 

:APGUARD_946
return 

:APGATE
thread 'APGATE' 
5@ = 0 
6@ = 0 
4@ = 0 
if 
  4@ > 0 
else_jump @APGATE_72 
0@ = Object.Init(#WS_APGATE, 0.0, 0.0, 0.0)

:APGATE_72
wait 0 
if and
03CA:   object 0@ exists 
   Player.Defined($PLAYER_CHAR)
else_jump @APGATE_104 
gosub @APGATE_111 

:APGATE_104
jump @APGATE_72 

:APGATE_111
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @APGATE_188 jumps 0 @APGATE_174 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 -1 @APGATE_188 

:APGATE_174
gosub @APGATE_190 
jump @APGATE_188 

:APGATE_188
return 

:APGATE_190
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @APGATE_1046 jumps 0 @APGATE_253 1 @APGATE_692 2 @APGATE_828 3 @APGATE_910 -1 @APGATE_1046 -1 @APGATE_1046 -1 @APGATE_1046 

:APGATE_253
0652: 10@ = integer_stat 223 
if 
04B5:   10@ >= 180 // @ >= any 
else_jump @APGATE_362 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 flag 0 
else_jump @APGATE_355 
Object.StorePos(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_348 
097B: play_audio_at_object 0@ event 1100 

:APGATE_348
6@ += 1 

:APGATE_355
jump @APGATE_685 

:APGATE_362
if 
  $AIRPORT_OPEN_FLAG > 0 
else_jump @APGATE_462 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 flag 0 
else_jump @APGATE_455 
Object.StorePos(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_448 
097B: play_audio_at_object 0@ event 1100 

:APGATE_448
6@ += 1 

:APGATE_455
jump @APGATE_685 

:APGATE_462
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 5.2 0.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 4.5 4.5 4.5 
else_jump @APGATE_584 
Object.StorePos(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_570 
097B: play_audio_at_object 0@ event 1100 

:APGATE_570
6@ += 1 
jump @APGATE_685 

:APGATE_584
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 -3.0 0.0 
if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 3.0 3.0 3.0 
  180 >= 10@ 
8A2A:   not text_box 'AP_0003' displayed  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.
else_jump @APGATE_685 
03E5: show_text_box 'AP_0003'  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.

:APGATE_685
jump @APGATE_1046 

:APGATE_692
gosub @APGATE_1048 
if 
034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ flag 1 
else_jump @APGATE_821 
if 
04E6:   object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 
else_jump @APGATE_821 
Object.PutAt(0@, 1@, 2@, 3@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_814 
097B: play_audio_at_object 0@ event 1101 

:APGATE_814
6@ += 1 

:APGATE_821
jump @APGATE_1046 

:APGATE_828
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 flag 0 
else_jump @APGATE_903 
Object.StorePos(0@, 12@, 15@, 18@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_896 
097B: play_audio_at_object 0@ event 1100 

:APGATE_896
6@ += 1 

:APGATE_903
jump @APGATE_1046 

:APGATE_910
gosub @APGATE_1048 
if 
034E: move_object 0@ to 11@ 14@ 17@ speed 13@ 16@ 19@ flag 1 
else_jump @APGATE_1039 
if 
04E6:   object 0@ near_point 11@ 14@ 17@ radius 0.1 0.1 0.1 flag 0 
else_jump @APGATE_1039 
Object.PutAt(0@, 11@, 14@, 17@)
if 
03D0:   wav 3 loaded 
else_jump @APGATE_1032 
097B: play_audio_at_object 0@ event 1101 

:APGATE_1032
6@ = 0 

:APGATE_1039
jump @APGATE_1046 

:APGATE_1046
return 

:APGATE_1048
13@ = Object.Angle(0@)
if and
  13@ > 70.0 
  75.0 > 13@ 
else_jump @APGATE_1124 
13@ = 0.03 
16@ = 0.1 
19@ = 0.1 
jump @APGATE_1154 

:APGATE_1124
13@ = 0.1 
16@ = 0.1 
19@ = 0.1 

:APGATE_1154
return 

:GFINIT
thread 'GFINIT' 
$GIRL_DESIRED_PROGRESS_TO_INVITE[0] = 30 
$GIRL_PROGRESS[0] = 15 
$GIRL_DESIRED_SEXAPPEAL[0] = -100 
$GIRLRESPECT[0] = 200 
$377[0] = 0 
08BA: set $377[0] bit 1 
08BA: set $377[0] bit 3 
08BA: set $377[0] bit 11 
08BA: set $377[0] bit 16 
08BA: set $377[0] bit 17 
08BA: set $377[0] bit 20 
08BA: set $377[0] bit 21 
08BA: set $377[0] bit 27 
$371[0] = 0 
08BA: set $371[0] bit 3 
$383[0] = 0 
08BA: set $383[0] bit 6 
08BA: set $383[0] bit 8 
08BA: set $383[0] bit 10 
08BA: set $383[0] bit 12 
08BA: set $383[0] bit 14 
$GIRL_DESIRED_PROGRESS_TO_INVITE[1] = 45 
$GIRL_PROGRESS[1] = 0 
$GIRL_DESIRED_SEXAPPEAL[1] = 60 
$GIRLRESPECT[1] = 500 
$377[1] = 0 
08BA: set $377[1] bit 3 
08BA: set $377[1] bit 11 
08BA: set $377[1] bit 12 
08BA: set $377[1] bit 16 
08BA: set $377[1] bit 17 
08BA: set $377[1] bit 20 
08BA: set $377[1] bit 27 
08BA: set $377[1] bit 22 
$371[1] = 0 
08BA: set $371[1] bit 2 
$383[1] = 0 
08BA: set $383[1] bit 12 
08BA: set $383[1] bit 14 
08BA: set $383[1] bit 16 
08BA: set $383[1] bit 18 
08BA: set $383[1] bit 20 
08BA: set $383[1] bit 22 
$GIRL_DESIRED_PROGRESS_TO_INVITE[2] = 70 
$GIRL_PROGRESS[2] = 0 
$GIRL_DESIRED_SEXAPPEAL[2] = 70 
$GIRLRESPECT[2] = 700 
$377[2] = 0 
08BA: set $377[2] bit 5 
08BA: set $377[2] bit 14 
08BA: set $377[2] bit 13 
08BA: set $377[2] bit 15 
08BA: set $377[2] bit 18 
08BA: set $377[2] bit 28 
$371[2] = 0 
08BA: set $371[2] bit 3 
$383[2] = 0 
08BA: set $383[2] bit 2 
08BA: set $383[2] bit 4 
08BA: set $383[2] bit 6 
08BA: set $383[2] bit 12 
$GIRL_DESIRED_PROGRESS_TO_INVITE[3] = 60 
$GIRL_PROGRESS[3] = 0 
$GIRL_DESIRED_SEXAPPEAL[3] = 45 
$GIRLRESPECT[3] = 400 
$377[3] = 0 
08BA: set $377[3] bit 2 
08BA: set $377[3] bit 13 
08BA: set $377[3] bit 18 
08BA: set $377[3] bit 20 
$371[3] = 0 
08BA: set $371[3] bit 2 
$383[3] = 0 
08BA: set $383[3] bit 6 
08BA: set $383[3] bit 8 
08BA: set $383[3] bit 10 
08BA: set $383[3] bit 12 
08BA: set $383[3] bit 14 
$GIRL_DESIRED_PROGRESS_TO_INVITE[4] = 50 
$GIRL_PROGRESS[4] = 0 
$GIRL_DESIRED_SEXAPPEAL[4] = 50 
$GIRLRESPECT[4] = 300 
$377[4] = 0 
08BA: set $377[4] bit 2 
08BA: set $377[4] bit 13 
08BA: set $377[4] bit 20 
08BA: set $377[4] bit 19 
08BA: set $377[4] bit 17 
08BA: set $377[4] bit 24 
$371[4] = 0 
08BA: set $371[4] bit 1 
$383[4] = 0 
08BA: set $383[4] bit 2 
08BA: set $383[4] bit 4 
08BA: set $383[4] bit 6 
08BA: set $383[4] bit 8 
08BA: set $383[4] bit 10 
08BA: set $383[4] bit 0 
$GIRL_DESIRED_PROGRESS_TO_INVITE[5] = 45 
$GIRL_PROGRESS[5] = 20 
$GIRL_DESIRED_SEXAPPEAL[5] = 60 
$GIRLRESPECT[5] = 400 
$377[5] = 0 
08BA: set $377[5] bit 5 
08BA: set $377[5] bit 3 
08BA: set $377[5] bit 13 
08BA: set $377[5] bit 14 
08BA: set $377[5] bit 15 
08BA: set $377[5] bit 19 
08BA: set $377[5] bit 20 
08BA: set $377[5] bit 27 
08BA: set $377[5] bit 23 
$371[5] = 0 
08BA: set $371[5] bit 1 
$383[5] = 0 
08BA: set $383[5] bit 22 
08BA: set $383[5] bit 0 
08BA: set $383[5] bit 2 
08BA: set $383[5] bit 4 
08BA: set $383[5] bit 6 
08BA: set $383[5] bit 8 
08BA: set $383[5] bit 10 
$GIRLDOORS[0] = Object.Init(#GEN_DOOREXT03, 2401.75, -1714.477, 13.125)
Object.RemoveFromMissionCleanupList($GIRLDOORS[0])
Object.Indestructibility($GIRLDOORS[0]) = False
Object.SetImmunities($GIRLDOORS[0], 1, 1, 1, 1, 1)
$GIRLDOORS[4] = Object.Init(#GEN_DOOREXT07, -2574.495, 1153.023, 54.669)
Object.Angle($GIRLDOORS[4]) = -19.444
Object.RemoveFromMissionCleanupList($GIRLDOORS[4])
Object.Indestructibility($GIRLDOORS[4]) = False
Object.SetImmunities($GIRLDOORS[4], 1, 1, 1, 1, 1)
$GIRLDOORS[1] = Object.Init(#GEN_DOORSHOP02, -1800.706, 1201.041, 24.12)
Object.RemoveFromMissionCleanupList($GIRLDOORS[1])
Object.Indestructibility($GIRLDOORS[1]) = False
Object.SetImmunities($GIRLDOORS[1], 1, 1, 1, 1, 1)
$GIRLDOORS[2] = Object.Init(#GEN_DOOREXT04, -383.46, -1439.64, 25.33)
Object.Angle($GIRLDOORS[2]) = 90.0
Object.RemoveFromMissionCleanupList($GIRLDOORS[2])
Object.Indestructibility($GIRLDOORS[2]) = False
Object.SetImmunities($GIRLDOORS[2], 1, 1, 1, 1, 1)
$GIRLDOORS[3] = Object.Init(#GEN_DOORSHOP3, -1390.79, 2639.33, 54.973)
Object.RemoveFromMissionCleanupList($GIRLDOORS[3])
Object.Indestructibility($GIRLDOORS[3]) = False
Object.SetImmunities($GIRLDOORS[3], 1, 1, 1, 1, 1)
$GIRLDOORS[5] = Object.Init(#GEN_DOOREXT03, 2038.036, 2721.37, 10.53)
Object.Angle($GIRLDOORS[5]) = -180.0
Object.RemoveFromMissionCleanupList($GIRLDOORS[5])
Object.Indestructibility($GIRLDOORS[5]) = False
Object.SetImmunities($GIRLDOORS[5], 1, 1, 1, 1, 1)
$GIRLDOORS[6] = Object.Init(#CUNTGIRLDOOR, -371.4, -1429.42, 26.47)
Object.RemoveFromMissionCleanupList($GIRLDOORS[6])
Object.Indestructibility($GIRLDOORS[6]) = False
Object.SetImmunities($GIRLDOORS[6], 1, 1, 1, 1, 1)
$GF_CENSORE_FLAG = 1 
create_thread @GFAGNT 
end_thread 

:GFAGNT
thread 'GFAGNT' 
$GF_WAIT_TIME = 0 
3@ = 0 
4@ = 0 
$391 = 0 
0@ = 0 
1@ = 0 
06D1: v$1225 = "NIL" // v$ = string 
$392 = 20 
$GIRLFRIEND = -1 
8@ = -1 
7@ = 1 
if 
  3@ > 0 
else_jump @GFAGNT_335 
2@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
018A: $GIRLMARKER[0] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[1] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[2] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[3] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[4] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GIRLMARKER[5] = create_checkpoint_at 0.0 0.0 0.0 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_parked_car_generator #NULL color 0 0 0 alarm 0 door_lock 0 0 0 at 0.0 0.0 0.0 angle 0.0 
014B: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = init_parked_car_generator #NULL color 0 0 0 alarm 0 door_lock 0 0 0 at 0.0 0.0 0.0 angle 0.0 

:GFAGNT_335
wait $GF_WAIT_TIME 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($PLAYER_ACTOR)
  $ONMISSION == 0 
else_jump @GFAGNT_389 
08C0: clear $391 bit 31 
gosub @GFAGNT_428 
jump @GFAGNT_421 

:GFAGNT_389
if 
88B4:   not test $391 bit 31 
else_jump @GFAGNT_421 
gosub @GFAGNT_11185 
08BA: set $391 bit 31 

:GFAGNT_421
jump @GFAGNT_335 

:GFAGNT_428
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @GFAGNT_561 jumps 0 @GFAGNT_491 1 @GFAGNT_505 2 @GFAGNT_519 3 @GFAGNT_533 4 @GFAGNT_547 -1 @GFAGNT_561 -1 @GFAGNT_561 

:GFAGNT_491
gosub @GFAGNT_563 
jump @GFAGNT_561 

:GFAGNT_505
gosub @GFAGNT_1605 
jump @GFAGNT_561 

:GFAGNT_519
gosub @GFAGNT_2298 
jump @GFAGNT_561 

:GFAGNT_533
gosub @GFAGNT_2604 
jump @GFAGNT_561 

:GFAGNT_547
gosub @GFAGNT_2781 
jump @GFAGNT_561 

:GFAGNT_561
return 

:GFAGNT_563
gosub @GFAGNT_5005 
if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
else_jump @GFAGNT_1167 
if 
08B4:   test $391 bit 25 
else_jump @GFAGNT_621 
3@ = 1 
jump @GFAGNT_891 

:GFAGNT_621
3@ = 0 
0842: 4@ = player $PLAYER_CHAR town_number 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_891 jumps 0 @GFAGNT_699 1 @GFAGNT_795 2 @GFAGNT_763 3 @GFAGNT_731 4 @GFAGNT_827 5 @GFAGNT_859 -1 @GFAGNT_891 

:GFAGNT_699
if 
04A4:   4@ == 1 // @ == any 
else_jump @GFAGNT_724 
3@ = 1 

:GFAGNT_724
jump @GFAGNT_891 

:GFAGNT_731
if 
04A4:   4@ == 0 // @ == any 
else_jump @GFAGNT_756 
3@ = 1 

:GFAGNT_756
jump @GFAGNT_891 

:GFAGNT_763
if 
04A4:   4@ == 0 // @ == any 
else_jump @GFAGNT_788 
3@ = 1 

:GFAGNT_788
jump @GFAGNT_891 

:GFAGNT_795
if 
04A4:   4@ == 2 // @ == any 
else_jump @GFAGNT_820 
3@ = 1 

:GFAGNT_820
jump @GFAGNT_891 

:GFAGNT_827
if 
04A4:   4@ == 2 // @ == any 
else_jump @GFAGNT_852 
3@ = 1 

:GFAGNT_852
jump @GFAGNT_891 

:GFAGNT_859
if 
04A4:   4@ == 3 // @ == any 
else_jump @GFAGNT_884 
3@ = 1 

:GFAGNT_884
jump @GFAGNT_891 

:GFAGNT_891
if 
  3@ == 1 
else_jump @GFAGNT_1158 
gosub @GFAGNT_2980 
gosub @GFAGNT_5122 
if 
  3@ > 0 
else_jump @GFAGNT_1144 
$GF_WAIT_TIME = 250 
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_1137 
gosub @GFAGNT_4358 
gosub @GFAGNT_5333 
if 
  3@ > 0 
else_jump @GFAGNT_1044 
$GF_WAIT_TIME = 0 
gosub @GFAGNT_5639 
08BB: set $1210 bit $GIRLFRIEND 
0@ = 4 
1@ = 0 
return 
jump @GFAGNT_1137 

:GFAGNT_1044
08C1: clear $1210 bit $GIRLFRIEND 
gosub @GFAGNT_5742 
$GF_WAIT_TIME = 250 
if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped 
else_jump @GFAGNT_1137 
if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
else_jump @GFAGNT_1135 
03E5: show_text_box 'GF_0048'  // Your girlfriend is not at home right now. Try again later.

:GFAGNT_1135
return 

:GFAGNT_1137
jump @GFAGNT_1151 

:GFAGNT_1144
gosub @GFAGNT_6114 

:GFAGNT_1151
jump @GFAGNT_1160 

:GFAGNT_1158
return 

:GFAGNT_1160
jump @GFAGNT_1603 

:GFAGNT_1167
gosub @GFAGNT_3801 
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_1603 
gosub @GFAGNT_5196 
if 
  3@ > 0 
else_jump @GFAGNT_1591 
$GF_WAIT_TIME = 250 
if and
  $GIRLFRIEND == 2 
  2 > $LS_FINAL_TOTAL_PASSED_MISSIONS 
else_jump @GFAGNT_1256 
090F: end_external_script 24 (GF_MEETING) 
return 

:GFAGNT_1256
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_1584 
if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
else_jump @GFAGNT_1460 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_1368 
gosub @GFAGNT_9541 
3@ = 1 
jump @GFAGNT_1453 

:GFAGNT_1368
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_1400 
3@ = 23 

:GFAGNT_1400
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_1439 
3@ = -1 
return 
jump @GFAGNT_1453 

:GFAGNT_1439
gosub @GFAGNT_9541 
3@ = 1 

:GFAGNT_1453
jump @GFAGNT_1467 

:GFAGNT_1460
3@ = 1 

:GFAGNT_1467
if 
  3@ == 1 
else_jump @GFAGNT_1584 
gosub @GFAGNT_4705 
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_1584 
08A9: load_external_script 24 (GF_MEETING) 
if 
08AB:   external_script 24 (GF_MEETING) loaded 
else_jump @GFAGNT_1584 
08BA: set $390 bit 20 
0913: run_external_script 24 (GF_MEETING) $GIRLFRIEND 10@ 11@ 12@ 13@  
$GF_WAIT_TIME = 0 
0@ = 3 
1@ = 0 

:GFAGNT_1584
jump @GFAGNT_1603 

:GFAGNT_1591
$GF_WAIT_TIME = 500 
090F: end_external_script 24 (GF_MEETING) 

:GFAGNT_1603
return 

:GFAGNT_1605
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @GFAGNT_2296 jumps 0 @GFAGNT_1668 1 @GFAGNT_1890 2 @GFAGNT_1942 3 @GFAGNT_2095 4 @GFAGNT_2218 -1 @GFAGNT_2296 -1 @GFAGNT_2296 

:GFAGNT_1668
if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_1701 
gosub @GFAGNT_7091 
$392 = 20 

:GFAGNT_1701
08C1: clear $391 bit $GIRLFRIEND 
gosub @GFAGNT_7457 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_1746 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A43: unknown 

:GFAGNT_1746
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 31 
else_jump @GFAGNT_1771 
$390 = 0 

:GFAGNT_1771
gosub @GFAGNT_9631 
if and
  3@ == 1 
08B4:   test $377($GIRLFRIEND,6i) bit 23 
else_jump @GFAGNT_1821 
08BA: set $390 bit 14 
jump @GFAGNT_1872 

:GFAGNT_1821
if 
  30 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_1857 
08BA: set $390 bit 11 
jump @GFAGNT_1872 

:GFAGNT_1857
gosub @GFAGNT_7115 
08BC: set $390 bit 3@ 

:GFAGNT_1872
08A9: load_external_script 25 (GF_DATE) 
1@ += 1 
jump @GFAGNT_2296 

:GFAGNT_1890
if 
08AB:   external_script 25 (GF_DATE) loaded 
else_jump @GFAGNT_1935 
08BA: set $390 bit 1 
08C1: clear $1210 bit $GIRLFRIEND 
0913: run_external_script 25 (GF_DATE) 2@  
1@ += 1 

:GFAGNT_1935
jump @GFAGNT_2296 

:GFAGNT_1942
if 
88B4:   not test $390 bit 1 
else_jump @GFAGNT_2056 
if 
08B4:   test $390 bit 3 
else_jump @GFAGNT_2028 
if 
88B4:   not test $390 bit 5 
else_jump @GFAGNT_2021 
Player.CanMove($PLAYER_CHAR) = False
gosub @GFAGNT_9180 
08A9: load_external_script 26 (GF_SEX) 
1@ += 1 

:GFAGNT_2021
jump @GFAGNT_2049 

:GFAGNT_2028
fade 1 1000 
0@ = 2 
1@ = 0 

:GFAGNT_2049
jump @GFAGNT_2088 

:GFAGNT_2056
0926: 3@ = external_script_status 25 (GF_DATE) 
if 
  3@ == 0 
else_jump @GFAGNT_2088 
08C0: clear $390 bit 1 

:GFAGNT_2088
jump @GFAGNT_2296 

:GFAGNT_2095
if 
08AB:   external_script 26 (GF_SEX) loaded 
else_jump @GFAGNT_2211 
077E: get_active_interior_to 3@ 
gosub @GFAGNT_4358 
if 
08B4:   test $390 bit 14 
else_jump @GFAGNT_2172 
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 1 3@ 10@ 11@ 12@ 13@  
jump @GFAGNT_2197 

:GFAGNT_2172
0913: run_external_script 26 (GF_SEX) $GIRLFRIEND 0 3@ 10@ 11@ 12@ 13@  

:GFAGNT_2197
08BA: set $390 bit 5 
1@ += 1 

:GFAGNT_2211
jump @GFAGNT_2296 

:GFAGNT_2218
if 
88B4:   not test $390 bit 5 
else_jump @GFAGNT_2257 
0@ = 2 
1@ = 0 
jump @GFAGNT_2289 

:GFAGNT_2257
0926: 3@ = external_script_status 26 (GF_SEX) 
if 
  3@ == 0 
else_jump @GFAGNT_2289 
08C0: clear $390 bit 5 

:GFAGNT_2289
jump @GFAGNT_2296 

:GFAGNT_2296
return 

:GFAGNT_2298
0871: init_jump_table 1@ total_jumps 2 default_jump 0 @GFAGNT_2602 jumps 0 @GFAGNT_2361 1 @GFAGNT_2477 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 -1 @GFAGNT_2602 

:GFAGNT_2361
08C1: clear $391 bit $GIRLFRIEND 
gosub @GFAGNT_9180 
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_2427 
03E6: remove_text_box 
03E5: show_text_box 'GF_0039'  // Your girlfriend is dead.
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
jump @GFAGNT_2463 

:GFAGNT_2427
gosub @GFAGNT_8694 
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
else_jump @GFAGNT_2463 
gosub @GFAGNT_5791 

:GFAGNT_2463
1@ += 1 
jump @GFAGNT_2602 

:GFAGNT_2477
if or
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_2539 
gosub @GFAGNT_9697 
0@ = 0 
1@ = 0 
jump @GFAGNT_2595 

:GFAGNT_2539
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 10.0 10.0 10.0 
else_jump @GFAGNT_2595 
0@ = 0 
1@ = 0 

:GFAGNT_2595
jump @GFAGNT_2602 

:GFAGNT_2602
return 

:GFAGNT_2604
if 
88B4:   not test $390 bit 20 
else_jump @GFAGNT_2747 
gosub @GFAGNT_4705 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_2740 
if 
08B4:   test $390 bit 21 
else_jump @GFAGNT_2726 
07D0: 7@ = weekday 
7@ += 1 
if 
  7@ > 7 
else_jump @GFAGNT_2726 
7@ = 1 

:GFAGNT_2726
0@ = 0 
1@ = 0 

:GFAGNT_2740
jump @GFAGNT_2779 

:GFAGNT_2747
0926: 3@ = external_script_status 24 (GF_MEETING) 
if 
  3@ == 0 
else_jump @GFAGNT_2779 
08C0: clear $390 bit 20 

:GFAGNT_2779
return 

:GFAGNT_2781
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 75.0 75.0 10.0 
else_jump @GFAGNT_2964 
gosub @GFAGNT_5333 
if 
  3@ > 0 
else_jump @GFAGNT_2943 
if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 1.5 1.5 1.5 sphere 1 stopped 
else_jump @GFAGNT_2936 
if and
88B4:   not test $391 bit 11 
   Player.Controllable($PLAYER_CHAR)
else_jump @GFAGNT_2936 
Player.CanMove($PLAYER_CHAR) = False
0@ = 1 
1@ = 0 
return 

:GFAGNT_2936
jump @GFAGNT_2957 

:GFAGNT_2943
0@ = 0 
1@ = 0 

:GFAGNT_2957
jump @GFAGNT_2978 

:GFAGNT_2964
0@ = 0 
1@ = 0 

:GFAGNT_2978
return 

:GFAGNT_2980
if 
875C:   not marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
else_jump @GFAGNT_3094 
gosub @GFAGNT_4358 
$GIRLMARKER($GIRLFRIEND,6i) = Marker.CreateIconWithoutSphere(21, 10@, 11@, 12@)
0623: add 1 to_integer_stat 184 
0623: add 1 to_integer_stat 186 
0652: 3@ = integer_stat 65 
005C: 3@ += $GIRLRESPECT($GIRLFRIEND,6i) // (int) 
if 
  3@ > 1000 
else_jump @GFAGNT_3087 
3@ = 1000 

:GFAGNT_3087
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3094
0871: init_jump_table $GIRLFRIEND total_jumps 5 default_jump 0 @GFAGNT_3799 jumps 0 @GFAGNT_3157 1 @GFAGNT_3224 2 @GFAGNT_3342 3 @GFAGNT_3553 4 @GFAGNT_3676 -1 @GFAGNT_3799 -1 @GFAGNT_3799 

:GFAGNT_3157
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $PIMP_SUIT_AVAILABLE == 0 
else_jump @GFAGNT_3217 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3217 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$PIMP_SUIT_AVAILABLE = 1 

:GFAGNT_3217
jump @GFAGNT_3799 

:GFAGNT_3224
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $RACING_SUIT_AVAILABLE == 0 
else_jump @GFAGNT_3284 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3284 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$RACING_SUIT_AVAILABLE = 1 

:GFAGNT_3284
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 21 
else_jump @GFAGNT_3335 
Garage.ChangeType('MICHDR', 5)
093A: set_paynspray 'MICHDR' type_to_girlfriend 1 
08BA: set $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_3335
jump @GFAGNT_3799 

:GFAGNT_3342
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $RURAL_CLOTHES_AVAILABLE == 0 
else_jump @GFAGNT_3402 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3402 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$RURAL_CLOTHES_AVAILABLE = 1 

:GFAGNT_3402
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 22 
else_jump @GFAGNT_3546 
0750: set_object $GIRLDOORS[6] visibility 0 
Object.CollisionDetection($GIRLDOORS[6]) = False
$394 = Pickup.Create(#MOLOTOV, 15, -366.2235, -1429.088, 25.5)
$395 = Pickup.Create(#CHNSAW, 15, -365.7906, -1425.253, 25.5)
032B: $396 = create_weapon_pickup #COLT45 group 15 ammo 100 at -365.4774 -1422.401 25.5 
032B: $397 = create_weapon_pickup #FLAME group 15 ammo 200 at -366.066 -1418.683 25.5 
08BA: set $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_3546
jump @GFAGNT_3799 

:GFAGNT_3553
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $COP_UNIFORM_AVAILABLE == 0 
else_jump @GFAGNT_3613 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3613 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$COP_UNIFORM_AVAILABLE = 1 

:GFAGNT_3613
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 23 
else_jump @GFAGNT_3669 
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 
08DE: lose_stuff_after_busted 0 
08BA: set $GIRLS_GIFTS_BITMASK bit 23 

:GFAGNT_3669
jump @GFAGNT_3799 

:GFAGNT_3676
if and
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 100 
  $MEDIC_UNIFORM_AVAILABLE == 0 
else_jump @GFAGNT_3736 
if 
88FE:   not text_box_displayed 
else_jump @GFAGNT_3736 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
$MEDIC_UNIFORM_AVAILABLE = 1 

:GFAGNT_3736
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 24 
else_jump @GFAGNT_3792 
08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 
08DD: lose_stuff_after_wasted 0 
08BA: set $GIRLS_GIFTS_BITMASK bit 24 

:GFAGNT_3792
jump @GFAGNT_3799 

:GFAGNT_3799
return 

:GFAGNT_3801
if 
  $COLLECTED_OYSTERS == 50 
else_jump @GFAGNT_3866 
if and
  0 > $GIRL_PROGRESS($GIRLFRIEND,6i) 
   not $GIRLFRIEND == 0 
   not $GIRLFRIEND == 5 
else_jump @GFAGNT_3866 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 45 

:GFAGNT_3866
if 
075C:   marker $GIRLMARKER($GIRLFRIEND,6i) enabled 
else_jump @GFAGNT_3982 
Marker.Disable($GIRLMARKER($GIRLFRIEND,6i))
gosub @GFAGNT_9697 
gosub @GFAGNT_5742 
08C1: clear $1210 bit $GIRLFRIEND 
0625: decrease_integer_stat 184 by 1 
0623: add 1 to_integer_stat 189 
0652: 3@ = integer_stat 65 
0064: 3@ -= $GIRLRESPECT($GIRLFRIEND,6i) // (int) 
if 
  0 > 3@ 
else_jump @GFAGNT_3975 
3@ = 0 

:GFAGNT_3975
0629: change_integer_stat 65 to 3@ 

:GFAGNT_3982
008B: 3@ = $GIRLFRIEND // (int) 
3@ += 20 
if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
else_jump @GFAGNT_4356 
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 0 @GFAGNT_4356 jumps 1 @GFAGNT_4079 2 @GFAGNT_4178 3 @GFAGNT_4274 4 @GFAGNT_4319 -1 @GFAGNT_4356 -1 @GFAGNT_4356 -1 @GFAGNT_4356 

:GFAGNT_4079
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1790.7 1209.0 23.0 cornerB -1784.0 1221.5 27.5 
else_jump @GFAGNT_4171 
093A: set_paynspray 'MICHDR' type_to_girlfriend 0 
Garage.ChangeType('MICHDR', 19)
Garage.Close('MICHDR')
08C0: clear $GIRLS_GIFTS_BITMASK bit 21 

:GFAGNT_4171
jump @GFAGNT_4356 

:GFAGNT_4178
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -361.0 -1417.0 23.0 cornerB -372.0 -1431.0 30.0 
else_jump @GFAGNT_4267 
Pickup.Destroy($394)
Pickup.Destroy($395)
Pickup.Destroy($396)
Pickup.Destroy($397)
0750: set_object $GIRLDOORS[6] visibility 1 
Object.CollisionDetection($GIRLDOORS[6]) = True
08C0: clear $GIRLS_GIFTS_BITMASK bit 22 

:GFAGNT_4267
jump @GFAGNT_4356 

:GFAGNT_4274
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 0.0 angle 170.6194 
08DE: lose_stuff_after_busted 1 
08C0: clear $GIRLS_GIFTS_BITMASK bit 23 
jump @GFAGNT_4356 

:GFAGNT_4319
08DF: override_restart_if_wasted_at 10@ 11@ 12@ within_radius 0.0 angle 13@ 
08DD: lose_stuff_after_wasted 1 
08C0: clear $GIRLS_GIFTS_BITMASK bit 24 
jump @GFAGNT_4356 

:GFAGNT_4356
return 

:GFAGNT_4358
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_4703 jumps 0 @GFAGNT_4421 1 @GFAGNT_4468 2 @GFAGNT_4515 3 @GFAGNT_4562 4 @GFAGNT_4609 5 @GFAGNT_4656 -1 @GFAGNT_4703 

:GFAGNT_4421
10@ = 2401.965 
11@ = -1723.22 
12@ = 12.6005 
13@ = 180.0 
jump @GFAGNT_4703 

:GFAGNT_4468
10@ = -1799.5 
11@ = 1195.5 
12@ = 24.1094 
13@ = 180.0 
jump @GFAGNT_4703 

:GFAGNT_4515
10@ = -377.3978 
11@ = -1438.692 
12@ = 24.7209 
13@ = 270.0 
jump @GFAGNT_4703 

:GFAGNT_4562
10@ = -1398.101 
11@ = 2636.873 
12@ = 54.7031 
13@ = 75.0 
jump @GFAGNT_4703 

:GFAGNT_4609
10@ = -2576.808 
11@ = 1144.744 
12@ = 54.7422 
13@ = 164.0 
jump @GFAGNT_4703 

:GFAGNT_4656
10@ = 2035.362 
11@ = 2732.411 
12@ = 9.8203 
13@ = 0.0 
jump @GFAGNT_4703 

:GFAGNT_4703
return 

:GFAGNT_4705
0871: init_jump_table $GIRLFRIEND total_jumps 4 default_jump 1 @GFAGNT_4956 jumps 1 @GFAGNT_4768 2 @GFAGNT_4815 3 @GFAGNT_4862 4 @GFAGNT_4909 -1 @GFAGNT_5003 -1 @GFAGNT_5003 -1 @GFAGNT_5003 

:GFAGNT_4768
10@ = -2027.583 
11@ = -118.7022 
12@ = 1034.0 
13@ = 3.4 
jump @GFAGNT_5003 

:GFAGNT_4815
10@ = 257.6682 
11@ = -154.7475 
12@ = 4.0786 
13@ = 268.7731 
jump @GFAGNT_5003 

:GFAGNT_4862
10@ = -1410.1 
11@ = 2648.731 
12@ = 54.6875 
13@ = 130.0 
jump @GFAGNT_5003 

:GFAGNT_4909
10@ = -2291.708 
11@ = -233.0215 
12@ = 41.7185 
13@ = 360.0 
jump @GFAGNT_5003 

:GFAGNT_4956
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0.0 
jump @GFAGNT_5003 

:GFAGNT_5003
return 

:GFAGNT_5005
8@ += 1 
if 
  8@ >= 6 
else_jump @GFAGNT_5037 
8@ = 0 

:GFAGNT_5037
if 
08B4:   test $391 bit 25 
else_jump @GFAGNT_5088 
if 
07D6:   8@ == $GIRLFRIEND // integer vars 
else_jump @GFAGNT_5081 
08C0: clear $391 bit 25 

:GFAGNT_5081
jump @GFAGNT_5120 

:GFAGNT_5088
$GIRLFRIEND += 1 
if 
  $GIRLFRIEND >= 6 
else_jump @GFAGNT_5120 
$GIRLFRIEND = 0 

:GFAGNT_5120
return 

:GFAGNT_5122
gosub @GFAGNT_4358 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
else_jump @GFAGNT_5187 
08BA: set $391 bit 25 
3@ = 1 
return 

:GFAGNT_5187
3@ = -1 
return 

:GFAGNT_5196
gosub @GFAGNT_4705 
if 
   not 10@ == 0.0 
else_jump @GFAGNT_5324 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 80.0 80.0 10.0 
else_jump @GFAGNT_5324 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 8.0 8.0 10.0 
else_jump @GFAGNT_5324 
08BA: set $391 bit 25 
3@ = 1 
return 

:GFAGNT_5324
3@ = -1 
return 

:GFAGNT_5333
3@ = -1 
if and
08B4:   test $391 bit 11 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_5375 
3@ = 1 
return 

:GFAGNT_5375
if and
08B4:   test $391 bit 10 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_5410 
3@ = 1 
return 

:GFAGNT_5410
if 
08B4:   test $383($GIRLFRIEND,6i) bit 31 
else_jump @GFAGNT_5559 
07D0: 3@ = weekday 
3@ += 22 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_5481 
gosub @GFAGNT_9541 
jump @GFAGNT_5559 

:GFAGNT_5481
3@ += 1 
if 
  3@ > 29 
else_jump @GFAGNT_5513 
3@ = 23 

:GFAGNT_5513
if 
08B6:   test $383($GIRLFRIEND,6i) bit 3@ 
else_jump @GFAGNT_5552 
3@ = -1 
return 
jump @GFAGNT_5559 

:GFAGNT_5552
gosub @GFAGNT_9541 

:GFAGNT_5559
00BF: 3@ = current_time_hours, 4@ = current_time_minutes 
0085: 4@ = 3@ // (int) 
4@ /= 2 
4@ *= 2 
if 
08B6:   test $383($GIRLFRIEND,6i) bit 4@ 
else_jump @GFAGNT_5628 
3@ = -1 
return 
jump @GFAGNT_5637 

:GFAGNT_5628
3@ = 1 
return 

:GFAGNT_5637
return 

:GFAGNT_5639
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) >= 50 
else_jump @GFAGNT_5704 
if 
88B4:   not test $391 bit 26 
else_jump @GFAGNT_5697 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5697
jump @GFAGNT_5740 

:GFAGNT_5704
if 
88B4:   not test $391 bit 26 
else_jump @GFAGNT_5740 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_5740
return 

:GFAGNT_5742
if 
08B4:   test $391 bit 26 
else_jump @GFAGNT_5789 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE($GIRLFRIEND,6i) cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS($GIRLFRIEND,6i) cars_to_generate_to 0 
08C0: clear $391 bit 26 

:GFAGNT_5789
return 

:GFAGNT_5791
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_6112 jumps 0 @GFAGNT_5854 1 @GFAGNT_5897 2 @GFAGNT_5940 3 @GFAGNT_5983 4 @GFAGNT_6026 5 @GFAGNT_6069 -1 @GFAGNT_6112 

:GFAGNT_5854
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 25 
else_jump @GFAGNT_5890 
03E5: show_text_box 'GF_H007'  // Denise really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 25 

:GFAGNT_5890
jump @GFAGNT_6112 

:GFAGNT_5897
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 26 
else_jump @GFAGNT_5933 
03E5: show_text_box 'GF_H008'  // Michelle really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 26 

:GFAGNT_5933
jump @GFAGNT_6112 

:GFAGNT_5940
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 27 
else_jump @GFAGNT_5976 
03E5: show_text_box 'GF_H009'  // Helena really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 27 

:GFAGNT_5976
jump @GFAGNT_6112 

:GFAGNT_5983
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 28 
else_jump @GFAGNT_6019 
03E5: show_text_box 'GF_H010'  // Barbara really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 28 

:GFAGNT_6019
jump @GFAGNT_6112 

:GFAGNT_6026
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 29 
else_jump @GFAGNT_6062 
03E5: show_text_box 'GF_H011'  // Katie really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 29 

:GFAGNT_6062
jump @GFAGNT_6112 

:GFAGNT_6069
if 
88B4:   not test $GIRLS_GIFTS_BITMASK bit 30 
else_jump @GFAGNT_6105 
03E5: show_text_box 'GF_H012'  // Millie really likes you now... She has left you her car keys!
08BA: set $GIRLS_GIFTS_BITMASK bit 30 

:GFAGNT_6105
jump @GFAGNT_6112 

:GFAGNT_6112
return 

:GFAGNT_6114
0871: init_jump_table $392 total_jumps 5 default_jump 0 @GFAGNT_6636 jumps 20 @GFAGNT_6177 21 @GFAGNT_6205 22 @GFAGNT_6338 23 @GFAGNT_6434 24 @GFAGNT_6492 -1 @GFAGNT_6636 -1 @GFAGNT_6636 

:GFAGNT_6177
gosub @GFAGNT_7091 
gosub @GFAGNT_9070 
gosub @GFAGNT_6638 
jump @GFAGNT_6636 

:GFAGNT_6205
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6331 
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6331 
if 
003A:   $GIRL_DATED_NOW == $GIRLFRIEND // (int) 
else_jump @GFAGNT_6298 
create_thread @MOB_GF $GIRLFRIEND 1 
$392 = 22 
jump @GFAGNT_6331 

:GFAGNT_6298
if 
88B5:   not test $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 
else_jump @GFAGNT_6331 
gosub @GFAGNT_7091 
$392 = 20 

:GFAGNT_6331
jump @GFAGNT_6636 

:GFAGNT_6338
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6427 
if 
08B4:   test $391 bit 10 
else_jump @GFAGNT_6395 
gosub @GFAGNT_6757 
$392 = 23 
jump @GFAGNT_6427 

:GFAGNT_6395
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 2 
gosub @GFAGNT_9854 
gosub @GFAGNT_7091 
$392 = 20 

:GFAGNT_6427
jump @GFAGNT_6636 

:GFAGNT_6434
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
if 
  5 >= 3@ 
else_jump @GFAGNT_6485 
0084: $GIRLFRIEND = $GIRL_DATED_NOW // (int) 
gosub @GFAGNT_6829 
$392 = 20 

:GFAGNT_6485
jump @GFAGNT_6636 

:GFAGNT_6492
if 
88B4:   not test $391 bit 11 
else_jump @GFAGNT_6629 
if 
08B4:   test $391 bit 10 
else_jump @GFAGNT_6586 
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_6572 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -100 
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 

:GFAGNT_6572
$392 = 20 
jump @GFAGNT_6629 

:GFAGNT_6586
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_6622 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) = -99 

:GFAGNT_6622
$392 = 20 

:GFAGNT_6629
jump @GFAGNT_6636 

:GFAGNT_6636
return 

:GFAGNT_6638
0209: 3@ = random_int_in_ranges 0 6 
if 
08B6:   test $GIRLS_GIFTS_BITMASK bit 3@ 
else_jump @GFAGNT_6755 
if 
  $GIRL_PROGRESS(3@,6i) > -15 
else_jump @GFAGNT_6755 
if and
   not $GIRL_PROGRESS(3@,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_6755 
0209: 5@ = random_int_in_ranges 1 23 
0209: 6@ = random_int_in_ranges 1 59 
008A: $GIRL_DATED_NOW = 3@ // (int) 
$392 = 21 

:GFAGNT_6755
return 

:GFAGNT_6757
00BF: 5@ = current_time_hours, 6@ = current_time_minutes 
6@ = 31 
5@ += 5 
if 
  5@ > 23 
else_jump @GFAGNT_6827 
0085: 3@ = 5@ // (int) 
3@ -= 23 
5@ = 0 
005A: 5@ += 3@ // (int) 

:GFAGNT_6827
return 

:GFAGNT_6829
if and
  $GIRL_DATED_NOW > -1 
  6 > $GIRL_DATED_NOW 
else_jump @GFAGNT_7089 
$GIRL_PROGRESS($GIRL_DATED_NOW,6i) -= 3 
gosub @GFAGNT_9854 
if and
88FE:   not text_box_displayed 
  $GIRL_PROGRESS($GIRL_DATED_NOW,6i) > -15 
else_jump @GFAGNT_7089 
0871: init_jump_table $GIRL_DATED_NOW total_jumps 6 default_jump 0 @GFAGNT_7067 jumps 0 @GFAGNT_6959 1 @GFAGNT_6977 2 @GFAGNT_6995 3 @GFAGNT_7013 4 @GFAGNT_7031 5 @GFAGNT_7049 -1 @GFAGNT_7067 

:GFAGNT_6959
03E5: show_text_box 'GF_APP0'  // You missed your date with Denise. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_6977
03E5: show_text_box 'GF_APP1'  // You missed your date with Michelle. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_6995
03E5: show_text_box 'GF_APP2'  // You missed your date with Helena. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7013
03E5: show_text_box 'GF_APP3'  // You missed your date with Barbara. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7031
03E5: show_text_box 'GF_APP4'  // You missed your date with Katie. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7049
03E5: show_text_box 'GF_APP5'  // You missed your date with Millie. She won't be happy.
jump @GFAGNT_7067 

:GFAGNT_7067
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRL_DATED_NOW 
$GIRL_DATED_NOW = -1 

:GFAGNT_7089
return 

:GFAGNT_7091
$GIRL_DATED_NOW = -1 
08C0: clear $391 bit 10 
08C1: clear $391 bit $GIRLFRIEND 
return 

:GFAGNT_7115
0209: 3@ = random_int_in_ranges 0 45 
if 
  3@ > 10 
else_jump @GFAGNT_7288 
if 
  3@ > 20 
else_jump @GFAGNT_7274 
if 
  3@ > 30 
else_jump @GFAGNT_7260 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 22 
else_jump @GFAGNT_7214 
3@ = 15 
jump @GFAGNT_7253 

:GFAGNT_7214
if 
  3@ > 35 
else_jump @GFAGNT_7246 
3@ = 12 
jump @GFAGNT_7253 

:GFAGNT_7246
3@ = 13 

:GFAGNT_7253
jump @GFAGNT_7267 

:GFAGNT_7260
3@ = 13 

:GFAGNT_7267
jump @GFAGNT_7281 

:GFAGNT_7274
3@ = 12 

:GFAGNT_7281
jump @GFAGNT_7295 

:GFAGNT_7288
3@ = 11 

:GFAGNT_7295
if 
08B4:   test $390 bit 27 
else_jump @GFAGNT_7327 
3@ = 11 
$390 = 0 

:GFAGNT_7327
if 
08B4:   test $390 bit 28 
else_jump @GFAGNT_7359 
3@ = 12 
$390 = 0 

:GFAGNT_7359
if 
08B4:   test $390 bit 29 
else_jump @GFAGNT_7391 
3@ = 13 
$390 = 0 

:GFAGNT_7391
if 
08B4:   test $390 bit 30 
else_jump @GFAGNT_7423 
3@ = 14 
$390 = 0 

:GFAGNT_7423
if 
08B4:   test $390 bit 31 
else_jump @GFAGNT_7455 
3@ = 15 
$390 = 0 

:GFAGNT_7455
return 

:GFAGNT_7457
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_8692 jumps 0 @GFAGNT_7520 1 @GFAGNT_7866 2 @GFAGNT_8006 3 @GFAGNT_8188 4 @GFAGNT_8370 5 @GFAGNT_8552 -1 @GFAGNT_8692 

:GFAGNT_7520
if or
   not Model.Available(#GANGRL3)
   not Model.Available(#MICRO_UZI)
else_jump @GFAGNT_7562 
Model.Load(#MICRO_UZI)
Model.Load(#GANGRL3)
wait 0 
jump @GFAGNT_7520 

:GFAGNT_7562
2@ = Actor.Create(CivFemale, #GANGRL3, 2402.39, -1712.899, 13.1402)
Actor.Angle(2@) = 180.0
01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 
01B9: set_actor 2@ armed_weapon_to 0 
Actor.WeaponAccuracy(2@) = 75
0978: copy_decision_maker 65540 to $1230 
0709: set_decision_maker $1230 on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 37 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1230 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_7866
if 
   not Model.Available(#MECGRL3)
else_jump @GFAGNT_7898 
Model.Load(#MECGRL3)
wait 0 
jump @GFAGNT_7866 

:GFAGNT_7898
2@ = Actor.Create(CivFemale, #MECGRL3, -1799.875, 1202.057, 24.1328)
Actor.Angle(2@) = 180.0
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8006
if 
   not Model.Available(#GUNGRL3)
else_jump @GFAGNT_8038 
Model.Load(#GUNGRL3)
wait 0 
jump @GFAGNT_8006 

:GFAGNT_8038
2@ = Actor.Create(CivFemale, #GUNGRL3, -384.6795, -1438.84, 25.3281)
Actor.Angle(2@) = 268.2687
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8188
if 
   not Model.Available(#COPGRL3)
else_jump @GFAGNT_8220 
Model.Load(#COPGRL3)
wait 0 
jump @GFAGNT_8188 

:GFAGNT_8220
2@ = Actor.Create(CivFemale, #COPGRL3, -1390.303, 2641.066, 54.9844)
Actor.Angle(2@) = 187.2
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8370
if 
   not Model.Available(#NURGRL3)
else_jump @GFAGNT_8402 
Model.Load(#NURGRL3)
wait 0 
jump @GFAGNT_8370 

:GFAGNT_8402
2@ = Actor.Create(CivFemale, #NURGRL3, -2573.357, 1155.091, 54.7347)
Actor.Angle(2@) = 167.8854
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8552
if 
   not Model.Available(#CROGRL3)
else_jump @GFAGNT_8584 
Model.Load(#CROGRL3)
wait 0 
jump @GFAGNT_8552 

:GFAGNT_8584
2@ = Actor.Create(CivFemale, #CROGRL3, 2037.476, 2719.794, 10.5436)
Actor.Angle(2@) = 9.2
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ immune_to_headshots 0 
0568: set_actor 2@ targetable 1 
Actor.SetImmunities(2@, 0, 0, 1, 1, 0)
Actor.Health(2@) = 500
Actor.RemoveFromMissionCleanupList(2@)
05BA: AS_actor 2@ move_mouth -1 ms 
jump @GFAGNT_8692 

:GFAGNT_8692
return 

:GFAGNT_8694
if 
08B4:   test $390 bit 2 
else_jump @GFAGNT_8806 
if and
  0 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > -15 
else_jump @GFAGNT_8774 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 0 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
jump @GFAGNT_8785 

:GFAGNT_8774
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 

:GFAGNT_8785
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 188 
jump @GFAGNT_8908 

:GFAGNT_8806
if 
08B4:   test $390 bit 8 
else_jump @GFAGNT_8883 
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_8876 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 
gosub @GFAGNT_9854 

:GFAGNT_8876
jump @GFAGNT_8908 

:GFAGNT_8883
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 185 

:GFAGNT_8908
if 
08B4:   test $390 bit 4 
else_jump @GFAGNT_8958 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
gosub @GFAGNT_9854 
0623: add 1 to_integer_stat 187 
jump @GFAGNT_8994 

:GFAGNT_8958
if 
08B4:   test $390 bit 3 
else_jump @GFAGNT_8994 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 5 
gosub @GFAGNT_9854 

:GFAGNT_8994
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9061 
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_9061 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -99 

:GFAGNT_9061
$390 = 0 
return 

:GFAGNT_9070
if and
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -100 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9178 
if 
   not $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
else_jump @GFAGNT_9178 
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFAGNT_9178 
$392 = 24 
0084: $GIRL_DATED_NOW = $GIRLFRIEND // (int) 
create_thread @MOB_GF $GIRL_DATED_NOW 2 
return 

:GFAGNT_9178
return 

:GFAGNT_9180
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9340 jumps 0 @GFAGNT_9243 1 @GFAGNT_9265 2 @GFAGNT_9277 3 @GFAGNT_9294 4 @GFAGNT_9311 5 @GFAGNT_9328 -1 @GFAGNT_9340 

:GFAGNT_9243
Model.Destroy(#GANGRL3)
Model.Destroy(#MICRO_UZI)
065C: release_decision_maker $1230 
jump @GFAGNT_9340 

:GFAGNT_9265
Model.Destroy(#MECGRL3)
jump @GFAGNT_9340 

:GFAGNT_9277
Model.Destroy(#GUNGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9340 

:GFAGNT_9294
Model.Destroy(#COPGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9340 

:GFAGNT_9311
Model.Destroy(#NURGRL3)
065C: release_decision_maker $1229 
jump @GFAGNT_9340 

:GFAGNT_9328
Model.Destroy(#CROGRL3)
jump @GFAGNT_9340 

:GFAGNT_9340
if 
08B4:   test $390 bit 6 
else_jump @GFAGNT_9370 
Actor.DestroyInstantly(2@)
jump @GFAGNT_9440 

:GFAGNT_9370
if 
08B4:   test $390 bit 22 
else_jump @GFAGNT_9400 
Actor.DestroyInstantly(2@)
jump @GFAGNT_9440 

:GFAGNT_9400
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -999 
else_jump @GFAGNT_9435 
Actor.RemoveReferences(2@)
jump @GFAGNT_9440 

:GFAGNT_9435
Actor.DestroyWithFade(2@)

:GFAGNT_9440
$1231 = 0 
if 
08B4:   test $390 bit 21 
else_jump @GFAGNT_9539 
07D0: 3@ = weekday 
3@ += 1 
if 
  3@ > 7 
else_jump @GFAGNT_9502 
3@ = 1 

:GFAGNT_9502
gosub @GFAGNT_9541 
3@ += 22 
08BC: set $383($GIRLFRIEND,6i) bit 3@ 
08BA: set $383($GIRLFRIEND,6i) bit 31 

:GFAGNT_9539
return 

:GFAGNT_9541
08C0: clear $383($GIRLFRIEND,6i) bit 31 
08C0: clear $383($GIRLFRIEND,6i) bit 23 
08C0: clear $383($GIRLFRIEND,6i) bit 24 
08C0: clear $383($GIRLFRIEND,6i) bit 25 
08C0: clear $383($GIRLFRIEND,6i) bit 26 
08C0: clear $383($GIRLFRIEND,6i) bit 27 
08C0: clear $383($GIRLFRIEND,6i) bit 28 
08C0: clear $383($GIRLFRIEND,6i) bit 29 
return 

:GFAGNT_9631
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_9695 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @GFAGNT_9688 
3@ = 1 
jump @GFAGNT_9695 

:GFAGNT_9688
3@ = 0 

:GFAGNT_9695
return 

:GFAGNT_9697
08F8: display_stat_update_box 0 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_9848 jumps 0 @GFAGNT_9764 1 @GFAGNT_9778 2 @GFAGNT_9792 3 @GFAGNT_9806 4 @GFAGNT_9820 5 @GFAGNT_9834 -1 @GFAGNT_9848 

:GFAGNT_9764
0629: change_integer_stat 252 to 0 
jump @GFAGNT_9848 

:GFAGNT_9778
0629: change_integer_stat 253 to 0 
jump @GFAGNT_9848 

:GFAGNT_9792
0629: change_integer_stat 254 to 0 
jump @GFAGNT_9848 

:GFAGNT_9806
0629: change_integer_stat 255 to 0 
jump @GFAGNT_9848 

:GFAGNT_9820
0629: change_integer_stat 256 to 0 
jump @GFAGNT_9848 

:GFAGNT_9834
0629: change_integer_stat 257 to 0 
jump @GFAGNT_9848 

:GFAGNT_9848
08F8: display_stat_update_box 1 
return 

:GFAGNT_9854
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFAGNT_11183 jumps 0 @GFAGNT_9917 1 @GFAGNT_10128 2 @GFAGNT_10339 3 @GFAGNT_10550 4 @GFAGNT_10761 5 @GFAGNT_10972 -1 @GFAGNT_11183 

:GFAGNT_9917
0652: 9@ = integer_stat 252 
if 
001E:   $GIRL_PROGRESS[0] > 9@ // (int) 
else_jump @GFAGNT_10029 
if 
  $GIRL_PROGRESS[0] > 100 
else_jump @GFAGNT_9969 
$GIRL_PROGRESS[0] = 100 

:GFAGNT_9969
if 
  0 > $GIRL_PROGRESS[0] 
else_jump @GFAGNT_10001 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_10022 

:GFAGNT_10001
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 252 

:GFAGNT_10022
jump @GFAGNT_10121 

:GFAGNT_10029
if 
001F:   9@ > $GIRL_PROGRESS[0] // (int) 
else_jump @GFAGNT_10121 
if 
  $GIRL_PROGRESS[0] > 100 
else_jump @GFAGNT_10073 
$GIRL_PROGRESS[0] = 100 

:GFAGNT_10073
if 
  0 > $GIRL_PROGRESS[0] 
else_jump @GFAGNT_10105 
0629: change_integer_stat 252 to 0 
jump @GFAGNT_10121 

:GFAGNT_10105
0064: 9@ -= $GIRL_PROGRESS[0] // (int) 
0625: decrease_integer_stat 252 by 9@ 

:GFAGNT_10121
jump @GFAGNT_11183 

:GFAGNT_10128
0652: 9@ = integer_stat 253 
if 
001E:   $GIRL_PROGRESS[1] > 9@ // (int) 
else_jump @GFAGNT_10240 
if 
  $GIRL_PROGRESS[1] > 100 
else_jump @GFAGNT_10180 
$GIRL_PROGRESS[1] = 100 

:GFAGNT_10180
if 
  0 > $GIRL_PROGRESS[1] 
else_jump @GFAGNT_10212 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10233 

:GFAGNT_10212
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 253 

:GFAGNT_10233
jump @GFAGNT_10332 

:GFAGNT_10240
if 
001F:   9@ > $GIRL_PROGRESS[1] // (int) 
else_jump @GFAGNT_10332 
if 
  $GIRL_PROGRESS[1] > 100 
else_jump @GFAGNT_10284 
$GIRL_PROGRESS[1] = 100 

:GFAGNT_10284
if 
  0 > $GIRL_PROGRESS[1] 
else_jump @GFAGNT_10316 
0629: change_integer_stat 253 to 0 
jump @GFAGNT_10332 

:GFAGNT_10316
0064: 9@ -= $GIRL_PROGRESS[1] // (int) 
0625: decrease_integer_stat 253 by 9@ 

:GFAGNT_10332
jump @GFAGNT_11183 

:GFAGNT_10339
0652: 9@ = integer_stat 254 
if 
001E:   $GIRL_PROGRESS[2] > 9@ // (int) 
else_jump @GFAGNT_10451 
if 
  $GIRL_PROGRESS[2] > 100 
else_jump @GFAGNT_10391 
$GIRL_PROGRESS[2] = 100 

:GFAGNT_10391
if 
  0 > $GIRL_PROGRESS[2] 
else_jump @GFAGNT_10423 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10444 

:GFAGNT_10423
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 254 

:GFAGNT_10444
jump @GFAGNT_10543 

:GFAGNT_10451
if 
001F:   9@ > $GIRL_PROGRESS[2] // (int) 
else_jump @GFAGNT_10543 
if 
  $GIRL_PROGRESS[2] > 100 
else_jump @GFAGNT_10495 
$GIRL_PROGRESS[2] = 100 

:GFAGNT_10495
if 
  0 > $GIRL_PROGRESS[2] 
else_jump @GFAGNT_10527 
0629: change_integer_stat 254 to 0 
jump @GFAGNT_10543 

:GFAGNT_10527
0064: 9@ -= $GIRL_PROGRESS[2] // (int) 
0625: decrease_integer_stat 254 by 9@ 

:GFAGNT_10543
jump @GFAGNT_11183 

:GFAGNT_10550
0652: 9@ = integer_stat 255 
if 
001E:   $GIRL_PROGRESS[3] > 9@ // (int) 
else_jump @GFAGNT_10662 
if 
  $GIRL_PROGRESS[3] > 100 
else_jump @GFAGNT_10602 
$GIRL_PROGRESS[3] = 100 

:GFAGNT_10602
if 
  0 > $GIRL_PROGRESS[3] 
else_jump @GFAGNT_10634 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10655 

:GFAGNT_10634
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 255 

:GFAGNT_10655
jump @GFAGNT_10754 

:GFAGNT_10662
if 
001F:   9@ > $GIRL_PROGRESS[3] // (int) 
else_jump @GFAGNT_10754 
if 
  $GIRL_PROGRESS[3] > 100 
else_jump @GFAGNT_10706 
$GIRL_PROGRESS[3] = 100 

:GFAGNT_10706
if 
  0 > $GIRL_PROGRESS[3] 
else_jump @GFAGNT_10738 
0629: change_integer_stat 255 to 0 
jump @GFAGNT_10754 

:GFAGNT_10738
0064: 9@ -= $GIRL_PROGRESS[3] // (int) 
0625: decrease_integer_stat 255 by 9@ 

:GFAGNT_10754
jump @GFAGNT_11183 

:GFAGNT_10761
0652: 9@ = integer_stat 256 
if 
001E:   $GIRL_PROGRESS[4] > 9@ // (int) 
else_jump @GFAGNT_10873 
if 
  $GIRL_PROGRESS[4] > 100 
else_jump @GFAGNT_10813 
$GIRL_PROGRESS[4] = 100 

:GFAGNT_10813
if 
  0 > $GIRL_PROGRESS[4] 
else_jump @GFAGNT_10845 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10866 

:GFAGNT_10845
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 256 

:GFAGNT_10866
jump @GFAGNT_10965 

:GFAGNT_10873
if 
001F:   9@ > $GIRL_PROGRESS[4] // (int) 
else_jump @GFAGNT_10965 
if 
  $GIRL_PROGRESS[4] > 100 
else_jump @GFAGNT_10917 
$GIRL_PROGRESS[4] = 100 

:GFAGNT_10917
if 
  0 > $GIRL_PROGRESS[4] 
else_jump @GFAGNT_10949 
0629: change_integer_stat 256 to 0 
jump @GFAGNT_10965 

:GFAGNT_10949
0064: 9@ -= $GIRL_PROGRESS[4] // (int) 
0625: decrease_integer_stat 256 by 9@ 

:GFAGNT_10965
jump @GFAGNT_11183 

:GFAGNT_10972
0652: 9@ = integer_stat 257 
if 
001E:   $GIRL_PROGRESS[5] > 9@ // (int) 
else_jump @GFAGNT_11084 
if 
  $GIRL_PROGRESS[5] > 100 
else_jump @GFAGNT_11024 
$GIRL_PROGRESS[5] = 100 

:GFAGNT_11024
if 
  0 > $GIRL_PROGRESS[5] 
else_jump @GFAGNT_11056 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11077 

:GFAGNT_11056
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 257 

:GFAGNT_11077
jump @GFAGNT_11176 

:GFAGNT_11084
if 
001F:   9@ > $GIRL_PROGRESS[5] // (int) 
else_jump @GFAGNT_11176 
if 
  $GIRL_PROGRESS[5] > 100 
else_jump @GFAGNT_11128 
$GIRL_PROGRESS[5] = 100 

:GFAGNT_11128
if 
  0 > $GIRL_PROGRESS[5] 
else_jump @GFAGNT_11160 
0629: change_integer_stat 257 to 0 
jump @GFAGNT_11176 

:GFAGNT_11160
0064: 9@ -= $GIRL_PROGRESS[5] // (int) 
0625: decrease_integer_stat 257 by 9@ 

:GFAGNT_11176
jump @GFAGNT_11183 

:GFAGNT_11183
return 

:GFAGNT_11185
if 
  0@ == 1 
else_jump @GFAGNT_11236 
if 
08B5:   test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
else_jump @GFAGNT_11236 
gosub @GFAGNT_9180 
gosub @GFAGNT_8694 

:GFAGNT_11236
0@ = 0 
4@ = -1 
3@ = 0 

:GFAGNT_11257
if 
08B6:   test $391 bit 3@ 
else_jump @GFAGNT_11284 
08C2: clear $391 bit 3@ 

:GFAGNT_11284
3@ += 1 
  3@ >= 6 
else_jump @GFAGNT_11257 
08F8: display_stat_update_box 1 
$GF_WAIT_TIME = 500 
return 
091A: NOP v$1221 
if 
8846:   not string v$1221 empty // same as 0844 
else_jump @GFAGNT_13496 
06D1: v$1225 = "DOCOOCHIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11386 
08BA: set $GIRLS_GIFTS_BITMASK bit 0 
091B: NOP 
return 

:GFAGNT_11386
06D1: v$1225 = "DOMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11433 
08BA: set $GIRLS_GIFTS_BITMASK bit 1 
091B: NOP 
return 

:GFAGNT_11433
06D1: v$1225 = "DOKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11477 
08BA: set $GIRLS_GIFTS_BITMASK bit 2 
091B: NOP 
return 

:GFAGNT_11477
06D1: v$1225 = "DOBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11523 
08BA: set $GIRLS_GIFTS_BITMASK bit 3 
091B: NOP 
return 

:GFAGNT_11523
06D1: v$1225 = "DOSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11567 
08BA: set $GIRLS_GIFTS_BITMASK bit 4 
091B: NOP 
return 

:GFAGNT_11567
06D1: v$1225 = "DOMILLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11612 
08BA: set $GIRLS_GIFTS_BITMASK bit 5 
091B: NOP 
return 

:GFAGNT_11612
06D1: v$1225 = "FASTDATE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11712 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
0084: $GIRL_PROGRESS[0] = $GIRL_DESIRED_PROGRESS_TO_INVITE[0] // (int) 
0084: $GIRL_PROGRESS[1] = $GIRL_DESIRED_PROGRESS_TO_INVITE[1] // (int) 
0084: $GIRL_PROGRESS[3] = $GIRL_DESIRED_PROGRESS_TO_INVITE[3] // (int) 
0084: $GIRL_PROGRESS[2] = $GIRL_DESIRED_PROGRESS_TO_INVITE[2] // (int) 
0084: $GIRL_PROGRESS[4] = $GIRL_DESIRED_PROGRESS_TO_INVITE[4] // (int) 
0084: $GIRL_PROGRESS[5] = $GIRL_DESIRED_PROGRESS_TO_INVITE[5] // (int) 
08BA: set $390 bit 26 
091B: NOP 
return 

:GFAGNT_11712
06D1: v$1225 = "GOCOOCHIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11787 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11783 
Actor.PutAt($PLAYER_ACTOR, 2405.212, -1720.688, 12.6365)

:GFAGNT_11783
091B: NOP 
return 

:GFAGNT_11787
06D1: v$1225 = "GOMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11863 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11859 
Actor.PutAt($PLAYER_ACTOR, -1788.0, 1202.0, 30.0)

:GFAGNT_11859
091B: NOP 
return 

:GFAGNT_11863
06D1: v$1225 = "GOKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_11936 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_11932 
Actor.PutAt($PLAYER_ACTOR, -371.4376, -1440.072, 24.7209)

:GFAGNT_11932
091B: NOP 
return 

:GFAGNT_11936
06D1: v$1225 = "GOBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12011 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12007 
Actor.PutAt($PLAYER_ACTOR, -1400.0, 2640.0, -100.0)

:GFAGNT_12007
091B: NOP 
return 

:GFAGNT_12011
06D1: v$1225 = "GOSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12084 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12080 
Actor.PutAt($PLAYER_ACTOR, -2570.511, 1139.582, 54.8547)

:GFAGNT_12080
091B: NOP 
return 

:GFAGNT_12084
06D1: v$1225 = "GOMILLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12158 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12154 
Actor.PutAt($PLAYER_ACTOR, 2028.347, 2736.969, 10.8603)

:GFAGNT_12154
091B: NOP 
return 

:GFAGNT_12158
06D1: v$1225 = "DATEFOOD" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12210 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 27 
091B: NOP 
return 

:GFAGNT_12210
06D1: v$1225 = "DATEDRIVE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12305 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
$GIRL_PROGRESS[0] = 50 
$GIRL_PROGRESS[1] = 50 
$GIRL_PROGRESS[3] = 50 
$GIRL_PROGRESS[2] = 50 
$GIRL_PROGRESS[4] = 50 
$GIRL_PROGRESS[5] = 50 
08BA: set $390 bit 28 
091B: NOP 
return 

:GFAGNT_12305
06D1: v$1225 = "DATEDANCE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12400 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
$GIRL_PROGRESS[0] = 50 
$GIRL_PROGRESS[1] = 50 
$GIRL_PROGRESS[3] = 50 
$GIRL_PROGRESS[2] = 50 
$GIRL_PROGRESS[4] = 50 
$GIRL_PROGRESS[5] = 50 
08BA: set $390 bit 29 
091B: NOP 
return 

:GFAGNT_12400
06D1: v$1225 = "DATESPANK" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12453 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 30 
091B: NOP 
return 

:GFAGNT_12453
06D1: v$1225 = "DATESHEDRIVES" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12517 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
$GIRL_PROGRESS[1] = 50 
08BA: set $390 bit 31 
091B: NOP 
return 

:GFAGNT_12517
06D1: v$1225 = "MEETMICHELLE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12605 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12601 
Actor.PutAt($PLAYER_ACTOR, -2026.92, -99.9395, 34.1641)
Actor.Angle($PLAYER_ACTOR) = 180.0

:GFAGNT_12601
091B: NOP 
return 

:GFAGNT_12605
06D1: v$1225 = "MEETKYLIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12697 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12693 
$LS_FINAL_TOTAL_PASSED_MISSIONS = 2 
Actor.PutAt($PLAYER_ACTOR, 243.9633, -161.2493, 0.5781)
Actor.Angle($PLAYER_ACTOR) = 291.5735

:GFAGNT_12693
091B: NOP 
return 

:GFAGNT_12697
06D1: v$1225 = "MEETBARBARA" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12784 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12780 
Actor.PutAt($PLAYER_ACTOR, -1411.294, 2637.609, 54.6875)
Actor.Angle($PLAYER_ACTOR) = 348.9253

:GFAGNT_12780
091B: NOP 
return 

:GFAGNT_12784
06D1: v$1225 = "MEETSUZIE" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12869 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12865 
Actor.PutAt($PLAYER_ACTOR, -2266.253, -155.7216, 34.3125)
Actor.Angle($PLAYER_ACTOR) = 85.0

:GFAGNT_12865
091B: NOP 
return 

:GFAGNT_12869
06D1: v$1225 = "GIMPSUIT" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_12953 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFAGNT_12949 
Player.SetClothes($PLAYER_CHAR, "GIMPLEG", "GIMPLEG", Special)
Player.Build($PLAYER_CHAR)

:GFAGNT_12949
091B: NOP 
return 

:GFAGNT_12953
06D1: v$1225 = "TWOTIMING" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13006 
08BA: set $GIRLS_GIFTS_BITMASK bit 31 
08BA: set $390 bit 25 
091B: NOP 
return 

:GFAGNT_13006
06D1: v$1225 = "ELEGANTMAN" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13088 
$GIRL_DESIRED_SEXAPPEAL[0] = 0 
$GIRL_DESIRED_SEXAPPEAL[1] = 0 
$GIRL_DESIRED_SEXAPPEAL[3] = 0 
$GIRL_DESIRED_SEXAPPEAL[2] = 0 
$GIRL_DESIRED_SEXAPPEAL[4] = 0 
$GIRL_DESIRED_SEXAPPEAL[5] = 0 
091B: NOP 
return 

:GFAGNT_13088
06D1: v$1225 = "SHOWENTRY" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13192 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
091B: NOP 
return 

:GFAGNT_13192
06D1: v$1225 = "HIDEENTRY" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13283 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
091B: NOP 
return 

:GFAGNT_13283
06D1: v$1225 = "UNCENSORED" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13330 
$GF_CENSORE_FLAG = 0 
091B: NOP 
return 

:GFAGNT_13330
06D1: v$1225 = "STATSUP" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13385 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 10 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13385
06D1: v$1225 = "STATSDOWN" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13442 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 10 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13442
06D1: v$1225 = "DUMPME" // v$ = string 
if 
08F9:   v$1225 == v$1221 
else_jump @GFAGNT_13496 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -15 
gosub @GFAGNT_9854 
091B: NOP 
return 

:GFAGNT_13496
return 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0662: NOP "D" 
0662: NOP s$404 
0663: NOP "IGFIDX" $GIRLFRIEND 
0871: init_jump_table 0@ total_jumps 5 default_jump 1 @GFAGNT_13731 jumps 0 @GFAGNT_13636 1 @GFAGNT_13655 2 @GFAGNT_13674 3 @GFAGNT_13693 4 @GFAGNT_13712 -1 @GFAGNT_13760 -1 @GFAGNT_13760 

:GFAGNT_13636
0662: NOP "STATE0__" 
jump @GFAGNT_13760 

:GFAGNT_13655
0662: NOP "STATE1__" 
jump @GFAGNT_13760 

:GFAGNT_13674
0662: NOP "STATE2__" 
jump @GFAGNT_13760 

:GFAGNT_13693
0662: NOP "STATE3__" 
jump @GFAGNT_13760 

:GFAGNT_13712
0662: NOP "STATE4__" 
jump @GFAGNT_13760 

:GFAGNT_13731
0662: NOP "UNTRAPPED_STATE___" 
jump @GFAGNT_13760 

:GFAGNT_13760
0662: NOP "I__________________________I" 
return 

:NONAME_7
create_thread @INTMAN 
end_thread 

:INTMAN
thread 'INTMAN' 
$INTERIOR_DECISION_MAKER_A = -1 
if 
  $INTERIOR_DECISION_MAKER_A == 9999 
else_jump @INTMAN_57 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 

:INTMAN_57
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTMAN_80 
gosub @INTMAN_91 

:INTMAN_80
wait 0 
jump @INTMAN_57 

:INTMAN_91
0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_182 jumps 0 @INTMAN_154 1 @INTMAN_168 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 -1 @INTMAN_182 

:INTMAN_154
gosub @INTMAN_184 
jump @INTMAN_182 

:INTMAN_168
gosub @INTMAN_2976 
jump @INTMAN_182 

:INTMAN_182
return 

:INTMAN_184
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if 
   not $1250 == 0 
else_jump @INTMAN_2974 
094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
8846:   not string v$ACTIVE_INTERIOR_NAME empty // same as 0844 
else_jump @INTMAN_2974 
0084: $1251 = $1250 // (int) 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @INTMAN_266 
$PLAYER_WANTED_LEVEL = Player.WantedLevel($PLAYER_CHAR)

:INTMAN_266
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
$1261 = 0 
$PLAYER_IN_INTERIOR = 0 
2@ = 0 
if 
  $ONMISSION == 0 
else_jump @INTMAN_359 
$9472 = 0 
$9470 = 0 
$9471 = 0 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
$2881 = 0 
$9473 = 0 
$9526 = 0 

:INTMAN_359
if and
08F9:   v$ACTIVE_INTERIOR_NAME == "CHANGER" 
  $1250 == 14 
else_jump @INTMAN_451 
0926: 1@ = external_script_status 63 (WARDROBE) 
if 
  1@ == 0 
else_jump @INTMAN_451 
08A9: load_external_script 63 (WARDROBE) 
038B: load_requested_models 
if 
08AB:   external_script 63 (WARDROBE) loaded 
else_jump @INTMAN_451 
0913: run_external_script 63 (WARDROBE)  
0@ += 1 
return 

:INTMAN_451
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @INTMAN_818 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_531 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_531
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_560 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_560
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_589 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_589
0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_618 
08A9: load_external_script 27 (CASINO_AMBIENCE) 

:INTMAN_618
04ED: load_animation "BAR" 
04ED: load_animation "CASINO" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @INTMAN_676 
Model.Load(#VMAFF1)
Model.Load(#VMAFF3)
Model.Load(#VMAFF2)
Model.Load(#VWFYWAI)

:INTMAN_676
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @INTMAN_715 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYWA2)

:INTMAN_715
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @INTMAN_755 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)

:INTMAN_755
038B: load_requested_models 
if 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_777 
0913: run_external_script 27 (CASINO_AMBIENCE)  

:INTMAN_777
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
else_jump @INTMAN_818 
$1261 = 1 
0@ += 1 

:INTMAN_818
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "UFOBAR" 
else_jump @INTMAN_1088 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_893 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_893
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_922 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_922
0926: 1@ = external_script_status 28 (BAR_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_951 
08A9: load_external_script 28 (BAR_AMBIENCE) 

:INTMAN_951
0926: 1@ = external_script_status 35 (DANCE) 
if 
  1@ == 0 
else_jump @INTMAN_980 
08A9: load_external_script 35 (DANCE) 

:INTMAN_980
04ED: load_animation "BAR" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @INTMAN_1020 
04ED: load_animation "DANCING" 

:INTMAN_1020
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
else_jump @INTMAN_1047 
0913: run_external_script 28 (BAR_AMBIENCE)  

:INTMAN_1047
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
08AB:   external_script 35 (DANCE) loaded 
else_jump @INTMAN_1088 
$1261 = 1 
0@ += 1 

:INTMAN_1088
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "GENOTB" 
else_jump @INTMAN_1286 
0926: 1@ = external_script_status 40 (OTB_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1141 
08A9: load_external_script 40 (OTB_STAFF) 

:INTMAN_1141
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1170 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1170
0926: 1@ = external_script_status 30 (OTB_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1199 
08A9: load_external_script 30 (OTB_AMBIENCE) 

:INTMAN_1199
04ED: load_animation "OTB" 
04ED: load_animation "INT_SHOP" 
Model.Load(#VBFYCRP)
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1249 
0913: run_external_script 30 (OTB_AMBIENCE)  

:INTMAN_1249
if and
08AB:   external_script 40 (OTB_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
else_jump @INTMAN_1286 
$1261 = 1 
0@ += 1 

:INTMAN_1286
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "LASTRIP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "STRIP2" 
else_jump @INTMAN_1534 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
if 
  1@ == 0 
else_jump @INTMAN_1353 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_1353
0926: 1@ = external_script_status 39 (BOUNCER) 
if 
  1@ == 0 
else_jump @INTMAN_1382 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_1382
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1411 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1411
0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_1440 
08A9: load_external_script 31 (STRIP_AMBIENCE) 

:INTMAN_1440
04ED: load_animation "BAR" 
04ED: load_animation "STRIP" 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)
038B: load_requested_models 
if 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1493 
0913: run_external_script 31 (STRIP_AMBIENCE)  

:INTMAN_1493
if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
else_jump @INTMAN_1534 
$1261 = 1 
0@ += 1 

:INTMAN_1534
if 
  $9977 == 0 
else_jump @INTMAN_1724 
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "CSCHP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSSPRT" 
08F9:   v$ACTIVE_INTERIOR_NAME == "LACS1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CLOTHGP" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSDESGN" 
08F9:   v$ACTIVE_INTERIOR_NAME == "CSEXL" 
else_jump @INTMAN_1724 
0926: 1@ = external_script_status 64 (CLOTHES) 
if 
  1@ == 0 
else_jump @INTMAN_1669 
08A9: load_external_script 64 (CLOTHES) 

:INTMAN_1669
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 
if 
08AB:   external_script 64 (CLOTHES) loaded 
else_jump @INTMAN_1724 
$1258 = 0 
0913: run_external_script 64 (CLOTHES)  
$1261 = 1 
0@ += 1 

:INTMAN_1724
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2221 
0926: 1@ = external_script_status 65 (JUNKFUD) 
if 
  1@ == 0 
else_jump @INTMAN_1804 
08A9: load_external_script 65 (JUNKFUD) 

:INTMAN_1804
0926: 1@ = external_script_status 29 (FOODBRAINS) 
if 
  1@ == 0 
else_jump @INTMAN_1833 
08A9: load_external_script 29 (FOODBRAINS) 

:INTMAN_1833
0926: 1@ = external_script_status 36 (SHOPKEEPER) 
if 
  1@ == 0 
else_jump @INTMAN_1862 
08A9: load_external_script 36 (SHOPKEEPER) 

:INTMAN_1862
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_1891 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_1891
04ED: load_animation "FOOD" 
04ED: load_animation "INT_SHOP" 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
else_jump @INTMAN_1952 
Model.Load(#WMYPIZZ)
Model.Load(#PIZZAHIGH)
Model.Load(#CJ_PIZZA_1)
Model.Load(#CJ_PIZZA_2)

:INTMAN_1952
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
else_jump @INTMAN_1994 
Model.Load(#WMYBELL)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_1)
Model.Load(#CJ_BURG_2)

:INTMAN_1994
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2035 
Model.Load(#WFYBURG)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_1)
Model.Load(#CJ_BURG_2)

:INTMAN_2035
038B: load_requested_models 
if 
08AB:   external_script 65 (JUNKFUD) loaded 
else_jump @INTMAN_2057 
0913: run_external_script 65 (JUNKFUD)  

:INTMAN_2057
if 
08AB:   external_script 29 (FOODBRAINS) loaded 
else_jump @INTMAN_2180 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDPIZA" 
else_jump @INTMAN_2110 
0913: run_external_script 29 (FOODBRAINS) 0  
jump @INTMAN_2180 

:INTMAN_2110
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDCHICK" 
else_jump @INTMAN_2149 
0913: run_external_script 29 (FOODBRAINS) 1  
jump @INTMAN_2180 

:INTMAN_2149
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "FDBURG" 
else_jump @INTMAN_2180 
0913: run_external_script 29 (FOODBRAINS) 2  

:INTMAN_2180
if and
08AB:   external_script 65 (JUNKFUD) loaded 
08AB:   external_script 29 (FOODBRAINS) loaded 
08AB:   external_script 36 (SHOPKEEPER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2221 
$1261 = 1 
0@ += 1 

:INTMAN_2221
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBERS" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "BARBER3" 
else_jump @INTMAN_2339 
0926: 1@ = external_script_status 62 (BARBER) 
if 
  1@ == 0 
else_jump @INTMAN_2339 
08A9: load_external_script 62 (BARBER) 
038B: load_requested_models 
if 
08AB:   external_script 62 (BARBER) loaded 
else_jump @INTMAN_2339 
0913: run_external_script 62 (BARBER)  
$1261 = 1 
0@ += 1 

:INTMAN_2339
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTOO" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "TATTO3" 
else_jump @INTMAN_2454 
0926: 1@ = external_script_status 61 (TATTOO) 
if 
  1@ == 0 
else_jump @INTMAN_2454 
08A9: load_external_script 61 (TATTOO) 
038B: load_requested_models 
if 
08AB:   external_script 61 (TATTOO) loaded 
else_jump @INTMAN_2454 
0913: run_external_script 61 (TATTOO)  
$1261 = 1 
0@ += 1 

:INTMAN_2454
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "RCPLAY" 
else_jump @INTMAN_2596 
0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) 
if 
  1@ == 0 
else_jump @INTMAN_2507 
08A9: load_external_script 34 (ZERO_AMBIENCE) 

:INTMAN_2507
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
if 
  1@ == 0 
else_jump @INTMAN_2536 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_2536
Model.Load(#WMYCLOT)
038B: load_requested_models 
if 
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
else_jump @INTMAN_2563 
0913: run_external_script 34 (ZERO_AMBIENCE)  

:INTMAN_2563
if and
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
else_jump @INTMAN_2596 
$1261 = 1 
0@ += 1 

:INTMAN_2596
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "POLICE4" 
else_jump @INTMAN_2728 
$1260 = 1 
$1261 = 1 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "INT_OFFICE" 
04ED: load_animation "GANGS" 
Model.Load(#CIGAR)
038B: load_requested_models 
0@ += 1 

:INTMAN_2728
if or
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN1" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN2" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN3" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN4" 
08F9:   v$ACTIVE_INTERIOR_NAME == "AMMUN5" 
else_jump @INTMAN_2869 
0926: 1@ = external_script_status 60 (AMMU) 
if 
  1@ == 0 
else_jump @INTMAN_2869 
08A9: load_external_script 60 (AMMU) 
038B: load_requested_models 
if 
08AB:   external_script 60 (AMMU) loaded 
else_jump @INTMAN_2869 
0913: run_external_script 60 (AMMU)  
$1261 = 1 
0@ += 1 

:INTMAN_2869
if 
  $1261 == 1 
else_jump @INTMAN_2974 
if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_A exists 
else_jump @INTMAN_2927 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 48 

:INTMAN_2927
if 
89F2:   not decision_maker $INTERIOR_DECISION_MAKER_B exists 
else_jump @INTMAN_2974 
07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_B 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 27 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 48 
0708: reset_decision_maker $INTERIOR_DECISION_MAKER_B event 9 

:INTMAN_2974
return 

:INTMAN_2976
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if 
803A:   not  $1250 == $1251 // (int) 
else_jump @INTMAN_3052 
gosub @INTMAN_3136 
$PLAYER_IN_INTERIOR = 0 
2@ = 0 
$1260 = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
0@ -= 1 
return 
jump @INTMAN_3134 

:INTMAN_3052
{   REMOVED: Tenpenny is allowed firearms inside the stations.
if 
  $1260 == 1 
else_jump @INTMAN_3095 
if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @INTMAN_3095 
Player.SetMinWantedLevel($PLAYER_CHAR, 2)
 }
:INTMAN_3095
if and
  $PLAYER_IN_INTERIOR == 1 
  2@ == 0 
else_jump @INTMAN_3134 
gosub @INTMAN_3136 
2@ = 1 

:INTMAN_3134
return 

:INTMAN_3136
04EF: release_animation "BAR" 
04EF: release_animation "CASINO" 
04EF: release_animation "DANCING" 
04EF: release_animation "OTB" 
04EF: release_animation "INT_SHOP" 
04EF: release_animation "STRIP" 
04EF: release_animation "FOOD" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "INT_OFFICE" 
04EF: release_animation "GANGS" 
Model.Destroy(#CIGAR)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF3)
Model.Destroy(#VMAFF2)
Model.Destroy(#VWFYWAI)
Model.Destroy(#VWFYWA2)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
Model.Destroy(#VWFYCRP)
Model.Destroy(#VBFYCRP)
Model.Destroy(#WMYPIZZ)
Model.Destroy(#PIZZAHIGH)
Model.Destroy(#CJ_PIZZA_1)
Model.Destroy(#CJ_PIZZA_2)
Model.Destroy(#WMYBELL)
Model.Destroy(#BURGERHIGH)
Model.Destroy(#CJ_BURG_1)
Model.Destroy(#CJ_BURG_2)
Model.Destroy(#WFYBURG)
Model.Destroy(#WMYCLOT)
090F: end_external_script 63 (WARDROBE) 
090F: end_external_script 64 (CLOTHES) 
090F: end_external_script 65 (JUNKFUD) 
090F: end_external_script 62 (BARBER) 
090F: end_external_script 61 (TATTOO) 
090F: end_external_script 60 (AMMU) 
090F: end_external_script 27 (CASINO_AMBIENCE) 
090F: end_external_script 28 (BAR_AMBIENCE) 
090F: end_external_script 30 (OTB_AMBIENCE) 
090F: end_external_script 31 (STRIP_AMBIENCE) 
090F: end_external_script 29 (FOODBRAINS) 
090F: end_external_script 34 (ZERO_AMBIENCE) 
090F: end_external_script 35 (DANCE) 
090F: end_external_script 36 (SHOPKEEPER) 
090F: end_external_script 37 (CUSTOMER_PANIC) 
090F: end_external_script 38 (BAR_STAFF) 
090F: end_external_script 39 (BOUNCER) 
090F: end_external_script 40 (OTB_STAFF) 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_A 
065C: release_decision_maker $INTERIOR_DECISION_MAKER_B 
$INTERIOR_DECISION_MAKER_A = -1 
$INTERIOR_DECISION_MAKER_B = -1 
return 

:NONAME_8
end_thread 

:A_CONT
thread 'A_CONT' 
$1283[0] = 1 
$1283[1] = 2 
$1285[0] = -3 
$1285[1] = -3 
$1264[0] = 0 
$1264[1] = 0 
$1262[0] = 0 
$1262[0] = 0 
$1287 = 0 
$1288 = 1 
0084: $1266[0] = $PLAYER_ACTOR // (int) 
0084: $1266[1] = $PLAYER_ACTOR // (int) 

:A_CONT_97
wait 0 
0@ = 0 
1@ = 1 
if or
  $1285[0] >= -2 
  $1285[1] >= -2 
else_jump @A_CONT_1046 

:A_CONT_140
if 
  2 > 0@ 
else_jump @A_CONT_1039 
0871: init_jump_table $1285(0@,2i) total_jumps 5 default_jump 0 @A_CONT_1018 jumps -2 @A_CONT_893 -1 @A_CONT_225 0 @A_CONT_254 1 @A_CONT_621 2 @A_CONT_775 -1 @A_CONT_1018 -1 @A_CONT_1018 

:A_CONT_225
$1264(0@,2i) = 0 
$1285(0@,2i) = -3 
jump @A_CONT_1018 

:A_CONT_254
if 
83D0:   not wav $1283(0@,2i) loaded 
else_jump @A_CONT_281 
jump @A_CONT_1018 

:A_CONT_281
if 
07D6:   0@ == $1288 // integer vars 
else_jump @A_CONT_486 
if 
001C:   $1264(0@,2i) > $1264(1@,2i) // (int) 
else_jump @A_CONT_468 
008A: $1287 = 0@ // (int) 
008A: $1288 = 1@ // (int) 
040D: unload_wav $1283($1288,2i) 
03D5: remove_text $1277($1288,2s) 
if 
   not $1262($1288,2i) == 0 
else_jump @A_CONT_450 
if 
   not Actor.Dead($1266($1288,2i))
else_jump @A_CONT_450 
0968: actor $1266($1288,2i) stop_mouth 
if 
803A:   not  $1266($1288,2i) == $1266($1287,2i) // (int) 
else_jump @A_CONT_450 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_CONT_450
$1285($1288,2i) = -1 
jump @A_CONT_486 

:A_CONT_468
$1285(0@,2i) = 1 
jump @A_CONT_1018 

:A_CONT_486
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_580 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_580 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
if 
  $1262(0@,2i) == 1 
else_jump @A_CONT_580 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_580
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
$1285(0@,2i) = 2 
jump @A_CONT_1018 

:A_CONT_621
if 
003C:   $1287 == 0@ // (int) 
else_jump @A_CONT_768 
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_734 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_734 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
if 
  $1262(0@,2i) == 1 
else_jump @A_CONT_734 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_734
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
$1285(0@,2i) = 2 

:A_CONT_768
jump @A_CONT_1018 

:A_CONT_775
if 
03D2:   wav $1283(0@,2i) ended 
else_jump @A_CONT_837 
if 
003C:   $1287 == 0@ // (int) 
else_jump @A_CONT_830 
008A: $1288 = 0@ // (int) 
008A: $1287 = 1@ // (int) 

:A_CONT_830
jump @A_CONT_893 

:A_CONT_837
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_886 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_886 
jump @A_CONT_1018 

:A_CONT_886
jump @A_CONT_1018 

:A_CONT_893
040D: unload_wav $1283(0@,2i) 
03D5: remove_text $1277(0@,2s) 
if 
   not $1262(0@,2i) == 0 
else_jump @A_CONT_1000 
if 
   not Actor.Dead($1266(0@,2i))
else_jump @A_CONT_1000 
0968: actor $1266(0@,2i) stop_mouth 
if 
803A:   not  $1266(0@,2i) == $1266(1@,2i) // (int) 
else_jump @A_CONT_1000 
0A09: set_actor $1266(0@,2i) muted 0 // versionB 

:A_CONT_1000
$1285(0@,2i) = -1 
jump @A_CONT_1018 

:A_CONT_1018
0@ += 1 
1@ -= 1 
jump @A_CONT_140 

:A_CONT_1039
jump @A_CONT_1060 

:A_CONT_1046
$1285[0] = -4 
$1285[1] = -4 

:A_CONT_1060
jump @A_CONT_97 

:A_ALAP
thread 'A_ALAP' 
if 
002F:   1@ >= $1264($1288,2i) // (int) 
else_jump @A_ALAP_317 
0084: $1274($1288,2i) = $1276 // (int) 
05A9: $1277($1288,2s) = s$1281 
040D: unload_wav $1283($1288,2i) 
03CF: load_wav $1274($1288,2i) as $1283($1288,2i) 
if 
   not $1262($1288,2i) == 0 
else_jump @A_ALAP_159 
if 
   not Actor.Dead($1266($1288,2i))
else_jump @A_ALAP_159 
if 
803C:   not  $1266($1288,2i) == 2@ // (int) 
else_jump @A_ALAP_159 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_ALAP_159
$1285($1288,2i) = 0 
008A: $1262($1288,2i) = 0@ // (int) 
if 
   not $1262($1288,2i) == 0 
else_jump @A_ALAP_293 
if 
  $1262($1288,2i) == 0 
else_jump @A_ALAP_250 
2@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:A_ALAP_250
008A: $1266($1288,2i) = 2@ // (int) 
if 
   not Actor.Dead($1266($1288,2i))
else_jump @A_ALAP_293 
0A09: set_actor $1266($1288,2i) muted 1 // versionB 

:A_ALAP_293
008A: $1262($1288,2i) = 0@ // (int) 
008A: $1264($1288,2i) = 1@ // (int) 

:A_ALAP_317
end_thread 

:A_TERM
thread 'A_TERM' 
end_thread_named 'A_CONT' 
end_thread_named 'A_ALAP' 
end_thread 

:HJ
set_wb_check_to 0 
thread 'HJ' 

:HJ_15
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @HJ_42 
jump @HJ_15 

:HJ_42
if 
0445:   improved_handling_cheat_used 
else_jump @HJ_62 
jump @HJ_15 

:HJ_62
if 
09AE:   actor $PLAYER_ACTOR driving_train 
else_jump @HJ_85 
jump @HJ_15 

:HJ_85
if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @HJ_108 
jump @HJ_15 

:HJ_108
if 
04A7:   actor $PLAYER_ACTOR driving_boat 
else_jump @HJ_131 
jump @HJ_15 

:HJ_131
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
else_jump @HJ_157 
jump @HJ_15 

:HJ_157
if 
89E7:   not player $PLAYER_CHAR not_frozen 
else_jump @HJ_180 
jump @HJ_15 

:HJ_180
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HJ_1668 
03C0: $HJ_PLAYER_CAR = actor $PLAYER_ACTOR car 
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $HJ_TWOWHEELS_TIME $HJ_TWOWHEELS_DISTANCE_FLOAT wheelie: $HJ_WHEELIE_TIME $HJ_WHEELIE_DISTANCE_FLOAT stoppie: $HJ_STOPPIE_TIME $HJ_STOPPIE_DISTANCE_FLOAT 
if 
  $HJ_TWOWHEELS_DISTANCE_FLOAT > 0.0 
else_jump @HJ_426 
$HJ_TWOWHEELS_TIME /= 1000 
008C: $HJ_TWOWHEELS_DISTANCE_METERS_INT = float $HJ_TWOWHEELS_DISTANCE_FLOAT to_integer 
008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_TWOWHEELS_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_TWOWHEELS_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_TWOWHEELS_TIME // (int) 
0058: $HJ_BONUS += $HJ_TWOWHEELS_DISTANCE_METERS_INT // (int) 
$HJ_BONUS /= 2 
Player.Money($PLAYER_CHAR) += $HJ_BONUS
if 
0424:   is_system_metric 
else_jump @HJ_385 
0302: show_text_4numbers GXT 'WHEEL01' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_426 

:HJ_385
0425: $HJ_TWOWHEELS_DISTANCE_FEET_FLOAT = meters $HJ_TWOWHEELS_DISTANCE_FLOAT to_feet 
008C: $HJ_TWOWHEELS_DISTANCE_FEET = float $HJ_TWOWHEELS_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL02' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_FEET $HJ_TWOWHEELS_TIME time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_426
if 
  $HJ_WHEELIE_DISTANCE_FLOAT > 0.0 
else_jump @HJ_631 
$HJ_WHEELIE_TIME /= 1000 
008C: $HJ_WHEELIE_DISTANCE_METERS_INT = float $HJ_WHEELIE_DISTANCE_FLOAT to_integer 
008D: $HJ_WHEELIE_DISTANCE_METERS_FLOAT = integer $HJ_WHEELIE_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_WHEELIE_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_WHEELIE_DISTANCE_METERS_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_WHEELIE_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_WHEELIE_DISTANCE_METERS_INT // (int) 
$HJ_BONUS *= 2 
$HJ_BONUS /= 5 
$HJ_BONUS /= 2 
Player.Money($PLAYER_CHAR) += $HJ_BONUS
if 
0424:   is_system_metric 
else_jump @HJ_590 
0302: show_text_4numbers GXT 'WHEEL06' numbers $HJ_BONUS $HJ_WHEELIE_DISTANCE_METERS_INT $HJ_WHEELIE_DISTANCE_METERS_REM $HJ_WHEELIE_TIME time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_631 

:HJ_590
0425: $HJ_WHEELIE_DISTANCE_FEET_FLOAT = meters $HJ_WHEELIE_DISTANCE_FLOAT to_feet 
008C: $HJ_WHEELIE_DISTANCE_FEET = float $HJ_WHEELIE_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL07' numbers $HJ_BONUS $HJ_WHEELIE_DISTANCE_FEET $HJ_WHEELIE_TIME time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_631
if 
  $HJ_STOPPIE_DISTANCE_FLOAT > 0.0 
else_jump @HJ_822 
$HJ_STOPPIE_TIME /= 1000 
008C: $HJ_STOPPIE_DISTANCE_METERS_INT = float $HJ_STOPPIE_DISTANCE_FLOAT to_integer 
008D: $HJ_STOPPIE_DISTANCE_METERS_FLOAT = integer $HJ_STOPPIE_DISTANCE_METERS_INT to_float 
0086: $HJ_TEMP_FLOAT = $HJ_STOPPIE_DISTANCE_FLOAT // (float) 
0061: $HJ_TEMP_FLOAT -= $HJ_STOPPIE_DISTANCE_METERS_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STOPPIE_DISTANCE_METERS_REM = float $HJ_TEMP_FLOAT to_integer 
0084: $HJ_BONUS = $HJ_STOPPIE_DISTANCE_METERS_INT // (int) 
$HJ_BONUS /= 2 
Player.Money($PLAYER_CHAR) += $HJ_BONUS
if 
0424:   is_system_metric 
else_jump @HJ_781 
0302: show_text_4numbers GXT 'WHEEL11' numbers $HJ_BONUS $HJ_STOPPIE_DISTANCE_METERS_INT $HJ_STOPPIE_DISTANCE_METERS_REM $HJ_STOPPIE_TIME time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
jump @HJ_822 

:HJ_781
0425: $HJ_STOPPIE_DISTANCE_FEET_FLOAT = meters $HJ_STOPPIE_DISTANCE_FLOAT to_feet 
008C: $HJ_STOPPIE_DISTANCE_FEET = float $HJ_STOPPIE_DISTANCE_FEET_FLOAT to_integer 
02FF: show_text_3numbers GXT 'WHEEL12' numbers $HJ_BONUS $HJ_STOPPIE_DISTANCE_FEET $HJ_STOPPIE_TIME time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_822
if 
01F3:   car $HJ_PLAYER_CAR in_air 
else_jump @HJ_1654 
$HJ_STUNT_ROTATION_INT = 0 
$HJ_CAR_ANGLE_BEGIN_STUNT = 0.0 
$1293 = 0 
$HJ_STUNT_FLIPS = 0 
$HJ_STUNT_FLIPPING_FLAG = 0 
$HJ_STUNT_BONUS_MULT = 0 
$HJ_BEGIN_STUNT_FLAG = 0 
$HJ_STUNT_HEIGHT = 0 
$HJ_CAR_Z_MAX = -100.0 
$HJ_CAR_X = 0.0 
$HJ_CAR_Y = 0.0 
$HJ_CAR_Z = 0.0 
$HJ_CAR_X_BEGIN_STUNT = 0.0 
$HJ_CAR_Y_BEGIN_STUNT = 0.0 
$HJ_CAR_Z_BEGIN_STUNT = 0.0 
$HJ_CAR_X_END_STUNT = 0.0 
$HJ_CAR_Y_END_STUNT = 0.0 
$HJ_STUNT_DISTANCE_MAX_FLOAT = 0.0 
$HJ_STUNT_DISTANCE_MAX_INT = 0 
$HJ_STUNT_DISTANCE_MAX_REM = 0 
$HJ_STUNT_HEIGHT_REM = 0 
$HJ_TEMP_FLOAT = 0.0 
$1316 = 0.0 
$HJ_STUNT_ROTATION_FLOAT = 0.0 
$1317 = 0.0 
$HJ_CAR_ANGLE = 0.0 
$1301 = 0 
$1340 = 0 

:HJ_1082
if or
01F3:   car $HJ_PLAYER_CAR in_air 
  10 > $1301 
else_jump @HJ_1647 
$1301 += 1 
Car.StorePos($HJ_PLAYER_CAR, $HJ_CAR_X, $HJ_CAR_Y, $HJ_CAR_Z)
0086: $HJ_CAR_ANGLE = $HJ_CAR_ANGLE_BEGIN_STUNT // (float) 
if 
  $HJ_BEGIN_STUNT_FLAG == 0 
else_jump @HJ_1191 
$HJ_CAR_ANGLE = Car.Angle($HJ_PLAYER_CAR)
0086: $HJ_CAR_X_BEGIN_STUNT = $HJ_CAR_X // (float) 
0086: $HJ_CAR_Y_BEGIN_STUNT = $HJ_CAR_Y // (float) 
0086: $HJ_CAR_Z_BEGIN_STUNT = $HJ_CAR_Z // (float) 
$HJ_BEGIN_STUNT_FLAG = 1 

:HJ_1191
wait 0 
if 
   Car.Wrecked($HJ_PLAYER_CAR)
else_jump @HJ_1218 
jump @HJ_15 

:HJ_1218
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @HJ_1241 
jump @HJ_15 

:HJ_1241
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @HJ_1264 
jump @HJ_15 

:HJ_1264
if and
820D:   not car $HJ_PLAYER_CAR flipped 
  $HJ_STUNT_FLIPPING_FLAG == 0 
else_jump @HJ_1294 
$HJ_STUNT_FLIPPING_FLAG = 1 

:HJ_1294
if and
020D:   car $HJ_PLAYER_CAR flipped 
  $HJ_STUNT_FLIPPING_FLAG == 1 
else_jump @HJ_1331 
$HJ_STUNT_FLIPS += 1 
$HJ_STUNT_FLIPPING_FLAG = 0 

:HJ_1331
$HJ_CAR_ANGLE_BEGIN_STUNT = Car.Angle($HJ_PLAYER_CAR)
0086: $1316 = $HJ_CAR_ANGLE_BEGIN_STUNT // (float) 
0061: $1316 -= $HJ_CAR_ANGLE // (float) 
if 
  $1316 > 180.0 
else_jump @HJ_1409 
0086: $1317 = $1316 // (float) 
$1316 = 360.0 
0061: $1316 -= $1317 // (float) 
jump @HJ_1456 

:HJ_1409
if 
  -180.0 > $1316 
else_jump @HJ_1456 
0086: $1317 = $1316 // (float) 
$1316 = 360.0 
0059: $1316 += $1317 // (float) 

:HJ_1456
if 
  0.0 > $1316 
else_jump @HJ_1503 
0086: $1317 = $1316 // (float) 
$1316 = 0.0 
0061: $1316 -= $1317 // (float) 

:HJ_1503
0059: $HJ_STUNT_ROTATION_FLOAT += $1316 // (float) 
008C: $HJ_STUNT_ROTATION_INT = float $HJ_STUNT_ROTATION_FLOAT to_integer 
if 
0024:   $HJ_CAR_Z > $HJ_CAR_Z_MAX // (float) 
else_jump @HJ_1546 
0086: $HJ_CAR_Z_MAX = $HJ_CAR_Z // (float) 

:HJ_1546
$HJ_CAR_Z = 0.0 
if 
  $1340 == 0 
else_jump @HJ_1640 
Car.StorePos($HJ_PLAYER_CAR, $HJ_CAR_X_END_STUNT, $HJ_CAR_Y_END_STUNT, $HJ_TEMP_FLOAT)
0509: $HJ_TEMP_FLOAT = distance_between_XY $HJ_CAR_X_BEGIN_STUNT $HJ_CAR_Y_BEGIN_STUNT and_XY $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT 
if 
  $HJ_TEMP_FLOAT > 20.0 
else_jump @HJ_1640 
09AB: unknown_set_car $HJ_PLAYER_CAR unknown 37 // similar to 0947 
$1340 = 1 

:HJ_1640
jump @HJ_1082 

:HJ_1647
jump @HJ_1661 

:HJ_1654
jump @HJ_15 

:HJ_1661
jump @HJ_1675 

:HJ_1668
jump @HJ_15 

:HJ_1675
if 
  $HJ_BEGIN_STUNT_FLAG == 1 
else_jump @HJ_1864 
Car.StorePos($HJ_PLAYER_CAR, $HJ_CAR_X_END_STUNT, $HJ_CAR_Y_END_STUNT, $HJ_TEMP_FLOAT)
0509: $HJ_STUNT_DISTANCE_MAX_FLOAT = distance_between_XY $HJ_CAR_X_BEGIN_STUNT $HJ_CAR_Y_BEGIN_STUNT and_XY $HJ_CAR_X_END_STUNT $HJ_CAR_Y_END_STUNT 
0628: add $HJ_STUNT_DISTANCE_MAX_FLOAT to_float_stat 139 
008C: $HJ_STUNT_DISTANCE_MAX_INT = float $HJ_STUNT_DISTANCE_MAX_FLOAT to_integer 
0061: $HJ_CAR_Z_MAX -= $HJ_CAR_Z_BEGIN_STUNT // (float) 
0628: add $HJ_CAR_Z_MAX to_float_stat 140 
008C: $HJ_STUNT_HEIGHT = float $HJ_CAR_Z_MAX to_integer 
008D: $HJ_TEMP_FLOAT = integer $HJ_STUNT_DISTANCE_MAX_INT to_float 
0061: $HJ_STUNT_DISTANCE_MAX_FLOAT -= $HJ_TEMP_FLOAT // (float) 
0086: $HJ_TEMP_FLOAT = $HJ_STUNT_DISTANCE_MAX_FLOAT // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STUNT_DISTANCE_MAX_REM = float $HJ_TEMP_FLOAT to_integer 
008D: $HJ_TEMP_FLOAT = integer $HJ_STUNT_HEIGHT to_float 
0061: $HJ_CAR_Z_MAX -= $HJ_TEMP_FLOAT // (float) 
0086: $HJ_TEMP_FLOAT = $HJ_CAR_Z_MAX // (float) 
$HJ_TEMP_FLOAT *= 100.0 
008C: $HJ_STUNT_HEIGHT_REM = float $HJ_TEMP_FLOAT to_integer 
0627: update_integer_stat 141 to $HJ_STUNT_FLIPS 
0627: update_integer_stat 142 to $HJ_STUNT_ROTATION_INT 

:HJ_1864
if 
  $HJ_CAR_Z_MAX > 4.0 
else_jump @HJ_1892 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1892
if 
  $HJ_STUNT_DISTANCE_MAX_INT > 40 
else_jump @HJ_1917 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1917
if 
  $HJ_STUNT_FLIPS > 1 
else_jump @HJ_1942 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1942
if 
  $HJ_STUNT_ROTATION_INT > 360 
else_jump @HJ_1968 
$HJ_STUNT_BONUS_MULT += 1 

:HJ_1968
if 
  $HJ_STUNT_BONUS_MULT > 0 
else_jump @HJ_2385 
0084: $HJ_STUNT_BONUS = $HJ_STUNT_FLIPS // (int) 
$HJ_STUNT_BONUS *= 180 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_ROTATION_INT // (int) 
0084: $HJ_STUNT_BONUS_TEMP = $HJ_STUNT_DISTANCE_MAX_INT // (int) 
$HJ_STUNT_BONUS_TEMP *= 6 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_BONUS_TEMP // (int) 
0084: $HJ_STUNT_BONUS_TEMP = $HJ_STUNT_HEIGHT // (int) 
$HJ_STUNT_BONUS_TEMP *= 45 
0058: $HJ_STUNT_BONUS += $HJ_STUNT_BONUS_TEMP // (int) 
if 
  $1293 == 1 
else_jump @HJ_2081 
$HJ_STUNT_BONUS *= 2 

:HJ_2081
0068: $HJ_STUNT_BONUS *= $HJ_STUNT_BONUS_MULT // (int) 
$HJ_STUNT_BONUS /= 3 
$HJ_STUNT_BONUS /= 5 
Player.Money($PLAYER_CHAR) += $HJ_STUNT_BONUS
if 
  $HJ_STUNT_BONUS_MULT == 1 
else_jump @HJ_2155 
01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $HJ_STUNT_BONUS time 2000 flag 1  // INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 1 

:HJ_2155
if 
  $HJ_STUNT_BONUS_MULT == 2 
else_jump @HJ_2199 
01E4: show_text_1number_lowpriority GXT 'HJ_DIS' number $HJ_STUNT_BONUS time 2000 flag 1  // DOUBLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 3 

:HJ_2199
if 
  $HJ_STUNT_BONUS_MULT == 3 
else_jump @HJ_2243 
01E4: show_text_1number_lowpriority GXT 'HJ_TIS' number $HJ_STUNT_BONUS time 2000 flag 1  // TRIPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 5 

:HJ_2243
if 
  $HJ_STUNT_BONUS_MULT == 4 
else_jump @HJ_2287 
01E4: show_text_1number_lowpriority GXT 'HJ_QIS' number $HJ_STUNT_BONUS time 2000 flag 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 7 

:HJ_2287
if 
0424:   is_system_metric 
else_jump @HJ_2341 
0308: show_text_6numbers GXT 'HJSTAT' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STUNT_DISTANCE_MAX_REM $HJ_STUNT_HEIGHT $HJ_STUNT_HEIGHT_REM $HJ_STUNT_FLIPS $HJ_STUNT_ROTATION_INT time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~|
jump @HJ_2385 

:HJ_2341
042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial 
042D: $HJ_STUNT_HEIGHT = metric $HJ_STUNT_HEIGHT to_imperial 
0302: show_text_4numbers GXT 'HJSTATF' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STUNT_HEIGHT $HJ_STUNT_FLIPS $HJ_STUNT_ROTATION_INT time 5000 flag 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~|

:HJ_2385
jump @HJ_15 
end_thread 

:CELLFON
thread 'CELLFON' 
$HELP_SKIPCALL_SHOWN = 0 
$1411 = 0 
$1416 = 0 
$CALL_TIME_STORED_FLAG = 0 
$CALL_ANSWERED = 0 
$RECALL_TIME = 20000 
set_wb_check_to 0 
end_thread 

:CELLFON_60
if 
  70 > $CELLPHONE_CALL_ID 
else_jump @CELLFON_13265 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 67 default_jump 0 @CELLFON_13258 jumps 0 @CELLFON_2776 1 @CELLFON_2966 2 @CELLFON_3024 3 @CELLFON_3170 4 @CELLFON_3316 5 @CELLFON_3550 6 @CELLFON_3718 
0872: jump_table_jumps 7 @CELLFON_3886 8 @CELLFON_4208 9 @CELLFON_5466 10 @CELLFON_4574 11 @CELLFON_4896 12 @CELLFON_5108 13 @CELLFON_5320 14 @CELLFON_5766 15 @CELLFON_6044 
0872: jump_table_jumps 16 @CELLFON_6388 17 @CELLFON_6534 18 @CELLFON_596 19 @CELLFON_874 20 @CELLFON_1108 21 @CELLFON_1408 22 @CELLFON_1642 23 @CELLFON_1942 24 @CELLFON_2110 
0872: jump_table_jumps 25 @CELLFON_2322 29 @CELLFON_11074 30 @CELLFON_11242 31 @CELLFON_11476 32 @CELLFON_11820 33 @CELLFON_12076 34 @CELLFON_6658 35 @CELLFON_6870 36 @CELLFON_7126 
0872: jump_table_jumps 37 @CELLFON_7338 38 @CELLFON_7440 39 @CELLFON_7630 40 @CELLFON_7974 41 @CELLFON_8274 42 @CELLFON_8530 43 @CELLFON_8654 44 @CELLFON_8712 45 @CELLFON_8924 
0872: jump_table_jumps 46 @CELLFON_9202 47 @CELLFON_9524 48 @CELLFON_9670 49 @CELLFON_9816 50 @CELLFON_9984 51 @CELLFON_10306 52 @CELLFON_10606 53 @CELLFON_10840 54 @CELLFON_12266 
0872: jump_table_jumps 55 @CELLFON_12328 56 @CELLFON_12390 57 @CELLFON_12452 58 @CELLFON_12514 59 @CELLFON_12576 60 @CELLFON_12638 61 @CELLFON_12700 62 @CELLFON_12762 63 @CELLFON_12824 
0872: jump_table_jumps 64 @CELLFON_12886 65 @CELLFON_12948 66 @CELLFON_13010 67 @CELLFON_13072 68 @CELLFON_13134 69 @CELLFON_13196 -1 @CELLFON_13258 -1 @CELLFON_13258 -1 @CELLFON_13258 

:CELLFON_596
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE14A'  // ~z~Whattup, Sweet?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE14B'  // ~z~We got a problem.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE14C'  // ~z~Some punk-ass, base-head fool has been slingin' to his Grove brothers.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE14D'  // ~z~What? Who?
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE14E'  // ~z~Check this out - he's been buying shit over in Glen Park.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE14F'  // ~z~He know the hood is talking, and he's hiding out with his new Balla friends.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE14G'  // ~z~Shit, man, how we gonna get to him?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE14H'  // ~z~It's time for you to announce your return, CJ!
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE14J'  // ~z~You fuck up Glen Park, and that turncoat bitch-ass nigga's gonna lose nerve, and make a break for it.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE14K'  // ~z~OK, I'm gonna come pick you up.
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE14L'  // ~z~Hell, no. This is your gig, CJ. You need some stripes.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE14N'  // ~z~Get over to AmmuNation and get a heater.
04AE: $DIALOG_WAV[0] = 29144 // $ = any 
04AE: $DIALOG_WAV[1] = 29145 // $ = any 
04AE: $DIALOG_WAV[2] = 29146 // $ = any 
04AE: $DIALOG_WAV[3] = 29147 // $ = any 
04AE: $DIALOG_WAV[4] = 29148 // $ = any 
04AE: $DIALOG_WAV[5] = 29149 // $ = any 
04AE: $DIALOG_WAV[6] = 29150 // $ = any 
04AE: $DIALOG_WAV[7] = 29151 // $ = any 
04AE: $DIALOG_WAV[8] = 29152 // $ = any 
04AE: $DIALOG_WAV[9] = 29153 // $ = any 
04AE: $DIALOG_WAV[10] = 29154 // $ = any 
04AE: $DIALOG_WAV[11] = 29155 // $ = any 
$DIALOG_ARRAY_SIZE = 11 
jump @CELLFON_13258 

:CELLFON_874
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE10A'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE10D'  // ~z~Thought I'd explain some shit.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE10C'  // ~z~Sweet, hey, wassup?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE10E'  // ~z~Since you been away, shit has changed 'round here.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE10F'  // ~z~Grove Street Families ain't big no more.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE10G'  // ~z~Seville Boulevard Families and Temple Drive Families are beefing, and split with the Grove.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE10H'  // ~z~Now we so busy set tripping, Ballas and Vagos have taken over, so watch yo'self out there.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE10K'  // ~z~Yeah, I hear you.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE10L'  // ~z~Thanks for the heads up.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE10N'  // ~z~Don't mention it.
04AE: $DIALOG_WAV[0] = 29096 // $ = any 
04AE: $DIALOG_WAV[1] = 29099 // $ = any 
04AE: $DIALOG_WAV[2] = 29098 // $ = any 
04AE: $DIALOG_WAV[3] = 29100 // $ = any 
04AE: $DIALOG_WAV[4] = 29101 // $ = any 
04AE: $DIALOG_WAV[5] = 29102 // $ = any 
04AE: $DIALOG_WAV[6] = 29103 // $ = any 
04AE: $DIALOG_WAV[7] = 29105 // $ = any 
04AE: $DIALOG_WAV[8] = 29106 // $ = any 
04AE: $DIALOG_WAV[9] = 29107 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_1108
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE06A'  // ~z~Yeah?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE06B'  // ~z~Hey, CJ, it's Sweet.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE06C'  // ~z~Hey, whassup?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE06D'  // ~z~If you don't respect your body, ain't nobody going to respect you!
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE06E'  // ~z~You're too skinny, CJ, you need to pack on some muscle!
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE06F'  // ~z~If I wanted nagging, I'd buy a clockwork wife!
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE06G'  // ~z~Just looking out for you, homie.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE06H'  // ~z~It's all show and respect, you know?
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE06J'  // ~z~Yeah, I guess.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE06K'  // ~z~There's a gym I go to a couple of blocks out from the Grove.
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE06L'  // ~z~Go check it out and get yo'self a gangsta's physique.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE06N'  // ~z~I'll scope it out.
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE06M'  // ~z~Later, man.
04AE: $DIALOG_WAV[0] = 29052 // $ = any 
04AE: $DIALOG_WAV[1] = 29053 // $ = any 
04AE: $DIALOG_WAV[2] = 29054 // $ = any 
04AE: $DIALOG_WAV[3] = 29055 // $ = any 
04AE: $DIALOG_WAV[4] = 29056 // $ = any 
04AE: $DIALOG_WAV[5] = 29057 // $ = any 
04AE: $DIALOG_WAV[6] = 29058 // $ = any 
04AE: $DIALOG_WAV[7] = 29059 // $ = any 
04AE: $DIALOG_WAV[8] = 29060 // $ = any 
04AE: $DIALOG_WAV[9] = 29061 // $ = any 
04AE: $DIALOG_WAV[10] = 29062 // $ = any 
04AE: $DIALOG_WAV[11] = 29064 // $ = any 
04AE: $DIALOG_WAV[12] = 29063 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_1408
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE05A'  // ~z~Whassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE05B'  // ~z~Your fat to muscle ratio, that's what's up!
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE05C'  // ~z~Sweet? What you on my back for now?
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE05D'  // ~z~I know we're mourning Moms and all,
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE05E'  // ~z~But there's no need to let yourself go, CJ.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE05F'  // ~z~So I put a little weight on, but....
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE05G'  // ~z~There's a gym I go to just up a couple of blocks from the Grove.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE05H'  // ~z~Go check it out.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE05J'  // ~z~OK, I'm gonna see what's up, man.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE05K'  // ~z~But with the fat jokes, you're gonna give me a complex.
04AE: $DIALOG_WAV[0] = 29042 // $ = any 
04AE: $DIALOG_WAV[1] = 29043 // $ = any 
04AE: $DIALOG_WAV[2] = 29044 // $ = any 
04AE: $DIALOG_WAV[3] = 29045 // $ = any 
04AE: $DIALOG_WAV[4] = 29046 // $ = any 
04AE: $DIALOG_WAV[5] = 29047 // $ = any 
04AE: $DIALOG_WAV[6] = 29048 // $ = any 
04AE: $DIALOG_WAV[7] = 29049 // $ = any 
04AE: $DIALOG_WAV[8] = 29050 // $ = any 
04AE: $DIALOG_WAV[9] = 29051 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_1642
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE08A'  // ~z~Whattup, bro?
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE08B'  // ~z~CJ, I been thinking.
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE08C'  // ~z~The city's big, but it ain't that big.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE08D'  // ~z~Some fools know where Smoke's hiding.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE08E'  // ~z~but as long as the Grove Street Families don't rule the streets,
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE08F'  // ~z~his money is going to mean more than our rep.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE08G'  // ~z~What you got in mind?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE08H'  // ~z~We gotta hit those Ballas and Vagos with everything,
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE08J'  // ~z~Hit every neighborhood they got!
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE08K'  // ~z~If that's the only way, I'm down for that!
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE08L'  // ~z~I'm gonna see what I can find out on the streets.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE08N'  // ~z~Big love, bro.
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE08M'  // ~z~Much love, bro.
04AE: $DIALOG_WAV[0] = 29076 // $ = any 
04AE: $DIALOG_WAV[1] = 29077 // $ = any 
04AE: $DIALOG_WAV[2] = 29078 // $ = any 
04AE: $DIALOG_WAV[3] = 29079 // $ = any 
04AE: $DIALOG_WAV[4] = 29080 // $ = any 
04AE: $DIALOG_WAV[5] = 29081 // $ = any 
04AE: $DIALOG_WAV[6] = 29082 // $ = any 
04AE: $DIALOG_WAV[7] = 29083 // $ = any 
04AE: $DIALOG_WAV[8] = 29084 // $ = any 
04AE: $DIALOG_WAV[9] = 29085 // $ = any 
04AE: $DIALOG_WAV[10] = 29086 // $ = any 
04AE: $DIALOG_WAV[11] = 29088 // $ = any 
04AE: $DIALOG_WAV[12] = 29087 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_1942
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE09A'  // ~z~Carl, it's Sweet!
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE09B'  // ~z~Hey wassup, you find Smoke?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE09C'  // ~z~After we dumped on those Ballas the Vagos started to speak.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE09E'  // ~z~We've got him now!
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE09F'  // ~z~He's hiding in Los Flores, or East Los Santos.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE09G'  // ~z~Time to saddle up, CJ!
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE09H'  // ~z~Alright, I'll get you, and then we'll roll over there.
04AE: $DIALOG_WAV[0] = 29089 // $ = any 
04AE: $DIALOG_WAV[1] = 29090 // $ = any 
04AE: $DIALOG_WAV[2] = 29091 // $ = any 
04AE: $DIALOG_WAV[3] = 29092 // $ = any 
04AE: $DIALOG_WAV[4] = 29093 // $ = any 
04AE: $DIALOG_WAV[5] = 29094 // $ = any 
04AE: $DIALOG_WAV[6] = 29095 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_2110
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE11A'  // ~z~Carl, it's me.
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE11B'  // ~z~Sweet, what's going on, man?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE11C'  // ~z~Man, what the fuck you think is going on? I'm in a prison hospital, nigga!
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE11D'  // ~z~I know, you alright?
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE11E'  // ~z~Hell no.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE11F'  // ~z~You gotta do something, man.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE11G'  // ~z~I'm trying, man, I just gotta make sure Kendl's safe first.
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE11H'  // ~z~A'ight, man, I gotta go.
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE11J'  // ~z~Don't worry bro, I ain't gonna leave you in there.
04AE: $DIALOG_WAV[0] = 29108 // $ = any 
04AE: $DIALOG_WAV[1] = 29109 // $ = any 
04AE: $DIALOG_WAV[2] = 29110 // $ = any 
04AE: $DIALOG_WAV[3] = 29111 // $ = any 
04AE: $DIALOG_WAV[4] = 29112 // $ = any 
04AE: $DIALOG_WAV[5] = 29113 // $ = any 
04AE: $DIALOG_WAV[6] = 29114 // $ = any 
04AE: $DIALOG_WAV[7] = 29115 // $ = any 
04AE: $DIALOG_WAV[8] = 29116 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_2322
05A9: s$DIALOG_SUBTITLES[0] = 'MSWE12A'  // ~z~Carl, what's up? It's your brother.
05A9: s$DIALOG_SUBTITLES[1] = 'MSWE12B'  // ~z~Eh, what's up, man, you OK?
05A9: s$DIALOG_SUBTITLES[2] = 'MSWE12C'  // ~z~Not really.
05A9: s$DIALOG_SUBTITLES[3] = 'MSWE12D'  // ~z~I'm stuck in a cell between two lunatics.
05A9: s$DIALOG_SUBTITLES[4] = 'MSWE12E'  // ~z~And people keep trying to jump me.
05A9: s$DIALOG_SUBTITLES[5] = 'MSWE12F'  // ~z~This shit ain't cool, partner.
05A9: s$DIALOG_SUBTITLES[6] = 'MSWE12G'  // ~z~You looking after Kendl?
05A9: s$DIALOG_SUBTITLES[7] = 'MSWE12H'  // ~z~No, she's looking after me!
05A9: s$DIALOG_SUBTITLES[8] = 'MSWE12J'  // ~z~Right, right, that's cool.
05A9: s$DIALOG_SUBTITLES[9] = 'MSWE12K'  // ~z~I'm gonna get you out of there though, man!
05A9: s$DIALOG_SUBTITLES[10] = 'MSWE12L'  // ~z~No you ain't, nigga.
05A9: s$DIALOG_SUBTITLES[11] = 'MSWE12N'  // ~z~Who do you think you are?
05A9: s$DIALOG_SUBTITLES[12] = 'MSWE12M'  // ~z~I'm in for life! I guess I've grown used to it now.
05A9: s$DIALOG_SUBTITLES[13] = 'MSWE12O'  // ~z~No you not, man, I'm working shit out.
05A9: s$DIALOG_SUBTITLES[14] = 'MSWE12P'  // ~z~Whatever it takes.
05A9: s$DIALOG_SUBTITLES[15] = 'MSWE12Q'  // ~z~That's a negative. I'm through hoping.
05A9: s$DIALOG_SUBTITLES[16] = 'MSWE12R'  // ~z~Have a nice life, brother.
05A9: s$DIALOG_SUBTITLES[17] = 'MSWE12S'  // ~z~Hold on man, I'm getting shit worked out for you, just hang in there!
05A9: s$DIALOG_SUBTITLES[18] = 'MSWE12T'  // ~z~Sweet? SWEET?
05A9: s$DIALOG_SUBTITLES[19] = 'MSWE12U'  // ~z~Shit....
04AE: $DIALOG_WAV[0] = 29117 // $ = any 
04AE: $DIALOG_WAV[1] = 29118 // $ = any 
04AE: $DIALOG_WAV[2] = 29119 // $ = any 
04AE: $DIALOG_WAV[3] = 29120 // $ = any 
04AE: $DIALOG_WAV[4] = 29121 // $ = any 
04AE: $DIALOG_WAV[5] = 29122 // $ = any 
04AE: $DIALOG_WAV[6] = 29123 // $ = any 
04AE: $DIALOG_WAV[7] = 29124 // $ = any 
04AE: $DIALOG_WAV[8] = 29125 // $ = any 
04AE: $DIALOG_WAV[9] = 29126 // $ = any 
04AE: $DIALOG_WAV[10] = 29127 // $ = any 
04AE: $DIALOG_WAV[11] = 29129 // $ = any 
04AE: $DIALOG_WAV[12] = 29128 // $ = any 
04AE: $DIALOG_WAV[13] = 29130 // $ = any 
04AE: $DIALOG_WAV[14] = 29131 // $ = any 
04AE: $DIALOG_WAV[15] = 29132 // $ = any 
04AE: $DIALOG_WAV[16] = 29133 // $ = any 
04AE: $DIALOG_WAV[17] = 29134 // $ = any 
04AE: $DIALOG_WAV[18] = 29135 // $ = any 
04AE: $DIALOG_WAV[19] = 29136 // $ = any 
$DIALOG_ARRAY_SIZE = 19 
jump @CELLFON_13258 

:CELLFON_2776
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT02A'  // ~z~Heeeello!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT02B'  // ~z~Why you so cheery? You thought I was one of your cheap whores?
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT02C'  // ~z~Baby, you gotta chill the fuck out and-
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT02D'  // ~z~I'll chill out when you get here!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT02E'  // ~z~You better hope I don't make testicle kebabs when you arrive!
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT02F'  // ~z~Look, this ain't no-
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT02G'  // ~z~No more talk!
05A9: s$DIALOG_SUBTITLES[7] = 'MCAT02H'  // ~z~Get your ass up here, now!
04AE: $DIALOG_WAV[0] = 25008 // $ = any 
04AE: $DIALOG_WAV[1] = 25009 // $ = any 
04AE: $DIALOG_WAV[2] = 25010 // $ = any 
04AE: $DIALOG_WAV[3] = 25011 // $ = any 
04AE: $DIALOG_WAV[4] = 25012 // $ = any 
04AE: $DIALOG_WAV[5] = 25013 // $ = any 
04AE: $DIALOG_WAV[6] = 25014 // $ = any 
04AE: $DIALOG_WAV[7] = 25015 // $ = any 
$DIALOG_ARRAY_SIZE = 7 
jump @CELLFON_13258 

:CELLFON_2966
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT03A'  // ~z~PIG!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT03B'  // ~z~Catalina? Is that you?
04AE: $DIALOG_WAV[0] = 25016 // $ = any 
04AE: $DIALOG_WAV[1] = 25017 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_3024
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT04A'  // ~z~Hey.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT04B'  // ~z~Tiny-balled idiota!
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT04C'  // ~z~Catalina! Eh, I know it's you. What's eating you, baby?
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT04D'  // ~z~I don't love you no more!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT04E'  // ~z~Well hey, let's just...
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT04F'  // ~z~Hello?
04AE: $DIALOG_WAV[0] = 25018 // $ = any 
04AE: $DIALOG_WAV[1] = 25019 // $ = any 
04AE: $DIALOG_WAV[2] = 25020 // $ = any 
04AE: $DIALOG_WAV[3] = 25021 // $ = any 
04AE: $DIALOG_WAV[4] = 25022 // $ = any 
04AE: $DIALOG_WAV[5] = 25023 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_3170
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT05B'  // ~z~I know it's you, you stinking perro!
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT05C'  // ~z~Look, just say what you gotta say.
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT05D'  // ~z~I ain't interested in these stupid games!
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT05E'  // ~z~Stupid games? This is my heart you play with!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT05F'  // ~z~What? Look, you...
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT05G'  // ~z~Damn! Gotta change my number!
04AE: $DIALOG_WAV[0] = 25025 // $ = any 
04AE: $DIALOG_WAV[1] = 25026 // $ = any 
04AE: $DIALOG_WAV[2] = 25027 // $ = any 
04AE: $DIALOG_WAV[3] = 25028 // $ = any 
04AE: $DIALOG_WAV[4] = 25029 // $ = any 
04AE: $DIALOG_WAV[5] = 25030 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_3316
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT06A'  // ~z~Hello, Claude, baby.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT06B'  // ~z~I thought I call to say how much I love you
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT06C'  // ~z~and how well endowed you are!
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT06D'  // ~z~Yo, Catalina, it's Carl.
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT06E'  // ~z~I think you got the wrong number.
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT06F'  // ~z~Oh, Carl!
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT06G'  // ~z~So sorry, it is such an easy mistake to make,
05A9: s$DIALOG_SUBTITLES[7] = 'MCAT06H'  // ~z~especially when I am so light-headed with love, and lust.
05A9: s$DIALOG_SUBTITLES[8] = 'MCAT06J'  // ~z~Yeah, well I,
05A9: s$DIALOG_SUBTITLES[9] = 'MCAT06K'  // ~z~No time, byeeee!
04AE: $DIALOG_WAV[0] = 25031 // $ = any 
04AE: $DIALOG_WAV[1] = 25032 // $ = any 
04AE: $DIALOG_WAV[2] = 25033 // $ = any 
04AE: $DIALOG_WAV[3] = 25034 // $ = any 
04AE: $DIALOG_WAV[4] = 25035 // $ = any 
04AE: $DIALOG_WAV[5] = 25036 // $ = any 
04AE: $DIALOG_WAV[6] = 25037 // $ = any 
04AE: $DIALOG_WAV[7] = 25038 // $ = any 
04AE: $DIALOG_WAV[8] = 25039 // $ = any 
04AE: $DIALOG_WAV[9] = 25040 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_3550
05A9: s$DIALOG_SUBTITLES[0] = 'MCAT07A'  // ~z~Eh, wassup.
05A9: s$DIALOG_SUBTITLES[1] = 'MCAT07B'  // ~z~(Heavy breathing)
05A9: s$DIALOG_SUBTITLES[2] = 'MCAT07C'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[3] = 'MCAT07D'  // ~z~Yes, Claude, faster, harder, DEEPER!
05A9: s$DIALOG_SUBTITLES[4] = 'MCAT07E'  // ~z~Oh, yes, yes, yes, YES!
05A9: s$DIALOG_SUBTITLES[5] = 'MCAT07F'  // ~z~Catalina! You sick! Get help!
05A9: s$DIALOG_SUBTITLES[6] = 'MCAT07G'  // ~z~And you, Carl, you are jealous!
04AE: $DIALOG_WAV[0] = 25041 // $ = any 
04AE: $DIALOG_WAV[1] = 25042 // $ = any 
04AE: $DIALOG_WAV[2] = 25043 // $ = any 
04AE: $DIALOG_WAV[3] = 25044 // $ = any 
04AE: $DIALOG_WAV[4] = 25045 // $ = any 
04AE: $DIALOG_WAV[5] = 25046 // $ = any 
04AE: $DIALOG_WAV[6] = 25047 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_3718
05A9: s$DIALOG_SUBTITLES[0] = 'MLOC03A'  // ~z~Hey CJ, word up, G!
05A9: s$DIALOG_SUBTITLES[1] = 'MLOC03B'  // ~z~Hey, Loc.
05A9: s$DIALOG_SUBTITLES[2] = 'MLOC03C'  // ~z~This party is jumping! We got a gang of crazy ass bitches in the house!
05A9: s$DIALOG_SUBTITLES[3] = 'MLOC03D'  // ~z~You comin' over, homie?
05A9: s$DIALOG_SUBTITLES[4] = 'MLOC03E'  // ~z~I don't know man, I had some plans tonight.
05A9: s$DIALOG_SUBTITLES[5] = 'MLOC03F'  // ~z~But we had a big disaster. I won't be rappin', my mic's broken!
05A9: s$DIALOG_SUBTITLES[6] = 'MLOC03H'  // ~z~Oh, OK. I'm gonna come over right now then.
04AE: $DIALOG_WAV[0] = 27412 // $ = any 
04AE: $DIALOG_WAV[1] = 27413 // $ = any 
04AE: $DIALOG_WAV[2] = 27414 // $ = any 
04AE: $DIALOG_WAV[3] = 27415 // $ = any 
04AE: $DIALOG_WAV[4] = 27416 // $ = any 
04AE: $DIALOG_WAV[5] = 27417 // $ = any 
04AE: $DIALOG_WAV[6] = 27418 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_3886
05A9: s$DIALOG_SUBTITLES[0] = 'MCES01A'  // ~z~Hey, who is this?
05A9: s$DIALOG_SUBTITLES[1] = 'MCES01B'  // ~z~What's up homie? It's Cesar Vialpando cabron, que honda?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES01C'  // ~z~You seen Kendl?
05A9: s$DIALOG_SUBTITLES[3] = 'MCES01D'  // ~z~Yeah, she's around. Pero mira, I was just hitting you up to say that you drive good and you like cars, eh, so eh...
05A9: s$DIALOG_SUBTITLES[4] = 'MCES01E'  // ~z~Yeah, I guess, where we going with this?
05A9: s$DIALOG_SUBTITLES[5] = 'MCES01F'  // ~z~Well yeah, you wanna make something, a little money?
05A9: s$DIALOG_SUBTITLES[6] = 'MCES01G'  // ~z~Does the Pope shit in the woods?
05A9: s$DIALOG_SUBTITLES[7] = 'MCES01H'  // ~z~I don't know, but if you do want a little extra, there's plenty money to be made racing.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES01K'  // ~z~You're talking illegal street racing, hell yeah!
05A9: s$DIALOG_SUBTITLES[9] = 'MCES01L'  // ~z~No hoopties, holmes, just lowriders.
05A9: s$DIALOG_SUBTITLES[10] = 'MCES01M'  // ~z~Nice ones. It gotta be nice, or you don't get in, eh.
05A9: s$DIALOG_SUBTITLES[11] = 'MCES01N'  // ~z~OK, I'm in. When and where?
05A9: s$DIALOG_SUBTITLES[12] = 'MCES01O'  // ~z~Drop by the spot in El Corona, I'll take you to the meet, vouch for you. These guys...
05A9: s$DIALOG_SUBTITLES[13] = 'MCES01P'  // ~z~These guys can be very nervous to new racers, eh.
04AE: $DIALOG_WAV[0] = 25200 // $ = any 
04AE: $DIALOG_WAV[1] = 25201 // $ = any 
04AE: $DIALOG_WAV[2] = 25202 // $ = any 
04AE: $DIALOG_WAV[3] = 25203 // $ = any 
04AE: $DIALOG_WAV[4] = 25204 // $ = any 
04AE: $DIALOG_WAV[5] = 25205 // $ = any 
04AE: $DIALOG_WAV[6] = 25206 // $ = any 
04AE: $DIALOG_WAV[7] = 25207 // $ = any 
04AE: $DIALOG_WAV[8] = 25208 // $ = any 
04AE: $DIALOG_WAV[9] = 25209 // $ = any 
04AE: $DIALOG_WAV[10] = 25210 // $ = any 
04AE: $DIALOG_WAV[11] = 25211 // $ = any 
04AE: $DIALOG_WAV[12] = 25212 // $ = any 
04AE: $DIALOG_WAV[13] = 25213 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_4208
05A9: s$DIALOG_SUBTITLES[0] = 'MCES04A'  // ~z~Cesar, it's me.
05A9: s$DIALOG_SUBTITLES[1] = 'MCES04B'  // ~z~Carl. You alright, holmes?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES04C'  // ~z~Your sister's been worried. I heard some shit went down.
05A9: s$DIALOG_SUBTITLES[3] = 'MCES04D'  // ~z~Yeah. Los Santos is dangerous right now.
05A9: s$DIALOG_SUBTITLES[4] = 'MCES04E'  // ~z~I'm out in the middle of... I don't know...
05A9: s$DIALOG_SUBTITLES[5] = 'MCES04F'  // ~z~of Whetstone, wherever that is.
05A9: s$DIALOG_SUBTITLES[6] = 'MCES04G'  // ~z~Don't know Whetstone too well.
05A9: s$DIALOG_SUBTITLES[7] = 'MCES04H'  // ~z~I got some family out near there, I think.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES04J'  // ~z~But at least you ain't in jail, holmes. Shit's fucked up with your brother, ese.
05A9: s$DIALOG_SUBTITLES[9] = 'MCES04L'  // ~z~You be careful and look after Kendl.
05A9: s$DIALOG_SUBTITLES[10] = 'MCES04M'  // ~z~Don't worry about me, man.
05A9: s$DIALOG_SUBTITLES[11] = 'MCES04N'  // ~z~You worry about the man who tries to fuck with my woman.
05A9: s$DIALOG_SUBTITLES[12] = 'MCES04O'  // ~z~I got some back up coming out to protect you.
05A9: s$DIALOG_SUBTITLES[13] = 'MCES04P'  // ~z~My cousin. Really intense, holmes. Trust me.
05A9: s$DIALOG_SUBTITLES[14] = 'MCES04Q'  // ~z~Meet them over at the diner in Dillimore over in Red County.
05A9: s$DIALOG_SUBTITLES[15] = 'MCES04R'  // ~z~You won't miss them.
04AE: $DIALOG_WAV[0] = 25240 // $ = any 
04AE: $DIALOG_WAV[1] = 25241 // $ = any 
04AE: $DIALOG_WAV[2] = 25242 // $ = any 
04AE: $DIALOG_WAV[3] = 25243 // $ = any 
04AE: $DIALOG_WAV[4] = 25244 // $ = any 
04AE: $DIALOG_WAV[5] = 25245 // $ = any 
04AE: $DIALOG_WAV[6] = 25246 // $ = any 
04AE: $DIALOG_WAV[7] = 25247 // $ = any 
04AE: $DIALOG_WAV[8] = 25248 // $ = any 
04AE: $DIALOG_WAV[9] = 25249 // $ = any 
04AE: $DIALOG_WAV[10] = 25250 // $ = any 
04AE: $DIALOG_WAV[11] = 25251 // $ = any 
04AE: $DIALOG_WAV[12] = 25252 // $ = any 
04AE: $DIALOG_WAV[13] = 25253 // $ = any 
04AE: $DIALOG_WAV[14] = 25254 // $ = any 
04AE: $DIALOG_WAV[15] = 25255 // $ = any 
$DIALOG_ARRAY_SIZE = 15 
jump @CELLFON_13258 

:CELLFON_4574
05A9: s$DIALOG_SUBTITLES[0] = 'MCES09A'  // ~z~Hey, holmes, I been busy!
05A9: s$DIALOG_SUBTITLES[1] = 'MCES09B'  // ~z~Cesar! Whasup?
05A9: s$DIALOG_SUBTITLES[2] = 'MCES09C'  // ~z~I can smell nitrous oxide from a mile off.
05A9: s$DIALOG_SUBTITLES[3] = 'MCES09D'  // ~z~Racing, my friend. Cars.
05A9: s$DIALOG_SUBTITLES[4] = 'MCES09E'  // ~z~Not beautiful cars, but fast, man, fast!
05A9: s$DIALOG_SUBTITLES[5] = 'MCES09F'  // ~z~What are you talking about?
05A9: s$DIALOG_SUBTITLES[6] = 'MCES09G'  // ~z~Street racers, from San Fierro.
05A9: s$DIALOG_SUBTITLES[7] = 'MCES09H'  // ~z~They meet out here to tear up the black top. No chota, no chota choppers.
05A9: s$DIALOG_SUBTITLES[8] = 'MCES09K'  // ~z~You wanna make some money?
05A9: s$DIALOG_SUBTITLES[9] = 'MCES09L'  // ~z~Does the Pope shit in the woods?
05A9: s$DIALOG_SUBTITLES[10] = 'MCES09M'  // ~z~Why you keep asking me that, holmes?
05A9: s$DIALOG_SUBTITLES[11] = 'MCES09N'  // ~z~I told you, I dunno. Where his holiness does his business is his business.
05A9: s$DIALOG_SUBTITLES[12] = 'MCES09O'  // ~z~Just get a fast car and meet me and Kendl just south of Montgomery.
05A9: s$DIALOG_SUBTITLES[13] = 'MCES09P'  // ~z~See you, man.
04AE: $DIALOG_WAV[0] = 25290 // $ = any 
04AE: $DIALOG_WAV[1] = 25291 // $ = any 
04AE: $DIALOG_WAV[2] = 25292 // $ = any 
04AE: $DIALOG_WAV[3] = 25293 // $ = any 
04AE: $DIALOG_WAV[4] = 25294 // $ = any 
04AE: $DIALOG_WAV[5] = 25295 // $ = any 
04AE: $DIALOG_WAV[6] = 25296 // $ = any 
04AE: $DIALOG_WAV[7] = 25297 // $ = any 
04AE: $DIALOG_WAV[8] = 25298 // $ = any 
04AE: $DIALOG_WAV[9] = 25299 // $ = any 
04AE: $DIALOG_WAV[10] = 25300 // $ = any 
04AE: $DIALOG_WAV[11] = 25301 // $ = any 
04AE: $DIALOG_WAV[12] = 25302 // $ = any 
04AE: $DIALOG_WAV[13] = 25303 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_4896
05A9: s$DIALOG_SUBTITLES[0] = 'MKND01A'  // ~z~Eh.
05A9: s$DIALOG_SUBTITLES[1] = 'MKND01B'  // ~z~Loser!
05A9: s$DIALOG_SUBTITLES[2] = 'MKND01C'  // ~z~Yeah, yeah, Kendl.
05A9: s$DIALOG_SUBTITLES[3] = 'MKND01D'  // ~z~Will you ever grow up?
05A9: s$DIALOG_SUBTITLES[4] = 'MKND01E'  // ~z~I will when you will.
05A9: s$DIALOG_SUBTITLES[5] = 'MKND01F'  // ~z~OK, it's a deal.
05A9: s$DIALOG_SUBTITLES[6] = 'MKND01G'  // ~z~Tell Cesar next time I'm gonna be in a faster car!
05A9: s$DIALOG_SUBTITLES[7] = 'MKND01H'  // ~z~It won't help you, LOSER!
05A9: s$DIALOG_SUBTITLES[8] = 'MKND01J'  // ~z~Goodbye.
04AE: $DIALOG_WAV[0] = 27000 // $ = any 
04AE: $DIALOG_WAV[1] = 27001 // $ = any 
04AE: $DIALOG_WAV[2] = 27002 // $ = any 
04AE: $DIALOG_WAV[3] = 27003 // $ = any 
04AE: $DIALOG_WAV[4] = 27004 // $ = any 
04AE: $DIALOG_WAV[5] = 27005 // $ = any 
04AE: $DIALOG_WAV[6] = 27006 // $ = any 
04AE: $DIALOG_WAV[7] = 27007 // $ = any 
04AE: $DIALOG_WAV[8] = 27008 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_5108
05A9: s$DIALOG_SUBTITLES[0] = 'MTEN01A'  // ~z~What's happening?
05A9: s$DIALOG_SUBTITLES[1] = 'MTEN01B'  // ~z~Don't try and hit me up with that ghetto babble, boy!
05A9: s$DIALOG_SUBTITLES[2] = 'MTEN01C'  // ~z~Officer Tenpenny. How'd you get my number?
05A9: s$DIALOG_SUBTITLES[3] = 'MTEN01D'  // ~z~Ways and means, you piece of shit. You been trying to avoid me?
05A9: s$DIALOG_SUBTITLES[4] = 'MTEN01E'  // ~z~No Sir, I've just been busy that's all.
05A9: s$DIALOG_SUBTITLES[5] = 'MTEN01F'  // ~z~You're not busy unless you're doing something for us, you understand?
05A9: s$DIALOG_SUBTITLES[6] = 'MTEN01G'  // ~z~Yeah. Loud and clear.
05A9: s$DIALOG_SUBTITLES[7] = 'MTEN01H'  // ~z~Nice to hear it, Carl.
05A9: s$DIALOG_SUBTITLES[8] = 'MTEN01J'  // ~z~Call in to the doughnut place in the middle of Market, we need to talk.
04AE: $DIALOG_WAV[0] = 29200 // $ = any 
04AE: $DIALOG_WAV[1] = 29201 // $ = any 
04AE: $DIALOG_WAV[2] = 29202 // $ = any 
04AE: $DIALOG_WAV[3] = 29203 // $ = any 
04AE: $DIALOG_WAV[4] = 29204 // $ = any 
04AE: $DIALOG_WAV[5] = 29205 // $ = any 
04AE: $DIALOG_WAV[6] = 29206 // $ = any 
04AE: $DIALOG_WAV[7] = 29207 // $ = any 
04AE: $DIALOG_WAV[8] = 29208 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_5320
05A9: s$DIALOG_SUBTITLES[0] = 'MTEN02A'  // ~z~Carl! You get that dossier?
05A9: s$DIALOG_SUBTITLES[1] = 'MTEN02B'  // ~z~Yeah, I got the files. What you want me to do with 'em?
05A9: s$DIALOG_SUBTITLES[2] = 'MTEN02C'  // ~z~We need to meet up someplace quiet and take care of things.
05A9: s$DIALOG_SUBTITLES[3] = 'MTEN02D'  // ~z~There's a ghost town, Las Brujas in the devil's Castle, you know it?
05A9: s$DIALOG_SUBTITLES[4] = 'MTEN02E'  // ~z~Yeah,. I'll find it.
05A9: s$DIALOG_SUBTITLES[5] = 'MTEN02F'  // ~z~I know you will, I'll see you there, Carl,
04AE: $DIALOG_WAV[0] = 29209 // $ = any 
04AE: $DIALOG_WAV[1] = 29210 // $ = any 
04AE: $DIALOG_WAV[2] = 29211 // $ = any 
04AE: $DIALOG_WAV[3] = 29212 // $ = any 
04AE: $DIALOG_WAV[4] = 29213 // $ = any 
04AE: $DIALOG_WAV[5] = 29214 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_5466
05A9: s$DIALOG_SUBTITLES[0] = 'MHRZ01A'  // ~z~Carl, it's officer Hernandez
05A9: s$DIALOG_SUBTITLES[1] = 'MHRZ01B'  // ~z~Who?
05A9: s$DIALOG_SUBTITLES[2] = 'MHRZ01C'  // ~z~Officer Hernandez.
05A9: s$DIALOG_SUBTITLES[3] = 'MHRZ01D'  // ~z~I work with Tenpenny and Pulaski.
05A9: s$DIALOG_SUBTITLES[4] = 'MHRZ01E'  // ~z~Oh, the bitch, what the hell you want?
05A9: s$DIALOG_SUBTITLES[5] = 'MHRZ01F'  // ~z~Hey, show me some respect, boy.
05A9: s$DIALOG_SUBTITLES[6] = 'MHRZ01G'  // ~z~Go fuck yourself, you just they bitch!
05A9: s$DIALOG_SUBTITLES[7] = 'MHRZ01H'  // ~z~You watch your tone, boy.
05A9: s$DIALOG_SUBTITLES[8] = 'MHRZ01J'  // ~z~Now listen. I've got a message from Officer Tenpenny.
05A9: s$DIALOG_SUBTITLES[9] = 'MHRZ01K'  // ~z~Don't try and leave town, that would be a big mistake.
05A9: s$DIALOG_SUBTITLES[10] = 'MHRZ01L'  // ~z~You hear me?
05A9: s$DIALOG_SUBTITLES[11] = 'MHRZ01M'  // ~z~We're watching you.
05A9: s$DIALOG_SUBTITLES[12] = 'MHRZ01N'  // ~z~Whatever you say, bitch.
04AE: $DIALOG_WAV[0] = 26400 // $ = any 
04AE: $DIALOG_WAV[1] = 26401 // $ = any 
04AE: $DIALOG_WAV[2] = 26402 // $ = any 
04AE: $DIALOG_WAV[3] = 26403 // $ = any 
04AE: $DIALOG_WAV[4] = 26404 // $ = any 
04AE: $DIALOG_WAV[5] = 26405 // $ = any 
04AE: $DIALOG_WAV[6] = 26406 // $ = any 
04AE: $DIALOG_WAV[7] = 26407 // $ = any 
04AE: $DIALOG_WAV[8] = 26408 // $ = any 
04AE: $DIALOG_WAV[9] = 26409 // $ = any 
04AE: $DIALOG_WAV[10] = 26410 // $ = any 
04AE: $DIALOG_WAV[11] = 26411 // $ = any 
04AE: $DIALOG_WAV[12] = 26412 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_5766
05A9: s$DIALOG_SUBTITLES[0] = 'MSMK01A'  // ~z~Yo Carl, it's Smoke.
05A9: s$DIALOG_SUBTITLES[1] = 'MSMK01B'  // ~z~Hey smoke
05A9: s$DIALOG_SUBTITLES[2] = 'MSMK01C'  // ~z~Hey Carl, I don't mean no disrespect so don't take it like that
05A9: s$DIALOG_SUBTITLES[3] = 'MSMK01D'  // ~z~Uh, I gotta give you some advice.
05A9: s$DIALOG_SUBTITLES[4] = 'MSMK01E'  // ~z~What?
05A9: s$DIALOG_SUBTITLES[5] = 'MSMK01F'  // ~z~The gym my friend. You're letting yourself go.
05A9: s$DIALOG_SUBTITLES[6] = 'MSMK01G'  // ~z~That's a bit much, coming from you.
05A9: s$DIALOG_SUBTITLES[7] = 'MSMK01H'  // ~z~Hey look, Carl, I'm big boned. But I'm still an athlete.
05A9: s$DIALOG_SUBTITLES[8] = 'MSMK01J'  // ~z~You're letting yourself go my friend. And to be honest with you, it's breaking my heart.
05A9: s$DIALOG_SUBTITLES[9] = 'MSMK01K'  // ~z~Gimme a break, I ain't as fat as you.
05A9: s$DIALOG_SUBTITLES[10] = 'MSMK01L'  // ~z~I'm trying, I'm trying! And I'm trying to help you help yourself, my brother. The gym, Carl. You hear me?
05A9: s$DIALOG_SUBTITLES[11] = 'MSMK01M'  // ~z~Screw you, man.
04AE: $DIALOG_WAV[0] = 28800 // $ = any 
04AE: $DIALOG_WAV[1] = 28801 // $ = any 
04AE: $DIALOG_WAV[2] = 28802 // $ = any 
04AE: $DIALOG_WAV[3] = 28803 // $ = any 
04AE: $DIALOG_WAV[4] = 28804 // $ = any 
04AE: $DIALOG_WAV[5] = 28805 // $ = any 
04AE: $DIALOG_WAV[6] = 28806 // $ = any 
04AE: $DIALOG_WAV[7] = 28807 // $ = any 
04AE: $DIALOG_WAV[8] = 28808 // $ = any 
04AE: $DIALOG_WAV[9] = 28809 // $ = any 
04AE: $DIALOG_WAV[10] = 28810 // $ = any 
04AE: $DIALOG_WAV[11] = 28811 // $ = any 
$DIALOG_ARRAY_SIZE = 11 
jump @CELLFON_13258 

:CELLFON_6044
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU01A'  // ~z~Yes.
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU01B'  // ~z~Carl.
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU01C'  // ~z~Who is this?
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU01D'  // ~z~You know me. This is The Truth.
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU01E'  // ~z~No, I don't.
05A9: s$DIALOG_SUBTITLES[5] = 'MTRU01F'  // ~z~Perfection. They said you were a moron.
05A9: s$DIALOG_SUBTITLES[6] = 'MTRU01G'  // ~z~Who?
05A9: s$DIALOG_SUBTITLES[7] = 'MTRU01H'  // ~z~Okay, you can drop the act now, kid.
05A9: s$DIALOG_SUBTITLES[8] = 'MTRU01J'  // ~z~You the police?
05A9: s$DIALOG_SUBTITLES[9] = 'MTRU01K'  // ~z~No. We have a mutual friend, and business partner.
05A9: s$DIALOG_SUBTITLES[10] = 'MTRU01L'  // ~z~We do? Who?
05A9: s$DIALOG_SUBTITLES[11] = 'MTRU01M'  // ~z~Yes. Have you killed any cops lately?
05A9: s$DIALOG_SUBTITLES[12] = 'MTRU01N'  // ~z~Oh man, Tenpenny. I should have known, that asshole.
05A9: s$DIALOG_SUBTITLES[13] = 'MTRU01O'  // ~z~So, I've got a room at a motel in Angel Pine.
05A9: s$DIALOG_SUBTITLES[14] = 'MTRU01P'  // ~z~Make sure nobody follows you.
04AE: $DIALOG_WAV[0] = 29800 // $ = any 
04AE: $DIALOG_WAV[1] = 29801 // $ = any 
04AE: $DIALOG_WAV[2] = 29802 // $ = any 
04AE: $DIALOG_WAV[3] = 29803 // $ = any 
04AE: $DIALOG_WAV[4] = 29804 // $ = any 
04AE: $DIALOG_WAV[5] = 29805 // $ = any 
04AE: $DIALOG_WAV[6] = 29806 // $ = any 
04AE: $DIALOG_WAV[7] = 29807 // $ = any 
04AE: $DIALOG_WAV[8] = 29808 // $ = any 
04AE: $DIALOG_WAV[9] = 29809 // $ = any 
04AE: $DIALOG_WAV[10] = 29810 // $ = any 
04AE: $DIALOG_WAV[11] = 29811 // $ = any 
04AE: $DIALOG_WAV[12] = 29812 // $ = any 
04AE: $DIALOG_WAV[13] = 29813 // $ = any 
04AE: $DIALOG_WAV[14] = 29814 // $ = any 
$DIALOG_ARRAY_SIZE = 14 
jump @CELLFON_13258 

:CELLFON_6388
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU02A'  // ~z~Whattup?
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU02B'  // ~z~Hey, Carl. Dude, Now, I got that little mwah mwah you were after.
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU02C'  // ~z~But, be careful man. People are listening to us.
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU02D'  // ~z~I got a little green village up in the hills, come and get it.
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU02E'  // ~z~Whoa man, I don't know you! I don't know you!
05A9: s$DIALOG_SUBTITLES[5] = 'MTRU02F'  // ~z~Prank caller! Prank caller!
04AE: $DIALOG_WAV[0] = 29815 // $ = any 
04AE: $DIALOG_WAV[1] = 29816 // $ = any 
04AE: $DIALOG_WAV[2] = 29817 // $ = any 
04AE: $DIALOG_WAV[3] = 29818 // $ = any 
04AE: $DIALOG_WAV[4] = 29819 // $ = any 
04AE: $DIALOG_WAV[5] = 29820 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_6534
05A9: s$DIALOG_SUBTITLES[0] = 'MTRU03A'  // ~z~Hey
05A9: s$DIALOG_SUBTITLES[1] = 'MTRU03B'  // ~z~Carl. It's me. The Truth. We got a date with destiny, man
05A9: s$DIALOG_SUBTITLES[2] = 'MTRU03C'  // ~z~In about five minutes.
05A9: s$DIALOG_SUBTITLES[3] = 'MTRU03D'  // ~z~Where you at?
05A9: s$DIALOG_SUBTITLES[4] = 'MTRU03E'  // ~z~At the old airplane graveyard you've been hanging around.
04AE: $DIALOG_WAV[0] = 29821 // $ = any 
04AE: $DIALOG_WAV[1] = 29822 // $ = any 
04AE: $DIALOG_WAV[2] = 29823 // $ = any 
04AE: $DIALOG_WAV[3] = 29824 // $ = any 
04AE: $DIALOG_WAV[4] = 29825 // $ = any 
$DIALOG_ARRAY_SIZE = 4 
jump @CELLFON_13258 

:CELLFON_6658
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ00A'  // ~z~Hey, wassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ00B'  // ~z~Hey Carl, it's Woozie.
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ00C'  // ~z~Hey, if you got some time I'd like for you to come over so we can talk about something.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ00D'  // ~z~Yeah, for sure. Where you at?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ00E'  // ~z~I own a little betting shop in Chinatown.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ00F'  // ~z~Just come 'round and introduce yourself.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ00G'  // ~z~My people will be expecting a visit.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ00H'  // ~z~It's a plan, man.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ00J'  // ~z~Later.
04AE: $DIALOG_WAV[0] = 30000 // $ = any 
04AE: $DIALOG_WAV[1] = 30001 // $ = any 
04AE: $DIALOG_WAV[2] = 30002 // $ = any 
04AE: $DIALOG_WAV[3] = 30003 // $ = any 
04AE: $DIALOG_WAV[4] = 30004 // $ = any 
04AE: $DIALOG_WAV[5] = 30005 // $ = any 
04AE: $DIALOG_WAV[6] = 30006 // $ = any 
04AE: $DIALOG_WAV[7] = 30007 // $ = any 
04AE: $DIALOG_WAV[8] = 30008 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_6870
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ03A'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ03B'  // ~z~Carl, it's Woozie!
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ03C'  // ~z~Hey, Woozie, man, what you been up to?
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ03D'  // ~z~Come along and see for yourself.
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ03E'  // ~z~I got a little business proposition for you.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ03F'  // ~z~Come over and see the setup, my friend.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ03G'  // ~z~OK, for sure, I like that.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ03H'  // ~z~Like it? You're gonna love it!
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ03J'  // ~z~It's the Four Dragons Casino in Las Venturas.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ03K'  // ~z~I'll see you soon, yeah?
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ03L'  // ~z~Yeah, OK.
04AE: $DIALOG_WAV[0] = 30029 // $ = any 
04AE: $DIALOG_WAV[1] = 30030 // $ = any 
04AE: $DIALOG_WAV[2] = 30031 // $ = any 
04AE: $DIALOG_WAV[3] = 30032 // $ = any 
04AE: $DIALOG_WAV[4] = 30033 // $ = any 
04AE: $DIALOG_WAV[5] = 30034 // $ = any 
04AE: $DIALOG_WAV[6] = 30035 // $ = any 
04AE: $DIALOG_WAV[7] = 30036 // $ = any 
04AE: $DIALOG_WAV[8] = 30037 // $ = any 
04AE: $DIALOG_WAV[9] = 30038 // $ = any 
04AE: $DIALOG_WAV[10] = 30039 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_13258 

:CELLFON_7126
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ03B'  // ~z~Carl, it's Woozie!
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ05B'  // ~z~Hey, wassup man?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ05C'  // ~z~You get that pass key yet?
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ05D'  // ~z~Nah, but I'm working on it.
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ05E'  // ~z~What's the problem, friend?
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ05F'  // ~z~Just get her in the sack, make her happy and grab the card!
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ05G'  // ~z~Eh, you should know you can't rush the seduction of a lady.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ05H'  // ~z~Okay, just gimme a call when you've got it.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ05J'  // ~z~A'ight.
04AE: $DIALOG_WAV[0] = 30030 // $ = any 
04AE: $DIALOG_WAV[1] = 30049 // $ = any 
04AE: $DIALOG_WAV[2] = 30050 // $ = any 
04AE: $DIALOG_WAV[3] = 30051 // $ = any 
04AE: $DIALOG_WAV[4] = 30052 // $ = any 
04AE: $DIALOG_WAV[5] = 30053 // $ = any 
04AE: $DIALOG_WAV[6] = 30054 // $ = any 
04AE: $DIALOG_WAV[7] = 30055 // $ = any 
04AE: $DIALOG_WAV[8] = 30056 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_7338
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ07A'  // ~z~Carl, it's me.
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ07B'  // ~z~You the man!
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ07C'  // ~z~Get back to the Four Dragons and we can get on with this thing!
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ07D'  // ~z~See you in a minute.
04AE: $DIALOG_WAV[0] = 30070 // $ = any 
04AE: $DIALOG_WAV[1] = 30071 // $ = any 
04AE: $DIALOG_WAV[2] = 30072 // $ = any 
04AE: $DIALOG_WAV[3] = 30073 // $ = any 
$DIALOG_ARRAY_SIZE = 3 
jump @CELLFON_13258 

:CELLFON_7440
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ04A'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ04B'  // ~z~Hey, CJ, what's up with you?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ04C'  // ~z~Are we doing this heist or are you going soft on me again.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ04D'  // ~z~Hey, check it. Them fools been shipped out of the Venturas,
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ04E'  // ~z~Salvatore think I'm cool, so it's on.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ04F'  // ~z~I'll meet you back at the 'Dragons.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ04G'  // ~z~OK, cool.
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ04H'  // ~z~Later.
04AE: $DIALOG_WAV[0] = 30040 // $ = any 
04AE: $DIALOG_WAV[1] = 30041 // $ = any 
04AE: $DIALOG_WAV[2] = 30042 // $ = any 
04AE: $DIALOG_WAV[3] = 30043 // $ = any 
04AE: $DIALOG_WAV[4] = 30044 // $ = any 
04AE: $DIALOG_WAV[5] = 30045 // $ = any 
04AE: $DIALOG_WAV[6] = 30046 // $ = any 
04AE: $DIALOG_WAV[7] = 30047 // $ = any 
$DIALOG_ARRAY_SIZE = 7 
jump @CELLFON_13258 

:CELLFON_7630
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ06A'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ06B'  // ~z~What's the hold up with that security pass, CJ?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ06C'  // ~z~There's been a slight setback.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ06D'  // ~z~What kind of setback?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ09E'  // ~z~Well, more of a romantic fuck up.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ09F'  // ~z~It's Millie, she's dumped me.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ06G'  // ~z~What the fuck? How?
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ06H'  // ~z~Well, we was hanging out, and shit got fucked up.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ06J'  // ~z~That's all I'm sayin'.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ09H'  // ~z~I know, I know, how could she dump a catch like me?
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ09J'  // ~z~There's no accounting for taste.
05A9: s$DIALOG_SUBTITLES[11] = 'MWUZ06K'  // ~z~Well her pass will probably be in her house!
05A9: s$DIALOG_SUBTITLES[12] = 'MWUZ06L'  // ~z~You gotta break in and get it!
05A9: s$DIALOG_SUBTITLES[13] = 'MWUZ06M'  // ~z~Shit, you're right.
05A9: s$DIALOG_SUBTITLES[14] = 'MWUZ06N'  // ~z~Hey, I'm a call you when I get the card.
04AE: $DIALOG_WAV[0] = 30057 // $ = any 
04AE: $DIALOG_WAV[1] = 30058 // $ = any 
04AE: $DIALOG_WAV[2] = 30059 // $ = any 
04AE: $DIALOG_WAV[3] = 30060 // $ = any 
04AE: $DIALOG_WAV[4] = 30079 // $ = any 
04AE: $DIALOG_WAV[5] = 30080 // $ = any 
04AE: $DIALOG_WAV[6] = 30063 // $ = any 
04AE: $DIALOG_WAV[7] = 30064 // $ = any 
04AE: $DIALOG_WAV[8] = 30065 // $ = any 
04AE: $DIALOG_WAV[9] = 30081 // $ = any 
04AE: $DIALOG_WAV[10] = 30082 // $ = any 
04AE: $DIALOG_WAV[11] = 30066 // $ = any 
04AE: $DIALOG_WAV[12] = 30067 // $ = any 
04AE: $DIALOG_WAV[13] = 30068 // $ = any 
04AE: $DIALOG_WAV[14] = 30069 // $ = any 
$DIALOG_ARRAY_SIZE = 14 
jump @CELLFON_13258 

:CELLFON_7974
05A9: s$DIALOG_SUBTITLES[0] = 'MWUZ06A'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MWUZ06B'  // ~z~What's the hold up with that security pass, CJ?
05A9: s$DIALOG_SUBTITLES[2] = 'MWUZ06C'  // ~z~There's been a slight setback.
05A9: s$DIALOG_SUBTITLES[3] = 'MWUZ06D'  // ~z~What kind of setback?
05A9: s$DIALOG_SUBTITLES[4] = 'MWUZ06E'  // ~z~Well, more of an unfortunate accident.
05A9: s$DIALOG_SUBTITLES[5] = 'MWUZ06F'  // ~z~It's Millie, she's dead.
05A9: s$DIALOG_SUBTITLES[6] = 'MWUZ06G'  // ~z~What the fuck? How?
05A9: s$DIALOG_SUBTITLES[7] = 'MWUZ06H'  // ~z~Well, we was hanging out, and shit got fucked up.
05A9: s$DIALOG_SUBTITLES[8] = 'MWUZ06J'  // ~z~That's all I'm sayin'.
05A9: s$DIALOG_SUBTITLES[9] = 'MWUZ06K'  // ~z~Well her pass will probably be in her house!
05A9: s$DIALOG_SUBTITLES[10] = 'MWUZ06L'  // ~z~You gotta break in and get it!
05A9: s$DIALOG_SUBTITLES[11] = 'MWUZ06M'  // ~z~Shit, you're right.
05A9: s$DIALOG_SUBTITLES[12] = 'MWUZ06N'  // ~z~Hey, I'm a call you when I get the card.
04AE: $DIALOG_WAV[0] = 30057 // $ = any 
04AE: $DIALOG_WAV[1] = 30058 // $ = any 
04AE: $DIALOG_WAV[2] = 30059 // $ = any 
04AE: $DIALOG_WAV[3] = 30060 // $ = any 
04AE: $DIALOG_WAV[4] = 30061 // $ = any 
04AE: $DIALOG_WAV[5] = 30062 // $ = any 
04AE: $DIALOG_WAV[6] = 30063 // $ = any 
04AE: $DIALOG_WAV[7] = 30064 // $ = any 
04AE: $DIALOG_WAV[8] = 30065 // $ = any 
04AE: $DIALOG_WAV[9] = 30066 // $ = any 
04AE: $DIALOG_WAV[10] = 30067 // $ = any 
04AE: $DIALOG_WAV[11] = 30068 // $ = any 
04AE: $DIALOG_WAV[12] = 30069 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_8274
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR01A'  // ~z~Yes?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR01B'  // ~z~This is a friend of yours.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR01C'  // ~z~I've got some information relating to your brother.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR01D'  // ~z~Come to the ranch and I'll explain.
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR01E'  // ~z~It's in Tierra Robada, cross the Garver Bridge, head South.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR01F'  // ~z~Who the fuck is this?
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR01G'  // ~z~I can't talk right now. Get your ass over here.
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR01H'  // ~z~Moms always told me not to talk to strangers.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR01J'  // ~z~And look what happened to the bitch!
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR01K'  // ~z~Now if you want your brother to sleep tonight with his tongue intact get your ass over here.
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR01L'  // ~z~Goodbye.
04AE: $DIALOG_WAV[0] = 29600 // $ = any 
04AE: $DIALOG_WAV[1] = 29601 // $ = any 
04AE: $DIALOG_WAV[2] = 29602 // $ = any 
04AE: $DIALOG_WAV[3] = 29603 // $ = any 
04AE: $DIALOG_WAV[4] = 29604 // $ = any 
04AE: $DIALOG_WAV[5] = 29605 // $ = any 
04AE: $DIALOG_WAV[6] = 29606 // $ = any 
04AE: $DIALOG_WAV[7] = 29607 // $ = any 
04AE: $DIALOG_WAV[8] = 29608 // $ = any 
04AE: $DIALOG_WAV[9] = 29609 // $ = any 
04AE: $DIALOG_WAV[10] = 29610 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_13258 

:CELLFON_8530
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR02A'  // ~z~Who the fuck is this?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR02B'  // ~z~Son, get back to the ranch and I'll explain everything.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR02C'  // ~z~And I mean everything.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR02D'  // ~z~Can't you just tell me now?
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR02E'  // ~z~I guess not.
04AE: $DIALOG_WAV[0] = 29611 // $ = any 
04AE: $DIALOG_WAV[1] = 29612 // $ = any 
04AE: $DIALOG_WAV[2] = 29613 // $ = any 
04AE: $DIALOG_WAV[3] = 29614 // $ = any 
04AE: $DIALOG_WAV[4] = 29615 // $ = any 
$DIALOG_ARRAY_SIZE = 4 
jump @CELLFON_13258 

:CELLFON_8654
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR03A'  // ~z~Here. Now. Don't screw around.
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR03B'  // ~z~What an Asshole!
04AE: $DIALOG_WAV[0] = 29616 // $ = any 
04AE: $DIALOG_WAV[1] = 29617 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_8712
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR05A'  // ~z~Hey, wassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR05B'  // ~z~Hey, how's the flying coming along?
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR05C'  // ~z~Yeah, well shit man, I was gonna holla at you about that cause, you know, I'm-
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR05D'  // ~z~Will you listen to yourself? Admit it, you're scared.
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR05E'  // ~z~Maybe just a little.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR05F'  // ~z~Until you've walked into the middle of Bedouin arms dealer's camp with nothing but a briefcase full of cash,
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR05G'  // ~z~you don't know the meaning of fear, okay?
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR05H'  // ~z~Oh yeah? Try going to the swap meet in Idlewood sometime.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR05J'  // ~z~Learn to fly, Carl.
04AE: $DIALOG_WAV[0] = 29630 // $ = any 
04AE: $DIALOG_WAV[1] = 29631 // $ = any 
04AE: $DIALOG_WAV[2] = 29632 // $ = any 
04AE: $DIALOG_WAV[3] = 29633 // $ = any 
04AE: $DIALOG_WAV[4] = 29634 // $ = any 
04AE: $DIALOG_WAV[5] = 29635 // $ = any 
04AE: $DIALOG_WAV[6] = 29636 // $ = any 
04AE: $DIALOG_WAV[7] = 29637 // $ = any 
04AE: $DIALOG_WAV[8] = 29638 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_13258 

:CELLFON_8924
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR06A'  // ~z~What do you want, Toreno?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR06B'  // ~z~Well, what do you want, Carl?
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR06C'  // ~z~You want your brother out of jail?
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR06D'  // ~z~OK, listen, I'm trying man, I really am,
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR06E'  // ~z~I'm gonna let you in on a little secret. Carl
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR06F'  // ~z~The one difference between those that tried and died
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR06G'  // ~z~and those that still walk this Earth, is belief in self
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR06H'  // ~z~Nothing is impossible, Carl.
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR06J'  // ~z~Beat your fears, focus your mind and learn to fly.
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR06K'  // ~z~OK, OK, I'll-
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR06L'  // ~z~TORENO?
05A9: s$DIALOG_SUBTITLES[11] = 'MTOR06M'  // ~z~Oh shit...
04AE: $DIALOG_WAV[0] = 29639 // $ = any 
04AE: $DIALOG_WAV[1] = 29640 // $ = any 
04AE: $DIALOG_WAV[2] = 29641 // $ = any 
04AE: $DIALOG_WAV[3] = 29642 // $ = any 
04AE: $DIALOG_WAV[4] = 29643 // $ = any 
04AE: $DIALOG_WAV[5] = 29644 // $ = any 
04AE: $DIALOG_WAV[6] = 29645 // $ = any 
04AE: $DIALOG_WAV[7] = 29646 // $ = any 
04AE: $DIALOG_WAV[8] = 29647 // $ = any 
04AE: $DIALOG_WAV[9] = 29648 // $ = any 
04AE: $DIALOG_WAV[10] = 29649 // $ = any 
04AE: $DIALOG_WAV[11] = 29650 // $ = any 
$DIALOG_ARRAY_SIZE = 11 
jump @CELLFON_13258 

:CELLFON_9202
05A9: s$DIALOG_SUBTITLES[0] = 'MTOR07A'  // ~z~Toreno?
05A9: s$DIALOG_SUBTITLES[1] = 'MTOR07B'  // ~z~Carl, learn to fly.
05A9: s$DIALOG_SUBTITLES[2] = 'MTOR07C'  // ~z~I'm on it, man, I swear.
05A9: s$DIALOG_SUBTITLES[3] = 'MTOR07D'  // ~z~I'm on it man I swear', same old broken record, Carl. But that's fine...
05A9: s$DIALOG_SUBTITLES[4] = 'MTOR07E'  // ~z~because your brother's getting a new cell mate tonight.
05A9: s$DIALOG_SUBTITLES[5] = 'MTOR07L'  // ~z~Horse Cock Harry, And I'm sending a present, little wedding present.
05A9: s$DIALOG_SUBTITLES[6] = 'MTOR07M'  // ~z~Big tub of lube!
05A9: s$DIALOG_SUBTITLES[7] = 'MTOR07F'  // ~z~Shit dude, OK, OK, I swear man, I'm gonna be the best pilot!
05A9: s$DIALOG_SUBTITLES[8] = 'MTOR07G'  // ~z~I'd love to hear you Carl, I can't hear you. All I can hear is your brother's love cries
05A9: s$DIALOG_SUBTITLES[9] = 'MTOR07N'  // ~z~as eight kilometers of cock finds it's way up his ass.
05A9: s$DIALOG_SUBTITLES[10] = 'MTOR07O'  // ~z~Aooooowww' - that's your brother, OK? No big problem.
05A9: s$DIALOG_SUBTITLES[11] = 'MTOR07H'  // ~z~Wait! Please, man!
05A9: s$DIALOG_SUBTITLES[12] = 'MTOR07J'  // ~z~that was my last motivational speech, understand? Am I being too spiritual for you, Carl?
05A9: s$DIALOG_SUBTITLES[13] = 'MTOR07K'  // ~z~OK, man, I get the message!
04AE: $DIALOG_WAV[0] = 29652 // $ = any 
04AE: $DIALOG_WAV[1] = 29653 // $ = any 
04AE: $DIALOG_WAV[2] = 29654 // $ = any 
04AE: $DIALOG_WAV[3] = 29655 // $ = any 
04AE: $DIALOG_WAV[4] = 29656 // $ = any 
04AE: $DIALOG_WAV[5] = 29662 // $ = any 
04AE: $DIALOG_WAV[6] = 29663 // $ = any 
04AE: $DIALOG_WAV[7] = 29657 // $ = any 
04AE: $DIALOG_WAV[8] = 29658 // $ = any 
04AE: $DIALOG_WAV[9] = 29664 // $ = any 
04AE: $DIALOG_WAV[10] = 29665 // $ = any 
04AE: $DIALOG_WAV[11] = 29659 // $ = any 
04AE: $DIALOG_WAV[12] = 29660 // $ = any 
04AE: $DIALOG_WAV[13] = 29661 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_9524
05A9: s$DIALOG_SUBTITLES[0] = 'MKP01A'  // ~z~Halo
05A9: s$DIALOG_SUBTITLES[1] = 'MKP01B'  // ~z~Awright, Carl - it's me, Paulo.
05A9: s$DIALOG_SUBTITLES[2] = 'MKP01C'  // ~z~Listen, Rosie's in a tangle
05A9: s$DIALOG_SUBTITLES[3] = 'MKP01D'  // ~z~and I think you're the geezer to sort it out for us, OK, sunshine?
05A9: s$DIALOG_SUBTITLES[4] = 'MKP01E'  // ~z~Slip round the office and see me, double quick.
05A9: s$DIALOG_SUBTITLES[5] = 'MKP01F'  // ~z~Yeah, thanks man, I appreciate the opportunity.
04AE: $DIALOG_WAV[0] = 27200 // $ = any 
04AE: $DIALOG_WAV[1] = 27201 // $ = any 
04AE: $DIALOG_WAV[2] = 27202 // $ = any 
04AE: $DIALOG_WAV[3] = 27203 // $ = any 
04AE: $DIALOG_WAV[4] = 27204 // $ = any 
04AE: $DIALOG_WAV[5] = 27205 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_9670
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL01A'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS01B'  // ~z~Carl? It's me, Ken.
05A9: s$DIALOG_SUBTITLES[2] = 'MROS01D'  // ~z~The Leone family has made their move! Salvatore's here, now!
05A9: s$DIALOG_SUBTITLES[3] = 'MROS01F'  // ~z~He's taken over Caligula's!
05A9: s$DIALOG_SUBTITLES[4] = 'MROS01H'  // ~z~We're screwed! It's war for control of Venturas, man, War! WAR!
05A9: s$DIALOG_SUBTITLES[5] = 'MROS01L'  // ~z~There's word of some Triad visit or something that should keep him busy. I'm calling from the bathroom, I gotta go, I really gotta go.
04AE: $DIALOG_WAV[0] = 28600 // $ = any 
04AE: $DIALOG_WAV[1] = 28400 // $ = any 
04AE: $DIALOG_WAV[2] = 28401 // $ = any 
04AE: $DIALOG_WAV[3] = 28403 // $ = any 
04AE: $DIALOG_WAV[4] = 28404 // $ = any 
04AE: $DIALOG_WAV[5] = 28405 // $ = any 
$DIALOG_ARRAY_SIZE = 5 
jump @CELLFON_13258 

:CELLFON_9816
05A9: s$DIALOG_SUBTITLES[0] = 'MROS02A'  // ~z~He-ello?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS02B'  // ~z~You've hung us out to dry, I know it!
05A9: s$DIALOG_SUBTITLES[2] = 'MROS02C'  // ~z~Rosenberg?
05A9: s$DIALOG_SUBTITLES[3] = 'MROS02D'  // ~z~Yeah. Soon to be wearing concrete shoes in a shallow grave in the desert, Rosenberg!
05A9: s$DIALOG_SUBTITLES[4] = 'MROS02E'  // ~z~I'm surprised you remember!
05A9: s$DIALOG_SUBTITLES[5] = 'MROS02F'  // ~z~Look, I haven't forgotten you guys, just hang in there.
05A9: s$DIALOG_SUBTITLES[6] = 'MROS02G'  // ~z~Easy for you to say, this Salvatore guy might whack me at any moment.
04AE: $DIALOG_WAV[0] = 28406 // $ = any 
04AE: $DIALOG_WAV[1] = 28407 // $ = any 
04AE: $DIALOG_WAV[2] = 28408 // $ = any 
04AE: $DIALOG_WAV[3] = 28409 // $ = any 
04AE: $DIALOG_WAV[4] = 28410 // $ = any 
04AE: $DIALOG_WAV[5] = 28411 // $ = any 
04AE: $DIALOG_WAV[6] = 28412 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_9984
05A9: s$DIALOG_SUBTITLES[0] = 'MROS03A'  // ~z~Hey Ken, how you doin'?
05A9: s$DIALOG_SUBTITLES[1] = 'MROS03B'  // ~z~(sniff) Who is this?
05A9: s$DIALOG_SUBTITLES[2] = 'MROS03C'  // ~z~It's Carl, Carl Johnson!
05A9: s$DIALOG_SUBTITLES[3] = 'MROS03D'  // ~z~Hey, Carl! Great! (sniff)
05A9: s$DIALOG_SUBTITLES[4] = 'MROS03E'  // ~z~Guys, it's Carl! Ga-great! I'm-- (sniff)
05A9: s$DIALOG_SUBTITLES[5] = 'MROS03F'  // ~z~Fucking great! Fucking amazing!
05A9: s$DIALOG_SUBTITLES[6] = 'MROS03G'  // ~z~Yeah, well, I've got a need for an accountant and a sound engineer
05A9: s$DIALOG_SUBTITLES[7] = 'MROS03H'  // ~z~and I thought of you and Paul.
05A9: s$DIALOG_SUBTITLES[8] = 'MROS03J'  // ~z~Fucking amazing!
05A9: s$DIALOG_SUBTITLES[9] = 'MROS03K'  // ~z~Paul's great with figures and I'd make a fucking amazing producer!
05A9: s$DIALOG_SUBTITLES[10] = 'MROS03L'  // ~z~This is (sniff) this fucking great! It's amazing!
05A9: s$DIALOG_SUBTITLES[11] = 'MROS03N'  // ~z~Yeah, yeah, whatever you say man, but look.
05A9: s$DIALOG_SUBTITLES[12] = 'MROS03O'  // ~z~See you soon.
05A9: s$DIALOG_SUBTITLES[13] = 'MROS03P'  // ~z~Fucking amazing!
04AE: $DIALOG_WAV[0] = 28413 // $ = any 
04AE: $DIALOG_WAV[1] = 28414 // $ = any 
04AE: $DIALOG_WAV[2] = 28415 // $ = any 
04AE: $DIALOG_WAV[3] = 28416 // $ = any 
04AE: $DIALOG_WAV[4] = 28417 // $ = any 
04AE: $DIALOG_WAV[5] = 28418 // $ = any 
04AE: $DIALOG_WAV[6] = 28419 // $ = any 
04AE: $DIALOG_WAV[7] = 28420 // $ = any 
04AE: $DIALOG_WAV[8] = 28421 // $ = any 
04AE: $DIALOG_WAV[9] = 28422 // $ = any 
04AE: $DIALOG_WAV[10] = 28423 // $ = any 
04AE: $DIALOG_WAV[11] = 28424 // $ = any 
04AE: $DIALOG_WAV[12] = 28425 // $ = any 
04AE: $DIALOG_WAV[13] = 28426 // $ = any 
$DIALOG_ARRAY_SIZE = 13 
jump @CELLFON_13258 

:CELLFON_10306
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL01A'  // ~z~Hello?
05A9: s$DIALOG_SUBTITLES[1] = 'MSAL01B'  // ~z~Hey, Carl my boy!
05A9: s$DIALOG_SUBTITLES[2] = 'MSAL01C'  // ~z~Mr. Leone.
05A9: s$DIALOG_SUBTITLES[3] = 'MSAL01D'  // ~z~Everybody's talking about the job you did on that St. Mark's Bistro!
05A9: s$DIALOG_SUBTITLES[4] = 'MSAL01E'  // ~z~Thank you, Mr. Leone.
05A9: s$DIALOG_SUBTITLES[5] = 'MSAL01F'  // ~z~And you, er, you took care of those three loose ends?
05A9: s$DIALOG_SUBTITLES[6] = 'MSAL01G'  // ~z~Yeah those poor saps ran into a little trouble along the way.
05A9: s$DIALOG_SUBTITLES[7] = 'MSAL01H'  // ~z~You won't be hearing from Mr. Rosenberg again.
05A9: s$DIALOG_SUBTITLES[8] = 'MSAL01J'  // ~z~Good boy! Good boy!
05A9: s$DIALOG_SUBTITLES[9] = 'MSAL01K'  // ~z~Now listen, you're going to have to keep a low profile or people will start to make connections,
05A9: s$DIALOG_SUBTITLES[10] = 'MSAL01M'  // ~z~so let's keep our distance for a while, eh?
05A9: s$DIALOG_SUBTITLES[11] = 'MSAL01N'  // ~z~I'll call you.
05A9: s$DIALOG_SUBTITLES[12] = 'MSAL01O'  // ~z~Thank you, Mr. Leone.
04AE: $DIALOG_WAV[0] = 28600 // $ = any 
04AE: $DIALOG_WAV[1] = 28601 // $ = any 
04AE: $DIALOG_WAV[2] = 28602 // $ = any 
04AE: $DIALOG_WAV[3] = 28603 // $ = any 
04AE: $DIALOG_WAV[4] = 28604 // $ = any 
04AE: $DIALOG_WAV[5] = 28605 // $ = any 
04AE: $DIALOG_WAV[6] = 28606 // $ = any 
04AE: $DIALOG_WAV[7] = 28607 // $ = any 
04AE: $DIALOG_WAV[8] = 28608 // $ = any 
04AE: $DIALOG_WAV[9] = 28609 // $ = any 
04AE: $DIALOG_WAV[10] = 28610 // $ = any 
04AE: $DIALOG_WAV[11] = 28611 // $ = any 
04AE: $DIALOG_WAV[12] = 28612 // $ = any 
$DIALOG_ARRAY_SIZE = 12 
jump @CELLFON_13258 

:CELLFON_10606
05A9: s$DIALOG_SUBTITLES[0] = 'MSAL02A'  // ~z~'Ssup?
05A9: s$DIALOG_SUBTITLES[1] = 'MSAL02B'  // ~z~You two-bit, backstabbing, piece of eggplant shit!
05A9: s$DIALOG_SUBTITLES[2] = 'MSAL02C'  // ~z~Salvatore!
05A9: s$DIALOG_SUBTITLES[3] = 'MSAL02D'  // ~z~Nice to hear from you, too!
05A9: s$DIALOG_SUBTITLES[4] = 'MSAL02E'  // ~z~You're dead! Your friends are dead! Your family's dead!
05A9: s$DIALOG_SUBTITLES[5] = 'MSAL02F'  // ~z~I'm gonna fuck you up, and your children and your grandchildren!
05A9: s$DIALOG_SUBTITLES[6] = 'MSAL02G'  // ~z~Well, it's been nice talking to ya,
05A9: s$DIALOG_SUBTITLES[7] = 'MSAL02H'  // ~z~but I got some money needs spending on some expensive trash.
05A9: s$DIALOG_SUBTITLES[8] = 'MSAL02J'  // ~z~so if you'll excuse me.
05A9: s$DIALOG_SUBTITLES[9] = 'MSAL02K'  // ~z~You're dead! DEAD!
04AE: $DIALOG_WAV[0] = 28613 // $ = any 
04AE: $DIALOG_WAV[1] = 28614 // $ = any 
04AE: $DIALOG_WAV[2] = 28615 // $ = any 
04AE: $DIALOG_WAV[3] = 28616 // $ = any 
04AE: $DIALOG_WAV[4] = 28617 // $ = any 
04AE: $DIALOG_WAV[5] = 28618 // $ = any 
04AE: $DIALOG_WAV[6] = 28619 // $ = any 
04AE: $DIALOG_WAV[7] = 28620 // $ = any 
04AE: $DIALOG_WAV[8] = 28621 // $ = any 
04AE: $DIALOG_WAV[9] = 28622 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_10840
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL2A'  // ~z~Millie, whassup?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL2B'  // ~z~Hey Carl, just called to say that last night was terrific.
05A9: s$DIALOG_SUBTITLES[2] = 'MMILL2C'  // ~z~Likewise, baby, likewise.
05A9: s$DIALOG_SUBTITLES[3] = 'MMILL2D'  // ~z~Listen, I thought about that little scheme you told me about.
05A9: s$DIALOG_SUBTITLES[4] = 'MMILL2E'  // ~z~Don't worry, I haven't told anybody, not even my mom.
05A9: s$DIALOG_SUBTITLES[5] = 'MMILL2F'  // ~z~I've left the key card and the door code in my bedroom.
05A9: s$DIALOG_SUBTITLES[6] = 'MMILL2H'  // ~z~Millie, girl, you will NOT regret this!
05A9: s$DIALOG_SUBTITLES[7] = 'MMILL2J'  // ~z~I know, because I'm getting a cut, right?
05A9: s$DIALOG_SUBTITLES[8] = 'MMILL2K'  // ~z~Sure thing, Millie, sure thing. I'll see you right.
05A9: s$DIALOG_SUBTITLES[9] = 'MMILL2L'  // ~z~OK, you got it.
04AE: $DIALOG_WAV[0] = 27811 // $ = any 
04AE: $DIALOG_WAV[1] = 27812 // $ = any 
04AE: $DIALOG_WAV[2] = 27813 // $ = any 
04AE: $DIALOG_WAV[3] = 27814 // $ = any 
04AE: $DIALOG_WAV[4] = 27815 // $ = any 
04AE: $DIALOG_WAV[5] = 27816 // $ = any 
04AE: $DIALOG_WAV[6] = 27818 // $ = any 
04AE: $DIALOG_WAV[7] = 27819 // $ = any 
04AE: $DIALOG_WAV[8] = 27820 // $ = any 
04AE: $DIALOG_WAV[9] = 27821 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_11074
05A9: s$DIALOG_SUBTITLES[0] = 'MZER01A'  // ~z~Yeah, what?
05A9: s$DIALOG_SUBTITLES[1] = 'MZER01B'  // ~z~Sorry, Carl, are you busy?
05A9: s$DIALOG_SUBTITLES[2] = 'MZER01C'  // ~z~Zero? No man, good to hear from you. Wassup?
05A9: s$DIALOG_SUBTITLES[3] = 'MZER01D'  // ~z~Disaster! My landlord is selling the shop!
05A9: s$DIALOG_SUBTITLES[4] = 'MZER01E'  // ~z~I'll have nowhere to live and no safe haven from Berkley...
05A9: s$DIALOG_SUBTITLES[5] = 'MZER01F'  // ~z~Ahhh, I'm looking to invest in some property at the moment.
05A9: s$DIALOG_SUBTITLES[6] = 'MZER01G'  // ~z~Maybe I'll swing by.
04AE: $DIALOG_WAV[0] = 30400 // $ = any 
04AE: $DIALOG_WAV[1] = 30401 // $ = any 
04AE: $DIALOG_WAV[2] = 30402 // $ = any 
04AE: $DIALOG_WAV[3] = 30403 // $ = any 
04AE: $DIALOG_WAV[4] = 30404 // $ = any 
04AE: $DIALOG_WAV[5] = 30405 // $ = any 
04AE: $DIALOG_WAV[6] = 30406 // $ = any 
$DIALOG_ARRAY_SIZE = 6 
jump @CELLFON_13258 

:CELLFON_11242
05A9: s$DIALOG_SUBTITLES[0] = 'MZER02A'  // ~z~Hello.
05A9: s$DIALOG_SUBTITLES[1] = 'MZER02B'  // ~z~Carl! It's Zero!
05A9: s$DIALOG_SUBTITLES[2] = 'MZER02C'  // ~z~Oh, hi Zee, you wasn't around when I signed the deeds.
05A9: s$DIALOG_SUBTITLES[3] = 'MZER02D'  // ~z~Yes, I know. I was on a dangerous reconnaissance mission, deep into enemy territory.
05A9: s$DIALOG_SUBTITLES[4] = 'MZER02E'  // ~z~Uh, yeah right, sure. Whatever you say.
05A9: s$DIALOG_SUBTITLES[5] = 'MZER02F'  // ~z~should come through and have a look at the business, y'know.
05A9: s$DIALOG_SUBTITLES[6] = 'MZER02G'  // ~z~Oh, of course, of course.
05A9: s$DIALOG_SUBTITLES[7] = 'MZER02H'  // ~z~I'll have to tidy up a bit, this place is such a mess!
05A9: s$DIALOG_SUBTITLES[8] = 'MZER02J'  // ~z~Don't worry about it.
05A9: s$DIALOG_SUBTITLES[9] = 'MZER02K'  // ~z~I'll drop in soon.
04AE: $DIALOG_WAV[0] = 30407 // $ = any 
04AE: $DIALOG_WAV[1] = 30408 // $ = any 
04AE: $DIALOG_WAV[2] = 30409 // $ = any 
04AE: $DIALOG_WAV[3] = 30410 // $ = any 
04AE: $DIALOG_WAV[4] = 30411 // $ = any 
04AE: $DIALOG_WAV[5] = 30412 // $ = any 
04AE: $DIALOG_WAV[6] = 30413 // $ = any 
04AE: $DIALOG_WAV[7] = 30414 // $ = any 
04AE: $DIALOG_WAV[8] = 30415 // $ = any 
04AE: $DIALOG_WAV[9] = 30416 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_13258 

:CELLFON_11476
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_1A'  // ~z~Yeah, what?
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_1B'  // ~z~Yo, man, it's Jethro, dude!
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_1C'  // ~z~Hey Jethro, whattup?
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_1D'  // ~z~Well, I was talking to Cesar, and uh, well don't get me wrong, dude,
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_1E'  // ~z~I mean, you are one out there dude, when it comes to driving, man,
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_1F'  // ~z~but Cesar, he told us how many cars you get through, dude,
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_1G'  // ~z~and me and Dwaine were, like, whooaaa!
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_1H'  // ~z~What is your point, Jethro?
05A9: s$DIALOG_SUBTITLES[8] = 'MJET_1J'  // ~z~No point, man, no point!
05A9: s$DIALOG_SUBTITLES[9] = 'MJET_1K'  // ~z~Just that there's an advanced driving school, like,
05A9: s$DIALOG_SUBTITLES[10] = 'MJET_1L'  // ~z~just up the road from the garage, man, like in Doherty.
05A9: s$DIALOG_SUBTITLES[11] = 'MJET_1M'  // ~z~Driving school? Man, exactly what you trying to say, man?
05A9: s$DIALOG_SUBTITLES[12] = 'MJET_1N'  // ~z~NOTHING, man! Nothing. It was Dwaine's idea.
05A9: s$DIALOG_SUBTITLES[13] = 'MJET_1O'  // ~z~I think you're, like, y'know, cool and shit.
05A9: s$DIALOG_SUBTITLES[14] = 'MJET_1P'  // ~z~I better go, CJ, I'll see you later.
04AE: $DIALOG_WAV[0] = 26600 // $ = any 
04AE: $DIALOG_WAV[1] = 26601 // $ = any 
04AE: $DIALOG_WAV[2] = 26602 // $ = any 
04AE: $DIALOG_WAV[3] = 26603 // $ = any 
04AE: $DIALOG_WAV[4] = 26604 // $ = any 
04AE: $DIALOG_WAV[5] = 26605 // $ = any 
04AE: $DIALOG_WAV[6] = 26606 // $ = any 
04AE: $DIALOG_WAV[7] = 26607 // $ = any 
04AE: $DIALOG_WAV[8] = 26608 // $ = any 
04AE: $DIALOG_WAV[9] = 26609 // $ = any 
04AE: $DIALOG_WAV[10] = 26610 // $ = any 
04AE: $DIALOG_WAV[11] = 26611 // $ = any 
04AE: $DIALOG_WAV[12] = 26612 // $ = any 
04AE: $DIALOG_WAV[13] = 26613 // $ = any 
04AE: $DIALOG_WAV[14] = 26614 // $ = any 
$DIALOG_ARRAY_SIZE = 14 
jump @CELLFON_13258 

:CELLFON_11820
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_2A'  // ~z~Yo, CJ, it's, like, Jethro, dude!
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_2B'  // ~z~Hey Jethro, how is it?
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_2C'  // ~z~Yo, dude, the garage is coming along nicely, man.
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_2D'  // ~z~But I rang about something else.
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_2E'  // ~z~There's an unofficial street racing club in San Fierro.
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_2F'  // ~z~Unofficial, as in 'illegal', right?
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_2G'  // ~z~I don't know what you're talking about, dude.
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_2H'  // ~z~Anyhoo, they meet up around the driving school someplace.
05A9: s$DIALOG_SUBTITLES[8] = 'MJET_2J'  // ~z~Thought you might, y'know, like to know.
05A9: s$DIALOG_SUBTITLES[9] = 'MJET_2K'  // ~z~Thanks, Jethro. I'm a think about it, and I'll holla at you.
05A9: s$DIALOG_SUBTITLES[10] = 'MJET_2L'  // ~z~Later, man.
04AE: $DIALOG_WAV[0] = 26615 // $ = any 
04AE: $DIALOG_WAV[1] = 26616 // $ = any 
04AE: $DIALOG_WAV[2] = 26617 // $ = any 
04AE: $DIALOG_WAV[3] = 26618 // $ = any 
04AE: $DIALOG_WAV[4] = 26619 // $ = any 
04AE: $DIALOG_WAV[5] = 26620 // $ = any 
04AE: $DIALOG_WAV[6] = 26621 // $ = any 
04AE: $DIALOG_WAV[7] = 26622 // $ = any 
04AE: $DIALOG_WAV[8] = 26623 // $ = any 
04AE: $DIALOG_WAV[9] = 26624 // $ = any 
04AE: $DIALOG_WAV[10] = 26625 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_13258 

:CELLFON_12076
05A9: s$DIALOG_SUBTITLES[0] = 'MJET_3A'  // ~z~Hello!
05A9: s$DIALOG_SUBTITLES[1] = 'MJET_3B'  // ~z~Yo, it's Jethro, man.
05A9: s$DIALOG_SUBTITLES[2] = 'MJET_3C'  // ~z~Listen, me an' Cesar have used our contacts to, like, get a wish list of cars,
05A9: s$DIALOG_SUBTITLES[3] = 'MJET_3D'  // ~z~but we'll need to turn them around real quick, dude.
05A9: s$DIALOG_SUBTITLES[4] = 'MJET_3E'  // ~z~Now there's a showroom round the block that's come up for sale
05A9: s$DIALOG_SUBTITLES[5] = 'MJET_3F'  // ~z~and I thought it would be a good idea to make things look as legitimate as possible.
05A9: s$DIALOG_SUBTITLES[6] = 'MJET_3G'  // ~z~Yeah, that's a great idea man, I'm a look in to it.
05A9: s$DIALOG_SUBTITLES[7] = 'MJET_3H'  // ~z~I'm a holla at you.
04AE: $DIALOG_WAV[0] = 26626 // $ = any 
04AE: $DIALOG_WAV[1] = 26627 // $ = any 
04AE: $DIALOG_WAV[2] = 26628 // $ = any 
04AE: $DIALOG_WAV[3] = 26629 // $ = any 
04AE: $DIALOG_WAV[4] = 26630 // $ = any 
04AE: $DIALOG_WAV[5] = 26631 // $ = any 
04AE: $DIALOG_WAV[6] = 26632 // $ = any 
04AE: $DIALOG_WAV[7] = 26633 // $ = any 
$DIALOG_ARRAY_SIZE = 7 
jump @CELLFON_13258 

:CELLFON_12266
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_1A'  // ~z~Hey, Mr. Johnson. Just a friendly reminder that you owe me money.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_1B'  // ~z~Don't be a stranger.
04AE: $DIALOG_WAV[0] = 34814 // $ = any 
04AE: $DIALOG_WAV[1] = 34815 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12328
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_2A'  // ~z~Hello, Carl Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_2B'  // ~z~You owe me money and I would consider it polite if you paid it back, understand?
04AE: $DIALOG_WAV[0] = 34816 // $ = any 
04AE: $DIALOG_WAV[1] = 34817 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12390
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_3A'  // ~z~Mr. Carl Johnson. My records show that you owe me money.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_3B'  // ~z~Probably just slipped your mind, but I thought I'd just jog your memory.
04AE: $DIALOG_WAV[0] = 34818 // $ = any 
04AE: $DIALOG_WAV[1] = 34819 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12452
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_4A'  // ~z~Mr. Johnson! I haven't seen you for a while, and you owe me money!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_4B'  // ~z~Consider your position and that of your friends and family!
04AE: $DIALOG_WAV[0] = 34820 // $ = any 
04AE: $DIALOG_WAV[1] = 34821 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12514
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_5A'  // ~z~Carl! I hope you're not spending too much cash. Especially since you've owed me money for so long.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_5B'  // ~z~Don't make an enemy of me, Carl.
04AE: $DIALOG_WAV[0] = 34822 // $ = any 
04AE: $DIALOG_WAV[1] = 34823 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12576
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_6A'  // ~z~Carl Johnson. I hear you have a sister.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_6B'  // ~z~Don't make me explain to her why you owe me so much money!
04AE: $DIALOG_WAV[0] = 34824 // $ = any 
04AE: $DIALOG_WAV[1] = 34825 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12638
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_7A'  // ~z~I'm a patient man, Mr. Johnson, but I'm also a businessman, understand?
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_7B'  // ~z~You owe me money, Carl, think about it.
04AE: $DIALOG_WAV[0] = 34826 // $ = any 
04AE: $DIALOG_WAV[1] = 34827 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12700
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_8A'  // ~z~Mr. Johnson, you owe me money.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_8B'  // ~z~A business relationship is built on trust and mutual respect. Think about it.
04AE: $DIALOG_WAV[0] = 34828 // $ = any 
04AE: $DIALOG_WAV[1] = 34829 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12762
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK_9A'  // ~z~Mr. Johnson, I hear you're in the neighborhood!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK_9B'  // ~z~Some of my associates will be paying you a visit to talk about your debts.
04AE: $DIALOG_WAV[0] = 34830 // $ = any 
04AE: $DIALOG_WAV[1] = 34831 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12824
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK10A'  // ~z~Carl Johnson. Little bird told me you're in town.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK10B'  // ~z~You should have listened to me and paid your debts.
04AE: $DIALOG_WAV[0] = 34800 // $ = any 
04AE: $DIALOG_WAV[1] = 34801 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12886
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK11A'  // ~z~A man of honor pays his debts, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK11B'  // ~z~You've left me no choice but to treat you with the same lack of respect you've shown me.
04AE: $DIALOG_WAV[0] = 34802 // $ = any 
04AE: $DIALOG_WAV[1] = 34803 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_12948
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK12A'  // ~z~I am not a charity, Mr. Johnson, I'm a businessman.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK12B'  // ~z~You should have paid up while you had the chance.
04AE: $DIALOG_WAV[0] = 34804 // $ = any 
04AE: $DIALOG_WAV[1] = 34805 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13010
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK13A'  // ~z~Mr. Johnson, I want my fucking money!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK13B'  // ~z~I'm sending someone round to pay you a little courtesy call.
04AE: $DIALOG_WAV[0] = 34806 // $ = any 
04AE: $DIALOG_WAV[1] = 34807 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13072
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK14A'  // ~z~I don't think you're getting the message, Mr. Johnson: I WANT MY MONEY!
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK14B'  // ~z~I'll let you negotiate with my, eh, collection department.
04AE: $DIALOG_WAV[0] = 34808 // $ = any 
04AE: $DIALOG_WAV[1] = 34809 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13134
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK15A'  // ~z~The time for pleasantries is past, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK15B'  // ~z~You've given me no choice but to get a little more persuasive about your debt problems.
04AE: $DIALOG_WAV[0] = 34810 // $ = any 
04AE: $DIALOG_WAV[1] = 34811 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13196
05A9: s$DIALOG_SUBTITLES[0] = 'SHRK16A'  // ~z~You had your chance to pay me, Mr. Johnson.
05A9: s$DIALOG_SUBTITLES[1] = 'SHRK16B'  // ~z~You've left me no option in this matter - I WANT MY MONEY!
04AE: $DIALOG_WAV[0] = 34812 // $ = any 
04AE: $DIALOG_WAV[1] = 34813 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_13258 

:CELLFON_13258
jump @CELLFON_18044 

:CELLFON_13265
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 54 default_jump 0 @CELLFON_18044 jumps 70 @CELLFON_13724 71 @CELLFON_13782 72 @CELLFON_13840 73 @CELLFON_13898 74 @CELLFON_13956 75 @CELLFON_14014 76 @CELLFON_14072 
0872: jump_table_jumps 77 @CELLFON_14130 80 @CELLFON_14444 81 @CELLFON_14502 82 @CELLFON_14560 83 @CELLFON_14618 84 @CELLFON_14676 85 @CELLFON_14734 86 @CELLFON_14792 87 @CELLFON_14850 
0872: jump_table_jumps 90 @CELLFON_15120 91 @CELLFON_15178 92 @CELLFON_15236 93 @CELLFON_15294 94 @CELLFON_15352 95 @CELLFON_15410 96 @CELLFON_15468 97 @CELLFON_15526 100 @CELLFON_15818 
0872: jump_table_jumps 101 @CELLFON_15876 102 @CELLFON_15934 103 @CELLFON_15992 104 @CELLFON_16050 105 @CELLFON_16108 106 @CELLFON_16166 107 @CELLFON_16224 110 @CELLFON_16670 111 @CELLFON_16728 
0872: jump_table_jumps 112 @CELLFON_16786 113 @CELLFON_16844 114 @CELLFON_16902 115 @CELLFON_16960 116 @CELLFON_17018 117 @CELLFON_17076 120 @CELLFON_17346 121 @CELLFON_17404 122 @CELLFON_17462 
0872: jump_table_jumps 123 @CELLFON_17520 124 @CELLFON_17578 125 @CELLFON_17636 126 @CELLFON_17694 127 @CELLFON_17752 130 @CELLFON_14188 131 @CELLFON_14908 132 @CELLFON_15584 133 @CELLFON_16282 
0872: jump_table_jumps 134 @CELLFON_17134 135 @CELLFON_17810 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 -1 @CELLFON_18044 

:CELLFON_13724
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_2A'  // ~z~Yo, Carl, it's me, Denise. Whassappening? We gonna hang out or what?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_2D'  // ~z~OK sure, baby, I'll swing by and pick you up!
04AE: $DIALOG_WAV[0] = 25411 // $ = any 
04AE: $DIALOG_WAV[1] = 25412 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13782
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_3A'  // ~z~Whattup Carl? It's Denise, you down for doing some shit?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_3B'  // ~z~I hear you, baby! I'll drop by later.
04AE: $DIALOG_WAV[0] = 25413 // $ = any 
04AE: $DIALOG_WAV[1] = 25414 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13840
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_4A'  // ~z~Homie, it's Denise. I need some attention - don't make me come and put a cap in yo'ass!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_4D'  // ~z~I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $DIALOG_WAV[0] = 25415 // $ = any 
04AE: $DIALOG_WAV[1] = 25416 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13898
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_5A'  // ~z~Carl, it's Denise. Where you been, baby, I'm getting lonely!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_5B'  // ~z~Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $DIALOG_WAV[0] = 25417 // $ = any 
04AE: $DIALOG_WAV[1] = 25418 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_13956
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_6A'  // ~z~Hey, it's Denise. You gonna come 'round and make me feel special?
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_6D'  // ~z~Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $DIALOG_WAV[0] = 25419 // $ = any 
04AE: $DIALOG_WAV[1] = 25420 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14014
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_7D'  // ~z~CJ, its me, Denise! I'm getting real lonely here without you. Maybe I should date one of your friends instead.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_4D'  // ~z~I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $DIALOG_WAV[0] = 25421 // $ = any 
04AE: $DIALOG_WAV[1] = 25416 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14072
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_8D'  // ~z~Please, CJ, don't treat me like some worthless trash! I miss you honey!
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_6D'  // ~z~Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $DIALOG_WAV[0] = 25422 // $ = any 
04AE: $DIALOG_WAV[1] = 25420 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14130
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_9D'  // ~z~C'mon, CJ, please! Don't treat me like a ho. I'm a homegirl, not a ho. Come on.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_5B'  // ~z~Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $DIALOG_WAV[0] = 25423 // $ = any 
04AE: $DIALOG_WAV[1] = 25418 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14188
05A9: s$DIALOG_SUBTITLES[0] = 'MDEN_1A'  // ~z~Hey, girl.
05A9: s$DIALOG_SUBTITLES[1] = 'MDEN_1B'  // ~z~Chickenhead asshole!
05A9: s$DIALOG_SUBTITLES[2] = 'MDEN_1C'  // ~z~What? Denise?
05A9: s$DIALOG_SUBTITLES[3] = 'MDEN_1D'  // ~z~Don't even think about sweet-talking me, you no good crack pusher!
05A9: s$DIALOG_SUBTITLES[4] = 'MDEN_1E'  // ~z~What? What you on about, girl?
05A9: s$DIALOG_SUBTITLES[5] = 'MDEN_1F'  // ~z~I'd heard the rumors about you Grove Street cluckers, about Big Smoke an' all,
05A9: s$DIALOG_SUBTITLES[6] = 'MDEN_1G'  // ~z~but I thought I'll give this boy a chance.
05A9: s$DIALOG_SUBTITLES[7] = 'MDEN_1H'  // ~z~But all my friends were right.
05A9: s$DIALOG_SUBTITLES[8] = 'MDEN_1J'  // ~z~Only some base-pushing asshole would treat a girl like this!
05A9: s$DIALOG_SUBTITLES[9] = 'MDEN_1K'  // ~z~Now wait a minute!
05A9: s$DIALOG_SUBTITLES[10] = 'MDEN_1L'  // ~z~Can it, Carl. We're over, finished.
04AE: $DIALOG_WAV[0] = 25400 // $ = any 
04AE: $DIALOG_WAV[1] = 25401 // $ = any 
04AE: $DIALOG_WAV[2] = 25402 // $ = any 
04AE: $DIALOG_WAV[3] = 25403 // $ = any 
04AE: $DIALOG_WAV[4] = 25404 // $ = any 
04AE: $DIALOG_WAV[5] = 25405 // $ = any 
04AE: $DIALOG_WAV[6] = 25406 // $ = any 
04AE: $DIALOG_WAV[7] = 25407 // $ = any 
04AE: $DIALOG_WAV[8] = 25408 // $ = any 
04AE: $DIALOG_WAV[9] = 25409 // $ = any 
04AE: $DIALOG_WAV[10] = 25410 // $ = any 
$DIALOG_ARRAY_SIZE = 10 
jump @CELLFON_18044 

:CELLFON_14444
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH2A'  // ~z~Hey, Carl, it's Michelle. You want to come over and talk cam shafts?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH2B'  // ~z~Hey, Michelle! I'm a come get you in my new whip
04AE: $DIALOG_WAV[0] = 27609 // $ = any 
04AE: $DIALOG_WAV[1] = 27610 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14502
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH3A'  // ~z~CJ, it's Michelle! I was thinking of going for a ride or something, you want to?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH3D'  // ~z~Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $DIALOG_WAV[0] = 27611 // $ = any 
04AE: $DIALOG_WAV[1] = 27612 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14560
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH4A'  // ~z~Hey CJ, it's Michelle, what's going on, man? You wanna come over?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH4B'  // ~z~Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $DIALOG_WAV[0] = 27613 // $ = any 
04AE: $DIALOG_WAV[1] = 27614 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14618
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH5A'  // ~z~It's me, Michelle! Get over here and put your charm to good use, man!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH5D'  // ~z~Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $DIALOG_WAV[0] = 27615 // $ = any 
04AE: $DIALOG_WAV[1] = 27616 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14676
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH6A'  // ~z~Hi CJ! What you up to? You wanna go someplace, maybe?
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH6D'  // ~z~My love, my dreams, baby! Stay right where you at, I'm coming over!
04AE: $DIALOG_WAV[0] = 27617 // $ = any 
04AE: $DIALOG_WAV[1] = 27618 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14734
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH7D'  // ~z~Hey CJ, it's Michelle. C'mon over and pick me up!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH3D'  // ~z~Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $DIALOG_WAV[0] = 27619 // $ = any 
04AE: $DIALOG_WAV[1] = 27612 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14792
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH8D'  // ~z~Hey, it's Michelle, come over CJ, I miss you!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH5D'  // ~z~Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $DIALOG_WAV[0] = 27620 // $ = any 
04AE: $DIALOG_WAV[1] = 27616 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14850
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH9D'  // ~z~Pick me up, CJ, pick me up! I miss you, man!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH4B'  // ~z~Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $DIALOG_WAV[0] = 27621 // $ = any 
04AE: $DIALOG_WAV[1] = 27614 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_14908
05A9: s$DIALOG_SUBTITLES[0] = 'MMICH1A'  // ~z~Johnson by name, Johnson by nature!
05A9: s$DIALOG_SUBTITLES[1] = 'MMICH1B'  // ~z~You got that right, dick-for-brains!
05A9: s$DIALOG_SUBTITLES[2] = 'MMICH1C'  // ~z~Hey, Michelle, what's up, baby?
05A9: s$DIALOG_SUBTITLES[3] = 'MMICH1D'  // ~z~You don't know? Carl, you are a walking passion killer!
05A9: s$DIALOG_SUBTITLES[4] = 'MMICH1E'  // ~z~You haven't got a clue what a woman wants or how a lady likes to be treated!
05A9: s$DIALOG_SUBTITLES[5] = 'MMICH1F'  // ~z~C'mon, Michelle, I'm a fool for you, girl!
05A9: s$DIALOG_SUBTITLES[6] = 'MMICH1G'  // ~z~Fool's the word, alright, pig-headed asshole fool!
05A9: s$DIALOG_SUBTITLES[7] = 'MMICH1H'  // ~z~We're over, OK? Don't bother coming 'round no more!
05A9: s$DIALOG_SUBTITLES[8] = 'MMICH1J'  // ~z~Michelle, baby... Michelle?
04AE: $DIALOG_WAV[0] = 27600 // $ = any 
04AE: $DIALOG_WAV[1] = 27601 // $ = any 
04AE: $DIALOG_WAV[2] = 27602 // $ = any 
04AE: $DIALOG_WAV[3] = 27603 // $ = any 
04AE: $DIALOG_WAV[4] = 27604 // $ = any 
04AE: $DIALOG_WAV[5] = 27605 // $ = any 
04AE: $DIALOG_WAV[6] = 27606 // $ = any 
04AE: $DIALOG_WAV[7] = 27607 // $ = any 
04AE: $DIALOG_WAV[8] = 27608 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_18044 

:CELLFON_15120
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_2A'  // ~z~Carl? Hey, it's Helena. Are we going to hang out again soon?
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_2B'  // ~z~Hey, Helena! I'll be over as soon as I can!
04AE: $DIALOG_WAV[0] = 26214 // $ = any 
04AE: $DIALOG_WAV[1] = 26215 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15178
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_3A'  // ~z~Carl? Hey, I've been working hard and I'd love to relax again soon.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_3B'  // ~z~Helena! Hold tight, baby, I'm coming on over!
04AE: $DIALOG_WAV[0] = 26216 // $ = any 
04AE: $DIALOG_WAV[1] = 26217 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15236
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_4A'  // ~z~Carl, it's Helena! Hey you wanna have a little fun again soon?
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_4B'  // ~z~Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $DIALOG_WAV[0] = 26218 // $ = any 
04AE: $DIALOG_WAV[1] = 26219 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15294
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_6A'  // ~z~Carl! I've been working sooo hard and I just need the attention of a dashing young man!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_6B'  // ~z~Helena, baby, I was just thinking of calling you! I'll be right over there to get you!
04AE: $DIALOG_WAV[0] = 26222 // $ = any 
04AE: $DIALOG_WAV[1] = 26223 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15352
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_5A'  // ~z~Carl, it's Helena! You think you can show me a good time? You naughty little man!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_5B'  // ~z~No sweat, baby, I'm there before you know it!
04AE: $DIALOG_WAV[0] = 26220 // $ = any 
04AE: $DIALOG_WAV[1] = 26221 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15410
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD7D'  // ~z~Carl, its Helena, come on, we gotta hang out again soon.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_2B'  // ~z~Hey, Helena! I'll be over as soon as I can!
04AE: $DIALOG_WAV[0] = 26200 // $ = any 
04AE: $DIALOG_WAV[1] = 26215 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15468
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD9D'  // ~z~Carl, c'est moi, Helena, come on, please, don't be a bastard!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_4B'  // ~z~Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $DIALOG_WAV[0] = 26202 // $ = any 
04AE: $DIALOG_WAV[1] = 26219 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15526
05A9: s$DIALOG_SUBTITLES[0] = 'MHELD8D'  // ~z~Carl, please, it's Helena - we gotta hang out again soon. Partying, you know.
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_3B'  // ~z~Helena! Hold tight, baby, I'm coming on over!
04AE: $DIALOG_WAV[0] = 26201 // $ = any 
04AE: $DIALOG_WAV[1] = 26217 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15584
05A9: s$DIALOG_SUBTITLES[0] = 'MHEL_1A'  // ~z~Johnson's the name and loving's my game!
05A9: s$DIALOG_SUBTITLES[1] = 'MHEL_1B'  // ~z~You bastard waste of space!
05A9: s$DIALOG_SUBTITLES[2] = 'MHEL_1C'  // ~z~Helena? Whoa, now, I thought you was somebody else!
05A9: s$DIALOG_SUBTITLES[3] = 'MHEL_1D'  // ~z~Another ho, or one of your gang banging chums?
05A9: s$DIALOG_SUBTITLES[4] = 'MHEL_1E'  // ~z~Chums? Girl you gotta get out more!
05A9: s$DIALOG_SUBTITLES[5] = 'MHEL_1F'  // ~z~Well if the option is getting out with you or shooting my own leg off, I'm reaching for the gun!
05A9: s$DIALOG_SUBTITLES[6] = 'MHEL_1G'  // ~z~Look, Helena, girl c'mon!
05A9: s$DIALOG_SUBTITLES[7] = 'MHEL_1H'  // ~z~Don't you 'girl' me! I'm not one of your ghetto friends! In fact,
05A9: s$DIALOG_SUBTITLES[8] = 'MHEL_1J'  // ~z~Goodbye, Carl Johnson!
05A9: s$DIALOG_SUBTITLES[9] = 'MHEL_1K'  // ~z~Helena gimme a break! Helena? Shit.
04AE: $DIALOG_WAV[0] = 26203 // $ = any 
04AE: $DIALOG_WAV[1] = 26204 // $ = any 
04AE: $DIALOG_WAV[2] = 26205 // $ = any 
04AE: $DIALOG_WAV[3] = 26206 // $ = any 
04AE: $DIALOG_WAV[4] = 26207 // $ = any 
04AE: $DIALOG_WAV[5] = 26208 // $ = any 
04AE: $DIALOG_WAV[6] = 26209 // $ = any 
04AE: $DIALOG_WAV[7] = 26210 // $ = any 
04AE: $DIALOG_WAV[8] = 26211 // $ = any 
04AE: $DIALOG_WAV[9] = 26212 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_18044 

:CELLFON_15818
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB2A'  // ~z~Hi, it's Barbara. I thought we could hang out some time soon.
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB2D'  // ~z~OK, Barbara, that sounds good. I'm gonna come by later.
04AE: $DIALOG_WAV[0] = 24817 // $ = any 
04AE: $DIALOG_WAV[1] = 24818 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15876
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB3A'  // ~z~Hello, CJ, I was hoping you were keeping out of trouble. You wanna go out?
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB3B'  // ~z~Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $DIALOG_WAV[0] = 24819 // $ = any 
04AE: $DIALOG_WAV[1] = 24820 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15934
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB4A'  // ~z~CJ! Hi, it's Barbara! Let's get together, OK?
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB4D'  // ~z~I'm coming over there, you better have those cuffs ready!
04AE: $DIALOG_WAV[0] = 24821 // $ = any 
04AE: $DIALOG_WAV[1] = 24822 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_15992
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB5A'  // ~z~Hello, it's Barbara. Take me out, baby, take me out!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB5D'  // ~z~Hello Officer Schternvart! - I'll see you in five.
04AE: $DIALOG_WAV[0] = 24823 // $ = any 
04AE: $DIALOG_WAV[1] = 24824 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16050
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB6A'  // ~z~Hey, CJ, it's Barbara. Let's go out and do something!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB6B'  // ~z~Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $DIALOG_WAV[0] = 24825 // $ = any 
04AE: $DIALOG_WAV[1] = 24826 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16108
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB7D'  // ~z~CJ, it's Barbara, what you waiting for, come on over!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB5D'  // ~z~Hello Officer Schternvart! - I'll see you in five.
04AE: $DIALOG_WAV[0] = 24827 // $ = any 
04AE: $DIALOG_WAV[1] = 24824 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16166
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB8D'  // ~z~Hey, it's Barbara! Get over here and lets do something!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB3B'  // ~z~Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $DIALOG_WAV[0] = 24828 // $ = any 
04AE: $DIALOG_WAV[1] = 24820 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16224
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB9D'  // ~z~CJ, it's Barbara - get over here and take me out, honey!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB6B'  // ~z~Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $DIALOG_WAV[0] = 24829 // $ = any 
04AE: $DIALOG_WAV[1] = 24826 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16282
05A9: s$DIALOG_SUBTITLES[0] = 'MBARB1A'  // ~z~Badass CJ, one-man crime wave and all-round ghetto star!
05A9: s$DIALOG_SUBTITLES[1] = 'MBARB1B'  // ~z~I knew it! You fucking piece of shit, I knew it!
05A9: s$DIALOG_SUBTITLES[2] = 'MBARB1C'  // ~z~Who is this?
05A9: s$DIALOG_SUBTITLES[3] = 'MBARB1D'  // ~z~It's Barbara, you asshole! I thought you were a nice guy!
05A9: s$DIALOG_SUBTITLES[4] = 'MBARB1E'  // ~z~You said you'd be good for me!
05A9: s$DIALOG_SUBTITLES[5] = 'MBARB1F'  // ~z~You realize how hard it is for a divorcee to find a man, ANY man?
05A9: s$DIALOG_SUBTITLES[6] = 'MBARB1G'  // ~z~Oh shut up, listen to yourself!
05A9: s$DIALOG_SUBTITLES[7] = 'MBARB1H'  // ~z~What? Listen to MY self? Listen to MY self?
05A9: s$DIALOG_SUBTITLES[8] = 'MBARB1J'  // ~z~Yeah, always going on about how you damaged goods and shit!
05A9: s$DIALOG_SUBTITLES[9] = 'MBARB1K'  // ~z~You try bringing up a kid and holding down a job on your own!
05A9: s$DIALOG_SUBTITLES[10] = 'MBARB1L'  // ~z~That bastard tore out my heart! My HEART, Carl!
05A9: s$DIALOG_SUBTITLES[11] = 'MBARB1M'  // ~z~Bitch, you been heartless from the day you popped out.
05A9: s$DIALOG_SUBTITLES[12] = 'MBARB1N'  // ~z~Bet that poor bastard put up with you for years before he got the guts,
05A9: s$DIALOG_SUBTITLES[13] = 'MBARB1O'  // ~z~No, THE HELP to escape!
05A9: s$DIALOG_SUBTITLES[14] = 'MBARB1P'  // ~z~You bastard! YOU BASTARD! I have friends in the force!
05A9: s$DIALOG_SUBTITLES[15] = 'MBARB1Q'  // ~z~They'll hunt you down! You're going to jail, Carl, do you hear me, JAIL!
05A9: s$DIALOG_SUBTITLES[16] = 'MBARB1R'  // ~z~Shut the fuck up, bitch!
04AE: $DIALOG_WAV[0] = 24800 // $ = any 
04AE: $DIALOG_WAV[1] = 24801 // $ = any 
04AE: $DIALOG_WAV[2] = 24802 // $ = any 
04AE: $DIALOG_WAV[3] = 24803 // $ = any 
04AE: $DIALOG_WAV[4] = 24804 // $ = any 
04AE: $DIALOG_WAV[5] = 24805 // $ = any 
04AE: $DIALOG_WAV[6] = 24806 // $ = any 
04AE: $DIALOG_WAV[7] = 24807 // $ = any 
04AE: $DIALOG_WAV[8] = 24808 // $ = any 
04AE: $DIALOG_WAV[9] = 24809 // $ = any 
04AE: $DIALOG_WAV[10] = 24810 // $ = any 
04AE: $DIALOG_WAV[11] = 24811 // $ = any 
04AE: $DIALOG_WAV[12] = 24812 // $ = any 
04AE: $DIALOG_WAV[13] = 24813 // $ = any 
04AE: $DIALOG_WAV[14] = 24814 // $ = any 
04AE: $DIALOG_WAV[15] = 24815 // $ = any 
04AE: $DIALOG_WAV[16] = 24816 // $ = any 
$DIALOG_ARRAY_SIZE = 16 
jump @CELLFON_18044 

:CELLFON_16670
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN2A'  // ~z~Hey, Carl, it's Katie. You wanna go do something soon, I'm bored?
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN2D'  // ~z~Katie! I'll be over as soon as I finish up here.
04AE: $DIALOG_WAV[0] = 30209 // $ = any 
04AE: $DIALOG_WAV[1] = 30210 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16728
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN3A'  // ~z~Carl, it's Katie, when you going to take me out, huh?
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN3B'  // ~z~Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $DIALOG_WAV[0] = 30211 // $ = any 
04AE: $DIALOG_WAV[1] = 30212 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16786
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN4A'  // ~z~Hi, it's me, Katie! I got a bit of spare time, and was wondering if you would take me out?...
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN4D'  // ~z~Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $DIALOG_WAV[0] = 30213 // $ = any 
04AE: $DIALOG_WAV[1] = 30214 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16844
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN5A'  // ~z~Carl? It's Katie! Let's go out!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN5B'  // ~z~Katie, I was just about to call you! I'm gonna swing by and scoop you.
04AE: $DIALOG_WAV[0] = 30215 // $ = any 
04AE: $DIALOG_WAV[1] = 30216 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16902
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN6A'  // ~z~Hey babe, it's Katie. Let's go out up town or something!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN6D'  // ~z~Hey sweet thang! I'm coming over to take you out - get ready!
04AE: $DIALOG_WAV[0] = 30217 // $ = any 
04AE: $DIALOG_WAV[1] = 30218 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_16960
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN7D'  // ~z~Hey, CJ, it's Katie, take me out, take me out!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN2D'  // ~z~Katie! I'll be over as soon as I finish up here.
04AE: $DIALOG_WAV[0] = 30219 // $ = any 
04AE: $DIALOG_WAV[1] = 30210 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17018
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN9D'  // ~z~Hi, it's Katie, I really miss you, baby, come pick me up!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN4D'  // ~z~Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $DIALOG_WAV[0] = 30221 // $ = any 
04AE: $DIALOG_WAV[1] = 30214 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17076
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN8D'  // ~z~Hey CJ, it's Katie, I wanna see you, baby!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN3B'  // ~z~Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $DIALOG_WAV[0] = 30220 // $ = any 
04AE: $DIALOG_WAV[1] = 30212 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17134
05A9: s$DIALOG_SUBTITLES[0] = 'MZAHN1A'  // ~z~Hello, Carl Johnson, friend to all the ladies!
05A9: s$DIALOG_SUBTITLES[1] = 'MZAHN1B'  // ~z~So I've heard, you piece of shit!
05A9: s$DIALOG_SUBTITLES[2] = 'MZAHN1C'  // ~z~Katie? Katie! Hey, girl, I was just about to call you!
05A9: s$DIALOG_SUBTITLES[3] = 'MZAHN1D'  // ~z~You're always 'just about to call' me you cheap bastard!
05A9: s$DIALOG_SUBTITLES[4] = 'MZAHN1E'  // ~z~Look, baby, I know I've been a dog, but shit I've been out here-
05A9: s$DIALOG_SUBTITLES[5] = 'MZAHN1F'  // ~z~Can it! I've given you chance after chance, but I'm not taking any more shit,
05A9: s$DIALOG_SUBTITLES[6] = 'MZAHN1G'  // ~z~I deserve better than you!
05A9: s$DIALOG_SUBTITLES[7] = 'MZAHN1H'  // ~z~Katie, sweet baby, you gotta give me one last chance!
05A9: s$DIALOG_SUBTITLES[8] = 'MZAHN1J'  // ~z~Too late, Carl, you blew it!
04AE: $DIALOG_WAV[0] = 30200 // $ = any 
04AE: $DIALOG_WAV[1] = 30201 // $ = any 
04AE: $DIALOG_WAV[2] = 30202 // $ = any 
04AE: $DIALOG_WAV[3] = 30203 // $ = any 
04AE: $DIALOG_WAV[4] = 30204 // $ = any 
04AE: $DIALOG_WAV[5] = 30205 // $ = any 
04AE: $DIALOG_WAV[6] = 30206 // $ = any 
04AE: $DIALOG_WAV[7] = 30207 // $ = any 
04AE: $DIALOG_WAV[8] = 30208 // $ = any 
$DIALOG_ARRAY_SIZE = 8 
jump @CELLFON_18044 

:CELLFON_17346
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL3A'  // ~z~Hi, Carl, you want to go out?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL3B'  // ~z~Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $DIALOG_WAV[0] = 27822 // $ = any 
04AE: $DIALOG_WAV[1] = 27823 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17404
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL4A'  // ~z~Hey, Carl, let's hit the town or something!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL4D'  // ~z~Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $DIALOG_WAV[0] = 27824 // $ = any 
04AE: $DIALOG_WAV[1] = 27825 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17462
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL5A'  // ~z~CJ! You forgotten about me?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL5D'  // ~z~Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $DIALOG_WAV[0] = 27826 // $ = any 
04AE: $DIALOG_WAV[1] = 27827 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17520
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL6A'  // ~z~Carl Johnson, have you been a good boy?
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL6B'  // ~z~Well hi, Millie! Don't move yo'sweet ass, I'm coming right over!
04AE: $DIALOG_WAV[0] = 27828 // $ = any 
04AE: $DIALOG_WAV[1] = 27829 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17578
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL7A'  // ~z~CJ, I think I've been a VERY naughty girl!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL7D'  // ~z~I was just thinking about you, Millie! Be over your place as quick as!
04AE: $DIALOG_WAV[0] = 27830 // $ = any 
04AE: $DIALOG_WAV[1] = 27831 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17636
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL8D'  // ~z~CJ, let's go out someplace!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL3B'  // ~z~Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $DIALOG_WAV[0] = 27832 // $ = any 
04AE: $DIALOG_WAV[1] = 27823 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17694
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL9D'  // ~z~Hey CJ, let's do something!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL4D'  // ~z~Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $DIALOG_WAV[0] = 27833 // $ = any 
04AE: $DIALOG_WAV[1] = 27825 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17752
05A9: s$DIALOG_SUBTITLES[0] = 'MMIL10D'  // ~z~I knocked off an hour ago - let's party!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL5D'  // ~z~Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $DIALOG_WAV[0] = 27800 // $ = any 
04AE: $DIALOG_WAV[1] = 27827 // $ = any 
$DIALOG_ARRAY_SIZE = 1 
jump @CELLFON_18044 

:CELLFON_17810
05A9: s$DIALOG_SUBTITLES[0] = 'MMILL1A'  // ~z~This better be good!
05A9: s$DIALOG_SUBTITLES[1] = 'MMILL1B'  // ~z~'Fraid not, Carl. I don't want to see you any more.
05A9: s$DIALOG_SUBTITLES[2] = 'MMILL1C'  // ~z~What? Why? What I do?
05A9: s$DIALOG_SUBTITLES[3] = 'MMILL1D'  // ~z~You treat me like shit. You dress like shit.
05A9: s$DIALOG_SUBTITLES[4] = 'MMILL1E'  // ~z~You wine and dine like shit.
05A9: s$DIALOG_SUBTITLES[5] = 'MMILL1F'  // ~z~But... but... well... shit...
05A9: s$DIALOG_SUBTITLES[6] = 'MMILL1G'  // ~z~It's unanimous then, Carl Johnson is a shit. See you around, Carl!
05A9: s$DIALOG_SUBTITLES[7] = 'MMILL1H'  // ~z~Do NOT say, "like a doughnut!"
05A9: s$DIALOG_SUBTITLES[8] = 'MMILL1J'  // ~z~Like a big round shit.
05A9: s$DIALOG_SUBTITLES[9] = 'MMILL1K'  // ~z~Shit.
04AE: $DIALOG_WAV[0] = 27801 // $ = any 
04AE: $DIALOG_WAV[1] = 27802 // $ = any 
04AE: $DIALOG_WAV[2] = 27803 // $ = any 
04AE: $DIALOG_WAV[3] = 27804 // $ = any 
04AE: $DIALOG_WAV[4] = 27805 // $ = any 
04AE: $DIALOG_WAV[5] = 27806 // $ = any 
04AE: $DIALOG_WAV[6] = 27807 // $ = any 
04AE: $DIALOG_WAV[7] = 27808 // $ = any 
04AE: $DIALOG_WAV[8] = 27809 // $ = any 
04AE: $DIALOG_WAV[9] = 27810 // $ = any 
$DIALOG_ARRAY_SIZE = 9 
jump @CELLFON_18044 

:CELLFON_18044
return 

:MOB_LA1
set_wb_check_to 0 
thread 'MOB_LA1' 

:MOB_LA1_15
wait 90 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_LA1_56 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_LA1_56
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @MOB_LA1_76 
end_thread 

:MOB_LA1_76
gosub @ENTEXT_214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA1_1712 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_LA1_1705 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_LA1_1705 
if 
  $INTRO_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA1_293 
if 
  2 > $SWEET_TOTAL_PASSED_MISSIONS 
else_jump @MOB_LA1_293 
if 
  $HELP_GROOVE_SHOWN == 3 
else_jump @MOB_LA1_293 
if 
  $1347 == 0 
else_jump @MOB_LA1_293 
$CELLPHONE_CALL_ID = 19 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_254 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA1_254
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_279 
$1347 = 1 

:MOB_LA1_279
gosub @MOB_GF_3168 
jump @MOB_LA1_15 

:MOB_LA1_293
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA1_414 
if 
  $1349 == 0 
else_jump @MOB_LA1_414 
$CELLPHONE_CALL_ID = 9 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_375 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA1_375
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_400 
$1349 = 1 

:MOB_LA1_400
gosub @MOB_GF_3168 
jump @MOB_LA1_15 

:MOB_LA1_414
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS == 4 
else_jump @MOB_LA1_568 
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if or
  $TIME_HOURS >= 20 
  6 > $TIME_HOURS 
else_jump @MOB_LA1_568 
if 
  $1342 == 0 
else_jump @MOB_LA1_568 
$CELLPHONE_CALL_ID = 6 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_529 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA1_529
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_554 
$1342 = 1 

:MOB_LA1_554
gosub @MOB_GF_3168 
jump @MOB_LA1_15 

:MOB_LA1_568
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 2 
else_jump @MOB_LA1_1216 
if 
  $1348 == 0 
else_jump @MOB_LA1_1216 
0653: $STAT_FAT = float_stat 21 
if 
  450.0 > $STAT_FAT 
else_jump @MOB_LA1_639 
$CELLPHONE_CALL_ID = 20 

:MOB_LA1_639
if 
  $STAT_FAT >= 450.0 
else_jump @MOB_LA1_667 
$CELLPHONE_CALL_ID = 21 

:MOB_LA1_667
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_706 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA1_706
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1202 
$1348 = 1 
fade 0 500 

:MOB_LA1_738
if 
fading 
else_jump @MOB_LA1_762 
wait 0 
jump @MOB_LA1_738 

:MOB_LA1_762
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA1_819 
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.PutAt($PLAYER_ACTOR, 2228.891, -1737.128, 12.3906)

:MOB_LA1_819
00BE: text_clear_all 
Camera.SetAtPos(2228.517, -1734.274, 15.744)
Marker.Disable($LSGYM_ICON)
$LSGYM_ICON = Marker.CreateIconWithoutSphere(54, 2228.0, -1722.811, 12.5543)
Camera.SetPosition(2228.094, -1735.179, 15.6865, 0.0, 0.0, 0.0)
Camera.PointAt(2228.517, -1734.274, 15.744, 2)
wait 500 
fade 1 1000 
03E5: show_text_box 'GYMHELP'  // If you want to increase your stamina or muscle, OR if you want to learn new moves, check out the gyms around San Andreas.
wait 5000 
03E5: show_text_box 'DUMBELL'  // Go to the dumbbell icon (displayed on the radar) and check out the gym.
03E7: flash_hud_component 8 
wait 5000 
03E7: flash_hud_component -1 
fade 0 500 

:MOB_LA1_975
if 
fading 
else_jump @MOB_LA1_999 
wait 0 
jump @MOB_LA1_975 

:MOB_LA1_999
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA1_1059 
$TEMPVAR_Z_COORD -= 0.5 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Camera.SetAtPos($TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True

:MOB_LA1_1059
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
Marker.Disable($LSGYM_ICON)
0570: $LSGYM_ICON = create_asset_radar_marker_with_icon 54 at 2228.0 -1722.811 12.5543 
018B: set_marker $LSGYM_ICON radar_mode 2 
0570: $SFGYM_ICON = create_asset_radar_marker_with_icon 54 at -2269.4 -155.6 35.3 
018B: set_marker $SFGYM_ICON radar_mode 2 
0570: $LVGYM_ICON = create_asset_radar_marker_with_icon 54 at 1968.6 2292.1 16.4 
018B: set_marker $LVGYM_ICON radar_mode 2 
wait 500 
fade 1 1000 

:MOB_LA1_1202
gosub @MOB_GF_3168 
jump @MOB_LA1_15 

:MOB_LA1_1216
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_LA1_1367 
if 
  $1343 == 0 
else_jump @MOB_LA1_1367 
$CELLPHONE_CALL_ID = 12 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1298 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA1_1298
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1353 
$1343 = 1 
create_thread @CRASH 
Marker.Disable($MARKER_CRASH_LS)
$MARKER_CRASH_LS = Marker.CreateIconAndSphere($ICON_CRASH, $X_CRASH_LS, $Y_CRASH_LS, $Z_CRASH_LS)

:MOB_LA1_1353
gosub @MOB_GF_3168 
jump @MOB_LA1_15 

:MOB_LA1_1367
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 6 
else_jump @MOB_LA1_1525 
if 
  $1344 == 0 
else_jump @MOB_LA1_1525 
$CELLPHONE_CALL_ID = 7 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1449 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA1_1449
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1511 
$1344 = 1 
create_thread @CESAR 
Marker.Disable($MARKER_CESAR_LS)
$MARKER_CESAR_LS = Marker.CreateIconAndSphere($ICON_CESAR, $X_CESAR_HOUSE, $Y_CESAR_HOUSE, $Z_CESAR_HOUSE)
018B: set_marker $MARKER_CESAR_LS radar_mode 2 

:MOB_LA1_1511
gosub @MOB_GF_3168 
jump @MOB_LA1_15 

:MOB_LA1_1525
if 
  $SWEET_TOTAL_PASSED_MISSIONS > 6 
else_jump @MOB_LA1_1705 
if 
  $CRASH_LS_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA1_1705 
if 
  $1346 == 0 
else_jump @MOB_LA1_1705 
$CELLPHONE_CALL_ID = 18 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1625 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA1_1625
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA1_1691 
$1346 = 1 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, 1365.251, -1280.12, 12.5469)

:MOB_LA1_1691
gosub @MOB_GF_3168 
jump @MOB_LA1_15 

:MOB_LA1_1705
jump @MOB_LA1_1719 

:MOB_LA1_1712
$PHONE_RINGING_FLAG = 0 

:MOB_LA1_1719
jump @MOB_LA1_15 

:MOB_CAT
set_wb_check_to 0 
thread 'MOB_CAT' 

:MOB_CAT_15
wait 120 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_CAT_56 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_CAT_56
if 
  $1411 == 1 
else_jump @MOB_CAT_76 
end_thread 

:MOB_CAT_76
gosub @ENTEXT_214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_CAT_1215 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_CAT_1208 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_CAT_1208 
if 
  $MISSION_BADLANDS_PASSED > 0 
else_jump @MOB_CAT_286 
if 
  $1356 == 0 
else_jump @MOB_CAT_286 
$CELLPHONE_CALL_ID = 8 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_218 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_CAT_218
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_272 
$1356 = 1 
create_thread @CAT 
Marker.Disable($MARKER_CATALINA)
$MARKER_CATALINA = Marker.CreateIconAndSphere(37, $X_MEETING_CATALINA, $Y_MEETING_CATALINA, $Z_MEETING_CATALINA)

:MOB_CAT_272
gosub @MOB_GF_3168 
jump @MOB_CAT_15 

:MOB_CAT_286
if 
  $MISSION_BADLANDS_PASSED > 0 
else_jump @MOB_CAT_407 
if 
  $1359 == 0 
else_jump @MOB_CAT_407 
$CELLPHONE_CALL_ID = 24 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_368 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_CAT_368
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_393 
$1359 = 1 

:MOB_CAT_393
gosub @MOB_GF_3168 
jump @MOB_CAT_15 

:MOB_CAT_407
if and
  $TRUTH_TOTAL_PASSED_MISSIONS == 0 
  $CATALINA_TOTAL_PASSED_MISSIONS == 1 
else_jump @MOB_CAT_565 
if 
  $1357 == 0 
else_jump @MOB_CAT_565 
$CELLPHONE_CALL_ID = 15 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_496 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_CAT_496
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_551 
$1357 = 1 
create_thread @TRU 
Marker.Disable($MARKER_TRUTH_FARM)
$MARKER_TRUTH_FARM = Marker.CreateIconAndSphere($ICON_TRUTH, $X_ANGEL_PINE_MOTEL, $Y_ANGEL_PINE_MOTEL, $Z_ANGEL_PINE_MOTEL)

:MOB_CAT_551
gosub @MOB_GF_3168 
jump @MOB_CAT_15 

:MOB_CAT_565
if 
  $CATALINA_TOTAL_PASSED_MISSIONS == 3 
else_jump @MOB_CAT_866 
if 
  $1361 == 0 
else_jump @MOB_CAT_866 
$CELLPHONE_CALL_ID = 0 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_647 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_CAT_647
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_852 
$1361 = 1 
076C: set_zone 'ELCO1' gang 2 density_to 40 
076C: set_zone 'ELCO2' gang 2 density_to 40 
076C: set_zone 'ELCO1' gang 7 density_to 0 
076C: set_zone 'ELCO2' gang 7 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 2 density_to 30 
076C: set_zone 'LMEX1B' gang 2 density_to 30 
076C: set_zone 'LMEX1A' gang 7 density_to 0 
076C: set_zone 'LMEX1B' gang 7 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 

:MOB_CAT_852
gosub @MOB_GF_3168 
jump @MOB_CAT_15 

:MOB_CAT_866
if and
  $CATALINA_TOTAL_PASSED_MISSIONS > 1 
  $CESAR_TOTAL_PASSED_MISSIONS == 0 
else_jump @MOB_CAT_1047 
if 
  $1362 == 0 
else_jump @MOB_CAT_1047 
$CELLPHONE_CALL_ID = 10 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_955 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_CAT_955
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_1033 
$1362 = 1 
create_thread @BCESAR 
Marker.Disable($MARKER_CESAR_MONTGOMERY)
$MARKER_CESAR_MONTGOMERY = Marker.CreateIconAndSphere($ICON_CESAR, $X_MONTGOMERY, $Y_MONTGOMERY, $Z_MONTGOMERY)
018B: set_marker $MARKER_CESAR_MONTGOMERY radar_mode 2 
00BB: show_text_lowpriority GXT 'BC4_1' time 8000 flag 1  // ~s~Find a car to race and meet up with ~b~Cesar~s~ at the race start.

:MOB_CAT_1033
gosub @MOB_GF_3168 
jump @MOB_CAT_15 

:MOB_CAT_1047
if and
  $CATALINA_TOTAL_PASSED_MISSIONS > 3 
  $CESAR_TOTAL_PASSED_MISSIONS > 9 
else_jump @MOB_CAT_1208 
if 
  $1363 == 0 
else_jump @MOB_CAT_1208 
$CELLPHONE_CALL_ID = 16 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_1136 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_CAT_1136
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_CAT_1194 
$1363 = 1 
Marker.Disable($MARKER_TRUTH_FARM)
$MARKER_TRUTH_FARM = Marker.CreateIconAndSphere($ICON_TRUTH, $X_TRUTH_FARM, $Y_TRUTH_FARM, $Z_TRUTH_FARM)
01F0: set_max_wanted_level_to 5 
$1411 = 1 

:MOB_CAT_1194
gosub @MOB_GF_3168 
jump @MOB_CAT_15 

:MOB_CAT_1208
jump @MOB_CAT_1222 

:MOB_CAT_1215
$PHONE_RINGING_FLAG = 0 

:MOB_CAT_1222
jump @MOB_CAT_15 

:MOB_SF
set_wb_check_to 0 
thread 'MOB_SF' 

:MOB_SF_15
wait 150 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_SF_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_SF_57
if 
  $1403 == 1 
else_jump @MOB_SF_131 
if 
  $1399 == 1 
else_jump @MOB_SF_131 
if 
  $1398 == 1 
else_jump @MOB_SF_131 
if 
  $1396 == 1 
else_jump @MOB_SF_131 
end_thread 

:MOB_SF_131
gosub @ENTEXT_214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_SF_2048 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_SF_2041 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_SF_2041 
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS > 2 
else_jump @MOB_SF_342 
if 
  $1401 == 0 
else_jump @MOB_SF_342 
$CELLPHONE_CALL_ID = 34 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_273 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_273
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_328 
$1401 = 1 
create_thread @WUZI 
Marker.Disable($524)
$524 = Marker.CreateIconAndSphere($ICON_WOOZIE, $X_WOOZIE_HOUSE, $Y_WOOZIE_HOUSE, $Z_WOOZIE_HOUSE)

:MOB_SF_328
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_342
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_SF_499 
if 
  $1395 == 0 
else_jump @MOB_SF_499 
$CELLPHONE_CALL_ID = 29 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_424 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_424
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_485 
$1395 = 1 
create_thread @BUY2 
Marker.Disable($527)
$527 = Marker.CreateIconAndSphere(47, $X_PROPERTY_TO_BUY[1], $Y_PROPERTY_TO_BUY[1], $Z_PROPERTY_TO_BUY[1])
018B: set_marker $527 radar_mode 2 

:MOB_SF_485
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_499
if and
  $GARAGE_TOTAL_PASSED_MISSIONS > 0 
  $ZERO_RCSHOP_BOUGHT == 1 
else_jump @MOB_SF_657 
if 
  $1396 == 0 
else_jump @MOB_SF_657 
$CELLPHONE_CALL_ID = 30 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_588 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_588
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_643 
$1396 = 1 
create_thread @ZERO 
Marker.Disable($527)
//$527 = Marker.CreateIconAndSphere($ICON_ZERO, $X_ZERO_RC_SHOP, $Y_ZERO_RC_SHOP, $Z_ZERO_RC_SHOP)

:MOB_SF_643
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_657
if 
  $GARAGE_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_SF_881 
if 
  $1397 == 0 
else_jump @MOB_SF_881 
$CELLPHONE_CALL_ID = 31 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_739 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_739
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_867 
$1397 = 1 
create_thread @TRACE 
$596 = Marker.CreateIconAndSphere(36, $X_DRIVING_SCHOOL, $Y_DRIVING_SCHOOL, $Z_DRIVING_SCHOOL)
018B: set_marker $596 radar_mode 2 
create_thread @BSCHOO 
Marker.Disable($630)
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
018B: set_marker $630 radar_mode 2 
create_thread @BIKES 
Marker.Disable($632)
0570: $632 = create_asset_radar_marker_with_icon 36 at $2370 $2371 $2372 
018B: set_marker $632 radar_mode 2 

:MOB_SF_867
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_881
if and
  $MISSION_BACK_TO_SCHOOL_PASSED == 1 
  $TORENO_TOTAL_PASSED_MISSIONS > 3 
else_jump @MOB_SF_1093 
if 
  $1398 == 0 
else_jump @MOB_SF_1093 
$CELLPHONE_CALL_ID = 32 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_970 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_970
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1079 
$1398 = 1 
Marker.Disable($528)
Marker.Disable($529)
Marker.Disable($530)
Marker.Disable($531)
0570: $528 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[0] $Y_RACE_TOURNAMENT_POINT[0] $Z_RACE_TOURNAMENT_POINT[0] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[1] $Y_RACE_TOURNAMENT_POINT[1] $Z_RACE_TOURNAMENT_POINT[1] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[2] $Y_RACE_TOURNAMENT_POINT[2] $Z_RACE_TOURNAMENT_POINT[2] 
0570: $531 = create_asset_radar_marker_with_icon 53 at $X_RACE_TOURNAMENT_POINT[3] $Y_RACE_TOURNAMENT_POINT[3] $Z_RACE_TOURNAMENT_POINT[3] 

:MOB_SF_1079
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_1093
if and
  $1404 == 1 
  $MISSION_BACK_TO_SCHOOL_PASSED == 1 
else_jump @MOB_SF_1257 
if 
  $1399 == 0 
else_jump @MOB_SF_1257 
$CELLPHONE_CALL_ID = 33 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1182 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_1182
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1243 
$1399 = 1 
create_thread @BUY1 
Marker.Disable($MARKER_WANG_CARS)
//$MARKER_WANG_CARS = Marker.CreateIconAndSphere(13, $X_PROPERTY_TO_BUY[0], $Y_PROPERTY_TO_BUY[0], $Z_PROPERTY_TO_BUY[0])
//018B: set_marker $MARKER_WANG_CARS radar_mode 2 

:MOB_SF_1243
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_1257
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS == 10 
else_jump @MOB_SF_1465 
if 
  $1404 == 0 
else_jump @MOB_SF_1465 
$CELLPHONE_CALL_ID = 41 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1339 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_1339
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1451 
$1404 = 1 
create_thread @DESERT 
Marker.Disable($1733)
Pickup.Destroy($SAVE_PICKUPS[16])
$SAVE_PICKUPS[16] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[16], $SAVE_PICKUPS_Y[16], $SAVE_PICKUPS_Z[16])
$TOTAL_AVAILABLE_SAVE_PICKUPS = 17 
0570: $1733 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[16] $SAVE_PICKUPS_Y[16] $SAVE_PICKUPS_Z[16] 
018B: set_marker $1733 radar_mode 2 
Marker.Disable($580)
$580 = Marker.CreateIconAndSphere(37, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)

:MOB_SF_1451
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_1465
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_SF_1607 
if 
  $1400 == 0 
else_jump @MOB_SF_1607 
$CELLPHONE_CALL_ID = 42 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1547 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_1547
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1593 
$1400 = 1 
Marker.Disable($580)
$580 = Marker.CreateIconAndSphere(37, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)

:MOB_SF_1593
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_1607
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_SF_1750 
if 
  $1402 == 0 
else_jump @MOB_SF_1750 
$CELLPHONE_CALL_ID = 43 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1689 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_1689
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1736 
$1402 = 1 
Marker.Disable($580)
$580 = Marker.CreateIconAndSphere($ICON_TORENO, $X_TIERRA_ROBADA_RANCH, $Y_TIERRA_ROBADA_RANCH, $Z_TIERRA_ROBADA_RANCH)

:MOB_SF_1736
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_1750
if 
  $MISSION_LEARNING_TO_FLY_PASSED > 0 
else_jump @MOB_SF_2041 
if 
  $1403 == 0 
else_jump @MOB_SF_2041 
$CELLPHONE_CALL_ID = 35 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_1832 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_SF_1832
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_SF_2027 
$1403 = 1 
end_thread_named 'MOB_VEG' 
create_thread @MOB_VEG 
create_thread @CASINO 
Pickup.Destroy($SAVE_PICKUPS[17])
$SAVE_PICKUPS[17] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[17], $SAVE_PICKUPS_Y[17], $SAVE_PICKUPS_Z[17])
$TOTAL_AVAILABLE_SAVE_PICKUPS = 18 
0570: $1734 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[17] $SAVE_PICKUPS_Y[17] $SAVE_PICKUPS_Z[17] 
018B: set_marker $1734 radar_mode 2 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_TRIADS_CASINO, $X_THE_FOUR_DRAGONS_CASINO, $Y_THE_FOUR_DRAGONS_CASINO, $Z_THE_FOUR_DRAGONS_CASINO)
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
Garage.Activate('VECMOD')
$2590 = Marker.CreateIconWithoutSphere(27, 2382.2, 1044.0, 9.8)
0629: change_integer_stat 327 to 1 
create_thread @LITCAS 

:MOB_SF_2027
gosub @MOB_GF_3168 
jump @MOB_SF_15 

:MOB_SF_2041
jump @MOB_SF_2055 

:MOB_SF_2048
$PHONE_RINGING_FLAG = 0 

:MOB_SF_2055
jump @MOB_SF_15 

:MOB_VEG
set_wb_check_to 0 
thread 'MOB_VEG' 

:MOB_VEG_15
wait 180 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_VEG_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_VEG_57
if 
  $1386 == 1 
else_jump @MOB_VEG_95 
if 
  $1382 == 1 
else_jump @MOB_VEG_95 
end_thread 

:MOB_VEG_95
gosub @ENTEXT_214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_VEG_2293 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_VEG_2286 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_VEG_2286 
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 7 
else_jump @MOB_VEG_298 
if 
  $1389 == 0 
else_jump @MOB_VEG_298 
$CELLPHONE_CALL_ID = 17 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_237 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_237
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_284 
$1389 = 1 
Marker.Disable($581)
$581 = Marker.CreateIconAndSphere($ICON_AIRYARD, $X_OLD_AIRPORT, $Y_OLD_AIRPORT, $Z_OLD_AIRPORT)

:MOB_VEG_284
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_298
if and
  $598 > 0 
  $CASINO_TOTAL_PASSED_MISSIONS > 7 
else_jump @MOB_VEG_454 
if 
  $1378 == 0 
else_jump @MOB_VEG_454 
$CELLPHONE_CALL_ID = 13 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_387 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_387
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_440 
$1378 = 1 
Marker.Disable($583)
$583 = Marker.CreateIconAndSphere($ICON_CRASH, -378.7596, 2235.859, 41.4288)

:MOB_VEG_440
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_454
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 3 
else_jump @MOB_VEG_617 
if 
  $1380 == 0 
else_jump @MOB_VEG_617 
$CELLPHONE_CALL_ID = 47 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_536 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_536
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_603 
$1380 = 1 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_603
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_617
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 6 
else_jump @MOB_VEG_780 
if 
  $1381 == 0 
else_jump @MOB_VEG_780 
$CELLPHONE_CALL_ID = 48 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_699 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_699
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_766 
$1381 = 1 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_766
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_780
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 7 
else_jump @MOB_VEG_997 
if 
  $598 > 1 
else_jump @MOB_VEG_997 
if 
  $599 > 0 
else_jump @MOB_VEG_997 
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 8 
else_jump @MOB_VEG_997 
if 
  $1382 == 0 
else_jump @MOB_VEG_997 
$CELLPHONE_CALL_ID = 49 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_916 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_916
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_983 
$1382 = 1 
Marker.Disable($582)
$582 = Marker.CreateIconAndSphere($ICON_MAFIA_CASINO, $X_CALIGULA_PALACE, $Y_CALIGULA_PALACE, $Z_CALIGULA_PALACE)
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_983
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_997
if 
  $HEIST_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_VEG_1245 
if 
88B4:   not test $390 bit 1 
else_jump @MOB_VEG_1245 
0652: $STAT_PROGRESS_WITH_MILLIE = integer_stat 257 
if 
  $STAT_PROGRESS_WITH_MILLIE >= 35 
else_jump @MOB_VEG_1245 
if 
  $1379 == 0 
else_jump @MOB_VEG_1245 
$CELLPHONE_CALL_ID = 53 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1123 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_1123
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1231 
$PICKUP_KEYCARD = Pickup.Create(#KEYCARD, 3, 348.7857, 306.1048, 998.6557)
create_thread @KEYCARD 
Marker.Disable($1415)
$1415 = Marker.CreateIconAndSphere($ICON_CASH, 2037.349, 2723.971, 9.8281)
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'GOODKEY' time 6000 flag 1  // ~s~You can now pick up the keycard from Millie's place.
$1379 = 1 

:MOB_VEG_1231
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_1245
if 
  $HEIST_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_VEG_1537 
if 
88B4:   not test $390 bit 1 
else_jump @MOB_VEG_1537 
if or
  $GIRL_PROGRESS[5] == -100 
  $GIRL_PROGRESS[5] == -999 
else_jump @MOB_VEG_1537 
if 
  $1379 == 0 
else_jump @MOB_VEG_1537 
if 
  $GIRL_PROGRESS[5] == -999 
else_jump @MOB_VEG_1351 
$CELLPHONE_CALL_ID = 40 

:MOB_VEG_1351
if 
  $GIRL_PROGRESS[5] == -100 
else_jump @MOB_VEG_1376 
$CELLPHONE_CALL_ID = 39 

:MOB_VEG_1376
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1415 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_1415
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1523 
$PICKUP_KEYCARD = Pickup.Create(#KEYCARD, 3, 348.7857, 306.1048, 998.6557)
create_thread @KEYCARD 
Marker.Disable($1415)
$1415 = Marker.CreateIconAndSphere($ICON_CASH, 2037.349, 2723.971, 9.8281)
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'BADKEY' time 6000 flag 1  // ~s~You will need to steal the keycard from Millie's place.
$1379 = 1 

:MOB_VEG_1523
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_1537
if and
  $HEIST_TOTAL_PASSED_MISSIONS > 4 
  $37 == 0 
  $1384 == 0 
else_jump @MOB_VEG_1672 
if 
  $1383 == 0 
else_jump @MOB_VEG_1672 
$CELLPHONE_CALL_ID = 36 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1633 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_1633
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1658 
$1383 = 1 

:MOB_VEG_1658
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_1672
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 8 
   not $HEIST_TOTAL_PASSED_MISSIONS == 6 
else_jump @MOB_VEG_1800 
if 
  $1385 == 0 
else_jump @MOB_VEG_1800 
$CELLPHONE_CALL_ID = 51 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1761 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_1761
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1786 
$1385 = 1 

:MOB_VEG_1786
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_1800
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 8 
  $1384 == 0 
else_jump @MOB_VEG_1995 
if 
  $1390 == 0 
else_jump @MOB_VEG_1995 
$CELLPHONE_CALL_ID = 38 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1889 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_1889
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_1981 
$1390 = 1 
if 
  $37 == 1 
else_jump @MOB_VEG_1981 
Marker.Disable($595)
$595 = Marker.CreateIconAndSphere($ICON_CASH, $X_THE_FOUR_DRAGONS_CASINO_2, $Y_THE_FOUR_DRAGONS_CASINO_2, $Z_THE_FOUR_DRAGONS_CASINO_2)
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 
$1384 = 1 

:MOB_VEG_1981
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_1995
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 8 
  $37 == 1 
else_jump @MOB_VEG_2165 
if 
  $1384 == 0 
else_jump @MOB_VEG_2165 
$CELLPHONE_CALL_ID = 37 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2084 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_2084
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2151 
$1384 = 1 
Marker.Disable($595)
$595 = Marker.CreateIconAndSphere($ICON_CASH, $X_THE_FOUR_DRAGONS_CASINO_2, $Y_THE_FOUR_DRAGONS_CASINO_2, $Z_THE_FOUR_DRAGONS_CASINO_2)
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 

:MOB_VEG_2151
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_2165
if 
  $HEIST_TOTAL_PASSED_MISSIONS > 5 
else_jump @MOB_VEG_2286 
if 
  $1386 == 0 
else_jump @MOB_VEG_2286 
$CELLPHONE_CALL_ID = 52 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2247 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_VEG_2247
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_VEG_2272 
$1386 = 1 

:MOB_VEG_2272
gosub @MOB_GF_3168 
jump @MOB_VEG_15 

:MOB_VEG_2286
jump @MOB_VEG_2300 

:MOB_VEG_2293
$PHONE_RINGING_FLAG = 0 

:MOB_VEG_2300
jump @MOB_VEG_15 

:MOB_LA2
set_wb_check_to 0 
thread 'MOB_LA2' 

:MOB_LA2_15
wait 250 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_LA2_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_LA2_57
if 
  $1354 == 1 
else_jump @MOB_LA2_77 
end_thread 

:MOB_LA2_77
gosub @ENTEXT_214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_LA2_763 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_LA2_756 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_LA2_756 
if 
  $MANSION_TOTAL_PASSED_MISSIONS > 0 
else_jump @MOB_LA2_280 
if 
  $1352 == 0 
else_jump @MOB_LA2_280 
$CELLPHONE_CALL_ID = 50 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_219 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA2_219
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_266 
$1352 = 1 
Marker.Disable($622)
$622 = Marker.CreateIconAndSphere($ICON_CJ_2, $X_MADD_DOGG_CRIB, $Y_MADD_DOGG_CRIB, $Z_MADD_DOGG_CRIB)

:MOB_LA2_266
gosub @MOB_GF_3168 
jump @MOB_LA2_15 

:MOB_LA2_280
if and
  $CASINO_TOTAL_PASSED_MISSIONS > 2 
  2 > $MANSION_TOTAL_PASSED_MISSIONS 
else_jump @MOB_LA2_408 
if 
  $1353 == 0 
else_jump @MOB_LA2_408 
$CELLPHONE_CALL_ID = 25 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_369 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA2_369
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_394 
$1353 = 1 

:MOB_LA2_394
gosub @MOB_GF_3168 
jump @MOB_LA2_15 

:MOB_LA2_408
if 
  $RIOT_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_LA2_590 
if 
  $1355 == 0 
else_jump @MOB_LA2_590 
$CELLPHONE_CALL_ID = 22 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_490 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA2_490
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_537 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$1355 = 1 

:MOB_LA2_537
gosub @MOB_GF_3168 
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
if 
  34 >= $GS_GANG_TURF_CONTROLLED 
else_jump @MOB_LA2_583 
00BC: show_text_highpriority GXT 'MORTURF' time 12000 flag 1  // ~s~You need to take over more gang territories around Los Santos!

:MOB_LA2_583
jump @MOB_LA2_15 

:MOB_LA2_590
if 
  $RIOT_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_LA2_756 
08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 
if 
  $GS_GANG_TURF_CONTROLLED > 34 
else_jump @MOB_LA2_756 
if 
  $1354 == 0 
else_jump @MOB_LA2_756 
$CELLPHONE_CALL_ID = 23 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_695 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_LA2_695
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_LA2_742 
Marker.Disable($MARKER_SWEET_HOUSE)
$MARKER_SWEET_HOUSE = Marker.CreateIconAndSphere($ICON_SWEET, $X_SWEET_HOUSE, $Y_SWEET_HOUSE, $Z_SWEET_HOUSE)
$1354 = 1 

:MOB_LA2_742
gosub @MOB_GF_3168 
jump @MOB_LA2_15 

:MOB_LA2_756
jump @MOB_LA2_770 

:MOB_LA2_763
$PHONE_RINGING_FLAG = 0 

:MOB_LA2_770
jump @MOB_LA2_15 

:MOB_RAN
set_wb_check_to 0 
thread 'MOB_RAN' 

:MOB_RAN_15
wait 1000 
if and
  $ONMISSION == 0 
  $CALL_TIME_STORED_FLAG == 0 
else_jump @MOB_RAN_57 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$CALL_TIME_STORED_FLAG = 1 

:MOB_RAN_57
gosub @ENTEXT_214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_RAN_2260 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_RAN_2253 
if 
  $TIME_FROM_LAST_CALL > 60000 
else_jump @MOB_RAN_2253 
if and
  $1846 == 1 
  $MISSION_LOWRIDER_PASSED == 0 
else_jump @MOB_RAN_247 
if 
  $1371 == 0 
else_jump @MOB_RAN_247 
$CELLPHONE_CALL_ID = 11 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_208 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_208
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_233 
$1371 = 1 

:MOB_RAN_233
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_247
if and
  $MISSION_RUNNING_DOG_FAILED == 1 
  $SMOKE_TOTAL_PASSED_MISSIONS == 1 
else_jump @MOB_RAN_403 
0653: $STAT_FAT = float_stat 21 
if 
  $STAT_FAT >= 500.0 
else_jump @MOB_RAN_403 
if 
  $1372 == 0 
else_jump @MOB_RAN_403 
$CELLPHONE_CALL_ID = 14 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_364 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_364
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_389 
$1372 = 1 

:MOB_RAN_389
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_403
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS > 1 
else_jump @MOB_RAN_524 
if 
  $1366 == 0 
else_jump @MOB_RAN_524 
$CELLPHONE_CALL_ID = 1 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_485 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_485
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_510 
$1366 = 1 

:MOB_RAN_510
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_524
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 5 
else_jump @MOB_RAN_645 
if 
  $1367 == 0 
else_jump @MOB_RAN_645 
$CELLPHONE_CALL_ID = 2 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_606 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_606
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_631 
$1367 = 1 

:MOB_RAN_631
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_645
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 5 
else_jump @MOB_RAN_766 
if 
  $1368 == 0 
else_jump @MOB_RAN_766 
$CELLPHONE_CALL_ID = 3 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_727 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_727
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_752 
$1368 = 1 

:MOB_RAN_752
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_766
if 
  $MANSION_TOTAL_PASSED_MISSIONS > 2 
else_jump @MOB_RAN_887 
if 
  $1369 == 0 
else_jump @MOB_RAN_887 
$CELLPHONE_CALL_ID = 4 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_848 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_848
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_873 
$1369 = 1 

:MOB_RAN_873
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_887
if 
  $RIOT_TOTAL_PASSED_MISSIONS > 4 
else_jump @MOB_RAN_1008 
if 
  $1370 == 0 
else_jump @MOB_RAN_1008 
$CELLPHONE_CALL_ID = 5 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_969 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_969
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_994 
$1370 = 1 

:MOB_RAN_994
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_1008
if and
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
else_jump @MOB_RAN_1136 
if 
  $1373 == 0 
else_jump @MOB_RAN_1136 
$CELLPHONE_CALL_ID = 44 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1097 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_1097
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1122 
$1373 = 1 

:MOB_RAN_1122
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_1136
if and
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
  $1373 == 1 
else_jump @MOB_RAN_1271 
if 
  $1374 == 0 
else_jump @MOB_RAN_1271 
$CELLPHONE_CALL_ID = 45 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1232 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_1232
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1257 
$1374 = 1 

:MOB_RAN_1257
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_1271
if and
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 1 
  $MISSION_LEARNING_TO_FLY_PASSED == 0 
  $1374 == 1 
else_jump @MOB_RAN_1406 
if 
  $1375 == 0 
else_jump @MOB_RAN_1406 
$CELLPHONE_CALL_ID = 46 
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1367 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_1367
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1392 
$1375 = 1 

:MOB_RAN_1392
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_1406
0926: $SCRIPT_STATUS = external_script_status 76 (DEBT) 
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @MOB_RAN_2253 
if 
   not Player.Money($PLAYER_CHAR) > -499
else_jump @MOB_RAN_2253 
if 
  $SCRIPT_STATUS == 0 
else_jump @MOB_RAN_2253 
if 
  $1376 == 0 
else_jump @MOB_RAN_1834 
if 
  $1407 == 7 
else_jump @MOB_RAN_1518 
$CELLPHONE_CALL_ID = 61 
$1407 = 0 

:MOB_RAN_1518
if 
  $1407 == 6 
else_jump @MOB_RAN_1550 
$CELLPHONE_CALL_ID = 60 
$1407 = 7 

:MOB_RAN_1550
if 
  $1407 == 5 
else_jump @MOB_RAN_1582 
$CELLPHONE_CALL_ID = 59 
$1407 = 6 

:MOB_RAN_1582
if 
  $1407 == 4 
else_jump @MOB_RAN_1614 
$CELLPHONE_CALL_ID = 58 
$1407 = 5 

:MOB_RAN_1614
if 
  $1407 == 3 
else_jump @MOB_RAN_1646 
$CELLPHONE_CALL_ID = 57 
$1407 = 4 

:MOB_RAN_1646
if 
  $1407 == 2 
else_jump @MOB_RAN_1678 
$CELLPHONE_CALL_ID = 56 
$1407 = 3 

:MOB_RAN_1678
if 
  $1407 == 1 
else_jump @MOB_RAN_1710 
$CELLPHONE_CALL_ID = 55 
$1407 = 2 

:MOB_RAN_1710
if 
  $1407 == 0 
else_jump @MOB_RAN_1742 
$CELLPHONE_CALL_ID = 54 
$1407 = 1 

:MOB_RAN_1742
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1781 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_1781
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_1820 
$1376 = 1 
$1377 = 0 
$1411 = 1 

:MOB_RAN_1820
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_1834
if 
  $1376 == 1 
else_jump @MOB_RAN_2211 
if 
  $1377 == 0 
else_jump @MOB_RAN_2211 
if 
  $1408 == 7 
else_jump @MOB_RAN_1902 
$CELLPHONE_CALL_ID = 69 
$1408 = 0 

:MOB_RAN_1902
if 
  $1408 == 6 
else_jump @MOB_RAN_1934 
$CELLPHONE_CALL_ID = 68 
$1408 = 7 

:MOB_RAN_1934
if 
  $1408 == 5 
else_jump @MOB_RAN_1966 
$CELLPHONE_CALL_ID = 67 
$1408 = 6 

:MOB_RAN_1966
if 
  $1408 == 4 
else_jump @MOB_RAN_1998 
$CELLPHONE_CALL_ID = 66 
$1408 = 5 

:MOB_RAN_1998
if 
  $1408 == 3 
else_jump @MOB_RAN_2030 
$CELLPHONE_CALL_ID = 65 
$1408 = 4 

:MOB_RAN_2030
if 
  $1408 == 2 
else_jump @MOB_RAN_2062 
$CELLPHONE_CALL_ID = 64 
$1408 = 3 

:MOB_RAN_2062
if 
  $1408 == 1 
else_jump @MOB_RAN_2094 
$CELLPHONE_CALL_ID = 63 
$1408 = 2 

:MOB_RAN_2094
if 
  $1408 == 0 
else_jump @MOB_RAN_2126 
$CELLPHONE_CALL_ID = 62 
$1408 = 1 

:MOB_RAN_2126
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_2165 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_RAN_2165
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_RAN_2197 
$1377 = 1 
$1411 = 1 

:MOB_RAN_2197
gosub @MOB_GF_3168 
jump @MOB_RAN_15 

:MOB_RAN_2211
if 
  $1377 == 1 
else_jump @MOB_RAN_2253 
08A9: load_external_script 76 (DEBT) 
if 
08AB:   external_script 76 (DEBT) loaded 
else_jump @MOB_RAN_2253 
0913: run_external_script 76 (DEBT)  

:MOB_RAN_2253
jump @MOB_RAN_2267 

:MOB_RAN_2260
$PHONE_RINGING_FLAG = 0 

:MOB_RAN_2267
jump @MOB_RAN_15 

:MOB_GF
thread 'MOB_GF' 
set_wb_check_to 0 
08BA: set $391 bit 11 
08C0: clear $391 bit 10 
0209: 2@ = random_int_in_ranges 0 8 

:MOB_GF_38
wait 150 
gosub @ENTEXT_214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_1073 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @MOB_GF_1050 
if 
001C:   $TIME_FROM_LAST_CALL > $RECALL_TIME // (int) 
else_jump @MOB_GF_1043 
if 
  0@ == 0 
else_jump @MOB_GF_264 
if 
  1@ == 1 
else_jump @MOB_GF_186 
$CELLPHONE_CALL_ID = 70 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 77 
else_jump @MOB_GF_179 
$CELLPHONE_CALL_ID = 77 

:MOB_GF_179
jump @MOB_GF_194 

:MOB_GF_186
$CELLPHONE_CALL_ID = 130 

:MOB_GF_194
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_248 
08BA: set $391 bit 10 
08BC: set $391 bit 0@ 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_GF_248
08C0: clear $391 bit 11 
gosub @MOB_GF_3168 
end_thread 

:MOB_GF_264
if 
  0@ == 1 
else_jump @MOB_GF_417 
if 
  1@ == 1 
else_jump @MOB_GF_347 
$CELLPHONE_CALL_ID = 80 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 87 
else_jump @MOB_GF_340 
$CELLPHONE_CALL_ID = 87 

:MOB_GF_340
jump @MOB_GF_355 

:MOB_GF_347
$CELLPHONE_CALL_ID = 131 

:MOB_GF_355
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_401 
08BA: set $391 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_GF_401
08C0: clear $391 bit 11 
gosub @MOB_GF_3168 
end_thread 

:MOB_GF_417
if 
  0@ == 2 
else_jump @MOB_GF_570 
if 
  1@ == 1 
else_jump @MOB_GF_500 
$CELLPHONE_CALL_ID = 90 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 97 
else_jump @MOB_GF_493 
$CELLPHONE_CALL_ID = 97 

:MOB_GF_493
jump @MOB_GF_508 

:MOB_GF_500
$CELLPHONE_CALL_ID = 132 

:MOB_GF_508
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_554 
08BA: set $391 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_GF_554
08C0: clear $391 bit 11 
gosub @MOB_GF_3168 
end_thread 

:MOB_GF_570
if 
  0@ == 3 
else_jump @MOB_GF_730 
if 
  1@ == 1 
else_jump @MOB_GF_653 
$CELLPHONE_CALL_ID = 100 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 107 
else_jump @MOB_GF_646 
$CELLPHONE_CALL_ID = 107 

:MOB_GF_646
jump @MOB_GF_661 

:MOB_GF_653
$CELLPHONE_CALL_ID = 133 

:MOB_GF_661
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_714 
08BA: set $391 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3328 
08BA: set $391 bit 10 

:MOB_GF_714
08C0: clear $391 bit 11 
gosub @MOB_GF_3168 
end_thread 

:MOB_GF_730
if 
  0@ == 4 
else_jump @MOB_GF_890 
if 
  1@ == 1 
else_jump @MOB_GF_813 
$CELLPHONE_CALL_ID = 110 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 117 
else_jump @MOB_GF_806 
$CELLPHONE_CALL_ID = 117 

:MOB_GF_806
jump @MOB_GF_821 

:MOB_GF_813
$CELLPHONE_CALL_ID = 134 

:MOB_GF_821
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_874 
08BA: set $391 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3328 
08BA: set $391 bit 10 

:MOB_GF_874
08C0: clear $391 bit 11 
gosub @MOB_GF_3168 
end_thread 

:MOB_GF_890
if 
  0@ == 5 
else_jump @MOB_GF_1043 
if 
  1@ == 1 
else_jump @MOB_GF_973 
$CELLPHONE_CALL_ID = 120 
005E: $CELLPHONE_CALL_ID += 2@ // (int) 
if 
  $CELLPHONE_CALL_ID > 127 
else_jump @MOB_GF_966 
$CELLPHONE_CALL_ID = 127 

:MOB_GF_966
jump @MOB_GF_981 

:MOB_GF_973
$CELLPHONE_CALL_ID = 135 

:MOB_GF_981
gosub @MOB_GF_1087 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_1027 
08BA: set $391 bit 10 
gosub @CELLFON_60 
gosub @MOB_GF_3328 

:MOB_GF_1027
08C0: clear $391 bit 11 
gosub @MOB_GF_3168 
end_thread 

:MOB_GF_1043
jump @MOB_GF_1066 

:MOB_GF_1050
08C0: clear $391 bit 11 
gosub @MOB_GF_3168 
end_thread 

:MOB_GF_1066
jump @MOB_GF_1080 

:MOB_GF_1073
$PHONE_RINGING_FLAG = 0 

:MOB_GF_1080
jump @MOB_GF_38 

:MOB_GF_1087
$1409 = 0 
$ONMISSION = 1 
$PHONE_RINGING_FLAG = 1 
$DIALOG_WAV_ID = 1 
03CF: load_wav 23000 as 3 
$1417 = 0 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 default_jump 1 @MOB_GF_1479 jumps 70 @MOB_GF_1263 80 @MOB_GF_1281 90 @MOB_GF_1299 100 @MOB_GF_1317 110 @MOB_GF_1335 120 @MOB_GF_1353 130 @MOB_GF_1371 
0872: jump_table_jumps 131 @MOB_GF_1389 132 @MOB_GF_1407 133 @MOB_GF_1425 134 @MOB_GF_1443 135 @MOB_GF_1461 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 -1 @MOB_GF_1497 

:MOB_GF_1263
03E5: show_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1281
03E5: show_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1299
03E5: show_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1317
03E5: show_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1335
03E5: show_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1353
03E5: show_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1371
03E5: show_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1389
03E5: show_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1407
03E5: show_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1425
03E5: show_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1443
03E5: show_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1461
03E5: show_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1479
03E5: show_text_box 'ANSWER'  // Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1497 

:MOB_GF_1497
if and
  7 > $1409 
  2 > $CALL_ANSWERED 
else_jump @MOB_GF_2068 
wait 0 
0871: init_jump_table $CELLPHONE_CALL_ID total_jumps 12 default_jump 1 @MOB_GF_1876 jumps 70 @MOB_GF_1660 80 @MOB_GF_1678 90 @MOB_GF_1696 100 @MOB_GF_1714 110 @MOB_GF_1732 120 @MOB_GF_1750 130 @MOB_GF_1768 
0872: jump_table_jumps 131 @MOB_GF_1786 132 @MOB_GF_1804 133 @MOB_GF_1822 134 @MOB_GF_1840 135 @MOB_GF_1858 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 -1 @MOB_GF_1894 

:MOB_GF_1660
0512: show_permanent_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1678
0512: show_permanent_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1696
0512: show_permanent_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1714
0512: show_permanent_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1732
0512: show_permanent_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1750
0512: show_permanent_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1768
0512: show_permanent_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1786
0512: show_permanent_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1804
0512: show_permanent_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1822
0512: show_permanent_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1840
0512: show_permanent_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1858
0512: show_permanent_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1876
0512: show_permanent_text_box 'ANSWER'  // Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
jump @MOB_GF_1894 

:MOB_GF_1894
$DIALOG_WAV_ID = 3 
gosub @MOB_GF_2311 
$1409 += 1 
if and
  $CALL_ANSWERED == 1 
  $1409 > 0 
else_jump @MOB_GF_1947 
jump @MOB_GF_2075 

:MOB_GF_1947
gosub @MOB_GF_2625 
if and
  $CALL_ANSWERED == 1 
  $1409 > 0 
else_jump @MOB_GF_1986 
jump @MOB_GF_2075 

:MOB_GF_1986
$1410 = 0 

:MOB_GF_1993
if 
  40 > $1410 
else_jump @MOB_GF_2061 
wait 0 
gosub @MOB_GF_2902 
if 
  $CALL_ANSWERED == 1 
else_jump @MOB_GF_2047 
jump @MOB_GF_2075 

:MOB_GF_2047
$1410 += 1 
jump @MOB_GF_1993 

:MOB_GF_2061
jump @MOB_GF_1497 

:MOB_GF_2068
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
return 

:MOB_GF_2075
$1417 = 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 

:MOB_GF_2087
if 
00E1:   player 0 pressed_key 4 
else_jump @MOB_GF_2140 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2133 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2133
jump @MOB_GF_2087 

:MOB_GF_2140
03E6: remove_text_box 
040D: unload_wav 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2309 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0489: set_actor $PLAYER_ACTOR muted 1 
Model.Load(#CELLPHONE)

:MOB_GF_2181
if 
   not Model.Available(#CELLPHONE)
else_jump @MOB_GF_2208 
wait 0 
jump @MOB_GF_2181 

:MOB_GF_2208
gosub @MOB_GF_2902 
if 
  $CALL_ANSWERED == 2 
else_jump @MOB_GF_2240 
Model.Destroy(#CELLPHONE)
return 

:MOB_GF_2240
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
32@ = 0 

:MOB_GF_2254
if 
  2000 > 32@ 
else_jump @MOB_GF_2309 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2302 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2302
jump @MOB_GF_2254 

:MOB_GF_2309
return 

:MOB_GF_2311
if 
83D0:   not wav $DIALOG_WAV_ID loaded 
else_jump @MOB_GF_2602 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2363 
$CALL_ANSWERED = 2 
return 
jump @MOB_GF_2595 

:MOB_GF_2363
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $ACTIVE_INTERIOR == 0 
   not $FREEFALL_STAGE == 0 
else_jump @MOB_GF_2421 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2421
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   unknown_check_09BD 
else_jump @MOB_GF_2452 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2452
if and
  $CALL_ANSWERED == 0 
  $1409 > 0 
else_jump @MOB_GF_2524 
if 
82E0:   not actor $PLAYER_ACTOR aggressive 
else_jump @MOB_GF_2524 
if and
00E1:   player 0 pressed_key 4 
   Player.Controllable($PLAYER_CHAR)
else_jump @MOB_GF_2524 
$CALL_ANSWERED = 1 
return 

:MOB_GF_2524
if 
  $1417 == 1 
else_jump @MOB_GF_2568 
if 
00E1:   player 0 pressed_key 15 
else_jump @MOB_GF_2568 
$1417 = 2 
return 

:MOB_GF_2568
if 
  $ONMISSION == 0 
else_jump @MOB_GF_2595 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2595
jump @MOB_GF_2311 

:MOB_GF_2602
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @MOB_GF_2623 
03D1: play_wav $DIALOG_WAV_ID 

:MOB_GF_2623
return 

:MOB_GF_2625
if 
83D2:   not wav $DIALOG_WAV_ID ended 
else_jump @MOB_GF_2900 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2677 
$CALL_ANSWERED = 2 
return 
jump @MOB_GF_2893 

:MOB_GF_2677
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $ACTIVE_INTERIOR == 0 
   not $FREEFALL_STAGE == 0 
else_jump @MOB_GF_2735 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2735
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   unknown_check_09BD 
else_jump @MOB_GF_2766 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2766
if and
  $CALL_ANSWERED == 0 
  $1409 > 0 
else_jump @MOB_GF_2822 
if and
00E1:   player 0 pressed_key 4 
   Player.Controllable($PLAYER_CHAR)
else_jump @MOB_GF_2822 
$CALL_ANSWERED = 1 
return 

:MOB_GF_2822
if 
  $1417 == 1 
else_jump @MOB_GF_2866 
if 
00E1:   player 0 pressed_key 15 
else_jump @MOB_GF_2866 
$1417 = 2 
return 

:MOB_GF_2866
if 
  $ONMISSION == 0 
else_jump @MOB_GF_2893 
$CALL_ANSWERED = 2 
return 

:MOB_GF_2893
jump @MOB_GF_2625 

:MOB_GF_2900
return 

:MOB_GF_2902
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_2934 
$CALL_ANSWERED = 2 
return 
jump @MOB_GF_3166 

:MOB_GF_2934
if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR aggressive 
844B:   not actor $PLAYER_ACTOR on_foot 
  $ONMISSION == 0 
   not $ACTIVE_INTERIOR == 0 
   not $FREEFALL_STAGE == 0 
else_jump @MOB_GF_2992 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_2992
if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   unknown_check_09BD 
else_jump @MOB_GF_3023 
$CALL_ANSWERED = 2 
03E6: remove_text_box 
return 

:MOB_GF_3023
if and
  $CALL_ANSWERED == 0 
  $1409 > 0 
else_jump @MOB_GF_3095 
if 
82E0:   not actor $PLAYER_ACTOR aggressive 
else_jump @MOB_GF_3095 
if and
00E1:   player 0 pressed_key 4 
   Player.Controllable($PLAYER_CHAR)
else_jump @MOB_GF_3095 
$CALL_ANSWERED = 1 
return 

:MOB_GF_3095
if 
  $1417 == 1 
else_jump @MOB_GF_3139 
if 
00E1:   player 0 pressed_key 15 
else_jump @MOB_GF_3139 
$1417 = 2 
return 

:MOB_GF_3139
if 
  $ONMISSION == 0 
else_jump @MOB_GF_3166 
$CALL_ANSWERED = 2 
return 

:MOB_GF_3166
return 

:MOB_GF_3168
$PHONE_RINGING_FLAG = 0 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
$CALL_ANSWERED = 0 
$CALL_TIME_STORED_FLAG = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @MOB_GF_3245 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:MOB_GF_3245
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$TIME_FROM_LAST_CALL = 0 
01BD: $TEMPVAR_CALL_TIME = current_time_in_ms 
0084: $TIME_FROM_LAST_CALL = $TEMPVAR_CALL_TIME // (int) 
0060: $TIME_FROM_LAST_CALL -= $CURRENT_TIME_IN_MS // (int) 
00BE: text_clear_all 
if 
  $1416 == 0 
else_jump @MOB_GF_3307 
03E6: remove_text_box 
jump @MOB_GF_3314 

:MOB_GF_3307
$1416 = 0 

:MOB_GF_3314
Model.Destroy(#CELLPHONE)
$ONMISSION = 0 
return 

:MOB_GF_3328
$DIALOG_INDEX = 0 

:MOB_GF_3335
03CF: load_wav $DIALOG_WAV($DIALOG_INDEX,20i) as 1 
$DIALOG_INDEX += 1 
if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
else_jump @MOB_GF_3383 
03CF: load_wav $DIALOG_WAV($DIALOG_INDEX,20i) as 2 

:MOB_GF_3383
$DIALOG_INDEX -= 1 
$DIALOG_WAV_ID = 1 
gosub @MOB_GF_2311 
00BC: show_text_highpriority GXT $DIALOG_SUBTITLES($DIALOG_INDEX,20s) time 10000 flag 1 
gosub @MOB_GF_2625 
if 
  $1417 == 2 
else_jump @MOB_GF_3445 
return 

:MOB_GF_3445
$DIALOG_INDEX += 1 
if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
else_jump @MOB_GF_3513 
$DIALOG_WAV_ID = 2 
gosub @MOB_GF_2311 
00BC: show_text_highpriority GXT $DIALOG_SUBTITLES($DIALOG_INDEX,20s) time 10000 flag 1 
gosub @MOB_GF_2625 
jump @MOB_GF_3520 

:MOB_GF_3513
$DIALOG_INDEX -= 1 

:MOB_GF_3520
if 
  $1417 == 2 
else_jump @MOB_GF_3540 
return 

:MOB_GF_3540
$DIALOG_INDEX += 1 
if 
  $HELP_SKIPCALL_SHOWN == 0 
else_jump @MOB_GF_3583 
03E5: show_text_box 'CELSKIP'  // ~k~~VEHICLE_ENTER_EXIT~ To skip a cellphone call.
$HELP_SKIPCALL_SHOWN = 1 

:MOB_GF_3583
if 
002C:   $DIALOG_ARRAY_SIZE >= $DIALOG_INDEX // (int) 
else_jump @MOB_GF_3609 
jump @MOB_GF_3335 

:MOB_GF_3609
00BE: text_clear_all 
return 

//-------------Mission 0---------------
// Originally: Initial 1

:INITIAL
thread 'INITIAL' 
06C8: enable_riot 0 
$1515 = 0 
$1499 = 0 
$1500 = 5.0 
$1501 = -5.0 
$1502 = 8.5 
$1503 = -1.5 
$1504 = -30.0 
$1505 = 32.0 
$1506 = 0.0 
$1512 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
$1510 = 1 
$44 = 0 
$46 = 0 
$59 = 0 
$58 = 0 
$INTRO_TOTAL_PASSED_MISSIONS = 0
$LS_FINAL_MISSIONS_STARTED = 0 
$HELP_GROOVE_SHOWN = 0 
$HELP_TRUCKER_MISSIONS_SHOWN = 0 
$HELP_VALET_SHOWN = 0 
$HELP_DENISE_SHOWN = 0 
$MISSION_RUNNING_DOG_FAILED = 0 
$CESAR_TOTAL_PASSED_MISSIONS = 0 
$FLIGHT_SCHOOL_INTRO_FLAG = 0 
$ALL_OUSTERS_COLLECTED = 0 
$ALL_HORSESHOES_COLLECTED = 0 
$ALL_PHOTOS_TAKEN = 0 
$ALL_TAGS_SPRAYED = 0 
$MISSION_INTRO_PASSED = 0 
$HELP_FOLLOW_ICON_SHOWN = 0 
$HELP_INTRO_SHOWN = 0 
$HELP_BICYCLE_2_SHOWN = 0 
$HELP_CAMERA_AND_RADIO_SHOWN = 0 
$HELP_DRIVEBY_SHOWN = 0 
$1514 = 0 
$23 = 0 
$1520 = 0 
$1521 = 0 
$1522 = 0 
$1523 = 0 
{
$PROPERTY_BOUGHT_FLAGS[0] = 0 
$PROPERTY_BOUGHT_FLAGS[1] = 0 
$PROPERTY_BOUGHT_FLAGS[2] = 0 
$PROPERTY_BOUGHT_FLAGS[3] = 0 
$PROPERTY_BOUGHT_FLAGS[4] = 0 
$PROPERTY_BOUGHT_FLAGS[5] = 0 
$PROPERTY_BOUGHT_FLAGS[6] = 0 
$PROPERTY_BOUGHT_FLAGS[7] = 0 
$PROPERTY_BOUGHT_FLAGS[8] = 0 
$PROPERTY_BOUGHT_FLAGS[9] = 0 
$PROPERTY_BOUGHT_FLAGS[10] = 0 
$PROPERTY_BOUGHT_FLAGS[11] = 0 
$PROPERTY_BOUGHT_FLAGS[12] = 0 
$PROPERTY_BOUGHT_FLAGS[13] = 0 
$PROPERTY_BOUGHT_FLAGS[14] = 0 
$PROPERTY_BOUGHT_FLAGS[15] = 0 
$PROPERTY_BOUGHT_FLAGS[16] = 0 
$PROPERTY_BOUGHT_FLAGS[17] = 0 
$PROPERTY_BOUGHT_FLAGS[18] = 0 
$PROPERTY_BOUGHT_FLAGS[19] = 0 
$PROPERTY_BOUGHT_FLAGS[20] = 0 
$PROPERTY_BOUGHT_FLAGS[21] = 0 
$PROPERTY_BOUGHT_FLAGS[22] = 0 
$PROPERTY_BOUGHT_FLAGS[23] = 0 
$PROPERTY_BOUGHT_FLAGS[24] = 0 
$PROPERTY_BOUGHT_FLAGS[25] = 0 
$PROPERTY_BOUGHT_FLAGS[26] = 0 
$PROPERTY_BOUGHT_FLAGS[27] = 0 
$PROPERTY_BOUGHT_FLAGS[28] = 0 
$PROPERTY_BOUGHT_FLAGS[29] = 0 
$PROPERTY_BOUGHT_FLAGS[30] = 0 
$PROPERTY_BOUGHT_FLAGS[31] = 0 
$PROPERTY_INDEXES[0] = 0 
$PROPERTY_INDEXES[1] = 1 
$PROPERTY_INDEXES[2] = 2 
$PROPERTY_INDEXES[3] = 3 
$PROPERTY_INDEXES[4] = 4 
$PROPERTY_INDEXES[5] = 5 
$PROPERTY_INDEXES[6] = 6 
$PROPERTY_INDEXES[7] = 7 
$PROPERTY_INDEXES[8] = 8 
$PROPERTY_INDEXES[9] = 9 
$PROPERTY_INDEXES[10] = 10 
$PROPERTY_INDEXES[11] = 11 
$PROPERTY_INDEXES[12] = 12 
$PROPERTY_INDEXES[13] = 13 
$PROPERTY_INDEXES[14] = 14 
$PROPERTY_INDEXES[15] = 15 
$PROPERTY_INDEXES[16] = 16 
$PROPERTY_INDEXES[17] = 17 
$PROPERTY_INDEXES[18] = 18 
$PROPERTY_INDEXES[19] = 19 
$PROPERTY_INDEXES[20] = 20 
$PROPERTY_INDEXES[21] = 21 
$PROPERTY_INDEXES[22] = 22 
$PROPERTY_INDEXES[23] = 23 
$PROPERTY_INDEXES[24] = 24 
$PROPERTY_INDEXES[25] = 25 
$PROPERTY_INDEXES[26] = 26 
$PROPERTY_INDEXES[27] = 27 
$PROPERTY_INDEXES[28] = 28 
$PROPERTY_INDEXES[29] = 29 
$PROPERTY_INDEXES[30] = 30 
$PROPERTY_INDEXES[31] = 31 
$ZERO_RCSHOP_BOUGHT = 0 
$X_PROPERTY_TO_BUY[0] = -1969.27 
$Y_PROPERTY_TO_BUY[0] = 282.47 
$Z_PROPERTY_TO_BUY[0] = 34.6 
$X_PROPERTY_TO_BUY[1] = -2243.62 
$Y_PROPERTY_TO_BUY[1] = 133.2 
$Z_PROPERTY_TO_BUY[1] = 34.8 
$X_PROPERTY_TO_BUY[2] = 426.4972 
$Y_PROPERTY_TO_BUY[2] = 2530.689 
$Z_PROPERTY_TO_BUY[2] = 16.1 
0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0]  // You cannot buy this property yet.
0570: $MARKER_WANG_CARS = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] 
018B: set_marker $MARKER_WANG_CARS radar_mode 2 
0517: $BUY_ASSET_PICKUPS[1] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1]  // You cannot buy this property yet.
0570: $527 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[1] $Y_PROPERTY_TO_BUY[1] $Z_PROPERTY_TO_BUY[1] 
018B: set_marker $527 radar_mode 2 
0517: $BUY_ASSET_PICKUPS[2] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2]  // You cannot buy this property yet.
0570: $55 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] $Z_PROPERTY_TO_BUY[2] 
018B: set_marker $55 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] radius 10.0 bitmask 16384 flag 0 
$X_PROPERTY_TO_BUY[3] = 316.0696 
$Y_PROPERTY_TO_BUY[3] = -1772.569 
$Z_PROPERTY_TO_BUY[3] = 4.1893 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] radius 10.0 bitmask 16384 flag 0 
$1656 = 30000 
0518: $BUY_ASSET_PICKUPS[3] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] price $1656  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1624 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] 
018B: set_marker $1624 radar_mode 2 
Garage.Deactivate('BEACSV')
$X_PROPERTY_TO_BUY[4] = 2441.002 
$Y_PROPERTY_TO_BUY[4] = 695.1089 
$Z_PROPERTY_TO_BUY[4] = 10.6646 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] radius 10.0 bitmask 16384 flag 0 
$1657 = 20000 
0517: $BUY_ASSET_PICKUPS[4] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4]  // You cannot buy this property yet.
0570: $1625 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
Garage.Deactivate('VESVGRG')
$X_PROPERTY_TO_BUY[5] = -366.1849 
$Y_PROPERTY_TO_BUY[5] = 1166.031 
$Z_PROPERTY_TO_BUY[5] = 19.2422 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] radius 10.0 bitmask 16384 flag 0 
$1658 = 30000 
0517: $BUY_ASSET_PICKUPS[5] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5]  // You cannot buy this property yet.
0570: $1626 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
Garage.Deactivate('CN2GAR1')
$X_PROPERTY_TO_BUY[6] = 1283.844 
$Y_PROPERTY_TO_BUY[6] = 2528.703 
$Z_PROPERTY_TO_BUY[6] = 10.3203 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] radius 10.0 bitmask 16384 flag 0 
$1659 = 50000 
0517: $BUY_ASSET_PICKUPS[6] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6]  // You cannot buy this property yet.
0570: $1627 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
Garage.Deactivate('BLOB69')
$X_PROPERTY_TO_BUY[7] = 922.3647 
$Y_PROPERTY_TO_BUY[7] = 2011.898 
$Z_PROPERTY_TO_BUY[7] = 10.766 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] radius 10.0 bitmask 16384 flag 0 
$1660 = 30000 
0517: $BUY_ASSET_PICKUPS[7] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7]  // You cannot buy this property yet.
0570: $1628 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
Garage.Deactivate('BLOB7')
$X_PROPERTY_TO_BUY[8] = 2236.928 
$Y_PROPERTY_TO_BUY[8] = 162.8057 
$Z_PROPERTY_TO_BUY[8] = 26.8462 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 0 
$1661 = 35000 
0517: $BUY_ASSET_PICKUPS[8] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8]  // You cannot buy this property yet.
0570: $1629 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
Garage.Deactivate('BURBDOO')
$X_PROPERTY_TO_BUY[9] = 1402.317 
$Y_PROPERTY_TO_BUY[9] = 1901.978 
$Z_PROPERTY_TO_BUY[9] = 10.8449 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] radius 10.0 bitmask 16384 flag 0 
$1662 = 30000 
0517: $BUY_ASSET_PICKUPS[9] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9]  // You cannot buy this property yet.
0570: $1630 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
Garage.Deactivate('BLOB6')
$X_PROPERTY_TO_BUY[10] = 1687.98 
$Y_PROPERTY_TO_BUY[10] = -2100.643 
$Z_PROPERTY_TO_BUY[10] = 13.3343 
$1663 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[10] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] price $1663  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1631 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] 
018B: set_marker $1631 radar_mode 2 
Garage.Deactivate('CARLAS1')
$X_PROPERTY_TO_BUY[11] = -2106.639 
$Y_PROPERTY_TO_BUY[11] = 900.5537 
$Z_PROPERTY_TO_BUY[11] = 76.2032 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] radius 10.0 bitmask 16384 flag 0 
$1664 = 100000 
0517: $BUY_ASSET_PICKUPS[11] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11]  // You cannot buy this property yet.
0570: $1632 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
Garage.Deactivate('CESAFE1')
$X_PROPERTY_TO_BUY[12] = 1331.186 
$Y_PROPERTY_TO_BUY[12] = -630.4962 
$Z_PROPERTY_TO_BUY[12] = 108.6349 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] radius 10.0 bitmask 16384 flag 0 
$1665 = 120000 
0518: $BUY_ASSET_PICKUPS[12] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] price $1665  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1633 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] 
018B: set_marker $1633 radar_mode 2 
Garage.Deactivate('SAV1SFE')
$X_PROPERTY_TO_BUY[13] = -2695.745 
$Y_PROPERTY_TO_BUY[13] = 818.4718 
$Z_PROPERTY_TO_BUY[13] = 49.4844 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] radius 10.0 bitmask 16384 flag 0 
$1666 = 20000 
0517: $BUY_ASSET_PICKUPS[13] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13]  // You cannot buy this property yet.
0570: $1634 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
Garage.Deactivate('SAV1SFW')
$X_PROPERTY_TO_BUY[14] = -2456.926 
$Y_PROPERTY_TO_BUY[14] = -131.3292 
$Z_PROPERTY_TO_BUY[14] = 25.5376 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] radius 10.0 bitmask 16384 flag 0 
$1667 = 40000 
0517: $BUY_ASSET_PICKUPS[14] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14]  // You cannot buy this property yet.
0570: $1635 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
Garage.Deactivate('SVGSFS1')
$X_PROPERTY_TO_BUY[15] = 892.6662 
$Y_PROPERTY_TO_BUY[15] = -1639.714 
$Z_PROPERTY_TO_BUY[15] = 14.4567 
$1668 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[15] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] price $1668  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1636 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] 
018B: set_marker $1636 radar_mode 2 
$X_PROPERTY_TO_BUY[16] = 1969.932 
$Y_PROPERTY_TO_BUY[16] = 1623.243 
$Z_PROPERTY_TO_BUY[16] = 12.3619 
$1669 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[16] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16]  // You cannot buy this property yet.
0570: $1637 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
$X_PROPERTY_TO_BUY[17] = 2234.909 
$Y_PROPERTY_TO_BUY[17] = 1285.698 
$Z_PROPERTY_TO_BUY[17] = 10.3203 
$1670 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[17] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17]  // You cannot buy this property yet.
0570: $1638 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
$X_PROPERTY_TO_BUY[18] = -2213.864 
$Y_PROPERTY_TO_BUY[18] = 723.5587 
$Z_PROPERTY_TO_BUY[18] = 48.914 
$1671 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[18] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18]  // You cannot buy this property yet.
0570: $1639 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
$X_PROPERTY_TO_BUY[19] = -1439.014 
$Y_PROPERTY_TO_BUY[19] = -1540.59 
$Z_PROPERTY_TO_BUY[19] = 101.2579 
$1672 = 100000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[19] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19]  // You cannot buy this property yet.
0570: $1640 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
$X_PROPERTY_TO_BUY[20] = -2027.83 
$Y_PROPERTY_TO_BUY[20] = -44.0454 
$Z_PROPERTY_TO_BUY[20] = 38.7692 
$1673 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[20] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20]  // You cannot buy this property yet.
0570: $1641 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
$X_PROPERTY_TO_BUY[21] = -2419.677 
$Y_PROPERTY_TO_BUY[21] = 334.1621 
$Z_PROPERTY_TO_BUY[21] = 34.6796 
$1674 = 50000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[21] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21]  // You cannot buy this property yet.
0570: $1642 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
$X_PROPERTY_TO_BUY[22] = -2079.097 
$Y_PROPERTY_TO_BUY[22] = -2309.899 
$Z_PROPERTY_TO_BUY[22] = 30.1172 
$1675 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[22] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22]  // You cannot buy this property yet.
0570: $1643 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
$X_PROPERTY_TO_BUY[23] = -1534.17 
$Y_PROPERTY_TO_BUY[23] = 2650.3 
$Z_PROPERTY_TO_BUY[23] = 55.3437 
$1676 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[23] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23]  // You cannot buy this property yet.
0570: $1644 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
$X_PROPERTY_TO_BUY[24] = -1045.775 
$Y_PROPERTY_TO_BUY[24] = 1552.976 
$Z_PROPERTY_TO_BUY[24] = 32.798 
$1677 = 20000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[24] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24]  // You cannot buy this property yet.
0570: $1645 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
$X_PROPERTY_TO_BUY[25] = 793.5623 
$Y_PROPERTY_TO_BUY[25] = -514.4116 
$Z_PROPERTY_TO_BUY[25] = 16.3973 
$1678 = 40000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[25] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25]  // You cannot buy this property yet.
0570: $1646 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
Garage.Deactivate('BURBDO2')
$X_PROPERTY_TO_BUY[26] = 2103.346 
$Y_PROPERTY_TO_BUY[26] = -1288.339 
$Z_PROPERTY_TO_BUY[26] = 23.8168 
$1679 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[26] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] price $1679  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1647 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] 
018B: set_marker $1647 radar_mode 2 
$X_PROPERTY_TO_BUY[27] = 2370.477 
$Y_PROPERTY_TO_BUY[27] = 2165.474 
$Z_PROPERTY_TO_BUY[27] = 10.3269 
$1680 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[27] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27]  // You cannot buy this property yet.
0570: $1648 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
$X_PROPERTY_TO_BUY[28] = 2220.626 
$Y_PROPERTY_TO_BUY[28] = 1837.348 
$Z_PROPERTY_TO_BUY[28] = 10.3203 
$1681 = 6000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[28] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28]  // You cannot buy this property yet.
0570: $1649 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
$X_PROPERTY_TO_BUY[29] = 2819.125 
$Y_PROPERTY_TO_BUY[29] = 2149.372 
$Z_PROPERTY_TO_BUY[29] = 10.3203 
$1682 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[29] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29]  // You cannot buy this property yet.
0570: $1650 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
$X_PROPERTY_TO_BUY[30] = 2483.024 
$Y_PROPERTY_TO_BUY[30] = -2001.074 
$Z_PROPERTY_TO_BUY[30] = 13.054 
$1683 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] radius 10.0 bitmask 16384 flag 0 
0518: $BUY_ASSET_PICKUPS[30] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] price $1683  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1651 = create_asset_radar_marker_with_icon 31 at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] 
018B: set_marker $1651 radar_mode 2 
$X_PROPERTY_TO_BUY[31] = 206.8 
$Y_PROPERTY_TO_BUY[31] = -112.1 
$Z_PROPERTY_TO_BUY[31] = 4.3965 
$1684 = 10000 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] radius 10.0 bitmask 16384 flag 0 
0517: $BUY_ASSET_PICKUPS[31] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31]  // You cannot buy this property yet.
0570: $1652 = create_asset_radar_marker_with_icon 32 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
}
0570: $Marker_Save[0] = create_asset_radar_marker_with_icon 35 at 1560.68 -1675.49 14.51       //LSPD
0570: $Marker_Save[1] = create_asset_radar_marker_with_icon 35 at 2310.6074 2461.0461 10.8203  //LVPD
0570: $Marker_Save[2] = create_asset_radar_marker_with_icon 35 at -217.8407 979.139 19.504     //Fort Carson Sheriff
0570: $Marker_Save[3] = create_asset_radar_marker_with_icon 35 at -673.3696 2705.7212 70.6633  //Tiny Shack in Desert
0570: $Marker_Save[4] = create_asset_radar_marker_with_icon 35 at -1389.8953 2639.041 55.9844  //El Quebrados Sheriff
0570: $Marker_Save[5] = create_asset_radar_marker_with_icon 35 at -2348.5464 2423.2683 7.3353  //House in Bayside
0570: $Marker_Save[6] = create_asset_radar_marker_with_icon 35 at -1615.9529 683.6592 7.1875   //SFPD
0570: $Marker_Save[7] = create_asset_radar_marker_with_icon 35 at -2430.364 65.552 35.1719     //Apartment in Queens 
0570: $Marker_Save[8] = create_asset_radar_marker_with_icon 35 at 617.3658 -571.2439 16.3359   //Dillmore
0570: $Marker_Save[9] = create_asset_radar_marker_with_icon 35 at 1242.0046 -1075.4398 31.5547 //Condo in Temple

0107: $JAILDOOR = create_object #GEN_DOOREXT03 at 321.5 302.0 998.1484 
//LSPD x
$SAVE_PICKUPS_X[0] = 230.5896 
$SAVE_PICKUPS_Y[0] = 74.5512 
$SAVE_PICKUPS_Z[0] = 1005.0391
$SAVE_POINTS_X[0] = 232.3631   
$SAVE_POINTS_Y[0] = 74.8803   
$SAVE_POINTS_Z[0] = 1005.0391 
$SAVE_POINTS_ANGLE[0] = 270.0 
$847 = 0 
//LVPD x
$SAVE_PICKUPS_X[1] = 211.6585  
$SAVE_PICKUPS_Y[1] = 187.1485 
$SAVE_PICKUPS_Z[1] = 1003.031
$SAVE_POINTS_X[1] = 210.982 
$SAVE_POINTS_Y[1] = 182.4349 
$SAVE_POINTS_Z[1] = 1003.0312
$SAVE_POINTS_ANGLE[1] = 77.23 
$848 = 0 
//Fort Carson Sheriff x
$SAVE_PICKUPS_X[2] = 322.1038 
$SAVE_PICKUPS_Y[2] = 309.0497 
$SAVE_PICKUPS_Z[2] = 999.1484  
$SAVE_POINTS_X[2] = 321.9384  
$SAVE_POINTS_Y[2] = 306.4914  
$SAVE_POINTS_Z[2] = 999.1484  
$SAVE_POINTS_ANGLE[2] = 175.2893 
$849 = 0 
//Tiny Shack in Desert x
$SAVE_PICKUPS_X[3] = 271.89 
$SAVE_PICKUPS_Y[3] = 306.63 
$SAVE_PICKUPS_Z[3] = 999.33
$SAVE_POINTS_X[3] = 270.8766 
$SAVE_POINTS_Y[3] = 305.0778 
$SAVE_POINTS_Z[3] = 999.1558 
$SAVE_POINTS_ANGLE[3] = 85.259 
$850 = 0 
//El Quebrados Sheriff x
$SAVE_PICKUPS_X[4] = 322.1038 
$SAVE_PICKUPS_Y[4] = 309.0497 
$SAVE_PICKUPS_Z[4] = 999.1484 
$SAVE_POINTS_X[4] = 321.9384 
$SAVE_POINTS_Y[4] = 306.4914 
$SAVE_POINTS_Z[4] = 999.1484  
$SAVE_POINTS_ANGLE[4] = 175.7957 
$851 = 0 
//House in Bayside x
$SAVE_PICKUPS_X[5] = 227.5891  
$SAVE_PICKUPS_Y[5] = 1107.8535 
$SAVE_PICKUPS_Z[5] = 1080.9922 
$SAVE_POINTS_X[5] = 228.9577 
$SAVE_POINTS_Y[5] = 1108.9796 
$SAVE_POINTS_Z[5] = 1080.9995
$SAVE_POINTS_ANGLE[5] = 90.7733 
$852 = 0 
//SFPD x
$SAVE_PICKUPS_X[6] = -1615.9529  
$SAVE_PICKUPS_Y[6] = 683.6592 
$SAVE_PICKUPS_Z[6] = 7.1875 
$SAVE_POINTS_X[6] = -1621.1974 
$SAVE_POINTS_Y[6] = 682.1746 
$SAVE_POINTS_Z[6] = 7.1875
$SAVE_POINTS_ANGLE[6] = 90.6874 
$853 = 0 
//Apartment in Queens x
$SAVE_PICKUPS_X[7] = 2319.3574 
$SAVE_PICKUPS_Y[7] = -1210.8752 
$SAVE_PICKUPS_Z[7] = 1049.0234
$SAVE_POINTS_X[7] = 2315.0466 
$SAVE_POINTS_Y[7] = -1210.708 
$SAVE_POINTS_Z[7] = 1049.0234 
$SAVE_POINTS_ANGLE[7] = 90.1776 
$854 = 0
//Condo in Temple x 
$SAVE_PICKUPS_X[8] = 300.346 
$SAVE_PICKUPS_Y[8] = 1484.9592 
$SAVE_PICKUPS_Z[8] = 1080.2578  
$SAVE_POINTS_X[8] = 300.1532   
$SAVE_POINTS_Y[8] = 1480.8282 
$SAVE_POINTS_Z[8] = 1080.2578     
$SAVE_POINTS_ANGLE[8] = 180.0268 
$855 = 0 
$SAVE_PICKUPS_X[9] = 2244.533 
$SAVE_PICKUPS_Y[9] = -1077.663 
$SAVE_PICKUPS_Z[9] = 1048.523 
$SAVE_POINTS_X[9] = 2241.069 
$SAVE_POINTS_Y[9] = -1077.736 
$SAVE_POINTS_Z[9] = 1048.031 
$SAVE_POINTS_ANGLE[9] = 88.0268 
$856 = 0 
$SAVE_PICKUPS_X[10] = 2205.382 
$SAVE_PICKUPS_Y[10] = -1074.59 
$SAVE_PICKUPS_Z[10] = 1049.977 
$SAVE_POINTS_X[10] = 2207.852 
$SAVE_POINTS_Y[10] = -1075.324 
$SAVE_POINTS_Z[10] = 1049.477 
$SAVE_POINTS_ANGLE[10] = 261.7253 
$857 = 0 
$SAVE_PICKUPS_X[11] = 2233.024 
$SAVE_PICKUPS_Y[11] = -1105.717 
$SAVE_PICKUPS_Z[11] = 1050.39 
$SAVE_POINTS_X[11] = 2233.231 
$SAVE_POINTS_Y[11] = -1107.852 
$SAVE_POINTS_Z[11] = 1049.89 
$SAVE_POINTS_ANGLE[11] = 182.2496 
$858 = 0 
$SAVE_PICKUPS_X[12] = 2278.139 
$SAVE_PICKUPS_Y[12] = -1139.583 
$SAVE_PICKUPS_Z[12] = 1050.398 
$SAVE_POINTS_X[12] = 2281.524 
$SAVE_POINTS_Y[12] = -1139.37 
$SAVE_POINTS_Z[12] = 1049.898 
$SAVE_POINTS_ANGLE[12] = 273.5033 
$859 = 0 
$SAVE_PICKUPS_X[13] = -2037.89 
$SAVE_PICKUPS_Y[13] = -2526.96 
$SAVE_PICKUPS_Z[13] = 30.13 
$SAVE_POINTS_X[13] = -2039.78 
$SAVE_POINTS_Y[13] = -2529.1 
$SAVE_POINTS_Z[13] = 29.63 
$SAVE_POINTS_ANGLE[13] = 21.23 
$860 = 0 
$SAVE_PICKUPS_X[14] = 877.81 
$SAVE_PICKUPS_Y[14] = -26.91 
$SAVE_PICKUPS_Z[14] = 62.69 
$SAVE_POINTS_X[14] = 877.04 
$SAVE_POINTS_Y[14] = -30.16 
$SAVE_POINTS_Z[14] = 62.19 
$SAVE_POINTS_ANGLE[14] = 66.85 
$861 = 0 
$SAVE_PICKUPS_X[15] = -2026.481 
$SAVE_PICKUPS_Y[15] = 156.8028 
$SAVE_PICKUPS_Z[15] = 28.5391 
$SAVE_POINTS_X[15] = -2021.036 
$SAVE_POINTS_Y[15] = 156.0674 
$SAVE_POINTS_Z[15] = 27.6521 
$SAVE_POINTS_ANGLE[15] = 272.5815 
$862 = 0 
$SAVE_PICKUPS_X[16] = -693.3776 
$SAVE_PICKUPS_Y[16] = 957.824 
$SAVE_PICKUPS_Z[16] = 11.7829 
$SAVE_POINTS_X[16] = -700.3663 
$SAVE_POINTS_Y[16] = 966.0852 
$SAVE_POINTS_Z[16] = 11.3575 
$SAVE_POINTS_ANGLE[16] = 90.0 
$863 = 0 
$SAVE_PICKUPS_X[17] = 2024.564 
$SAVE_PICKUPS_Y[17] = 996.4728 
$SAVE_PICKUPS_Z[17] = 10.3203 
$SAVE_POINTS_X[17] = 2027.043 
$SAVE_POINTS_Y[17] = 996.0585 
$SAVE_POINTS_Z[17] = 9.9203 
$SAVE_POINTS_ANGLE[17] = 275.516 
$864 = 0 
$SAVE_PICKUPS[0] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[0], $SAVE_PICKUPS_Y[0], $SAVE_PICKUPS_Z[0])
$SAVE_PICKUPS[1] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[1], $SAVE_PICKUPS_Y[1], $SAVE_PICKUPS_Z[1])
$SAVE_PICKUPS[2] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[2], $SAVE_PICKUPS_Y[2], $SAVE_PICKUPS_Z[2])
$SAVE_PICKUPS[3] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[3], $SAVE_PICKUPS_Y[3], $SAVE_PICKUPS_Z[3])
$SAVE_PICKUPS[4] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[4], $SAVE_PICKUPS_Y[4], $SAVE_PICKUPS_Z[4])
$SAVE_PICKUPS[5] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[5], $SAVE_PICKUPS_Y[5], $SAVE_PICKUPS_Z[5])
$SAVE_PICKUPS[6] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[6], $SAVE_PICKUPS_Y[6], $SAVE_PICKUPS_Z[6])
$SAVE_PICKUPS[7] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[7], $SAVE_PICKUPS_Y[7], $SAVE_PICKUPS_Z[7])
$SAVE_PICKUPS[8] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[8], $SAVE_PICKUPS_Y[8], $SAVE_PICKUPS_Z[8])
$SAVE_PICKUPS[9] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[9], $SAVE_PICKUPS_Y[9], $SAVE_PICKUPS_Z[9])
$SAVE_PICKUPS[10] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[10], $SAVE_PICKUPS_Y[10], $SAVE_PICKUPS_Z[10])
$SAVE_PICKUPS[11] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[11], $SAVE_PICKUPS_Y[11], $SAVE_PICKUPS_Z[11])
$SAVE_PICKUPS[12] = Pickup.Create(#PICKUPSAVE, 3, $SAVE_PICKUPS_X[12], $SAVE_PICKUPS_Y[12], $SAVE_PICKUPS_Z[12])
$SAVE_PICKUPS_INDEX = 0 
$1742 = 1099.551 
$1743 = 1601.497 
$1744 = 11.5546 
$1745 = -2120.042 
$1746 = -444.2838 
$1747 = 34.5312 
$1748 = 2695.624 
$1749 = -1704.688 
$1750 = 10.8437 
0570: $1739 = create_asset_radar_marker_with_icon 33 at $1742 $1743 $1744 
0570: $1740 = create_asset_radar_marker_with_icon 33 at $1745 $1746 $1747 
0570: $1741 = create_asset_radar_marker_with_icon 33 at $1748 $1749 $1750 
$1751 = 2644.441 
$1752 = -2012.558 
$1753 = 12.5469 
if 
  6 > $1786 
else_jump @INITIAL_6005 
$1764($1786,6i) = 0 
$1770($1786,6i) = 0 
$1776($1786,6i) = 0 

:INITIAL_6005
$1782 = 0 
$1783 = 0 
$1784 = 0 
$1785 = 0 
$1787 = 0 
$1790 = 0 
$1791 = 0 
$1789 = 0 
$1788 = 0 
$1794 = 0 
$MISSION_BEATTHECOCK_TYPE = 1 
$MISSION_BEATTHECOCK_PASSED = 0 
$HELP_CHILIAD_CYCLING_SHOWN = 0 
$MISSION_CHILIAD_CHALLENGE_PASSED = 0 
$1802 = 0 
$1803 = 0 
$1804 = 25 
$ONMISSION_MIKE_TORENO = 0 
$1799 = 1 
$1846 = 0 
$1847 = 0 
$ONMISSION_SHOOTING = 0 
$SHOOTING_X[0] = 292.33 
$SHOOTING_Y[0] = -35.39 
$SHOOTING_Z[0] = 1000.5 
$SHOOTING_X[1] = 289.4804 
$SHOOTING_Y[1] = -79.6619 
$SHOOTING_Z[1] = 1001.727 
$SHOOTING_X[2] = 309.9744 
$SHOOTING_Y[2] = -135.3927 
$SHOOTING_Z[2] = 1002.826 
$SHOOTING_X[3] = 306.8972 
$SHOOTING_Y[3] = -164.9947 
$SHOOTING_Z[3] = 1000.259 
$1884 = 0 
$1873 = 0 
$1900 = 0 
$1903 = 0 
$1907 = 5000 
$1909 = 0 
$FLAG_PLAYER_IN_CRANE = 0 
$1911 = 0 
$1912 = 1 
$1913 = 0 
$1914 = 0 
$1915 = 0 
$1916 = 0 
$1917 = 0 
$1918 = 0 
$1919 = 0 
$1920 = 0 
$1932 = 2000 
$1934 = 2000 
$1937 = 8000 
$1939 = 0 
$1486 = 0 
$490 = 0 
$1798 = 0 
$1494 = 999999 
$1495 = 999999 
$1496 = 999999 
$DEFAULT_WAIT_TIME = 250 
$108 = 0.0625 
0086: $109 = $108 // (float) 
$109 /= 2.0 
0086: $110 = $109 // (float) 
$110 /= 2.0 
$30 = 0 
$56 = 1 
$177 = -425.0 
$178 = 1410.0 
$179 = 10.0 
$334 = 99999999 
$335 = 99999999 
$336 = 99999999 
$337 = 99999999 
$338 = 99999999 
$339 = 99999999 
$340 = 99999999 
$341 = 99999999 
$342 = 99999999 
$343 = 99999999 
$344 = 99999999 
$345 = 99999999 
$346 = 0 
$347 = 0 
$348 = 0 
$349 = 0 
$350 = 0 
$351 = 0 
$MISSION_LEARNING_TO_FLY_PASSED = 1 
$MISSION_BACK_TO_SCHOOL_PASSED = 1 
$107 = 0 
$105 = 0 
$91 = 0 
$92 = 0 
$93 = 0 
$94 = 0 
$95 = 0 
$96 = 0 
$97 = 0 
$98 = 0 
$99 = 0 
$100 = 0 
$101 = 0 
$102 = 0 
$103 = 0 
$104 = 0 
$53 = 0 
$1940 = 1 
$MISSION_BLOODRING_PASSED = 0 
$FLIGHT_SCHOOL_RECORDS[0] = 0 
$FLIGHT_SCHOOL_RECORDS[1] = 0 
$FLIGHT_SCHOOL_RECORDS[2] = 0 
$FLIGHT_SCHOOL_RECORDS[3] = 0 
$FLIGHT_SCHOOL_RECORDS[4] = 0 
$FLIGHT_SCHOOL_RECORDS[5] = 0 
$FLIGHT_SCHOOL_RECORDS[6] = 0 
$FLIGHT_SCHOOL_RECORDS[7] = 0 
$FLIGHT_SCHOOL_RECORDS[8] = 0 
$FLIGHT_SCHOOL_RECORDS[9] = 0 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 12 
$FLIGHT_SCHOOL_BRIEF_PLAYED = 1 
$PILOT_LICENSE_OBTAINED = 1 
$PARKED_RUSTLER_EXISTS = 1 
$PARKED_STUNT_EXISTS = 1 
$PARKED_HUNTER_EXISTS = 0 
014B: $PARKED_RUSTLER = init_parked_car_generator #RUSTLER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 325.12 2537.1 17.52 angle 180.0 
014B: $PARKED_STUNT = init_parked_car_generator #STUNT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 348.0 2537.1 17.42 angle 180.0 
014B: $PARKED_HUNTER = init_parked_car_generator #HUNTER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 365.51 2537.1 17.42 angle 180.0 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 0 
$1962 = 1 
$1963 = 60000 
$1964 = 80000 
$1965 = 180000 
$1966 = 10 
$1967 = 200000 
$1968 = 0 
$MISSION_BOAT_SCHOOL_PASSED = 1 
$1970 = 0 
$1971 = 0 
$1972 = 0 
$1973 = 0 
$1974 = 0 
$1975 = 0 
$1976 = 0 
$1977 = 0 
$1978 = 0 
$1979 = 0 
$1980 = 0 
$1981 = 0 
$1982 = 0 
$1983 = 0 
$1984 = 0 
$PARKED_MARQUIS_EXISTS = 1 
$PARKED_SQUALO_EXISTS = 1 
$PARKED_JETMAX_EXISTS = 1 
014B: $PARKED_MARQUIS = init_parked_car_generator #MARQUIS color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2227.104 2445.776 0.0 angle 229.3771 
014B: $PARKED_SQUALO = init_parked_car_generator #SQUALO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2223.873 2409.866 0.0 angle 49.0555 
014B: $PARKED_JETMAX = init_parked_car_generator #JETMAX color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2247.836 2425.675 0.0 angle 220.2123 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 101 
$MISSION_PIMPING_PASSED = 0 
$MISSION_COURIER_LS_PASSED = 0 
$MISSION_COURIER_LV_PASSED = 0 
$MISSION_COURIER_SF_PASSED = 0 
$1995 = 2000 
$1997 = 2000 
$1999 = 2000 
$2001 = 0 
$2170 = 0 
$2163 = 0 
$2162 = 0 
$2164 = 0 
$2165 = 0 
$2166 = 0 
$2167 = 0 
$2168 = 0 
$2169 = 0 
$2171 = 0 
$2172 = 0 
$2173 = 0 
$2174 = 0 
$2175 = 0 
$2176 = 0 
$2177 = 0 
$2178 = 0 
$2179 = 0 
$2180 = 0 
$2181 = 0 
$2182 = 0 
$2183 = 0 
$2184 = 0 
$2185 = 0 
$2186 = 0 
$2187 = 0 
$2188 = 0 
$PARKED_FREEWAY_EXISTS = 0 
$PARKED_FCR900_EXISTS = 0 
$PARKED_NRG500_EXISTS = 0 
014B: $PARKED_FREEWAY = init_parked_car_generator #FREEWAY color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.76 1364.832 10.1203 angle 280.0355 
014B: $PARKED_FCR900 = init_parked_car_generator #FCR900 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.999 1366.479 10.1203 angle 282.2258 
014B: $PARKED_NRG500 = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1174.467 1368.359 10.1203 angle 283.0546 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 101 
$BCESAR2_TIMES_PASSED = 0 
$840 = 0 
$MISSION_WUZIMU_STARTED_FLAG = 0 
$HELP_RESPECT_SHOWN = 0 
$BCESAR2_PASSED_ONCE = 0 
$2199 = 0 
$2200 = 0 
$MISSION_DRIVING_SCHOOL_PASSED = 0 
$2202 = 0 
$2203 = 0 
$2204 = 0 
$2206 = 0 
$2207 = 0 
$2208 = 0 
$4 = 0.0 
$5 = 0.0 
$6 = 0.0 
$7 = 0.0 
$8 = 0.0 
$9 = 0.0 
$LS_FINAL_MISSIONS_STARTED = 0 
$76 = 1.5 
$77 = 1.5 
$78 = 3.0 
$79 = 4.0 
$80 = 4.0 
$81 = 4.0 
$X_RACE_TOURNAMENT_POINT[0] = 1766.134 
$Y_RACE_TOURNAMENT_POINT[0] = -1704.228 
$Z_RACE_TOURNAMENT_POINT[0] = 12.4731 
$X_RACE_TOURNAMENT_POINT[1] = -1922.922 
$Y_RACE_TOURNAMENT_POINT[1] = 282.7151 
$Z_RACE_TOURNAMENT_POINT[1] = 40.0391 
$X_RACE_TOURNAMENT_POINT[2] = 1636.916 
$Y_RACE_TOURNAMENT_POINT[2] = 912.9478 
$Z_RACE_TOURNAMENT_POINT[2] = 9.689 
$X_RACE_TOURNAMENT_POINT[3] = 1701.69 
$Y_RACE_TOURNAMENT_POINT[3] = 1649.193 
$Z_RACE_TOURNAMENT_POINT[3] = 9.6296 
$CURRENT_TOURNAMENT = 0 
$RACES_BEST_RESULT[0] = 999999999 
$RACES_BEST_RESULT[1] = 999999999 
$RACES_BEST_RESULT[2] = 999999999 
$RACES_BEST_RESULT[3] = 999999999 
$RACES_BEST_RESULT[4] = 999999999 
$RACES_BEST_RESULT[5] = 999999999 
$RACES_BEST_RESULT[6] = 999999999 
$RACES_BEST_RESULT[7] = 999999999 
$RACES_BEST_RESULT[8] = 999999999 
$RACES_BEST_RESULT[9] = 999999999 
$RACES_BEST_RESULT[10] = 999999999 
$RACES_BEST_RESULT[11] = 999999999 
$RACES_BEST_RESULT[12] = 999999999 
$RACES_BEST_RESULT[13] = 999999999 
$RACES_BEST_RESULT[14] = 999999999 
$RACES_BEST_RESULT[15] = 999999999 
$RACES_BEST_RESULT[16] = 999999999 
$RACES_BEST_RESULT[17] = 999999999 
$RACES_BEST_RESULT[18] = 999999999 
$RACES_BEST_RESULT[19] = 999999999 
$RACES_BEST_RESULT[20] = 999999999 
$RACES_BEST_RESULT[21] = 999999999 
$RACES_BEST_RESULT[22] = 999999999 
$RACES_BEST_RESULT[23] = 999999999 
$RACES_BEST_RESULT[24] = 999999999 
$RACES_BEST_RESULT[25] = 999999999 
$RACES_BEST_RESULT[26] = 999999999 
$RACES_BEST_RESULT[27] = 999999999 
$RACES_BEST_RESULT[28] = 999999999 
$RACES_BEST_RESULT[29] = 999999999 
$RACES_CURRENT_BEST_TIME[0] = 999999999 
$RACES_CURRENT_BEST_TIME[1] = 999999999 
$RACES_CURRENT_BEST_TIME[2] = 999999999 
$RACES_CURRENT_BEST_TIME[3] = 999999999 
$RACES_CURRENT_BEST_TIME[4] = 999999999 
$RACES_CURRENT_BEST_TIME[5] = 999999999 
$RACES_CURRENT_BEST_TIME[6] = 999999999 
$RACES_CURRENT_BEST_TIME[7] = 999999999 
$RACES_CURRENT_BEST_TIME[8] = 999999999 
$RACES_CURRENT_BEST_TIME[9] = 999999999 
$RACES_CURRENT_BEST_TIME[10] = 999999999 
$RACES_CURRENT_BEST_TIME[11] = 999999999 
$RACES_CURRENT_BEST_TIME[12] = 999999999 
$RACES_CURRENT_BEST_TIME[13] = 999999999 
$RACES_CURRENT_BEST_TIME[14] = 999999999 
$RACES_CURRENT_BEST_TIME[15] = 999999999 
$RACES_CURRENT_BEST_TIME[16] = 999999999 
$RACES_CURRENT_BEST_TIME[17] = 999999999 
$RACES_CURRENT_BEST_TIME[18] = 999999999 
$RACES_CURRENT_BEST_TIME[19] = 999999999 
$RACES_CURRENT_BEST_TIME[20] = 999999999 
$RACES_CURRENT_BEST_TIME[21] = 999999999 
$RACES_CURRENT_BEST_TIME[22] = 999999999 
$RACES_CURRENT_BEST_TIME[23] = 999999999 
$RACES_CURRENT_BEST_TIME[24] = 999999999 
$RACES_CURRENT_BEST_TIME[25] = 999999999 
$RACES_CURRENT_BEST_TIME[26] = 999999999 
$RACES_CURRENT_BEST_TIME[27] = 999999999 
$RACES_CURRENT_BEST_TIME[28] = 999999999 
$RACES_CURRENT_BEST_TIME[29] = 999999999 
$RACES_NEW_BEST_TIME[0] = 999999999 
$RACES_NEW_BEST_TIME[1] = 999999999 
$RACES_NEW_BEST_TIME[2] = 999999999 
$RACES_NEW_BEST_TIME[3] = 999999999 
$RACES_NEW_BEST_TIME[4] = 999999999 
$RACES_NEW_BEST_TIME[5] = 999999999 
$RACES_NEW_BEST_TIME[6] = 999999999 
$RACES_NEW_BEST_TIME[7] = 999999999 
$RACES_NEW_BEST_TIME[8] = 999999999 
$RACES_NEW_BEST_TIME[9] = 999999999 
$RACES_NEW_BEST_TIME[10] = 999999999 
$RACES_NEW_BEST_TIME[11] = 999999999 
$RACES_NEW_BEST_TIME[12] = 999999999 
$RACES_NEW_BEST_TIME[13] = 999999999 
$RACES_NEW_BEST_TIME[14] = 999999999 
$RACES_NEW_BEST_TIME[15] = 999999999 
$RACES_NEW_BEST_TIME[16] = 999999999 
$RACES_NEW_BEST_TIME[17] = 999999999 
$RACES_NEW_BEST_TIME[18] = 999999999 
$RACES_NEW_BEST_TIME[19] = 999999999 
$RACES_NEW_BEST_TIME[20] = 999999999 
$RACES_NEW_BEST_TIME[21] = 999999999 
$RACES_NEW_BEST_TIME[22] = 999999999 
$RACES_NEW_BEST_TIME[23] = 999999999 
$RACES_NEW_BEST_TIME[24] = 999999999 
$RACES_NEW_BEST_TIME[25] = 999999999 
$RACES_NEW_BEST_TIME[26] = 999999999 
$RACES_NEW_BEST_TIME[27] = 999999999 
$RACES_NEW_BEST_TIME[28] = 999999999 
$RACES_NEW_BEST_TIME[29] = 999999999 
$RACES_WON[0] = 0 
$RACES_WON[1] = 0 
$RACES_WON[2] = 0 
$RACES_WON[3] = 0 
$RACES_WON[4] = 0 
$RACES_WON[5] = 0 
$RACES_WON[6] = 0 
$RACES_WON[7] = 0 
$RACES_WON[8] = 0 
$RACES_WON[9] = 0 
$RACES_WON[10] = 0 
$RACES_WON[11] = 0 
$RACES_WON[12] = 0 
$RACES_WON[13] = 0 
$RACES_WON[14] = 0 
$RACES_WON[15] = 0 
$RACES_WON[16] = 0 
$RACES_WON[17] = 0 
$RACES_WON[18] = 0 
$RACES_WON[19] = 0 
$RACES_WON[20] = 0 
$RACES_WON[21] = 0 
$RACES_WON[22] = 0 
$RACES_WON[23] = 0 
$RACES_WON[24] = 0 
$RACES_WON[25] = 0 
$RACES_WON[26] = 0 
$RACES_WON[27] = 0 
$RACES_WON[28] = 0 
$RACES_WON[29] = 0 
$RACES_WON_NUMBER = 0 
$ALL_RACES_WON_PRIZE_FLAG = 0 
$CARMOD_DISABLED_FLAG = 0 
$190 = 0 
$191 = 0 
$192 = 0 
$X_CATALINA_HOUSE = 868.3358 
$Y_CATALINA_HOUSE = -29.5529 
$Z_CATALINA_HOUSE = 62.3276 
$X_LOCAL_LIQUOR_STORE = 257.5389 
$Y_LOCAL_LIQUOR_STORE = -77.23 
$Z_LOCAL_LIQUOR_STORE = 1.3678 
$X_SMALL_TOWN_BANK = 2297.78 
$Y_SMALL_TOWN_BANK = -16.83 
$Z_SMALL_TOWN_BANK = 26.29 
$X_TANKER_COMMANDER = 652.17 
$Y_TANKER_COMMANDER = -559.75 
$Z_TANKER_COMMANDER = 15.15 
$X_AGAINST_ALL_ODDS = 1294.09 
$Y_AGAINST_ALL_ODDS = 267.78 
$Z_AGAINST_ALL_ODDS = 18.54 
$X_MEETING_CATALINA = 681.595 
$Y_MEETING_CATALINA = -478.7909 
$Z_MEETING_CATALINA = 15.3281 
$CATALINA_DIALOG_LIQUOR_STORE_PLAYED = 0 
$CATALINA_DIALOG_BETTING_SHOP_PLAYED = 0 
$CATALINA_TOTAL_PASSED_MISSIONS = 0 
$MISSION_LOCAL_LIQUOR_STORE_PASSED = 0 
$MISSION_SMALL_TOWN_BANK_PASSED = 0 
$MISSION_TANKER_COMMANDER_PASSED = 0 
$ALL_CATALINA_MISSIONS_PASSED = 0 
$666 = 415.55 
$667 = 2533.57 
$668 = 19.18 
014B: $LEVIATHAN_PARKED = init_parked_car_generator #LEVIATHN color -1 -1 1 alarm 0 door_lock 0 0 10000 at 383.178 2538.891 16.53 angle 180.0 
014C: set_parked_car_generator $LEVIATHAN_PARKED cars_to_generate_to 101 
$X_JOHNSON_HOUSE = 2495.214 
$Y_JOHNSON_HOUSE = -1687.03 
$Z_JOHNSON_HOUSE = 12.5144 
$X_SWEET_HOUSE = 2515.07 
$Y_SWEET_HOUSE = -1673.98 
$Z_SWEET_HOUSE = 12.71 
$X_RYDER_HOUSE = 2459.55 
$Y_RYDER_HOUSE = -1687.75 
$Z_RYDER_HOUSE = 12.56 
$X_BIG_SMOKE_HOUSE = 2070.87 
$Y_BIG_SMOKE_HOUSE = -1703.01 
$Z_BIG_SMOKE_HOUSE = 12.55 
$X_OG_LOC_WORK = 790.54 
$Y_OG_LOC_WORK = -1627.91 
$Z_OG_LOC_WORK = 12.39 
$X_OG_LOC_HOUSE = 2486.61 
$Y_OG_LOC_HOUSE = -1649.42 
$Z_OG_LOC_HOUSE = 12.48 
$X_CESAR_HOUSE = 1801.08 
$Y_CESAR_HOUSE = -2117.92 
$Z_CESAR_HOUSE = 12.56 
$X_CRASH_LS = 1042.85 
$Y_CRASH_LS = -1338.62 
$Z_CRASH_LS = 12.55 
$X_ANGEL_PINE = -2043.34 
$Y_ANGEL_PINE = -2525.99 
$Z_ANGEL_PINE = 29.62 
$X_TRUTH_FARM = -922.5121 
$Y_TRUTH_FARM = -1719.395 
$Z_TRUTH_FARM = 76.5703 
$X_ANGEL_PINE_MOTEL = -2198.87 
$Y_ANGEL_PINE_MOTEL = -2261.202 
$Z_ANGEL_PINE_MOTEL = 29.6419 
$X_MONTGOMERY = 1552.78 
$Y_MONTGOMERY = 39.3031 
$Z_MONTGOMERY = 23.1445 
$X_WOOZIE_HOUSE = -2154.208 
$Y_WOOZIE_HOUSE = 645.3251 
$Z_WOOZIE_HOUSE = 51.3516 
$X_JIZZY_CLUB = -2623.497 
$Y_JIZZY_CLUB = 1405.66 
$Z_JIZZY_CLUB = 6.1016 
$X_SF_GARAGE_2 = -2031.261 
$Y_SF_GARAGE_2 = 179.2488 
$Z_SF_GARAGE_2 = 27.8359 
$X_ZERO_RC_SHOP = -2245.663 
$Y_ZERO_RC_SHOP = 128.8889 
$Z_ZERO_RC_SHOP = 34.3203 
$X_SF_GARAGE_3 = -2030.402 
$Y_SF_GARAGE_3 = 148.8279 
$Z_SF_GARAGE_3 = 27.8359 
$X_SF_GARAGE = -2030.402 
$Y_SF_GARAGE = 148.8279 
$Z_SF_GARAGE = 27.8359 
$X_DRIVING_SCHOOL = -2026.811 
$Y_DRIVING_SCHOOL = -114.9093 
$Z_DRIVING_SCHOOL = 1034.179 
$X_TIERRA_ROBADA_RANCH = -685.2156 
$Y_TIERRA_ROBADA_RANCH = 923.2191 
$Z_TIERRA_ROBADA_RANCH = 11.1531 
$X_OLD_AIRPORT = 327.448 
$Y_OLD_AIRPORT = 2530.095 
$Z_OLD_AIRPORT = 15.8066 
$X_THE_FOUR_DRAGONS_CASINO = 1962.432 
$Y_THE_FOUR_DRAGONS_CASINO = 974.675 
$Z_THE_FOUR_DRAGONS_CASINO = 993.4688 
$X_THE_FOUR_DRAGONS_CASINO_2 = 1962.398 
$Y_THE_FOUR_DRAGONS_CASINO_2 = 1060.962 
$Z_THE_FOUR_DRAGONS_CASINO_2 = 993.4688 
$X_CALIGULA_PALACE = 2270.634 
$Y_CALIGULA_PALACE = 1635.599 
$Z_CALIGULA_PALACE = 1007.367 
$X_PRICKLE_PINE_LV = 1598.557 
$Y_PRICKLE_PINE_LV = 2667.83 
$Z_PRICKLE_PINE_LV = 9.8203 
$X_ROYAL_CASINO = 2090.0 
$Y_ROYAL_CASINO = 1451.0 
$Z_ROYAL_CASINO = 9.8 
$X_MADD_DOGG_CRIB = 1253.788 
$Y_MADD_DOGG_CRIB = -785.2594 
$Z_MADD_DOGG_CRIB = 91.0313 
$636 = 2496.06 
$637 = -1687.96 
$638 = 12.53 
$419 = -299.6 
$420 = 1530.4 
$421 = 74.7 
$X_PERSHING_SQUARE_LS = 1498.7 
$Y_PERSHING_SQUARE_LS = -1631.9 
$Z_PERSHING_SQUARE_LS = 14.0 
$425 = 1505.7 
$426 = -1631.9 
$427 = 14.0 
$431 = 1512.7 
$432 = -1631.9 
$433 = 14.0 
$639 = 1960.898 
$640 = 1008.406 
$641 = 991.4745 
$2337 = 1918.988 
$2338 = -1789.324 
$2339 = 12.5 
$2340 = -1563.768 
$2341 = 2690.873 
$2342 = 54.6985 
$642 = 828.77 
$643 = 4.71 
$644 = 1003.17 
$428 = 1494.3 
$429 = -1644.6 
$430 = 14.0 
$645 = 1489.5 
$646 = -1674.2 
$647 = 12.5 
$648 = -2132.45 
$649 = -47.0 
$650 = 35.3 
$651 = 2323.97 
$652 = -1517.04 
$653 = 24.32 
$654 = 1979.1 
$655 = -1996.1 
$656 = 12.4 
$657 = 862.9 
$658 = -1154.8 
$659 = 23.0 
$660 = -1758.877 
$661 = 952.744 
$662 = 23.7487 
$663 = 2258.523 
$664 = 1613.25 
$665 = 1005.188 
$188 = 0 
$ONMISSION_COURIER = 0 
$2343 = 1359.45 
$2344 = -1755.0 
$2345 = 12.85 
$2346 = -2590.44 
$2347 = 73.21 
$2348 = 3.91 
$2349 = 1887.79 
$2350 = 2087.39 
$2351 = 10.05 
$2352 = 823.6816 
$2353 = 854.1741 
$2354 = 10.7949 
$2355 = -2309.23 
$2356 = -1651.22 
$2357 = 483.09 
$2358 = -1517.903 
$2359 = 153.7578 
$2360 = 2.7813 
$2361 = 2705.172 
$2362 = -1698.127 
$2363 = 10.8515 
$2364 = 1134.0 
$2365 = -7.0 
$2366 = 1001.0 
$2367 = -2187.378 
$2368 = 2416.552 
$2369 = 4.166 
$2370 = 1173.877 
$2371 = 1351.037 
$2372 = 9.9219 
$2373 = -77.6456 
$2374 = -1136.401 
$2375 = 0.0781 
$2376 = -2645.23 
$2377 = 1413.3 
$2378 = -92.69 
$2379 = -2325.37 
$2380 = -131.655 
$2381 = 34.3 
$2382 = 563.78 
$2383 = 2725.14 
$2384 = 60.49 
$2385 = 424.657 
$2386 = -1439.674 
$2387 = 30.341 
$2388 = 1681.19 
$2389 = -1433.31 
$2390 = 12.53 
$2391 = 1576.734 
$2392 = -1609.741 
$2393 = 12.3828 
$2394 = 2831.243 
$2395 = -1674.637 
$2396 = 8.9732 
$2397 = 2668.769 
$2398 = -1753.973 
$2399 = 10.8515 
$2400 = -2338.5 
$2401 = -109.01 
$2402 = 34.36 
$2403 = 764.4572 
$2404 = 2.745 
$2405 = 999.7153 
$2406 = 2747.055 
$2407 = -1691.208 
$2408 = 10.8515 
$2409 = 2694.246 
$2410 = -1706.007 
$2411 = 10.8556 
$2413 = 0 
$2414 = 0 
$SAVE_PICKUPS_EXIST = 0 
$GYMS_ACCESSIBLE_FLAG = 0 
$2547 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$2425 = 0 
$2418 = 0 
$2420 = 0 
$2422 = 0 
$2424 = 0 
$2516 = 0 
$2517 = 0 
$2513 = 0 
$2514 = 0 
$2515 = 0 
$2548 = 0 
$2549 = 0 
$2550 = 0 
$2551 = 0 
$2552 = 0 
$2553 = 0 
$2554 = 0 
$GIMP_SUIT_AVAILABLE = 0 
$VALET_UNIFORM_AVAILABLE = 0 
$CROUPIER_UNIFORM_AVAILABLE = 0 
$COP_UNIFORM_AVAILABLE = 0 
$RURAL_CLOTHES_AVAILABLE = 0 
$RACING_SUIT_AVAILABLE = 0 
$MEDIC_UNIFORM_AVAILABLE = 0 
$PIMP_SUIT_AVAILABLE = 0 
$2564 = 0 
$2565 = 0 
$2566 = 0 
$2567 = 0 
$2568 = 0 
$2569 = 0 
$2570 = 0 
$2571 = 0 
$2572 = 0 
$2573 = 0 
$2574 = 0 
$2575 = 0 
$2576 = 0 
$2577 = 0 
$449 = Marker.CreateIconWithoutSphere(63, 2067.4, -1831.2, 13.5)
$450 = Marker.CreateIconWithoutSphere(63, 488.0, -1734.0, 34.4)
$451 = Marker.CreateIconWithoutSphere(63, 720.016, -454.625, 15.328)
$2649 = Marker.CreateIconWithoutSphere(63, -1420.547, 2583.945, 58.031)
$2650 = Marker.CreateIconWithoutSphere(63, 1966.532, 2162.65, 10.995)
$2651 = Marker.CreateIconWithoutSphere(63, -2425.46, 1020.83, 49.39)
$2652 = Marker.CreateIconWithoutSphere(63, 1021.8, -1018.7, 30.9)
$2653 = Marker.CreateIconWithoutSphere(63, -1908.9, 292.3, 40.0)
$2654 = Marker.CreateIconWithoutSphere(63, -103.6, 1112.4, 18.7)
$2655 = 0 
$2656 = 0 
Garage.Deactivate('CN2GAR2')
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016C: restart_if_wasted_at 1180.85 -1325.57 12.58 angle 271.4 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
016C: restart_if_wasted_at 1244.437 331.2261 18.5547 angle 7.5465 town_number 1 
016D: restart_if_busted_at 632.2344 -571.7104 15.3515 angle 267.2 town_number 1 
016C: restart_if_wasted_at -2199.719 -2308.075 29.6181 angle 322.8928 town_number 1 
016D: restart_if_busted_at -2163.829 -2387.817 29.625 angle 134.2066 town_number 1 
016C: restart_if_wasted_at -2670.285 616.4364 13.4531 angle 183.1042 town_number 1 
016D: restart_if_busted_at -1605.792 716.8598 11.0241 angle 355.2978 town_number 1 
016C: restart_if_wasted_at -316.3832 1056.045 18.7344 angle 1.6017 town_number 2 
016D: restart_if_busted_at -212.1889 979.4168 18.3219 angle 278.0478 town_number 2 
016C: restart_if_wasted_at -1514.823 2527.119 54.7443 angle 2.3546 town_number 2 
016D: restart_if_busted_at -1393.072 2633.116 54.9491 angle 86.0424 town_number 2 
016C: restart_if_wasted_at 1578.446 1770.682 9.8358 angle 99.7567 town_number 2 
016D: restart_if_busted_at 2337.083 2453.802 13.9765 angle 90.7643 town_number 2 
0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 land 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 
0814: define_unique_jump_start 2209.275 -1843.686 19.0964 radius 2.5 4.28 3.83 land 2215.124 -1889.359 17.7864 radius 15.36 7.01 11.05 camera 2203.34 -1861.524 21.8367 reward 500 
0814: define_unique_jump_start 1177.215 -1696.761 21.368 radius 2.22 2.5 5.1 land 1177.972 -1626.719 32.8079 radius 18.2 7.23 12.36 camera 1182.92 -1659.431 29.1115 reward 500 
0814: define_unique_jump_start 2278.29 -1357.857 31.3255 radius 2.5 2.5 3.96 land 2275.299 -1310.756 30.9555 radius 10.69 2.5 9.36 camera 2271.681 -1331.282 32.6621 reward 500 
0814: define_unique_jump_start 2335.351 -2163.947 18.5147 radius 3.52 2.5 3.44 land 2344.419 -2178.703 24.2546 radius 15.64 3.05 11.96 camera 2336.89 -2190.321 22.4292 reward 500 
0814: define_unique_jump_start 2825.933 -1582.66 18.126 radius 2.5 4.22 4.92 land 2787.504 -1569.318 27.776 radius 2.704 19.16 14.15 camera 2805.121 -1579.892 20.7985 reward 500 
0814: define_unique_jump_start 2460.177 -2567.911 18.8162 radius 2.5 2.5 3.65 land 2464.206 -2597.455 25.8862 radius 8.89 0.82 6.26 camera 2454.878 -2593.787 23.9707 reward 500 
0814: define_unique_jump_start 1832.453 -2386.805 17.9247 radius 2.5 2.5 3.01 land 1833.612 -2372.385 17.9247 radius 6.57 0.5 6.65 camera 1840.288 -2367.095 19.4731 reward 500 
0814: define_unique_jump_start 1839.745 -2514.477 16.1769 radius 2.5 2.34 2.77 land 1921.679 -2517.896 20.6069 radius 2.512 6.42 8.6999 camera 1879.752 -2529.894 22.7841 reward 500 
0814: define_unique_jump_start 2634.397 -2107.984 17.0887 radius 4.172 2.5 5.06 land 2595.646 -2109.055 25.7387 radius 9.592 4.178 6.1 camera 2608.7 -2117.174 21.6272 reward 500 
0814: define_unique_jump_start 2352.3 -1259.068 28.9962 radius 2.5 2.5 2.76 land 2298.204 -1257.677 28.7062 radius 2.62 20.04 9.96 camera 2312.838 -1265.614 37.7793 reward 500 
0814: define_unique_jump_start 1013.163 -1270.362 24.4456 radius 2.0 2.0 4.05 land 1045.359 -1273.475 32.9636 radius 2.0 14.304 13.14 camera 1037.356 -1264.502 25.3721 reward 500 
0814: define_unique_jump_start -973.357 -223.2307 53.3717 radius 5.35 29.1299 15.98 land -1116.028 -211.0103 30.6016 radius 49.9398 32.2599 27.0399 camera -1038.667 -187.1254 54.0 reward 500 
0814: define_unique_jump_start -2637.069 780.3949 50.0166 radius 6.76 2.52 9.29 land -2639.577 733.2753 44.1565 radius 9.91 2.52 9.29 camera -2633.359 757.9172 52.0809 reward 500 
0814: define_unique_jump_start -2520.199 1169.203 59.5525 radius 6.54 3.09 5.97 land -2520.199 1202.12 53.4025 radius 33.5399 6.21 17.66 camera -2513.778 1193.925 57.4115 reward 500 
0814: define_unique_jump_start -1794.982 1211.612 35.6794 radius 3.02 2.58 4.75 land -1795.802 1258.197 32.5394 radius 19.51 5.13 19.69 camera -1797.49 1238.395 37.9679 reward 500 
0814: define_unique_jump_start -2659.551 1533.67 53.2004 radius 2.5 2.62 4.73 land -2659.551 1551.645 45.5003 radius 7.26 11.79 18.54 camera -2658.426 1531.631 60.6476 reward 500 
0814: define_unique_jump_start -1690.662 1110.392 57.2776 radius 2.3 2.98 5.08 land -1662.512 1110.392 57.2776 radius 2.3 18.12 12.26 camera -1649.676 1114.14 50.8559 reward 500 
0814: define_unique_jump_start -2145.461 -112.0259 44.3452 radius 7.24 3.3 5.49 land -2146.82 -89.4659 54.3752 radius 4.36 3.3 14.28 camera -2141.051 -89.1471 45.6462 reward 500 
0814: define_unique_jump_start -267.7739 2662.036 68.7405 radius 3.53 4.02 6.0 land -237.1135 2661.936 79.7505 radius 7.28 12.06 8.14 camera -253.199 2654.016 72.7989 reward 500 
0814: define_unique_jump_start -249.6904 2590.805 66.1194 radius 3.68 2.96 3.96 land -249.6904 2575.325 66.1194 radius 12.66 5.21 9.68 camera -256.2141 2555.207 64.5246 reward 500 
0814: define_unique_jump_start -871.5031 2308.79 164.5739 radius 3.39 2.87 4.86 land -981.079 2300.913 111.7538 radius 18.77 40.02 69.5898 camera -905.3314 2315.064 163.7206 reward 500 
0814: define_unique_jump_start 2073.713 2366.653 50.8534 radius 5.54 3.45 2.18 land 2050.73 2313.709 31.8133 radius 29.69 11.19 26.09 camera 2077.486 2318.872 26.9287 reward 500 
0814: define_unique_jump_start 2170.947 2402.609 62.2905 radius 2.78 3.59 3.62 land 2183.67 2402.609 62.2905 radius 4.92 9.2 9.8 camera 2232.11 2387.587 50.9115 reward 500 
0814: define_unique_jump_start 2418.056 1353.234 12.3641 radius 2.2 5.014 3.98 land 2481.923 1346.354 25.664 radius 5.01 19.984 11.63 camera 2462.313 1362.702 19.7672 reward 500 
0814: define_unique_jump_start 2407.308 1364.379 14.5734 radius 5.16 2.72 6.0 land 2399.12 1386.524 25.4934 radius 18.57 4.61 11.62 camera 2412.772 1392.431 22.3043 reward 500 
0814: define_unique_jump_start 2784.763 2208.72 15.1934 radius 3.05 1.76 4.33 land 2738.984 2208.72 21.8434 radius 3.24 24.23 16.15 camera 2758.656 2201.665 18.3639 reward 500 
0814: define_unique_jump_start 1482.383 2037.004 17.0576 radius 2.09 2.69 5.58 land 1482.875 2077.978 23.8776 radius 3.284 4.09 7.07 camera 1489.125 2065.024 20.6514 reward 500 
0814: define_unique_jump_start 1976.397 2593.686 17.2126 radius 3.67 2.0 5.44 land 2041.191 2593.686 30.4425 radius 5.05 32.8 20.5 camera 2007.676 2596.314 28.1338 reward 500 
0814: define_unique_jump_start 1636.264 2399.712 15.8903 radius 2.5 2.5 5.08 land 1636.264 2449.071 15.8903 radius 21.33 2.0 13.95 camera 1642.17 2440.29 18.5118 reward 500 
0814: define_unique_jump_start 2119.23 2385.213 33.7094 radius 2.1 3.36 2.6 land 2151.891 2385.601 30.8958 radius 3.51 13.42 9.04 camera 2128.102 2392.048 32.2357 reward 500 
0814: define_unique_jump_start -2082.529 -2498.932 33.9682 radius 2.34 2.4 3.55 land -2110.031 -2479.709 40.8882 radius 4.42 4.08 5.94 camera -2101.418 -2496.468 37.1704 reward 500 
0814: define_unique_jump_start 2112.408 97.9 39.993 radius 5.64 10.28 8.05 land 2152.117 91.33 39.993 radius 14.95 26.95 16.22 camera 2149.933 76.6566 44.9509 reward 500 
0814: define_unique_jump_start -2100.413 -1743.595 199.7312 radius 2.94 4.27 4.96 land -2082.491 -1718.923 199.7312 radius 10.8 9.39 17.62 camera -2096.167 -1714.572 201.0246 reward 500 
0814: define_unique_jump_start -2287.671 -2800.779 22.0541 radius 5.81 13.66 5.57 land -2255.133 -2800.779 22.0541 radius 12.56 28.68 14.69 camera -2253.319 -2814.645 22.8247 reward 500 
0814: define_unique_jump_start 110.8902 2428.049 23.7936 radius 3.58 3.15 4.2 land 132.64 2445.781 32.7336 radius 4.38 16.62 15.35 camera 119.7758 2449.64 27.7167 reward 500 
0814: define_unique_jump_start -894.4963 2693.199 44.7303 radius 3.58 2.63 2.44 land -941.4026 2662.939 55.7302 radius 29.14 16.02 19.74 camera -931.5991 2647.995 51.4501 reward 500 
0814: define_unique_jump_start 89.9936 -243.2046 7.5581 radius 3.96 4.46 4.48 land 101.5435 -255.4345 7.5581 radius 7.39 11.31 14.99 camera 87.0604 -266.0403 9.8153 reward 500 
0814: define_unique_jump_start 160.7991 -160.2479 6.1453 radius 2.12 1.452 2.23 land 171.8147 -162.405 12.321 radius 2.0 7.2 7.18 camera 183.2545 -151.314 13.5961 reward 500 
0814: define_unique_jump_start -72.3 17.7 8.4132 radius 2.81 2.4 4.48 land -65.1154 35.7188 16.6432 radius 7.71 2.0 7.27 camera -70.4781 55.8289 15.0868 reward 500 
0814: define_unique_jump_start -39.7989 53.3007 6.9223 radius 3.15 2.76 2.35 land -36.4289 76.6106 6.9223 radius 12.51 4.48 9.67 camera -42.5507 77.3671 7.8899 reward 500 
0814: define_unique_jump_start 638.7504 -520.0714 18.8519 radius 2.0 2.15 2.34 land 639.8602 -545.0903 22.7619 radius 10.97 3.01 8.26 camera 629.1661 -542.9603 24.9594 reward 500 
0814: define_unique_jump_start 1749.723 779.6028 13.4757 radius 1.68 2.616 2.164 land 1749.723 825.0914 14.2657 radius 10.718 2.616 5.824 camera 1744.046 799.4149 12.6554 reward 500 
0814: define_unique_jump_start 110.2446 -257.9929 6.2739 radius 3.36 3.32 2.93 land 92.4846 -245.6928 11.0439 radius 8.43 6.92 3.99 camera 92.9552 -254.6195 10.1539 reward 500 
0814: define_unique_jump_start 2125.642 95.2542 37.3959 radius 3.83 4.09 2.57 land 2098.51 99.5841 35.8559 radius 3.83 8.46 5.72 camera 2116.393 88.0306 40.2113 reward 500 
0814: define_unique_jump_start -344.6466 -9.8812 44.9609 radius 14.26 3.45 3.8 land -336.1166 28.7688 37.7609 radius 16.09 4.55 6.29 camera -358.2565 15.6353 41.7241 reward 500 
0814: define_unique_jump_start -2589.18 1164.37 59.8256 radius 2.84 2.77 2.23 land -2567.125 1231.183 47.0362 radius 18.9 9.04 6.05 camera -2576.06 1209.225 53.549 reward 500 
0814: define_unique_jump_start -2292.044 1097.71 84.7347 radius 2.082 2.074 2.02 land -2350.591 1101.928 64.1846 radius 4.522 14.204 9.03 camera -2323.731 1106.665 77.177 reward 500 
0814: define_unique_jump_start -2408.285 723.2977 38.6835 radius 2.62 2.5 1.69 land -2408.285 723.2977 38.6835 radius 22.41 2.58 4.06 camera -2407.981 716.5809 38.4334 reward 500 
0814: define_unique_jump_start -2116.356 925.6832 87.819 radius 2.68 1.99 2.48 land -2069.565 925.433 76.689 radius 2.68 15.26 14.46 camera -2085.629 935.5674 85.4677 reward 500 
0814: define_unique_jump_start -1903.192 223.3468 37.7965 radius 1.75 1.84 1.7 land -1874.382 223.3467 42.4064 radius 1.75 8.13 4.67 camera -1897.039 219.1329 39.911 reward 500 
0814: define_unique_jump_start -1687.323 -162.201 17.8603 radius 2.68 3.19 2.2 land -1722.537 -126.391 14.9903 radius 9.09 7.13 13.07 camera -1716.878 -142.6182 14.6114 reward 500 
0814: define_unique_jump_start -1729.924 -364.5276 18.2246 radius 2.268 2.51 2.148 land -1777.487 -364.2776 17.9446 radius 2.268 15.33 7.068 camera -1745.84 -355.4089 14.2197 reward 500 
0814: define_unique_jump_start -1972.099 -543.0899 38.9862 radius 1.96 2.01 1.77 land -1912.318 -543.0899 45.3462 radius 7.58 14.78 8.69 camera -1942.915 -539.1157 40.2453 reward 500 
0814: define_unique_jump_start 2770.214 -1177.477 70.7527 radius 2.344 1.99 2.172 land 2814.468 -1182.996 55.7938 radius 5.94 17.38 31.52 camera 2766.031 -1184.692 74.9193 reward 500 
0814: define_unique_jump_start 2248.838 -2463.258 15.1049 radius 5.18 2.26 2.59 land 2247.468 -2432.427 21.8068 radius 12.44 2.26 9.32 camera 2240.757 -2446.201 16.8109 reward 500 
0814: define_unique_jump_start 2248.832 -2627.623 15.1806 radius 4.862 2.144 2.556 land 2248.832 -2655.498 21.2585 radius 8.68 2.144 8.498 camera 2237.695 -2650.768 16.3791 reward 500 
0814: define_unique_jump_start 2326.122 -1508.751 27.0066 radius 2.242 1.728 2.08 land 2286.813 -1508.732 30.3748 radius 3.86 9.38 8.99 camera 2299.404 -1514.596 29.8683 reward 500 
0814: define_unique_jump_start 1623.574 -1110.956 61.8178 radius 1.656 2.014 1.836 land 1623.574 -1079.265 61.8178 radius 17.246 2.014 22.1459 camera 1615.633 -1093.8 64.8724 reward 500 
0814: define_unique_jump_start 1679.646 -962.2209 65.6737 radius 1.694 2.49 1.94 land 1679.646 -988.7401 65.6737 radius 13.124 2.49 16.74 camera 1683.881 -977.1464 65.7485 reward 500 
0814: define_unique_jump_start 1667.167 -992.8579 32.7591 radius 6.32 3.768 2.48 land 1675.805 -1008.297 32.7591 radius 18.7479 2.438 9.79 camera 1689.156 -1013.63 35.6715 reward 500 
0814: define_unique_jump_start 347.0 -1662.299 35.8218 radius 3.12 2.65 2.61 land 351.6596 -1700.264 35.8218 radius 19.91 4.13 29.76 camera 337.9746 -1676.993 36.7335 reward 500 
0814: define_unique_jump_start 743.1525 -1132.819 25.7991 radius 1.834 3.606 2.35 land 710.0014 -1132.989 25.7991 radius 1.834 11.096 10.0 camera 717.1129 -1136.549 25.5161 reward 500 
0814: define_unique_jump_start 1395.562 -1460.566 12.3906 radius 1.672 1.97 1.75 land 1402.96 -1447.466 17.7266 radius 10.062 1.97 5.15 camera 1395.023 -1450.836 17.1621 reward 500 
0814: define_unique_jump_start 1586.489 312.8876 23.9965 radius 2.15 6.38 1.99 land 1540.208 325.3573 28.9665 radius 2.15 32.8899 11.37 camera 1562.912 331.3251 23.6496 reward 500 
0814: define_unique_jump_start 2058.1 -2677.517 15.4946 radius 3.1 2.48 2.6 land 2009.261 -2677.517 20.8946 radius 1.93 16.5499 11.26 camera 2036.566 -2685.281 13.2053 reward 500 
0814: define_unique_jump_start 586.0102 -1773.769 15.2312 radius 2.0 2.27 1.78 land 627.7189 -1781.119 22.6912 radius 2.0 7.06 9.94 camera 598.5319 -1778.481 17.0529 reward 500 
0814: define_unique_jump_start 2172.078 2430.507 61.747 radius 2.12 3.3 2.35 land 2191.592 2436.304 53.057 radius 2.5 12.57 25.22 camera 2227.234 2436.885 37.788 reward 500 
0814: define_unique_jump_start 2176.133 2268.196 13.4683 radius 2.286 1.934 1.938 land 2137.272 2268.246 16.7183 radius 2.286 10.554 6.458 camera 2148.601 2264.892 13.6634 reward 500 
0814: define_unique_jump_start -2213.773 -311.0786 38.5339 radius 1.15 3.04 2.59 land -2213.773 -327.8282 44.6738 radius 10.374 3.04 5.93 camera -2215.977 -325.7729 42.5119 reward 500 
$2657 = 50 
$2658 = Object.Init(#TRDCSGRGDOOR_LVS, 1903.383, 967.62, 11.438)
Object.Angle($2658) = 0.0
Object.RemoveFromMissionCleanupList($2658)
$2659 = Object.Init(#MD_POSTER, 2167.82, -1518.193, 20.237)
Object.Angle($2659) = 0.0
Object.RemoveFromMissionCleanupList($2659)
$2660 = Object.Init(#CR_DOOR_01, 2322.845, 8.304, 25.483)
Object.Indestructibility($2660) = False
Object.KeepInMemory($2660) = True
$2661 = Object.Init(#CR_DOOR_01, 2316.233, 0.712, 25.742)
Object.Angle($2661) = 270.0
Object.KeepInMemory($2661) = True
Object.Indestructibility($2661) = False
$2662 = Object.Init(#CR_DOOR_03, 2304.257, -17.744, 25.742)
Object.KeepInMemory($2662) = True
Object.Indestructibility($2662) = False
$2663 = Object.Init(#CR_DOOR_03, 2304.257, -14.583, 25.742)
Object.KeepInMemory($2663) = True
Object.Angle($2663) = 180.0
Object.Indestructibility($2663) = False
$2664 = Object.Init(#SHUTTER_VEGAS, 1055.629, 2087.67, 12.469)
Object.RemoveFromMissionCleanupList($2664)
$2665 = Object.Create(#CR1_DOOR, 2352.851, -1171.027, 26.9669)
Object.Angle($2665) = 90.0
Object.ToggleInMovingList($2665) = False
Object.Indestructibility($2665) = False
Object.SetImmunities($2665, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($2665)
$2666 = Object.Init(#CT_GATEXR, -2179.353, 661.232, 50.214)
Object.Indestructibility($2666) = False
Object.RemoveFromMissionCleanupList($2666)
$OBJECT_M_A51_BLASTDOORR = Object.Init(#A51_BLASTDOORR, 215.941, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORR) = 0.0
$OBJECT_M_A51_BLASTDOORL = Object.Init(#A51_BLASTDOORL, 211.842, 1874.571, 13.903)
Object.Angle($OBJECT_M_A51_BLASTDOORL) = 0.0
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORR)
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_BLASTDOORL)
$2669 = Object.Init(#A51_LABDOOR, 297.766, 1842.618, 6.764)
Object.RemoveFromMissionCleanupList($2669)
$2670 = Object.Create(#A51_JETDOOR, 268.664, 1884.06, 15.925)
034D: rotate_object $2670 from_angle 90.0 to_angle 90.0 flag 0 
Object.RemoveFromMissionCleanupList($2670)
Garage.ChangeType('HBGDSFS', 19)
Garage.ChangeType('GHOSTDR', 19)
$2677[0] = -2108.0 
$2683[0] = 155.0 
$2689[0] = 34.0488 
$2695[0] = 178.0 
$2677[1] = -2089.0 
$2683[1] = 172.0 
$2689[1] = 34.0488 
$2695[1] = 267.0 
$2677[2] = -2069.0 
$2683[2] = 229.0 
$2689[2] = 35.0215 
$2695[2] = 270.0 
$2677[3] = -2077.0 
$2683[3] = 271.0 
$2689[3] = 33.7475 
$2695[3] = 0.0 
$2677[4] = -2096.0 
$2683[4] = 261.0 
$2689[4] = 34.5808 
$2695[4] = 264.0 
$2677[5] = -2129.0 
$2683[5] = 306.0 
$2689[5] = 33.7245 
$2695[5] = 0.0 
$2701 = 0 

:INITIAL_19059
if 
  6 > $2701 
else_jump @INITIAL_19159 
$2671($2701,6i) = Object.Create(#PORTAKABIN, $2677($2701,6f), $2683($2701,6f), $2689($2701,6f))
Object.Angle($2671($2701,6i)) = $2695($2701,6f)
Object.ToggleInMovingList($2671($2701,6i)) = False
Object.RemoveFromMissionCleanupList($2671($2701,6i))
$2701 += 1 
jump @INITIAL_19059 

:INITIAL_19159
$2702 = Object.Create(#FREIGHT_SFW_DOOR, -2468.141, 1547.938, 22.7)
Object.RemoveFromMissionCleanupList($2702)
$2703 = Object.Init(#AB_CASDORLOK, 2168.644, 1619.43, 1000.3)
0566: link_object $2703 to_interior 1 
Object.Angle($2703) = 270.0
Object.RemoveFromMissionCleanupList($2703)
$2704 = 0 
$2705 = 0 
$2706 = Object.Create(#AD_FLATDOOR, 1833.36, -1995.45, 12.5)
Object.Angle($2706) = 90.0
Object.RemoveFromMissionCleanupList($2706)
$2707 = Object.Create(#AD_FLATDOOR, 1819.81, -1994.66, 12.5)
Object.RemoveFromMissionCleanupList($2707)
$2708 = Object.Create(#AD_FLATDOOR, 1827.68, -1980.0, 12.5)
Object.Angle($2708) = 270.0
Object.RemoveFromMissionCleanupList($2708)
$2709 = Object.Create(#AD_FLATDOOR, 1851.84, -1990.67, 12.5)
Object.RemoveFromMissionCleanupList($2709)
$2710 = Object.Create(#AD_FLATDOOR, 1867.29, -1984.96, 12.5)
Object.Angle($2710) = 270.0
Object.RemoveFromMissionCleanupList($2710)
$2711 = Object.Create(#AD_FLATDOOR, 1866.52, -1998.53, 12.5)
Object.Angle($2711) = 90.0
Object.RemoveFromMissionCleanupList($2711)
$2712 = Object.Create(#AD_FLATDOOR, 1899.75, -1984.95, 12.5)
Object.Angle($2712) = 270.0
Object.RemoveFromMissionCleanupList($2712)
$2713 = Object.Create(#AD_FLATDOOR, 1914.39, -1992.82, 12.5)
Object.Angle($2713) = 180.0
Object.RemoveFromMissionCleanupList($2713)
$2714 = Object.Create(#AD_FLATDOOR, 1899.01, -1998.5, 12.5)
Object.Angle($2714) = 90.0
Object.RemoveFromMissionCleanupList($2714)
$2715 = Object.Create(#AD_FLATDOOR, 1900.89, -2020.11, 12.5)
Object.RemoveFromMissionCleanupList($2715)
$2716 = Object.Create(#AD_FLATDOOR, 1914.4, -2020.91, 12.5)
Object.Angle($2716) = 180.0
Object.RemoveFromMissionCleanupList($2716)
$2717 = Object.Create(#AD_FLATDOOR, 1906.54, -2035.52, 12.5)
Object.Angle($2717) = 90.0
Object.RemoveFromMissionCleanupList($2717)
$2718 = Object.Create(#AD_FLATDOOR, 1851.86, -2020.14, 12.5)
Object.RemoveFromMissionCleanupList($2718)
$2719 = Object.Create(#AD_FLATDOOR, 1865.42, -2020.89, 12.5)
Object.Angle($2719) = 180.0
Object.RemoveFromMissionCleanupList($2719)
$2720 = Object.Create(#AD_FLATDOOR, 1857.55, -2035.52, 12.5)
Object.Angle($2720) = 90.0
Object.RemoveFromMissionCleanupList($2720)
$2721 = Object.Init(#IMY_SHASH_WALL, 2522.008, -1272.93, 35.609)
Object.Indestructibility($2721) = False
Object.KeepInMemory($2721) = True
Object.RemoveFromMissionCleanupList($2721)
$2722 = Object.Init(#TWRCRANE_M_04, -2080.441, 256.015, 66.869)
Object.RemoveFromMissionCleanupList($2722)
$2723 = Object.Init(#TWRCRANE_M_01, -2080.441, 256.007, 99.408)
Object.RemoveFromMissionCleanupList($2723)
$2724 = Object.Init(#TWRCRANE_M_02, -2080.441, 296.46, 102.861)
Object.RemoveFromMissionCleanupList($2724)
Object.StorePos($2722, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2722)
$2725 = Object.Init(#LODCRANE_M_04, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2725) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2725)
Object.StorePos($2723, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2723)
$2726 = Object.Init(#LODCRANE_M_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2726) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2726)
0827: assign_object $2722 to_lod_object $2725 
0827: assign_object $2723 to_lod_object $2726 
$2727 = Object.Init(#MAGNOCRANE_01, -1547.978, 123.9883, 26.9332)
Object.Angle($2727) = 45.0
Object.RemoveFromMissionCleanupList($2727)
Object.Throw($2727, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
$2728 = Object.Init(#MAGNOCRANE_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.RemoveFromMissionCleanupList($2728)
Object.Angle($2728) = 140.0
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
$TEMPVAR_ANGLE = Object.Angle($2728)
$CRANE_MAGNET = Object.Init(#MAGNOCRANE_03, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0453: set_object $CRANE_MAGNET XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE 
Object.RemoveFromMissionCleanupList($CRANE_MAGNET)
Object.StorePos($2727, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2727)
$2730 = Object.Init(#LODNOCRANE_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2730) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2730)
Object.StorePos($2728, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2728)
$2731 = Object.Init(#LODNOCRANE_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2731) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2731)
Object.StorePos($CRANE_MAGNET, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($CRANE_MAGNET)
$2732 = Object.Init(#LODNOCRANE_03, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2732) = $TEMPVAR_ANGLE
0453: set_object $2732 XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE 
Object.RemoveFromMissionCleanupList($2732)
0827: assign_object $2727 to_lod_object $2730 
0827: assign_object $2728 to_lod_object $2731 
0827: assign_object $CRANE_MAGNET to_lod_object $2732 
$2740 = Object.Init(#QUARRY_CRANEBASE, 709.45, 915.93, -19.66)
Object.Angle($2740) = 135.0
Object.RemoveFromMissionCleanupList($2740)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2740 with_offset 0.0 0.0 4.0689 
$TEMPVAR_ANGLE = Object.Angle($2740)
$2741 = Object.Init(#QUARRY_CRANE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2741) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2741)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2741 with_offset 0.0 0.0 1.0206 
$TEMPVAR_ANGLE = Object.Angle($2741)
$2742 = Object.Init(#QUARRY_CRANEARM, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2742) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2742)
$2739 = 45.0 
0453: set_object $2742 XY_rotation 0.0 $2739 angle $TEMPVAR_ANGLE 
$2743 = Object.Init(#TWRCRANE_M_04, 2399.202, 1879.139, 37.55)
Object.Angle($2743) = 0.0
Object.RemoveFromMissionCleanupList($2743)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2743 with_offset 0.0 0.0 32.521 
$TEMPVAR_ANGLE = Object.Angle($2743)
$2744 = Object.Init(#TWRCRANE_M_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2744) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2744)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2744 with_offset 0.0 20.0 3.789 
$TEMPVAR_ANGLE = Object.Angle($2744)
$2745 = Object.Init(#TWRCRANE_M_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2745) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2745)
Object.StorePos($2743, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2743)
$2746 = Object.Init(#LODCRANE_M_04, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2746) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2746)
Object.StorePos($2744, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2744)
$2747 = Object.Init(#LODCRANE_M_01, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2747) = $TEMPVAR_ANGLE
Object.RemoveFromMissionCleanupList($2747)
0827: assign_object $2743 to_lod_object $2746 
0827: assign_object $2744 to_lod_object $2747 
$2755 = 0.0 
$2756 = 0.0 
$2757 = 0.0 
$SHOPS_PLAYER_CASH = 0 
$2750 = 0 
$2751 = 0 
Garage.ChangeType('BODLAWN', 38)
Garage.ChangeType('MODLAST', 36)
Garage.ChangeType('MDSSFSE', 38)
Garage.ChangeType('MDS1SFS', 37)
Garage.ChangeType('VECMOD', 38)

Garage.Activate('BODLAWN') 
Garage.Activate('MODLAST') 
Garage.Activate('MDSSFSE') 
Garage.Activate('MDS1SFS') 
Garage.Activate('VECMOD')  

$2758 = 0 
$138 = 2508.16 
$139 = -1666.47 
$140 = 13.0 
$141 = 16.0 
$142 = 2473.53 
$143 = -1690.21 
$144 = 13.0 
$145 = 0.0 
014B: $2786 = init_parked_car_generator #MONSTERA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2692.029 -1674.024 9.4656 angle 178.8279 
0A17: set_parked_car_generator $2786 flag 1 
014C: set_parked_car_generator $2786 cars_to_generate_to 0 
014B: $2787 = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2676.695 -1673.756 9.4038 angle 178.8279 
0A17: set_parked_car_generator $2787 flag 1 
014C: set_parked_car_generator $2787 cars_to_generate_to 0 
014B: $2788 = init_parked_car_generator #BFINJECT color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1104.932 1614.808 12.5546 angle 85.6435 
0A17: set_parked_car_generator $2788 flag 1 
014C: set_parked_car_generator $2788 cars_to_generate_to 0 
014B: $2783 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1460.87 -1566.737 101.0579 angle 2.0 
0A17: set_parked_car_generator $2783 flag 1 
014C: set_parked_car_generator $2783 cars_to_generate_to 101 
014B: $2784 = init_parked_car_generator #WALTON color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1446.239 -1494.731 101.0514 angle 6.0 
0A17: set_parked_car_generator $2784 flag 1 
014C: set_parked_car_generator $2784 cars_to_generate_to 101 
014B: $2785 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1439.643 -1576.823 101.0578 angle 264.1183 
0A17: set_parked_car_generator $2785 flag 1 
014C: set_parked_car_generator $2785 cars_to_generate_to 101 
09E2: $2764 = parked_car_generator_w_numberplate #PICADOR 84 84 0 alarm 0 door_lock 0 0 10000 plate "_SHERM__" at $142 $143 $144 angle $145 
0A17: set_parked_car_generator $2764 flag 1 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
09E2: $2765 = parked_car_generator_w_numberplate #GREENWOO 59 34 0 alarm 0 door_lock 0 0 10000 plate "GROVE4L_" at $138 $139 $140 angle $141 
0A17: set_parked_car_generator $2765 flag 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014B: $2767 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2412.52 -1326.49 23.74 angle 177.92 
0A17: set_parked_car_generator $2767 flag 1 
014C: set_parked_car_generator $2767 cars_to_generate_to 101 
014B: $2766 = init_parked_car_generator #CLOVER color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2445.5 -1340.8 23.5 angle 180.0 
014C: set_parked_car_generator $2766 cars_to_generate_to 101 
014B: $2768 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2499.18 -1648.26 13.0 angle 158.61 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
014B: $2789 = init_parked_car_generator #SAVANNA color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2685.981 -2016.21 12.5501 angle 0.337 
014C: set_parked_car_generator $2789 cars_to_generate_to 0 
014B: $2782 = init_parked_car_generator #BLADE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1772.096 -2125.103 13.0469 angle 0.3441 
014C: set_parked_car_generator $2782 cars_to_generate_to 101 
014B: $2781 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2048.856 -2521.276 31.125 angle 171.0232 
014C: set_parked_car_generator $2781 cars_to_generate_to 101 
014B: $2790 = init_parked_car_generator #URANUS color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1956.3 297.7 34.3 angle 64.8 
014B: $2791 = init_parked_car_generator #ELEGY color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1952.6 265.7 39.9 angle 292.8 
014B: $2792 = init_parked_car_generator #SULTAN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1957.7 277.0 34.3 angle 133.4 
014B: $2793 = init_parked_car_generator #SAVANNA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1952.8 258.8 39.9 angle 259.1 
014B: $2794 = init_parked_car_generator #STRATUM color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1950.5 259.7 34.3 angle 53.8 
014C: set_parked_car_generator $2790 cars_to_generate_to 101 
014C: set_parked_car_generator $2791 cars_to_generate_to 101 
014C: set_parked_car_generator $2792 cars_to_generate_to 101 
014C: set_parked_car_generator $2793 cars_to_generate_to 101 
014C: set_parked_car_generator $2794 cars_to_generate_to 101 
0A17: set_parked_car_generator $2790 flag 1 
0A17: set_parked_car_generator $2791 flag 1 
0A17: set_parked_car_generator $2792 flag 1 
0A17: set_parked_car_generator $2793 flag 1 
0A17: set_parked_car_generator $2794 flag 1 
$MISSION_BMX_STUNT_PASSED = 0 
$MISSION_NRG500_STUNT_PASSED = 0 
$STUNT_MISSIONS_BESTTIME[0] = 999999999 
$STUNT_MISSIONS_BESTTIME[1] = 999999999 
$X_STUNT_MISSION_BMX = 1946.09 
$Y_STUNT_MISSION_BMX = -1380.72 
$Z_STUNT_MISSION_BMX = 18.0 
014B: $PARKED_BMX_GLEN_PARK = init_parked_car_generator #BMX color -1 -1 1 alarm 0 door_lock 0 0 10000 at $X_STUNT_MISSION_BMX $Y_STUNT_MISSION_BMX $Z_STUNT_MISSION_BMX angle 88.1761 
014C: set_parked_car_generator $PARKED_BMX_GLEN_PARK cars_to_generate_to 101 
$X_STUNT_MISSION_NRG500 = -1696.531 
$Y_STUNT_MISSION_NRG500 = 77.7192 
$Z_STUNT_MISSION_NRG500 = 3.5547 
014B: $PARKED_NRG500_EASTER_BASIN = init_parked_car_generator #NRG500 color -1 -1 1 alarm 0 door_lock 0 0 10000 at $X_STUNT_MISSION_NRG500 $Y_STUNT_MISSION_NRG500 $Z_STUNT_MISSION_NRG500 angle 312.9365 
014C: set_parked_car_generator $PARKED_NRG500_EASTER_BASIN cars_to_generate_to 101 
014B: $2807 = init_parked_car_generator #FIRELA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2057.0 58.0 28.0 angle 90.0 
014C: set_parked_car_generator $2807 cars_to_generate_to 101 
014B: $2808 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2057.0 64.0 28.0 angle 90.0 
014C: set_parked_car_generator $2808 cars_to_generate_to 101 
014B: $2809 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1763.824 2075.757 9.9093 angle 179.4753 
014C: set_parked_car_generator $2809 cars_to_generate_to 101 
014B: $2810 = init_parked_car_generator #FIRETRUK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1751.512 -1455.102 12.5547 angle 263.5589 
014C: set_parked_car_generator $2810 cars_to_generate_to 101 
014B: $2811 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2033.888 -1432.67 16.6453 angle 177.829 
014C: set_parked_car_generator $2811 cars_to_generate_to 101 
014B: $2812 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1178.048 -1338.175 13.405 angle 269.4923 
014C: set_parked_car_generator $2812 cars_to_generate_to 101 
014B: $2813 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -303.7814 1032.326 19.086 angle 268.5016 
014C: set_parked_car_generator $2813 cars_to_generate_to 101 
014B: $2814 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1507.164 2525.455 55.1875 angle 358.5728 
014C: set_parked_car_generator $2814 cars_to_generate_to 101 
014B: $2815 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1229.665 297.6883 19.0547 angle 154.9553 
014C: set_parked_car_generator $2815 cars_to_generate_to 101 
014B: $2816 = init_parked_car_generator #AMBULAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2202.52 -2315.986 30.1172 angle 319.6815 
014C: set_parked_car_generator $2816 cars_to_generate_to 101 
014B: $2817 = init_parked_car_generator #BUFFALO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 886.3782 -25.6671 63.244 angle 157.6212 
014C: set_parked_car_generator $2817 cars_to_generate_to 101 
014B: $2769 = init_parked_car_generator #MTBIKE color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2355 $2356 $2357 angle 206.39 
014C: set_parked_car_generator $2769 cars_to_generate_to 101 
014B: $2759 = init_parked_car_generator #DUMPER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 687.3733 890.67 -40.4285 angle 35.14 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014B: $2760 = init_parked_car_generator #DOZER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 620.882 861.2452 -43.9534 angle 298.7428 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
014B: $2780 = init_parked_car_generator #SANCHEZ color -1 -1 1 alarm 0 door_lock 0 0 10000 at 623.3402 887.0944 -43.5625 angle 347.2967 
014C: set_parked_car_generator $2780 cars_to_generate_to 101 
014B: $2761 = init_parked_car_generator #SANCHEZ color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2486.046 59.184 24.8284 angle 180.0 
014C: set_parked_car_generator $2761 cars_to_generate_to 101 
014B: $2763 = init_parked_car_generator #BROADWAY color 1 5 1 alarm 0 door_lock 0 0 10000 at $2337 $2338 $2339 angle 270.0 
014C: set_parked_car_generator $2763 cars_to_generate_to 101 
014B: $2762 = init_parked_car_generator #SADLER color 51 4 0 alarm 0 door_lock 0 0 10000 at $2340 $2341 $2342 angle 180.0 
014C: set_parked_car_generator $2762 cars_to_generate_to 101 
014B: $2776 = init_parked_car_generator #BMX color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2343 $2344 $2345 angle 53.1 
014C: set_parked_car_generator $2776 cars_to_generate_to 101 
014B: $2778 = init_parked_car_generator #FREEWAY color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2346 $2347 $2348 angle 42.0 
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
014B: $2779 = init_parked_car_generator #FAGGIO color -1 -1 1 alarm 0 door_lock 0 0 10000 at $2349 $2350 $2351 angle 183.4 
014C: set_parked_car_generator $2779 cars_to_generate_to 101 
014B: $2770 = init_parked_car_generator #GREENWOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2771 = init_parked_car_generator #GREENWOO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2772 = init_parked_car_generator #BMX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2229.001 -1173.798 24.7331 angle 90.5569 
014B: $2775 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2251.028 -1788.661 12.7625 angle 358.9591 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
014B: $2774 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2118.171 -4.0948 35.0203 angle 270.142 
014C: set_parked_car_generator $2774 cars_to_generate_to 101 
014B: $2773 = init_parked_car_generator #BOXBURG color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2596.747 1444.245 10.3203 angle 178.2712 
014C: set_parked_car_generator $2773 cars_to_generate_to 101 
014B: $PARKED_GIRLFRIEND_CARS[0] = init_parked_car_generator #HUSTLER color 83 1 1 alarm 0 door_lock 0 0 10000 at 2408.156 -1719.463 13.6665 angle 0.5881 
014B: $PARKED_GIRLFRIEND_CARS[1] = init_parked_car_generator #MONSTERB color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1778.178 1207.074 25.1194 angle 91.9357 
014B: $PARKED_GIRLFRIEND_CARS[3] = init_parked_car_generator #COPCARRU color -1 -1 1 alarm 0 door_lock 0 0 10000 at -1399.717 2628.59 55.7823 angle 271.7941 
014B: $PARKED_GIRLFRIEND_CARS[2] = init_parked_car_generator #BANDITO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -379.5 -1443.115 25.7266 angle 88.9244 
014B: $PARKED_GIRLFRIEND_CARS[4] = init_parked_car_generator #ROMERO color 1 1 1 alarm 0 door_lock 0 0 10000 at -2572.04 1148.564 55.7333 angle 337.8434 
014B: $PARKED_GIRLFRIEND_CARS[5] = init_parked_car_generator #CLUB color 126 1 1 alarm 0 door_lock 0 0 10000 at 2028.446 2731.102 10.53 angle 268.994 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] = parked_car_generator_w_numberplate #HUSTLER 83 1 1 alarm 0 door_lock 0 0 10000 plate "HOMEGIRL" at 2408.156 -1719.463 13.6665 angle 0.5881 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] = parked_car_generator_w_numberplate #MONSTERB -1 -1 1 alarm 0 door_lock 0 0 10000 plate "__NOS___" at -1778.178 1207.074 25.1194 angle 91.9357 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] = parked_car_generator_w_numberplate #COPCARRU -1 -1 1 alarm 0 door_lock 0 0 10000 plate "_CUFFS__" at -1399.717 2628.59 55.7823 angle 271.7941 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] = parked_car_generator_w_numberplate #BANDITO -1 -1 1 alarm 0 door_lock 0 0 10000 plate "FULLAUTO" at -379.5 -1443.115 25.7266 angle 88.9244 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] = parked_car_generator_w_numberplate #ROMERO 1 1 1 alarm 0 door_lock 0 0 10000 plate "_TRAUMA_" at -2572.04 1148.564 55.7333 angle 337.8434 
09E2: $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] = parked_car_generator_w_numberplate #CLUB 126 1 1 alarm 0 door_lock 0 0 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] flag 1 
0A17: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] flag 1 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_GIRLFRIEND_CARS_NUMPLATE[5] cars_to_generate_to 101 
014B: $PARKED_IMPEXPM_CARS[0] = init_parked_car_generator #BUFFALO color -1 -1 0 alarm 70 door_lock 40 0 10000 at -1673.94 439.02 7.01 angle 136.0 
014B: $PARKED_IMPEXPM_CARS[1] = init_parked_car_generator #SENTINEL color -1 -1 0 alarm 60 door_lock 30 0 10000 at 926.45 -1292.29 13.6 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[2] = init_parked_car_generator #INFERNUS color -1 -1 0 alarm 80 door_lock 50 0 10000 at -2665.44 990.77 64.45 angle 51.0 
014B: $PARKED_IMPEXPM_CARS[3] = init_parked_car_generator #CAMPER color -1 -1 1 alarm 30 door_lock 10 0 10000 at -2516.598 1228.919 36.4283 angle 211.5 
014B: $PARKED_IMPEXPM_CARS[4] = init_parked_car_generator #ADMIRAL color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1122.29 -1699.76 13.43 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[5] = init_parked_car_generator #PATRIOT color -1 -1 1 alarm 50 door_lock 10 0 10000 at -1006.41 -628.27 32.0 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[6] = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2085.23 -2437.52 30.31 angle 142.0 
014B: $PARKED_IMPEXPM_CARS[7] = init_parked_car_generator #STRETCH color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1922.19 288.34 40.84 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[8] = init_parked_car_generator #FELTZER color -1 -1 0 alarm 50 door_lock 10 0 10000 at -16.66 -2521.17 36.37 angle 210.0 
014B: $PARKED_IMPEXPM_CARS[9] = init_parked_car_generator #REMINGTN color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1803.38 -1931.05 13.66 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[10] = init_parked_car_generator #CHEETAH color -1 -1 1 alarm 90 door_lock 30 0 10000 at 1272.24 2603.03 10.49 angle 117.0 
014B: $PARKED_IMPEXPM_CARS[11] = init_parked_car_generator #RANCHER color -1 -1 0 alarm 50 door_lock 10 0 10000 at -112.4 -41.82 3.26 angle 160.0 
014B: $PARKED_IMPEXPM_CARS[12] = init_parked_car_generator #STALLION color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2456.1 741.65 34.92 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[13] = init_parked_car_generator #PETRO color -1 -1 1 alarm 50 door_lock 10 0 10000 at -1951.81 2393.83 50.08 angle 292.0 
014B: $PARKED_IMPEXPM_CARS[14] = init_parked_car_generator #COMET color -1 -1 0 alarm 90 door_lock 40 0 10000 at -2751.79 -281.5 6.81 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[15] = init_parked_car_generator #SLAMVAN color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1923.93 -2118.89 13.35 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[16] = init_parked_car_generator #BLISTAC color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1675.94 -618.74 13.86 angle 256.0 
014B: $PARKED_IMPEXPM_CARS[17] = init_parked_car_generator #STAFFORD color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2430.22 320.84 34.97 angle 245.0 
014B: $PARKED_IMPEXPM_CARS[18] = init_parked_car_generator #SABRE color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2265.33 200.65 34.97 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[19] = init_parked_car_generator #FCR900 color -1 -1 0 alarm 50 door_lock 10 0 10000 at 2282.7 2535.88 10.39 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[20] = init_parked_car_generator #BANSHEE color -1 -1 0 alarm 90 door_lock 50 0 10000 at 2133.04 1009.75 10.49 angle 270.0 
014B: $PARKED_IMPEXPM_CARS[21] = init_parked_car_generator #SUPERGT color -1 -1 1 alarm 90 door_lock 50 0 10000 at 2229.3 1402.99 10.82 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[22] = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 50 door_lock 10 0 10000 at -1550.4 2687.54 56.22 angle 90.0 
014B: $PARKED_IMPEXPM_CARS[23] = init_parked_car_generator #HUNTLEY color -1 -1 0 alarm 50 door_lock 10 0 10000 at -2068.69 -83.75 35.1 angle 0.0 
014B: $PARKED_IMPEXPM_CARS[24] = init_parked_car_generator #BFINJECT color -1 -1 0 alarm 70 door_lock 10 0 10000 at 682.17 -1867.46 4.82 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[25] = init_parked_car_generator #BLADE color -1 -1 0 alarm 80 door_lock 10 0 10000 at 1747.87 -2098.03 13.28 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[26] = init_parked_car_generator #FREEWAY color -1 -1 0 alarm 50 door_lock 10 0 10000 at 1144.46 -1101.26 25.35 angle 300.0 
014B: $PARKED_IMPEXPM_CARS[27] = init_parked_car_generator #MESA color -1 -1 0 alarm 70 door_lock 10 0 10000 at -2406.25 -2180.84 33.39 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[28] = init_parked_car_generator #ZR350 color -1 -1 0 alarm 80 door_lock 10 0 10000 at 2163.79 1810.23 10.58 angle 180.0 
014B: $PARKED_IMPEXPM_CARS[29] = init_parked_car_generator #EUROS color -1 -1 0 alarm 50 door_lock 10 0 10000 at 2207.43 1286.13 10.57 angle 180.0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[0] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[1] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[2] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[3] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[4] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[5] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[6] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[7] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[8] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[9] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[10] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[11] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[12] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[13] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[14] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[15] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[16] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[17] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[18] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[19] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[20] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[21] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[22] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[23] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[24] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[25] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[26] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[27] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[28] cars_to_generate_to 0 
014C: set_parked_car_generator $PARKED_IMPEXPM_CARS[29] cars_to_generate_to 0 
014B: $2865 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -540.0441 -1396.147 15.0 angle 0.0 
014B: $2866 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -289.5517 -1389.627 10.0 angle 0.0 
014B: $2867 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -192.9 -1331.307 21.5 angle 0.0 
014B: $2860 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -273.9629 -1507.596 5.0 angle 0.0 
014B: $2861 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -395.1952 -1293.19 30.8 angle 0.0 
014B: $2862 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -186.6494 -1339.215 6.0 angle 0.0 
014B: $2868 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1030.249 -1050.188 129.0 angle 0.0 
014B: $2869 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1169.425 -989.6309 129.0 angle 0.0 
014B: $2863 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1110.79 -947.7925 129.0 angle 0.0 
014B: $2870 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 16.8768 49.991 3.0 angle 0.0 
014B: $2871 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at 81.051 3.3203 1.5 angle 0.0 
014B: $2872 = init_parked_car_generator #COMBINE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -15.2986 -84.6533 3.0 angle 0.0 
014B: $2864 = init_parked_car_generator #TRACTOR color -1 -1 0 alarm 0 door_lock 0 0 10000 at 81.0533 3.3234 1.5 angle 0.0 
014C: set_parked_car_generator $2865 cars_to_generate_to 101 
014C: set_parked_car_generator $2866 cars_to_generate_to 101 
014C: set_parked_car_generator $2867 cars_to_generate_to 101 
014C: set_parked_car_generator $2868 cars_to_generate_to 101 
014C: set_parked_car_generator $2869 cars_to_generate_to 101 
014C: set_parked_car_generator $2870 cars_to_generate_to 101 
014C: set_parked_car_generator $2871 cars_to_generate_to 101 
014C: set_parked_car_generator $2872 cars_to_generate_to 101 
014C: set_parked_car_generator $2860 cars_to_generate_to 101 
014C: set_parked_car_generator $2861 cars_to_generate_to 101 
014C: set_parked_car_generator $2862 cars_to_generate_to 101 
014C: set_parked_car_generator $2863 cars_to_generate_to 101 
014C: set_parked_car_generator $2864 cars_to_generate_to 101 
$2877 = 0 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GF6' access 0 
$2878 = 0 
$2879 = 0 
$2880 = 0 
$2881 = 0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 spawn_policeB_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2680.6 -1665.8 2702.2 -1647.8 spawn_policeA_at 2724.7 -1610.1 headed_towards 2727.2 -1656.9 spawn_policeB_at 2724.0 -1610.0 headed_towards 2727.0 -1656.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2878.4 -1972.5 2869.7 -1954.9 spawn_policeA_at 2890.0 -1912.0 headed_towards 2877.0 -1962.0 spawn_policeB_at 2893.0 -2007.0 headed_towards 2881.0 -1970.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2807.0 -1152.0 2822.0 -1135.0 spawn_policeA_at 2872.0 -1105.0 headed_towards 2874.0 -1133.0 spawn_policeB_at 2866.0 -1111.0 headed_towards 2864.0 -1138.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2261.0 -1263.0 2249.0 -1258.0 spawn_policeA_at 2173.0 -1232.0 headed_towards 2170.0 -1257.0 spawn_policeB_at 2184.0 -1258.0 headed_towards 2202.0 -1260.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2157.0 -1500.0 2173.0 -1495.0 spawn_policeA_at 2131.0 -1461.0 headed_towards 2131.0 -1495.0 spawn_policeB_at 2130.0 -1460.0 headed_towards 2131.0 -1494.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2295.0 -1772.0 2302.0 -1761.0 spawn_policeA_at 2263.0 -1780.0 headed_towards 2263.0 -1809.0 spawn_policeB_at 2327.0 -1821.0 headed_towards 2303.0 -1817.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1518.0 -1700.0 1538.0 -1683.0 spawn_policeA_at 1564.0 -1730.0 headed_towards 1527.0 -1730.0 spawn_policeB_at 1565.0 -1731.0 headed_towards 1527.1 -1732.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2531.0 -1861.0 2547.0 -1839.0 spawn_policeA_at 2581.0 -1911.0 headed_towards 2578.0 -1865.0 spawn_policeB_at 2560.0 -1896.0 headed_towards 2561.0 -1848.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1833.0 -1617.0 1854.0 -1608.0 spawn_policeA_at 1820.0 -1590.0 headed_towards 1818.0 -1605.0 spawn_policeB_at 1824.0 -1641.0 headed_towards 1824.0 -1619.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1694.0 -1518.0 1706.0 -1505.0 spawn_policeA_at 1720.0 -1476.0 headed_towards 1709.0 -1487.0 spawn_policeB_at 1718.0 -1473.0 headed_towards 1709.0 -1474.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1707.0 -1467.0 1711.0 -1457.0 spawn_policeA_at 1689.0 -1443.0 headed_towards 1709.0 -1444.0 spawn_policeB_at 1688.0 -1443.0 headed_towards -1709.0 -1444.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1815.0 -1406.0 1829.0 -1388.0 spawn_policeA_at 1840.0 -1410.0 headed_towards 1835.0 -1402.0 spawn_policeB_at 1841.0 -1411.0 headed_towards 1836.0 -1403.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1804.0 -1353.0 1807.0 -1342.0 spawn_policeA_at 1781.0 -1366.0 headed_towards 1784.0 -1352.0 spawn_policeB_at 1781.0 -1366.0 headed_towards 1784.0 -1352.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1710.0 -1339.0 1724.0 -1319.0 spawn_policeA_at 1684.0 -1305.0 headed_towards 1712.0 -1305.0 spawn_policeB_at 1684.0 -1305.0 headed_towards 1712.0 -1305.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1711.0 -1204.0 1720.0 -1194.0 spawn_policeA_at 1747.0 -1160.0 headed_towards 1712.0 -1159.0 spawn_policeB_at 1747.0 -1160.0 headed_towards 1712.0 -1159.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2389.0 -1479.0 2404.0 -1469.0 spawn_policeA_at 2429.0 -1457.0 headed_towards 2429.0 -1479.0 spawn_policeB_at 2428.0 -1456.0 headed_towards 2430.0 -1480.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2443.0 -1221.0 2457.0 -1209.0 spawn_policeA_at 2474.0 -1253.0 headed_towards 2447.0 -1255.0 spawn_policeB_at 2475.0 -1254.0 headed_towards 2448.0 -1256.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2627.0 -1134.0 2632.0 -1132.0 spawn_policeA_at 2649.0 -1150.0 headed_towards 2642.0 -1139.0 spawn_policeB_at 2650.0 -1151.0 headed_towards 2643.0 -1140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2677.0 -1095.0 2697.0 -1060.0 spawn_policeA_at 2645.0 -1106.0 headed_towards 2646.0 -1077.0 spawn_policeB_at 2646.0 -1107.0 headed_towards 2647.0 -1078.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1947.0 -1055.0 1955.0 -1038.0 spawn_policeA_at 1989.0 -1025.0 headed_towards 1978.0 -1057.0 spawn_policeB_at 1990.0 -1026.0 headed_towards 1979.0 -1058.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1858.0 -1123.0 1876.0 -1113.0 spawn_policeA_at 1895.0 -1133.0 headed_towards 1865.0 -1133.0 spawn_policeB_at 1896.0 -1134.0 headed_towards 1866.0 -1134.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1977.0 -1416.0 1996.0 -1411.0 spawn_policeA_at 1966.0 -1467.0 headed_towards 1988.0 -1465.0 spawn_policeB_at 1967.0 -1468.0 headed_towards 1989.0 -1466.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2191.0 -1345.0 2202.0 -1338.0 spawn_policeA_at 2216.0 -1355.0 headed_towards 2216.0 -1343.0 spawn_policeB_at 2217.0 -1356.0 headed_towards 2217.0 -1344.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2339.0 -1161.0 2345.0 -1148.0 spawn_policeA_at 2372.0 -1182.0 headed_towards 2373.0 -1157.0 spawn_policeB_at 2373.0 -1183.0 headed_towards 2374.0 -1158.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2034.0 -1271.0 2049.0 -1251.0 spawn_policeA_at 2072.0 -1281.0 headed_towards 2070.0 -1261.0 spawn_policeB_at 2073.0 -1282.0 headed_towards 2070.0 -2074.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1410.0 -1250.0 1427.0 -1233.0 spawn_policeA_at 1457.0 -1263.0 headed_towards 1456.0 -1243.0 spawn_policeB_at 1452.0 -1211.0 headed_towards 1453.0 -1238.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1427.0 -1334.0 1433.0 -1323.0 spawn_policeA_at 1419.0 -1270.0 headed_towards 1419.0 -1286.0 spawn_policeB_at 1420.0 -1253.0 headed_towards 1419.0 -1257.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1520.0 -1655.0 1538.0 -1642.0 spawn_policeA_at 1561.0 -1626.0 headed_towards 1530.0 -1627.0 spawn_policeB_at 1562.0 -1620.0 headed_towards 1531.0 -1622.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1129.0 -1669.0 1140.0 -1663.0 spawn_policeA_at 1095.0 -1665.0 headed_towards 1130.0 -1665.0 spawn_policeB_at 1117.0 -1714.0 headed_towards 1138.0 -1715.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1167.0 -1782.0 1190.0 -1769.0 spawn_policeA_at 1148.0 -1744.0 headed_towards 1176.0 -1743.0 spawn_policeB_at 1141.0 -1739.0 headed_towards 1175.0 -1737.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1207.0 -1214.0 1216.0 -1193.0 spawn_policeA_at 1175.0 -1210.0 headed_towards 1194.0 -1209.0 spawn_policeB_at 1179.0 -1204.0 headed_towards 1197.0 -1204.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1261.0 -1721.0 1271.0 -1707.0 spawn_policeA_at 1295.0 -1680.0 headed_towards 1295.0 -1717.0 spawn_policeB_at 1300.0 -1670.0 headed_towards 1300.0 -1704.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1237.0 -1290.0 1257.0 -1271.0 spawn_policeA_at 1214.0 -1253.0 headed_towards 1215.0 -1281.0 spawn_policeB_at 1215.0 -1215.0 headed_towards -1215.0 -1281.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1013.0 -1158.0 1030.0 -1132.0 spawn_policeA_at 1060.0 -1174.0 headed_towards 1060.0 -1148.0 spawn_policeB_at 1060.0 -1174.0 headed_towards 1060.0 -1148.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1089.0 -1212.0 1076.0 -1204.0 spawn_policeA_at 1061.0 -1223.0 headed_towards 1064.0 -1205.0 spawn_policeB_at 1061.0 -1223.0 headed_towards 1064.0 -1205.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 953.0 -1108.0 945.0 -1097.0 spawn_policeA_at 928.0 -1084.0 headed_towards 937.0 -1099.0 spawn_policeB_at 928.0 -1084.0 headed_towards 937.0 -1099.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 829.0 -1066.0 830.0 -1057.0 spawn_policeA_at 837.0 -1049.0 headed_towards 828.0 -1055.0 spawn_policeB_at 837.0 -1049.0 headed_towards 828.0 -1055.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 816.0 -1048.0 840.0 -1030.0 spawn_policeA_at 793.0 -1015.0 headed_towards 791.0 -1055.0 spawn_policeB_at 793.0 -1015.0 headed_towards 791.0 -1055.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 642.0 -1197.0 676.0 -1187.0 spawn_policeA_at 597.0 -1183.0 headed_towards 616.0 -1211.0 spawn_policeB_at 597.0 -1193.0 headed_towards 616.0 -1211.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 618.0 -1287.0 647.0 -1272.0 spawn_policeA_at 665.0 -1317.0 headed_towards 632.0 -1317.0 spawn_policeB_at 662.0 -1317.0 headed_towards 632.0 -1317.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 457.0 -1364.0 487.0 -1357.0 spawn_policeA_at 493.0 -1323.0 headed_towards 501.0 -1340.0 spawn_policeB_at 498.0 -1317.0 headed_towards 513.0 -1350.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 523.0 -1456.0 555.0 -1442.0 spawn_policeA_at 569.0 -1404.0 headed_towards 532.0 -1413.0 spawn_policeB_at 567.0 -1399.0 headed_towards 525.0 -1407.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 478.0 -1488.0 496.0 -1472.0 spawn_policeA_at 491.0 -1518.0 headed_towards 490.0 -1501.0 spawn_policeB_at 490.0 -1521.0 headed_towards 487.0 -1497.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 470.0 -1604.0 490.0 -1573.0 spawn_policeA_at 540.0 -1626.0 headed_towards 540.0 -1583.0 spawn_policeB_at 540.0 -1626.0 headed_towards 540.0 -1583.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 519.0 -1687.0 544.0 -1676.0 spawn_policeA_at 486.0 -1727.0 headed_towards 534.0 -1734.0 spawn_policeB_at 486.0 -1727.0 headed_towards 534.0 -1734.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 380.0 -1803.0 394.0 -1798.0 spawn_policeA_at 363.0 -1833.0 headed_towards 373.0 -1819.0 spawn_policeB_at 385.0 -1831.0 headed_towards 373.0 -1819.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2134.0 -1904.0 2156.0 -1885.0 spawn_policeA_at 2105.0 -1919.0 headed_towards 2105.0 -1899.0 spawn_policeB_at 2079.0 -1871.0 headed_towards 2080.0 -1898.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1953.0 -1988.0 1971.0 -1966.0 spawn_policeA_at 1985.0 -1930.0 headed_towards 1967.0 -1929.0 spawn_policeB_at 1927.0 -1935.0 headed_towards 1953.0 -1935.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 2015.0 -2064.0 2026.0 -2052.0 spawn_policeA_at 2009.0 -2010.0 headed_towards 2007.0 -2033.0 spawn_policeB_at 1970.0 -2059.0 headed_towards 1988.0 -2058.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1997.0 -2077.0 2009.0 -2065.0 spawn_policeA_at 2041.0 -2056.0 headed_towards 2016.0 -2058.0 spawn_policeB_at 2027.0 -2084.0 headed_towards 2005.0 -2084.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1924.0 -2108.0 1935.0 -2096.0 spawn_policeA_at 1917.0 -2074.0 headed_towards 1917.0 -2094.0 spawn_policeB_at 1917.0 -2138.0 headed_towards 1917.0 -2116.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1847.0 -2108.0 1860.0 -2097.0 spawn_policeA_at 1821.0 -2089.0 headed_towards 1820.0 -2101.0 spawn_policeB_at 1903.0 -2101.0 headed_towards 1883.0 -2101.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1861.0 -2010.0 1870.0 -2005.0 spawn_policeA_at 1885.0 -2041.0 headed_towards 1886.0 -2021.0 spawn_policeB_at 1880.0 -2044.0 headed_towards 1878.0 -2016.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1751.0 -2388.0 1781.0 -2369.0 spawn_policeA_at 1799.0 -2345.0 headed_towards 1798.0 -2377.0 spawn_policeB_at 1799.0 -2345.0 headed_towards 1798.0 -2377.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1314.0 -2423.0 1325.0 -2410.0 spawn_policeA_at 1339.0 -2446.0 headed_towards 1317.0 -2446.0 spawn_policeB_at 1339.0 -2446.0 headed_towards 1317.0 -2446.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1551.0 -1636.0 1562.0 -1618.0 spawn_policeA_at 1531.0 -1660.0 headed_towards 1532.0 -1632.0 spawn_policeB_at 1531.0 -1660.0 headed_towards 1532.0 -1632.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1225.0 -1880.0 1237.0 -1866.0 spawn_policeA_at 1180.0 -1884.0 headed_towards 1213.0 -1885.0 spawn_policeB_at 1169.0 -1887.0 headed_towards 1194.0 -1888.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1076.0 -1890.0 1097.0 -1881.0 spawn_policeA_at 1161.0 -1880.0 headed_towards 1108.0 -1883.0 spawn_policeB_at 1050.0 -1894.0 headed_towards 1084.0 -1887.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1059.0 -1721.0 1090.0 -1703.0 spawn_policeA_at 1034.0 -1674.0 headed_towards 1039.0 -1713.0 spawn_policeB_at 1034.0 -1674.0 headed_towards 1039.0 -1713.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1028.0 -1690.0 1048.0 -1657.0 spawn_policeA_at 1079.0 -1710.0 headed_towards 1037.0 -1709.0 spawn_policeB_at 1079.0 -1710.0 headed_towards 1037.0 -1709.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 982.0 -1913.0 953.0 -1858.0 spawn_policeA_at 980.0 -1852.0 headed_towards 966.0 -1860.0 spawn_policeB_at 946.0 -1846.0 headed_towards 956.0 -1857.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 849.0 -1899.0 823.0 -1937.0 spawn_policeA_at 836.0 -2017.0 headed_towards 839.0 -1993.0 spawn_policeB_at 848.0 -2020.0 headed_towards 842.0 -1990.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 820.0 -1844.0 848.0 -1819.0 spawn_policeA_at 789.0 -1786.0 headed_towards 827.0 -1786.0 spawn_policeB_at 881.0 -1772.0 headed_towards 827.0 -1772.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 788.0 -1816.0 780.0 -1800.0 spawn_policeA_at 786.0 -1835.0 headed_towards 781.0 -1820.0 spawn_policeB_at 786.0 -1835.0 headed_towards 781.0 -1820.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 740.0 -1815.0 759.0 -1808.0 spawn_policeA_at 738.0 -1790.0 headed_towards 737.0 -1806.0 spawn_policeB_at 744.0 -1836.0 headed_towards 746.0 -1819.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 717.0 -1819.0 727.0 -1805.0 spawn_policeA_at 745.0 -1827.0 headed_towards 746.0 -1815.0 spawn_policeB_at 735.0 -1792.0 headed_towards 728.0 -1813.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 624.0 -1786.0 641.0 -1778.0 spawn_policeA_at 644.0 -1799.0 headed_towards 647.0 -1789.0 spawn_policeB_at 651.0 -1767.0 headed_towards 649.0 -1783.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 606.0 -1786.0 622.0 -1770.0 spawn_policeA_at 656.0 -1759.0 headed_towards 649.0 -1787.0 spawn_policeB_at 656.0 -1759.0 headed_towards 649.0 -1787.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 586.0 -1868.0 612.0 -1835.0 spawn_policeA_at 648.0 -1818.0 headed_towards 643.0 -1856.0 spawn_policeB_at 648.0 -1818.0 headed_towards 643.0 -1856.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 541.0 -1778.0 562.0 -1762.0 spawn_policeA_at 593.0 -1775.0 headed_towards 573.0 -1772.0 spawn_policeB_at 593.0 -1772.0 headed_towards 573.0 -1772.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 511.0 -1777.0 478.0 -1762.0 spawn_policeA_at 455.0 -1737.0 headed_towards 458.0 -1769.0 spawn_policeB_at 455.0 -1737.0 headed_towards 458.0 -1769.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 381.0 -1806.0 398.0 -1790.0 spawn_policeA_at 385.0 -1825.0 headed_towards 383.0 -1806.0 spawn_policeB_at 364.0 -1831.0 headed_towards 377.0 -1810.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 361.0 -1689.0 379.0 -1667.0 spawn_policeA_at 401.0 -1650.0 headed_towards 372.0 -1646.0 spawn_policeB_at 334.0 -1646.0 headed_towards 365.0 -1649.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 289.0 -1647.0 314.0 -1631.0 spawn_policeA_at 321.0 -1597.0 headed_towards 321.0 -1642.0 spawn_policeB_at 321.0 -1597.0 headed_towards 321.0 -1642.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 225.0 -1610.0 252.0 -1590.0 spawn_policeA_at 274.0 -1576.0 headed_towards 242.0 -1566.0 spawn_policeB_at 274.0 -1576.0 headed_towards 242.0 -1566.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 301.0 -1472.0 336.0 -1467.0 spawn_policeA_at 269.0 -1476.0 headed_towards 291.0 -1497.0 spawn_policeB_at 269.0 -1476.0 headed_towards 291.0 -1497.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 196.0 -1528.0 223.0 -1508.0 spawn_policeA_at 193.0 -1489.0 headed_towards 179.0 -1512.0 spawn_policeB_at 174.0 -1579.0 headed_towards 147.0 -1554.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 221.0 -1367.0 226.0 -1337.0 spawn_policeA_at 228.0 -1310.0 headed_towards 246.0 -1336.0 spawn_policeB_at 228.0 -1310.0 headed_towards 246.0 -1336.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 427.0 -1238.0 450.0 -1229.0 spawn_policeA_at 391.0 -1225.0 headed_towards 402.0 -1252.0 spawn_policeB_at 391.0 -1225.0 headed_towards 402.0 -1252.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 478.0 -1257.0 478.0 -1227.0 spawn_policeA_at 489.0 -1281.0 headed_towards 508.0 -1265.0 spawn_policeB_at 489.0 -1281.0 headed_towards 508.0 -1265.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 337.0 -1176.0 371.0 -1170.0 spawn_policeA_at 395.0 -1169.0 headed_towards 362.0 -1141.0 spawn_policeB_at 344.0 -1131.0 headed_towards 381.0 -1167.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1798.0 796.0 1816.0 823.0 spawn_policeA_at 1760.0 832.0 headed_towards 1809.0 834.0 spawn_policeB_at 1760.0 832.0 headed_towards 1809.0 834.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2032.0 892.0 2056.0 919.0 spawn_policeA_at 2086.0 856.0 headed_towards 2047.0 856.0 spawn_policeB_at 2086.0 856.0 headed_towards 2047.0 856.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2034.0 985.0 2053.0 1024.0 spawn_policeA_at 2074.0 975.0 headed_towards 2044.0 974.0 spawn_policeB_at 2074.0 975.0 headed_towards 2044.0 974.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2035.0 1228.0 2056.0 1254.0 spawn_policeA_at 2021.0 1275.0 headed_towards 2051.0 1277.0 spawn_policeB_at 2021.0 1275.0 headed_towards 2051.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2114.0 2071.0 2136.0 2096.0 spawn_policeA_at 2098.0 2020.0 headed_towards 2131.0 2020.0 spawn_policeB_at 2098.0 2020.0 headed_towards 2131.0 2020.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1937.0 2104.0 1954.0 2122.0 spawn_policeA_at 1925.0 2139.0 headed_towards 1926.0 2110.0 spawn_policeB_at 1925.0 2139.0 headed_towards 1926.0 2110.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1836.0 2044.0 1858.0 2059.0 spawn_policeA_at 1815.0 2080.0 headed_towards 1821.0 2051.0 spawn_policeB_at 1815.0 2080.0 headed_towards 1821.0 2051.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1721.0 2044.0 1739.0 2063.0 spawn_policeA_at 1710.0 2023.0 headed_towards 1709.0 2051.0 spawn_policeB_at 1710.0 2023.0 headed_towards 1709.0 2051.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1699.0 2134.0 1717.0 2152.0 spawn_policeA_at 1734.0 2172.0 headed_towards 1709.0 2171.0 spawn_policeB_at 1729.0 2175.0 headed_towards 1694.0 2175.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1581.0 2164.0 1600.0 2182.0 spawn_policeA_at 1616.0 2143.0 headed_towards 1615.0 2170.0 spawn_policeB_at 1621.0 2146.0 headed_towards 1622.0 2182.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1522.0 2044.0 1538.0 2060.0 spawn_policeA_at 1529.0 2083.0 headed_towards 1532.0 2055.0 spawn_policeB_at 1525.0 2087.0 headed_towards 1525.0 2056.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1466.0 1989.0 1490.0 2003.0 spawn_policeA_at 1457.0 2024.0 headed_towards 1476.0 2009.0 spawn_policeB_at 1499.0 2027.0 headed_towards 1483.0 2006.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1429.0 2617.0 1439.0 2624.0 spawn_policeA_at 1422.0 2615.0 headed_towards 1433.0 2619.0 spawn_policeB_at 1446.0 2615.0 headed_towards 1434.0 2622.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2545.0 1487.0 2568.0 spawn_policeA_at 1500.0 2592.0 headed_towards 1474.0 2591.0 spawn_policeB_at 1500.0 2592.0 headed_towards 1474.0 2591.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1300.0 2580.0 1325.0 2599.0 spawn_policeA_at 1291.0 2568.0 headed_towards 1291.0 2597.0 spawn_policeB_at 1291.0 2568.0 headed_towards 1291.0 2597.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2240.0 2460.0 2246.0 2449.0 spawn_policeA_at 2230.0 2433.0 headed_towards 2231.0 2451.0 spawn_policeB_at 2229.0 2476.0 headed_towards 2231.0 2456.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1238.0 2671.0 1257.0 2690.0 spawn_policeA_at 1276.0 2716.0 headed_towards 1244.0 2713.0 spawn_policeB_at 1276.0 2716.0 headed_towards 1244.0 2713.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1493.0 2580.0 1512.0 2599.0 spawn_policeA_at 1479.0 2562.0 headed_towards 1480.0 2588.0 spawn_policeB_at 1476.0 2555.0 headed_towards 1475.0 2585.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2433.0 1486.0 2447.0 spawn_policeA_at 1449.0 2390.0 headed_towards 1478.0 2391.0 spawn_policeB_at 1449.0 2390.0 headed_towards 1478.0 2391.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1558.0 2283.0 1577.0 2305.0 spawn_policeA_at 1529.0 2311.0 headed_towards 1565.0 2310.0 spawn_policeB_at 1529.0 2311.0 headed_towards 1565.0 2310.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1397.0 2303.0 1419.0 2323.0 spawn_policeA_at 1385.0 2331.0 headed_towards 1389.0 2313.0 spawn_policeB_at 1385.0 2331.0 headed_towards 1389.0 2313.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1568.0 2114.0 1578.0 2140.0 spawn_policeA_at 1573.0 2078.0 headed_towards 1573.0 2118.0 spawn_policeB_at 1571.0 2088.0 headed_towards 1571.0 2106.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1660.0 2002.0 1685.0 2021.0 spawn_policeA_at 1710.0 1985.0 headed_towards 1709.0 2015.0 spawn_policeB_at 1710.0 1985.0 headed_towards 1709.0 2015.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1765.0 2044.0 1788.0 2063.0 spawn_policeA_at 1810.0 2083.0 headed_towards 1827.0 2056.0 spawn_policeB_at 1810.0 2083.0 headed_towards 1827.0 2056.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1948.0 2274.0 1971.0 2293.0 spawn_policeA_at 1930.0 2259.0 headed_towards 1930.0 2283.0 spawn_policeB_at 1930.0 2259.0 headed_towards 1930.0 2283.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1918.0 2309.0 1938.0 2328.0 spawn_policeA_at 1951.0 2338.0 headed_towards 1929.0 2338.0 spawn_policeB_at 1895.0 2333.0 headed_towards 1926.0 2337.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1986.0 2384.0 2006.0 2403.0 spawn_policeA_at 2031.0 2367.0 headed_towards 2024.0 2392.0 spawn_policeB_at 2026.0 2433.0 headed_towards 2025.0 2395.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2011.0 2334.0 2017.0 2352.0 spawn_policeA_at 1995.0 2286.0 headed_towards 2014.0 2288.0 spawn_policeB_at 1995.0 2286.0 headed_towards 2014.0 2288.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2063.0 2274.0 2090.0 2293.0 spawn_policeA_at 2068.0 2313.0 headed_towards 2096.0 2292.0 spawn_policeB_at 2119.0 2260.0 headed_towards 2104.0 2282.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2171.0 2356.0 2185.0 2356.0 spawn_policeA_at 2214.0 2328.0 headed_towards 2196.0 2336.0 spawn_policeB_at 2217.0 2370.0 headed_towards 2204.0 2348.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2177.0 2302.0 2185.0 2325.0 spawn_policeA_at 2198.0 2286.0 headed_towards 2161.0 2288.0 spawn_policeB_at 2198.0 2286.0 headed_towards 2161.0 2288.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2256.0 2274.0 2294.0 2293.0 spawn_policeA_at 2288.0 2260.0 headed_towards 2287.0 2283.0 spawn_policeB_at 2288.0 2260.0 headed_towards 2287.0 2283.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2379.0 2404.0 2395.0 2423.0 spawn_policeA_at 2342.0 2436.0 headed_towards 2353.0 2415.0 spawn_policeB_at 2342.0 2436.0 headed_towards 2353.0 2415.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2218.0 2422.0 2239.0 2438.0 spawn_policeA_at 2257.0 2455.0 headed_towards 2227.0 2452.0 spawn_policeB_at 2257.0 2455.0 headed_towards 2227.0 2452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2337.0 2504.0 2354.0 2522.0 spawn_policeA_at 2370.0 2482.0 headed_towards 2370.0 2513.0 spawn_policeB_at 2370.0 2482.0 headed_towards 2370.0 2513.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2490.0 2403.0 2511.0 2423.0 spawn_policeA_at 2524.0 2438.0 headed_towards 2525.0 2411.0 spawn_policeB_at 2524.0 2438.0 headed_towards 2525.0 2411.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2518.0 2255.0 2537.0 2274.0 spawn_policeA_at 2555.0 2236.0 headed_towards 2528.0 2237.0 spawn_policeB_at 2555.0 2236.0 headed_towards 2528.0 2237.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2518.0 2189.0 2539.0 2210.0 spawn_policeA_at 2558.0 2235.0 headed_towards 2518.0 2236.0 spawn_policeB_at 2498.0 2231.0 headed_towards 2537.0 2231.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2544.0 2222.0 2566.0 2243.0 spawn_policeA_at 2524.0 2265.0 headed_towards 2525.0 2234.0 spawn_policeB_at 2530.0 2271.0 headed_towards 2531.0 2226.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2363.0 2224.0 2395.0 2248.0 spawn_policeA_at 2352.0 2205.0 headed_towards 2353.0 2236.0 spawn_policeB_at 2346.0 2197.0 headed_towards 2344.0 2231.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2333.0 2173.0 2369.0 2190.0 spawn_policeA_at 2313.0 2138.0 headed_towards 2349.0 2140.0 spawn_policeB_at 2313.0 2138.0 headed_towards 2349.0 2140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2380.0 2124.0 2404.0 2163.0 spawn_policeA_at 2346.0 2178.0 headed_towards 2350.0 2149.0 spawn_policeB_at 2346.0 2178.0 headed_towards 2350.0 2149.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2484.0 2124.0 2513.0 2163.0 spawn_policeA_at 2525.0 2179.0 headed_towards 2525.0 2151.0 spawn_policeB_at 2530.0 2184.0 headed_towards 2530.0 2136.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2713.0 2104.0 2737.0 2122.0 spawn_policeA_at 2793.0 2086.0 headed_towards 2796.0 2110.0 spawn_policeB_at 2796.0 2079.0 headed_towards 2801.0 2110.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2838.0 2127.0 2857.0 2159.0 spawn_policeA_at 2824.0 2111.0 headed_towards 2846.0 2111.0 spawn_policeB_at 2803.0 2111.0 headed_towards 2845.0 2112.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2789.0 1945.0 2803.0 1985.0 spawn_policeA_at 2745.0 1956.0 headed_towards 2779.0 1956.0 spawn_policeB_at 2739.0 1952.0 headed_towards 2786.0 1951.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2640.0 1944.0 2660.0 1965.0 spawn_policeA_at 2605.0 1982.0 headed_towards 2605.0 1953.0 spawn_policeB_at 2605.0 1982.0 headed_towards 2605.0 1953.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2498.0 1921.0 2517.0 1938.0 spawn_policeA_at 2537.0 1955.0 headed_towards 2507.0 1956.0 spawn_policeB_at 2537.0 1955.0 headed_towards 2507.0 1956.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2408.0 2021.0 2429.0 2042.0 spawn_policeA_at 2398.0 2045.0 headed_towards 2412.0 2044.0 spawn_policeB_at 2398.0 2045.0 headed_towards 2412.0 2044.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2188.0 1826.0 2205.0 1851.0 spawn_policeA_at 2234.0 1867.0 headed_towards 2212.0 1851.0 spawn_policeB_at 2234.0 1867.0 headed_towards 2212.0 1851.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2067.0 1863.0 2082.0 1894.0 spawn_policeA_at 2083.0 1843.0 headed_towards 2095.0 1865.0 spawn_policeB_at 2083.0 1843.0 headed_towards 2095.0 1865.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2033.0 1894.0 2048.0 1936.0 spawn_policeA_at 2060.0 1951.0 headed_towards 2041.0 1943.0 spawn_policeB_at 2069.0 1865.0 headed_towards 2063.0 1878.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2069.0 1785.0 2139.0 1806.0 spawn_policeA_at 2147.0 1776.0 headed_towards 2095.0 1776.0 spawn_policeB_at 1975.0 1711.0 headed_towards 2060.0 1710.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2094.0 1649.0 2165.0 1737.0 spawn_policeA_at 2177.0 1666.0 headed_towards 2129.0 1655.0 spawn_policeB_at 2151.0 1723.0 headed_towards 2134.0 1717.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2006.0 1541.0 2021.0 1550.0 spawn_policeA_at 2001.0 1564.0 headed_towards 2004.0 1553.0 spawn_policeB_at 2001.0 1564.0 headed_towards 2004.0 1553.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1931.0 1444.0 1964.0 1466.0 spawn_policeA_at 1989.0 1415.0 headed_towards 1991.0 1454.0 spawn_policeB_at 1989.0 1415.0 headed_towards 1991.0 1454.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1935.0 1299.0 1958.0 1322.0 spawn_policeA_at 1974.0 1276.0 headed_towards 1949.0 1277.0 spawn_policeB_at 1974.0 1276.0 headed_towards 1949.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1756.0 1264.0 1786.0 1282.0 spawn_policeA_at 1730.0 1302.0 headed_towards 1722.0 1273.0 spawn_policeB_at 1730.0 1302.0 headed_towards 1722.0 1273.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1723.0 1182.0 1736.0 1205.0 spawn_policeA_at 1714.0 1234.0 headed_towards 1714.0 1217.0 spawn_policeB_at 1703.0 1229.0 headed_towards 1709.0 1219.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1583.0 1124.0 1606.0 1142.0 spawn_policeA_at 1570.0 1098.0 headed_towards 1569.0 1138.0 spawn_policeB_at 1570.0 1098.0 headed_towards 1569.0 1138.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1716.0 1585.0 1744.0 1605.0 spawn_policeA_at 1726.0 1663.0 headed_towards 1745.0 1637.0 spawn_policeB_at 1726.0 1663.0 headed_towards 1745.0 1637.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2349.0 2381.0 -2327.0 2377.0 spawn_policeA_at -2349.0 2402.0 headed_towards -2328.0 2388.0 spawn_policeB_at -2349.0 2402.0 headed_towards -2328.0 2388.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2475.0 2299.0 -2456.0 2315.0 spawn_policeA_at -2435.0 2337.0 headed_towards -2466.0 2334.0 spawn_policeB_at -2435.0 2337.0 headed_towards -2466.0 2334.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1591.0 656.0 -1574.0 667.0 spawn_policeA_at -1561.0 690.0 headed_towards -1562.0 663.0 spawn_policeB_at -1557.0 692.0 headed_towards -1556.0 665.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1752.0 1317.0 -1726.0 1323.0 spawn_policeA_at -1749.0 1269.0 headed_towards -1714.0 1299.0 spawn_policeB_at -1749.0 1269.0 headed_towards -1714.0 1299.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1715.0 1309.0 -1711.0 1343.0 spawn_policeA_at -1710.0 1377.0 headed_towards -1736.0 1350.0 spawn_policeB_at -1710.0 1377.0 headed_towards -1736.0 1350.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -1673.0 1386.0 -1637.0 1391.0 spawn_policeA_at -1624.0 1380.0 headed_towards -1626.0 1393.0 spawn_policeB_at -1662.0 1430.0 headed_towards -1642.0 1427.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2002.0 1273.0 -1967.0 1299.0 spawn_policeA_at -1943.0 1258.0 headed_towards -1944.0 1293.0 spawn_policeB_at -1943.0 1258.0 headed_towards -1944.0 1293.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -1946.0 1233.0 -1939.0 1245.0 spawn_policeA_at -1943.0 1195.0 headed_towards -1943.0 1221.0 spawn_policeB_at -2021.0 1227.0 headed_towards -1983.0 1227.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -1917.0 1253.0 -1904.0 1259.0 spawn_policeA_at -1900.0 1242.0 headed_towards -1900.0 1256.0 spawn_policeB_at -1900.0 1242.0 headed_towards -1900.0 1256.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2041.0 1223.0 -2022.0 1232.0 spawn_policeA_at -2010.0 1208.0 headed_towards -2010.0 1228.0 spawn_policeB_at -2010.0 1208.0 headed_towards -2010.0 1228.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1862.0 1166.0 -1836.0 1191.0 spawn_policeA_at -1789.0 1147.0 headed_towards -1790.0 1187.0 spawn_policeB_at -1794.0 1148.0 headed_towards -1794.0 1186.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1728.0 1134.0 -1702.0 1154.0 spawn_policeA_at -1747.0 1182.0 headed_towards -1710.0 1184.0 spawn_policeB_at -1747.0 1182.0 headed_towards -1710.0 1184.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1685.0 1173.0 -1663.0 1201.0 spawn_policeA_at -1708.0 1151.0 headed_towards -1712.0 1186.0 spawn_policeB_at -1708.0 1151.0 headed_towards -1712.0 1186.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1678.0 1174.0 -1647.0 1206.0 spawn_policeA_at -1644.0 1222.0 headed_towards -1618.0 1192.0 spawn_policeB_at -1606.0 1151.0 headed_towards -1618.0 1192.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1760.0 1083.0 -1736.0 1115.0 spawn_policeA_at -1718.0 1068.0 headed_towards -1718.0 1105.0 spawn_policeB_at -1718.0 1068.0 headed_towards -1718.0 1105.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1726.0 1005.0 -1701.0 986.0 spawn_policeA_at -1673.0 932.0 headed_towards -1716.0 933.0 spawn_policeB_at -1673.0 932.0 headed_towards -1716.0 933.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1769.0 963.0 -1749.0 901.0 spawn_policeA_at -1710.0 886.0 headed_towards -1711.0 923.0 spawn_policeB_at -1710.0 886.0 headed_towards -1711.0 923.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1684.0 903.0 -1658.0 944.0 spawn_policeA_at -1711.0 833.0 headed_towards -1710.0 912.0 spawn_policeB_at -1718.0 975.0 headed_towards -1719.0 926.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1806.0 954.0 -1782.0 981.0 spawn_policeA_at -1753.0 935.0 headed_towards -1795.0 934.0 spawn_policeB_at -1842.0 916.0 headed_towards -1793.0 916.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1806.0 891.0 -1781.0 867.0 spawn_policeA_at -1838.0 914.0 headed_towards -1794.0 915.0 spawn_policeB_at -1838.0 914.0 headed_towards -1794.0 915.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1614.0 943.0 -1589.0 904.0 spawn_policeA_at -1563.0 880.0 headed_towards -1561.0 922.0 spawn_policeB_at -1563.0 966.0 headed_towards -1556.0 929.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1871.0 827.0 -1843.0 864.0 spawn_policeA_at -1902.0 885.0 headed_towards -1903.0 837.0 spawn_policeB_at -1902.0 885.0 headed_towards -1903.0 837.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1912.0 954.0 -1880.0 977.0 spawn_policeA_at -1936.0 934.0 headed_towards -1896.0 935.0 spawn_policeB_at -1936.0 934.0 headed_towards -1896.0 935.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1882.0 906.0 -1855.0 943.0 spawn_policeA_at -1896.0 889.0 headed_towards -1896.0 924.0 spawn_policeB_at -1896.0 889.0 headed_towards -1896.0 924.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1983.0 906.0 -1954.0 943.0 spawn_policeA_at -1998.0 883.0 headed_towards -1999.0 924.0 spawn_policeB_at -1998.0 883.0 headed_towards -1999.0 924.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2044.0 901.0 -2030.0 907.0 spawn_policeA_at -2045.0 922.0 headed_towards -2049.0 907.0 spawn_policeB_at -2058.0 935.0 headed_towards -2050.0 912.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2113.0 952.0 -2098.0 961.0 spawn_policeA_at -2078.0 953.0 headed_towards -2094.0 954.0 spawn_policeB_at -2086.0 931.0 headed_towards -2097.0 948.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle -2034.0 957.0 -2019.0 951.0 spawn_policeA_at -2010.0 981.0 headed_towards -2010.0 952.0 spawn_policeB_at -1965.0 933.0 headed_towards -2000.0 935.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2018.0 1017.0 -1992.0 1038.0 spawn_policeA_at -1959.0 1053.0 headed_towards -2002.0 1052.0 spawn_policeB_at -1959.0 1053.0 headed_towards -2002.0 1052.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -2077.0 1038.0 -2072.0 1045.0 spawn_policeA_at -2080.0 1078.0 headed_towards -2079.0 1053.0 spawn_policeB_at -2080.0 1078.0 headed_towards -2079.0 1053.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2301.0 1043.0 -2253.0 1089.0 spawn_policeA_at -2350.0 1117.0 headed_towards -2360.0 1088.0 spawn_policeB_at -2350.0 1117.0 headed_towards -2360.0 1088.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2381.0 1030.0 -2375.0 1061.0 spawn_policeA_at -2320.0 1074.0 headed_towards -2356.0 1085.0 spawn_policeB_at -2320.0 1074.0 headed_towards -2356.0 1085.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2399.0 965.0 -2374.0 992.0 spawn_policeA_at -2344.0 961.0 headed_towards -2385.0 961.0 spawn_policeB_at -2344.0 961.0 headed_towards -2385.0 961.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2294.0 949.0 -2281.0 969.0 spawn_policeA_at -2254.0 956.0 headed_towards -2265.0 960.0 spawn_policeB_at -2254.0 956.0 headed_towards -2265.0 960.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2282.0 992.0 -2239.0 1017.0 spawn_policeA_at -2298.0 957.0 headed_towards -2258.0 955.0 spawn_policeB_at -2298.0 957.0 headed_towards -2258.0 955.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2206.0 903.0 -2171.0 934.0 spawn_policeA_at -2254.0 943.0 headed_towards -2253.0 917.0 spawn_policeB_at -2254.0 943.0 headed_towards -2253.0 917.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2160.0 927.0 -2129.0 954.0 spawn_policeA_at -2177.0 916.0 headed_towards -2128.0 916.0 spawn_policeB_at -2177.0 916.0 headed_towards -2128.0 916.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2104.0 853.0 -2088.0 859.0 spawn_policeA_at -2082.0 816.0 headed_towards -2082.0 838.0 spawn_policeB_at -2101.0 806.0 headed_towards -2079.0 806.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2099.0 696.0 -2079.0 710.0 spawn_policeA_at -2114.0 729.0 headed_towards -2089.0 729.0 spawn_policeB_at -2114.0 729.0 headed_towards -2089.0 729.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2045.0 720.0 -2028.0 746.0 spawn_policeA_at -2008.0 758.0 headed_towards -2009.0 730.0 spawn_policeB_at -2001.0 773.0 headed_towards -2001.0 732.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1989.0 719.0 -1965.0 744.0 spawn_policeA_at -2000.0 691.0 headed_towards -2001.0 731.0 spawn_policeB_at -2007.0 765.0 headed_towards -2008.0 732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2017.0 632.0 -1992.0 657.0 spawn_policeA_at -1982.0 611.0 headed_towards -2014.0 611.0 spawn_policeB_at -1982.0 611.0 headed_towards -2014.0 611.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1979.0 596.0 -1955.0 620.0 spawn_policeA_at -2015.0 643.0 headed_towards -2013.0 615.0 spawn_policeB_at -2015.0 643.0 headed_towards -2013.0 615.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2056.0 455.0 -2027.0 477.0 spawn_policeA_at -2008.0 438.0 headed_towards -2008.0 457.0 spawn_policeB_at -2008.0 438.0 headed_towards -2008.0 457.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2136.0 347.0 -2130.0 368.0 spawn_policeA_at -2117.0 386.0 headed_towards -2135.0 386.0 spawn_policeB_at -2117.0 386.0 headed_towards -2135.0 386.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2196.0 363.0 -2174.0 369.0 spawn_policeA_at -2148.0 356.0 headed_towards -2149.0 374.0 spawn_policeB_at -2145.0 388.0 headed_towards -2145.0 367.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2176.0 451.0 -2164.0 456.0 spawn_policeA_at -2148.0 469.0 headed_towards -2149.0 452.0 spawn_policeB_at -2148.0 469.0 headed_towards -2149.0 452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2203.0 451.0 -2190.0 456.0 spawn_policeA_at -2233.0 463.0 headed_towards -2224.0 462.0 spawn_policeB_at -2233.0 463.0 headed_towards -2224.0 462.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2280.0 590.0 -2243.0 621.0 spawn_policeA_at -2221.0 568.0 headed_towards -2260.0 568.0 spawn_policeB_at -2221.0 568.0 headed_towards -2260.0 568.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2235.0 537.0 -2217.0 552.0 spawn_policeA_at -2196.0 569.0 headed_towards -2233.0 569.0 spawn_policeB_at -2196.0 569.0 headed_towards -2233.0 569.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2327.0 391.0 -2326.0 417.0 spawn_policeA_at -2332.0 439.0 headed_towards -2310.0 416.0 spawn_policeB_at -2332.0 439.0 headed_towards -2310.0 416.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2442.0 421.0 -2419.0 424.0 spawn_policeA_at -2468.0 420.0 headed_towards -2450.0 403.0 spawn_policeB_at -2468.0 420.0 headed_towards -2450.0 403.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2488.0 427.0 -2458.0 429.0 spawn_policeA_at -2517.0 434.0 headed_towards -2496.0 450.0 spawn_policeB_at -2517.0 434.0 headed_towards -2496.0 450.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2549.0 307.0 -2528.0 329.0 spawn_policeA_at -2558.0 339.0 headed_towards -2540.0 339.0 spawn_policeB_at -2558.0 339.0 headed_towards -2540.0 339.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2592.0 379.0 -2577.0 390.0 spawn_policeA_at -2610.0 407.0 headed_towards -2608.0 381.0 spawn_policeB_at -2610.0 407.0 headed_towards -2608.0 381.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2636.0 279.0 -2618.0 307.0 spawn_policeA_at -2639.0 331.0 headed_towards -2608.0 324.0 spawn_policeB_at -2566.0 345.0 headed_towards -2605.0 351.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2651.0 326.0 -2630.0 341.0 spawn_policeA_at -2661.0 359.0 headed_towards -2660.0 336.0 spawn_policeB_at -2665.0 362.0 headed_towards -2665.0 330.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2741.0 361.0 -2697.0 390.0 spawn_policeA_at -2714.0 342.0 headed_towards -2708.0 344.0 spawn_policeB_at -2711.0 347.0 headed_towards -2706.0 360.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2616.0 392.0 -2597.0 416.0 spawn_policeA_at -2578.0 388.0 headed_towards -2606.0 386.0 spawn_policeB_at -2570.0 346.0 headed_towards -2606.0 350.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2653.0 326.0 -2634.0 346.0 spawn_policeA_at -2609.0 359.0 headed_towards -2609.0 327.0 spawn_policeB_at -2609.0 359.0 headed_towards -2609.0 327.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2779.0 279.0 -2777.0 303.0 spawn_policeA_at -2806.0 256.0 headed_towards -2807.0 289.0 spawn_policeB_at -2806.0 256.0 headed_towards -2807.0 289.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2829.0 -375.0 -2806.0 -347.0 spawn_policeA_at -2789.0 -328.0 headed_towards -2816.0 -327.0 spawn_policeB_at -2789.0 -328.0 headed_towards -2816.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2823.0 -305.0 -2802.0 -283.0 spawn_policeA_at -2782.0 -328.0 headed_towards -2814.0 -327.0 spawn_policeB_at -2782.0 -328.0 headed_towards -2814.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1555.0 2574.0 -1536.0 2588.0 spawn_policeA_at -1524.0 2604.0 headed_towards -1549.0 2604.0 spawn_policeB_at -1524.0 2604.0 headed_towards -1549.0 2604.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1506.0 2616.0 -1486.0 2625.0 spawn_policeA_at -1470.0 2604.0 headed_towards -1496.0 2604.0 spawn_policeB_at -1470.0 2604.0 headed_towards -1496.0 2604.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2573.0 35.0 2603.0 49.0 spawn_policeA_at 2534.0 90.0 headed_towards 2534.0 46.0 spawn_policeB_at 2533.0 1.0 headed_towards 2534.0 40.0 
08CA: reset_zones_info 
0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14  // Market Station
0767: set_zone 'UNITY' popcycle_group_for_peds_and_cars_to 5  // Unity Station
0767: set_zone 'LAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2A' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2B' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'BLUF1A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BLUF2' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3B' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3C' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN4' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN3A' gang 1 density_to 30 
076C: set_zone 'SUN3B' gang 1 density_to 30 
076C: set_zone 'SUN3C' gang 1 density_to 30 
076C: set_zone 'SUN4' gang 1 density_to 30 
0767: set_zone 'COM1A' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM1B' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PER1' popcycle_group_for_peds_and_cars_to 9  // Pershing Square
0767: set_zone 'CHC1A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC1B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC3' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC1B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC3' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4B' popcycle_group_for_peds_to 9 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076A: set_zone 'CHC1A' pedgroup_wealth_to 4 
076A: set_zone 'CHC1B' pedgroup_wealth_to 4 
076A: set_zone 'CHC2A' pedgroup_wealth_to 4 
076A: set_zone 'CHC2B' pedgroup_wealth_to 4 
076A: set_zone 'CHC3' pedgroup_wealth_to 4 
076A: set_zone 'CHC4A' pedgroup_wealth_to 4 
076A: set_zone 'CHC4B' pedgroup_wealth_to 4 
0767: set_zone 'CONF1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'CONF1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'THALL1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDOC1A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC2' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3C' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDT1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1C' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LDT5' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT6' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE3C' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076A: set_zone 'EBE1' pedgroup_wealth_to 2 
076A: set_zone 'EBE2A' pedgroup_wealth_to 2 
076A: set_zone 'EBE2B' pedgroup_wealth_to 2 
076A: set_zone 'EBE3C' pedgroup_wealth_to 2 
0767: set_zone 'ELCO1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'ELCO2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELCO1' popcycle_group_for_peds_to 9 
0874: set_zone 'ELCO2' popcycle_group_for_peds_to 9 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
0767: set_zone 'GAN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GAN2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'GAN1' popcycle_group_for_peds_to 1 
0874: set_zone 'GAN2' popcycle_group_for_peds_to 1 
076C: set_zone 'GAN1' gang 1 density_to 25 
076C: set_zone 'GAN2' gang 1 density_to 25 
09B7: unknown_zone 'GAN1' unknown_set 1 
0767: set_zone 'GLN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GLN2A' popcycle_group_for_peds_and_cars_to 7 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076A: set_zone 'GLN1' pedgroup_wealth_to 6 
076A: set_zone 'GLN2A' pedgroup_wealth_to 2 
0767: set_zone 'LIND1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LIND1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND3' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
0767: set_zone 'IWD1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD4' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD5' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'IWD1' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD2' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3A' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3B' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD4' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD5' popcycle_group_for_peds_to 1 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076A: set_zone 'IWD1' pedgroup_wealth_to 2 
076A: set_zone 'IWD2' pedgroup_wealth_to 2 
076A: set_zone 'IWD3A' pedgroup_wealth_to 2 
076A: set_zone 'IWD3B' pedgroup_wealth_to 2 
076A: set_zone 'IWD4' pedgroup_wealth_to 2 
076A: set_zone 'IWD5' pedgroup_wealth_to 2 
0767: set_zone 'JEF1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF1B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3C' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076A: set_zone 'JEF1A' pedgroup_wealth_to 6 
076A: set_zone 'JEF1B' pedgroup_wealth_to 6 
076A: set_zone 'JEF2' pedgroup_wealth_to 6 
076A: set_zone 'JEF3B' pedgroup_wealth_to 6 
076A: set_zone 'JEF3C' pedgroup_wealth_to 6 
0767: set_zone 'LFL1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LFL1B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'LFL1A' popcycle_group_for_peds_to 9 
0874: set_zone 'LFL1B' popcycle_group_for_peds_to 9 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076A: set_zone 'LFL1A' pedgroup_wealth_to 4 
076A: set_zone 'LFL1B' pedgroup_wealth_to 4 
0767: set_zone 'LMEX1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LMEX1B' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
0767: set_zone 'ELS1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS1B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS4' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELS1A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS1B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS2' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS4' popcycle_group_for_peds_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076A: set_zone 'ELS1A' pedgroup_wealth_to 2 
076A: set_zone 'ELS1B' pedgroup_wealth_to 2 
076A: set_zone 'ELS2' pedgroup_wealth_to 2 
076A: set_zone 'ELS3A' pedgroup_wealth_to 2 
076A: set_zone 'ELS3B' pedgroup_wealth_to 2 
076A: set_zone 'ELS4' pedgroup_wealth_to 2 
0767: set_zone 'MAR1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'MAR2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MAR3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MKT1' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT2' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT3' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT4' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MUL1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL2A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL2B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL3' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL4' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL6' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'PLS' popcycle_group_for_peds_and_cars_to 8  // Playa del Seville
076C: set_zone 'PLS' gang 1 density_to 10  // Playa del Seville
0767: set_zone 'RIH1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH2' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD1A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD5B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SMB1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'SMB2' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'SMB1' gang 1 density_to 10 
076C: set_zone 'SMB2' gang 1 density_to 10 
0767: set_zone 'VIN2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1B' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'VIN2' gang 1 density_to 10 
0767: set_zone 'VERO1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'VERO2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO4A' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'VERO4B' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076A: set_zone 'VERO1' pedgroup_wealth_to 2 
076A: set_zone 'VERO2' pedgroup_wealth_to 2 
076A: set_zone 'VERO3' pedgroup_wealth_to 2 
076A: set_zone 'VERO4A' pedgroup_wealth_to 2 
076A: set_zone 'VERO4B' pedgroup_wealth_to 2 
0767: set_zone 'CRANB' popcycle_group_for_peds_and_cars_to 5  // Cranberry Station
0767: set_zone 'CALT' popcycle_group_for_peds_and_cars_to 5  // Calton Heights
076C: set_zone 'CALT' gang 6 density_to 10  // Calton Heights
0767: set_zone 'SUNMA' popcycle_group_for_peds_and_cars_to 4  // Bayside Marina
0767: set_zone 'SUNNN' popcycle_group_for_peds_and_cars_to 5  // Bayside
0767: set_zone 'BATTP' popcycle_group_for_peds_and_cars_to 2  // Battery Point
076C: set_zone 'BATTP' gang 3 density_to 25  // Battery Point
0767: set_zone 'ESPN1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'ESPN1' gang 4 density_to 10 
076C: set_zone 'ESPN2' gang 4 density_to 10 
076C: set_zone 'ESPN3' gang 4 density_to 10 
0767: set_zone 'BAYV' popcycle_group_for_peds_and_cars_to 5  // Palisades
0767: set_zone 'PARA' popcycle_group_for_peds_and_cars_to 4  // Paradiso
0767: set_zone 'JUNIHO' popcycle_group_for_peds_and_cars_to 5  // Juniper Hollow
0767: set_zone 'JUNIHI' popcycle_group_for_peds_and_cars_to 5  // Juniper Hill
0767: set_zone 'CIVI' popcycle_group_for_peds_and_cars_to 5  // Santa Flora
0767: set_zone 'CHINA' popcycle_group_for_peds_and_cars_to 9  // Chinatown
0874: set_zone 'CHINA' popcycle_group_for_peds_to 6  // Chinatown
076C: set_zone 'CHINA' gang 6 density_to 40  // Chinatown
0767: set_zone 'SFDWT1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT5' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT6' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'FINA' popcycle_group_for_peds_and_cars_to 0  // Financial
0767: set_zone 'CITYS' popcycle_group_for_peds_and_cars_to 0  // City Hall
0767: set_zone 'WESTP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'THEA1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA3' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'THEA1' gang 6 density_to 10 
076C: set_zone 'THEA3' gang 3 density_to 10 
0767: set_zone 'GARC' popcycle_group_for_peds_and_cars_to 7  // Garcia
076C: set_zone 'GARC' gang 3 density_to 40  // Garcia
0767: set_zone 'HASH' popcycle_group_for_peds_and_cars_to 6  // Hashbury
0767: set_zone 'OCEAF1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'OCEAF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'OCEAF3' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'DOH1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'DOH2' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'DOH2' gang 3 density_to 10 
0767: set_zone 'CUNTC1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SFGLF1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF2' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF3' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF4' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'HILLP' popcycle_group_for_peds_and_cars_to 10  // Missionary Hill
0767: set_zone 'SILLY1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY4' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR4' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR5' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'EASB1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'EASB2' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'EASB1' gang 4 density_to 40 
076C: set_zone 'EASB2' gang 4 density_to 40 
0767: set_zone 'ESPE1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'EASB1' gang 4 density_to 10 
076C: set_zone 'EASB2' gang 4 density_to 10 
0767: set_zone 'LINDEN' popcycle_group_for_peds_and_cars_to 5  // Linden Station
0767: set_zone 'YELLOW' popcycle_group_for_peds_and_cars_to 4  // Yellow Bell Station
0767: set_zone 'BFC1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BFC2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'RIE' popcycle_group_for_peds_and_cars_to 0  // Randolph Industrial Estate
0767: set_zone 'LDM' popcycle_group_for_peds_and_cars_to 6  // Last Dime Motel
0767: set_zone 'RSW1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSW2' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSE' popcycle_group_for_peds_and_cars_to 6  // Rockshore East
0767: set_zone 'LDS' popcycle_group_for_peds_and_cars_to 11  // Linden Side
0767: set_zone 'SRY' popcycle_group_for_peds_and_cars_to 5  // Sobell Rail Yards
0767: set_zone 'JTS1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTS2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LVA1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'LVA3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'VAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LVBAG' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'GGC1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'GGC2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'BFLD1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BFLD2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'WWE' popcycle_group_for_peds_and_cars_to 5  // Whitewood Estates
0767: set_zone 'WWE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PINT' popcycle_group_for_peds_and_cars_to 5  // Pilson Intersection
0767: set_zone 'YBELL2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'YBELL1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'JTW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN5' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN6' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN8' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'HGP' popcycle_group_for_peds_and_cars_to 4  // Harry Gold Parkway
0767: set_zone 'SPIN' popcycle_group_for_peds_and_cars_to 11  // Spinybed
0767: set_zone 'BINT1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PRP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'REDE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'REDW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'REDW4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'ROCE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'ROCE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'OVS' popcycle_group_for_peds_and_cars_to 12  // Old Venturas Strip
0767: set_zone 'CREE' popcycle_group_for_peds_and_cars_to 9  // Creek
0767: set_zone 'STRIP1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP2' popcycle_group_for_peds_and_cars_to 12  // Strip Club
0767: set_zone 'STRIP3' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP4' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'PILL1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PILL2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'RING' popcycle_group_for_peds_and_cars_to 12  // The Clown's Pocket
0767: set_zone 'ISLE' popcycle_group_for_peds_and_cars_to 12  // The Emerald Isle
0767: set_zone 'STAR1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STAR2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'ROY' popcycle_group_for_peds_and_cars_to 12  // Royal Casino
0767: set_zone 'CAM' popcycle_group_for_peds_and_cars_to 12  // The Camel's Toe
0767: set_zone 'LOT' popcycle_group_for_peds_and_cars_to 12  // Come-A-Lot
0767: set_zone 'PIRA' popcycle_group_for_peds_and_cars_to 12  // Pirates in Men's Pants
0767: set_zone 'VISA1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'VISA2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'DRAG' popcycle_group_for_peds_and_cars_to 12  // The Four Dragons Casino
0767: set_zone 'PINK' popcycle_group_for_peds_and_cars_to 12  // The Pink Swan
0767: set_zone 'HIGH' popcycle_group_for_peds_and_cars_to 12  // The High Roller
0767: set_zone 'CONST1' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'ANGPI' popcycle_group_for_peds_and_cars_to 3  // Angel Pine
0767: set_zone 'SHACA' popcycle_group_for_peds_and_cars_to 3  // Shady Cabin
0767: set_zone 'BACKO' popcycle_group_for_peds_and_cars_to 3  // Back o Beyond
0767: set_zone 'BEACO' popcycle_group_for_peds_and_cars_to 3  // Beacon Hill
0767: set_zone 'FARM' popcycle_group_for_peds_and_cars_to 3  // The Farm
0767: set_zone 'PALO' popcycle_group_for_peds_and_cars_to 3  // Palomino Creek
0767: set_zone 'MONT' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MONT1' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MTCHI1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI2' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI3' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI4' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'HBARNS' popcycle_group_for_peds_and_cars_to 3  // Hampton Barns
0767: set_zone 'DILLI' popcycle_group_for_peds_and_cars_to 3  // Dillimore
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'BLUEB' popcycle_group_for_peds_and_cars_to 3  // Blueberry
0767: set_zone 'BLUEB1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'PANOP' popcycle_group_for_peds_and_cars_to 3  // The Panopticon
0767: set_zone 'BLUAC' popcycle_group_for_peds_and_cars_to 3  // Blueberry Acres
0767: set_zone 'CREEK' popcycle_group_for_peds_and_cars_to 3  // Shady Creeks
0767: set_zone 'CREEK1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MAKO' popcycle_group_for_peds_and_cars_to 3  // The Mako Span
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'FERN' popcycle_group_for_peds_and_cars_to 3  // Fern Ridge
0767: set_zone 'NROCK' popcycle_group_for_peds_and_cars_to 3  // North Rock
0767: set_zone 'HANKY' popcycle_group_for_peds_and_cars_to 3  // Hankypanky Point
0767: set_zone 'LEAFY' popcycle_group_for_peds_and_cars_to 3  // Leafy Hollow
0767: set_zone 'RED' popcycle_group_for_peds_and_cars_to 3  // Red County
0767: set_zone 'FLINTC' popcycle_group_for_peds_and_cars_to 3  // Flint County
0767: set_zone 'WHET' popcycle_group_for_peds_and_cars_to 3  // Whetstone
0767: set_zone 'BIGE' popcycle_group_for_peds_and_cars_to 1  // 'The Big Ear'
0767: set_zone 'ELQUE' popcycle_group_for_peds_and_cars_to 1  // El Quebrados
0767: set_zone 'BARRA' popcycle_group_for_peds_and_cars_to 1  // Las Barrancas
0767: set_zone 'CARSO' popcycle_group_for_peds_and_cars_to 1  // Fort Carson
0767: set_zone 'PAYAS' popcycle_group_for_peds_and_cars_to 1  // Las Payasadas
0767: set_zone 'PROBE' popcycle_group_for_peds_and_cars_to 1  // Lil' Probe Inn
0767: set_zone 'ELCA' popcycle_group_for_peds_and_cars_to 1  // El Castillo del Diablo
0767: set_zone 'FLINTR' popcycle_group_for_peds_and_cars_to 1  // Flint Range
0767: set_zone 'ARCO' popcycle_group_for_peds_and_cars_to 1  // Arco del Oeste
0767: set_zone 'VALLE' popcycle_group_for_peds_and_cars_to 1  // Valle Ocultado
0767: set_zone 'FLINTI' popcycle_group_for_peds_and_cars_to 1  // Flint Intersection
0767: set_zone 'MONINT' popcycle_group_for_peds_and_cars_to 1  // Montgomery Intersection
0767: set_zone 'ROBINT' popcycle_group_for_peds_and_cars_to 1  // Robada Intersection
0767: set_zone 'TOM' popcycle_group_for_peds_and_cars_to 1  // Regular Tom
0767: set_zone 'ALDEA' popcycle_group_for_peds_and_cars_to 1  // Aldea Malvada
0767: set_zone 'BRUJA' popcycle_group_for_peds_and_cars_to 1  // Las Brujas
0767: set_zone 'ROBAD' popcycle_group_for_peds_and_cars_to 1  // Tierra Robada
0767: set_zone 'BONE' popcycle_group_for_peds_and_cars_to 1  // Bone County
0767: set_zone 'HAUL' popcycle_group_for_peds_and_cars_to 18  // Fallen Tree
0767: set_zone 'QUARY' popcycle_group_for_peds_and_cars_to 18  // Hunter Quarry
0767: set_zone 'OCTAN' popcycle_group_for_peds_and_cars_to 18  // Octane Springs
0767: set_zone 'PALMS' popcycle_group_for_peds_and_cars_to 18  // Green Palms
0767: set_zone 'EBAY' popcycle_group_for_peds_and_cars_to 18  // Easter Bay Chemicals
0767: set_zone 'EBAY2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'DAM' popcycle_group_for_peds_and_cars_to 18  // The Sherman Dam
0959: $2882 = create_horseshoe_at 1224.0 2617.0 11.0 
0959: $2883 = create_horseshoe_at 2323.0 1284.0 97.0 
0959: $2884 = create_horseshoe_at 2035.0 2305.0 18.0 
0959: $2885 = create_horseshoe_at 2491.0 2263.0 15.0 
0959: $2886 = create_horseshoe_at 1433.0 2796.0 20.0 
0959: $2887 = create_horseshoe_at 2071.0 712.0 11.0 
0959: $2888 = create_horseshoe_at 2239.0 1839.0 18.0 
0959: $2889 = create_horseshoe_at 2583.0 2387.0 16.0 
0959: $2890 = create_horseshoe_at 2864.0 857.0 13.0 
0959: $2891 = create_horseshoe_at 2612.0 2200.0 -1.0 
0959: $2892 = create_horseshoe_at 2274.0 1507.0 24.0 
0959: $2893 = create_horseshoe_at 2184.0 2529.0 11.0 
0959: $2894 = create_horseshoe_at 1863.0 2314.0 15.0 
0959: $2895 = create_horseshoe_at 2054.0 2434.0 166.0 
0959: $2896 = create_horseshoe_at 1603.0 1435.0 11.0 
0959: $2897 = create_horseshoe_at 1362.92 1015.24 11.0 
0959: $2898 = create_horseshoe_at 2058.7 2159.1 16.0 
0959: $2899 = create_horseshoe_at 2003.0 1672.0 12.0 
0959: $2900 = create_horseshoe_at 2238.0 1135.0 49.0 
0959: $2901 = create_horseshoe_at 1934.06 988.79 22.0 
0959: $2902 = create_horseshoe_at 1768.0 2847.0 9.0 
0959: $2903 = create_horseshoe_at 1084.0 1076.0 11.0 
0959: $2904 = create_horseshoe_at 2879.0 2522.0 11.0 
0959: $2905 = create_horseshoe_at 2371.0 2009.0 15.0 
0959: $2906 = create_horseshoe_at 1521.0 1690.0 10.6 
0959: $2907 = create_horseshoe_at 2417.0 1281.0 21.0 
0959: $2908 = create_horseshoe_at 1376.0 2304.0 15.0 
0959: $2909 = create_horseshoe_at 1393.0 1832.0 12.34 
0959: $2910 = create_horseshoe_at 984.0 2563.0 12.0 
0959: $2911 = create_horseshoe_at 1767.0 601.0 13.0 
0959: $2912 = create_horseshoe_at 2108.0 1003.0 46.0 
0959: $2913 = create_horseshoe_at 2705.98 1862.52 24.41 
0959: $2914 = create_horseshoe_at 2493.0 922.0 16.0 
0959: $2915 = create_horseshoe_at 1881.0 2846.0 11.0 
0959: $2916 = create_horseshoe_at 2020.0 2352.0 11.0 
0959: $2917 = create_horseshoe_at 1680.3 2226.86 16.11 
0959: $2918 = create_horseshoe_at 1462.0 936.0 10.0 
0959: $2919 = create_horseshoe_at 2125.5 789.23 11.45 
0959: $2920 = create_horseshoe_at 2588.0 1902.0 15.0 
0959: $2921 = create_horseshoe_at 919.0 2070.0 11.0 
0959: $2922 = create_horseshoe_at 2173.0 2465.0 11.0 
0959: $2923 = create_horseshoe_at 2031.25 2207.33 11.0 
0959: $2924 = create_horseshoe_at 2509.0 1144.0 19.0 
0959: $2925 = create_horseshoe_at 2215.0 1968.0 11.0 
0959: $2926 = create_horseshoe_at 2626.0 2841.0 11.0 
0959: $2927 = create_horseshoe_at 2440.08 2161.07 20.0 
0959: $2928 = create_horseshoe_at 1582.0 2401.0 19.0 
0959: $2929 = create_horseshoe_at 2077.0 1912.0 14.0 
0959: $2930 = create_horseshoe_at 970.0 1787.0 11.0 
0959: $2931 = create_horseshoe_at 1526.22 751.0 29.04 
0958: $2932 = create_photo_at -2511.28 -672.99 195.75 
0958: $2933 = create_photo_at -2723.63 -314.72 55.79 
0958: $2934 = create_photo_at -1737.71 -579.55 26.19 
0958: $2935 = create_photo_at -1486.08 920.04 41.37 
0958: $2936 = create_photo_at -1269.82 963.63 130.37 
0958: $2937 = create_photo_at -1650.01 422.0 21.17 
0958: $2938 = create_photo_at -1851.72 -96.73 24.37 
0958: $2939 = create_photo_at -2732.0 -244.0 19.0 
0958: $2940 = create_photo_at -2802.75 375.47 36.59 
0958: $2941 = create_photo_at -2773.04 783.45 67.66 
0958: $2942 = create_photo_at -2680.07 1590.8 143.53 
0958: $2943 = create_photo_at -2476.75 1543.44 49.26 
0958: $2944 = create_photo_at -1879.04 1456.52 9.34 
0958: $2945 = create_photo_at -1561.55 655.19 56.52 
0958: $2946 = create_photo_at -1325.15 494.19 26.83 
0958: $2947 = create_photo_at -1941.41 137.72 37.83 
0958: $2948 = create_photo_at -2153.23 462.25 103.27 
0958: $2949 = create_photo_at -2243.96 577.76 49.0 
0958: $2950 = create_photo_at -2051.0 456.0 167.0 
0958: $2951 = create_photo_at -1951.0 659.0 81.0 
0958: $2952 = create_photo_at -2064.0 926.0 63.0 
0958: $2953 = create_photo_at -2357.33 1017.01 59.76 
0958: $2954 = create_photo_at -2072.0 1066.0 74.0 
0958: $2955 = create_photo_at -1744.0 972.46 156.89 
0958: $2956 = create_photo_at -1941.0 883.0 68.0 
0958: $2957 = create_photo_at -1839.51 1086.88 101.29 
0958: $2958 = create_photo_at -1704.8 1338.0 14.0 
0958: $2959 = create_photo_at -2346.62 536.85 86.02 
0958: $2960 = create_photo_at -2443.0 755.0 49.0 
0958: $2961 = create_photo_at -2765.0 375.0 15.0 
0958: $2962 = create_photo_at -2880.31 -935.83 40.82 
0958: $2963 = create_photo_at -2083.0 -808.0 69.0 
0958: $2964 = create_photo_at -1954.0 -760.0 53.0 
0958: $2965 = create_photo_at -964.53 -331.59 47.16 
0958: $2966 = create_photo_at -1689.0 51.0 38.0 
0958: $2967 = create_photo_at -2080.0 256.05 107.0 
0958: $2968 = create_photo_at -2413.0 331.0 37.0 
0958: $2969 = create_photo_at -2244.42 731.32 61.88 
0958: $2970 = create_photo_at -2462.0 369.0 59.0 
0958: $2971 = create_photo_at -1124.44 -153.15 18.5 
0958: $2972 = create_photo_at -1275.78 53.68 89.07 
0958: $2973 = create_photo_at -2430.0 38.0 51.0 
0958: $2974 = create_photo_at -2591.0 162.0 15.0 
0958: $2975 = create_photo_at -2591.0 -16.0 17.0 
0958: $2976 = create_photo_at -2648.0 -5.0 31.0 
0958: $2977 = create_photo_at -2593.0 56.0 16.0 
0958: $2978 = create_photo_at -1619.31 1341.39 11.3 
0958: $2979 = create_photo_at -2307.0 207.0 42.0 
0958: $2980 = create_photo_at -2343.0 -79.0 38.0 
0958: $2981 = create_photo_at -1906.66 518.58 61.71 
095A: $2982 = create_oyster_at 979.0 -2210.0 -3.0 
095A: $2983 = create_oyster_at 2750.0 -2584.0 -5.0 
095A: $2984 = create_oyster_at 1279.0 -806.0 85.0 
095A: $2985 = create_oyster_at 2945.13 -2051.93 -3.0 
095A: $2986 = create_oyster_at 67.0 -1018.0 -5.0 
095A: $2987 = create_oyster_at 2327.0 -2662.0 -5.0 
095A: $2988 = create_oyster_at 2621.0 -2506.0 -5.0 
095A: $2989 = create_oyster_at 1249.0 -2687.0 -1.0 
095A: $2990 = create_oyster_at 725.0 -1849.0 -5.0 
095A: $2991 = create_oyster_at 723.0 -1586.0 -3.0 
095A: $2992 = create_oyster_at 155.0 -1975.0 -8.0 
095A: $2993 = create_oyster_at 1968.0 -1203.0 17.0 
095A: $2994 = create_oyster_at -2657.0 1564.0 -6.0 
095A: $2995 = create_oyster_at -1252.0 501.0 -8.0 
095A: $2996 = create_oyster_at -1625.0 4.0 -10.0 
095A: $2997 = create_oyster_at -1484.0 1489.0 -10.0 
095A: $2998 = create_oyster_at -2505.406 1543.724 -22.5553 
095A: $2999 = create_oyster_at -2727.0 -469.0 -5.0 
095A: $3000 = create_oyster_at -1266.0 966.0 -10.0 
095A: $3001 = create_oyster_at -1013.0 478.0 -7.0 
095A: $3002 = create_oyster_at -1364.0 390.0 -5.0 
095A: $3003 = create_oyster_at 2578.0 2382.0 16.0 
095A: $3004 = create_oyster_at 2090.0 1898.0 8.0 
095A: $3005 = create_oyster_at 2130.0 1152.0 7.0 
095A: $3006 = create_oyster_at 2013.0 1670.0 7.0 
095A: $3007 = create_oyster_at 2531.0 1569.0 9.0 
095A: $3008 = create_oyster_at 2998.0 2998.0 -10.0 
095A: $3009 = create_oyster_at -832.0 925.0 -2.0 
095A: $3010 = create_oyster_at 486.0 -253.0 -4.0 
095A: $3011 = create_oyster_at -90.0 -910.0 -5.0 
095A: $3012 = create_oyster_at 26.43 -1320.94 -10.04 
095A: $3013 = create_oyster_at -207.0 -1682.0 -8.0 
095A: $3014 = create_oyster_at -1672.0 -1641.0 -2.0 
095A: $3015 = create_oyster_at -1175.0 -2639.0 -2.5 
095A: $3016 = create_oyster_at -1097.0 -2858.0 -8.0 
095A: $3017 = create_oyster_at -2889.0 -1042.0 -9.0 
095A: $3018 = create_oyster_at -659.0 874.0 -2.0 
095A: $3019 = create_oyster_at -955.0 2628.0 35.0 
095A: $3020 = create_oyster_at -1066.0 2197.0 32.0 
095A: $3021 = create_oyster_at 40.0 -531.0 -8.0 
095A: $3022 = create_oyster_at -765.0 247.0 -8.0 
095A: $3023 = create_oyster_at 2098.0 -108.0 -2.0 
095A: $3024 = create_oyster_at 2767.0 470.0 -8.0 
095A: $3025 = create_oyster_at -783.0 2116.0 35.0 
095A: $3026 = create_oyster_at -821.0 1374.0 -8.0 
095A: $3027 = create_oyster_at -2110.5 2329.72 -7.5 
095A: $3028 = create_oyster_at -1538.0 1708.0 -3.27 
095A: $3029 = create_oyster_at -2685.0 2153.0 -5.0 
095A: $3030 = create_oyster_at 796.0 2939.0 -5.0 
095A: $3031 = create_oyster_at 2179.0 235.0 -5.0 
032B: $3032 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2832.0 2405.0 18.0 
032B: $3033 = create_weapon_pickup #SPRAYCAN group 15 ammo 500 at 2819.0 1663.0 11.0 
032B: $3034 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 2725.0 2727.0 11.0 
032B: $3035 = create_weapon_pickup #FLAME group 15 ammo 2000 at 2649.0 2733.0 11.0 
032B: $3036 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at 2148.0 2721.0 11.0 
032B: $3037 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 1345.0 2367.0 11.0 
032B: $3038 = create_weapon_pickup #AK47 group 15 ammo 60 at 1625.0 1944.0 11.0 
032B: $3039 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 1569.0 2150.0 11.0 
032B: $3040 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 2072.0 2370.0 61.0 
032B: $3041 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2225.0 2530.0 17.0 
032B: $3042 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2337.0 1806.0 72.0 
032B: $3043 = create_weapon_pickup #M4 group 15 ammo 70 at 2575.0 1562.0 16.0 
032B: $3044 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 2243.0 1132.0 11.0 
032B: $3045 = create_weapon_pickup #MINIGUN group 15 ammo 200 at 2676.0 836.0 22.0 
032B: $3046 = create_weapon_pickup #TEC9 group 15 ammo 50 at 1761.0 591.0 10.0 
032B: $3047 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2809.0 864.0 21.0 
032B: $3048 = create_weapon_pickup #AK47 group 15 ammo 60 at 1923.0 1011.0 22.0 
032B: $3049 = create_weapon_pickup #SHOTGSPA group 15 ammo 50 at 1407.0 1098.0 11.0 
032B: $3050 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 1319.0 1636.0 10.6 
032B: $3051 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 1446.35 1900.03 11.0 
032B: $3052 = create_weapon_pickup #SILENCED group 15 ammo 30 at 1098.0 1681.0 7.0 
032B: $3053 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 924.0 2138.0 11.0 
032B: $3054 = create_weapon_pickup #HEATSEEK group 15 ammo 10 at 1155.0 2341.0 17.0 
032B: $3055 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 1646.0 1349.0 11.0 
032B: $3056 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 1781.0 2072.0 11.0 
032B: $3057 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2478.0 1182.0 22.0 
$3058 = Pickup.Create(#POOLCUE, 15, 2854.0, 944.0, 11.0)
$3059 = Pickup.Create(#NITESTICK, 15, 2241.0, 2425.0, 11.0)
$3060 = Pickup.Create(#GOLFCLUB, 15, 1418.0, 2774.0, 15.0)
$3061 = Pickup.Create(#SHOVEL, 15, 1393.0, 2174.0, 10.0)
$3062 = Pickup.Create(#CHNSAW, 15, 1061.0, 2074.0, 11.0)
$3063 = Pickup.Create(#GUN_PARA, 15, 2057.0, 2434.0, 166.0)
$3064 = Pickup.Create(#KATANA, 15, 2000.0, 1526.0, 15.0)
$3065 = Pickup.Create(#SHOVEL, 15, 1997.0, 1658.0, 12.0)
032B: $3066 = create_weapon_pickup #SPRAYCAN group 15 ammo 500 at 2510.0 -1723.0 19.0 
032B: $3067 = create_weapon_pickup #COLT45 group 15 ammo 35 at 2538.0 -1630.0 14.0 
032B: $3068 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 2551.33 -1740.0 6.49 
032B: $3069 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 2428.0 -1214.0 36.0 
032B: $3070 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at 2766.0 -2182.0 11.0 
032B: $3071 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2142.0 -1804.0 16.0 
032B: $3072 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 1764.0 -1930.0 14.0 
032B: $3073 = create_weapon_pickup #SILENCED group 15 ammo 30 at 1214.0 -1816.0 17.0 
032B: $3074 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 1740.0 -1231.0 92.0 
032B: $3075 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 2266.0 -1028.0 59.0 
032B: $3076 = create_weapon_pickup #SPRAYCAN group 15 ammo 500 at 2463.0 -1061.0 60.0 
032B: $3077 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2047.0 -1406.0 68.0 
032B: $3078 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 2213.0 -2283.0 15.0 
032B: $3079 = create_weapon_pickup #TEARGAS group 15 ammo 10 at 1463.0 -1013.0 27.0 
032B: $3080 = create_weapon_pickup #AK47 group 15 ammo 60 at 1308.97 -874.4 40.0 
032B: $3081 = create_weapon_pickup #CUNTGUN group 15 ammo 30 at 1102.0 -661.0 114.0 
032B: $3082 = create_weapon_pickup #TEC9 group 15 ammo 50 at 899.8012 -792.078 102.0 
032B: $3083 = create_weapon_pickup #COLT45 group 15 ammo 35 at 338.0 -1875.0 4.0 
032B: $3084 = create_weapon_pickup #GRENADE group 15 ammo 20 at 397.0 -1924.0 8.0 
032B: $3085 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 886.0 -966.0 37.0 
032B: $3086 = create_weapon_pickup #TEC9 group 15 ammo 50 at 1408.0 -2380.0 14.0 
032B: $3087 = create_weapon_pickup #M4 group 15 ammo 70 at 1379.0 -2547.0 14.0 
032B: $3100 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2426.0 -1416.0 24.0 
$3088 = Pickup.Create(#NITESTICK, 15, 259.0, 80.0, 1004.0)
$3089 = Pickup.Create(#GUN_DILDO1, 15, 261.0, 71.0, 1003.0)
$3090 = Pickup.Create(#GOLFCLUB, 15, 1457.0, -792.0, 90.0)
$3091 = Pickup.Create(#CHNSAW, 15, 2371.0, -2543.0, 3.0)
$3092 = Pickup.Create(#KNIFECUR, 15, 1124.0, -1335.0, 13.0)
032B: $3093 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2197.0 -2475.0 14.0 
$3094 = Pickup.Create(#GUN_PARA, 15, 1528.222, -1357.985, 330.0371)
$3095 = Pickup.Create(#KATANA, 15, 1862.0, -1862.0, 14.0)
$3096 = Pickup.Create(#BRASSKNUCKLE, 15, 1339.0, -1765.0, 14.0)
$3097 = Pickup.Create(#CHNSAW, 15, 2192.243, -1988.751, 13.4185)
$3098 = Pickup.Create(#SHOVEL, 15, 2459.0, -1708.0, 13.6)
032B: $3099 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2441.0 -1013.0 54.0 
032B: $3101 = create_weapon_pickup #MP5LNG group 15 ammo 70 at -2678.0 -128.0 4.0 
032B: $3102 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at -2212.0 109.0 35.0 
032B: $3103 = create_weapon_pickup #M4 group 15 ammo 70 at -2903.0 784.0 35.0 
032B: $3104 = create_weapon_pickup #TEC9 group 15 ammo 50 at -2665.0 1452.0 7.0 
032B: $3105 = create_weapon_pickup #SATCHEL group 15 ammo 15 at -2754.0 -400.0 7.0 
032B: $3106 = create_weapon_pickup #COLT45 group 15 ammo 35 at -2206.0 -23.0 35.0 
032B: $3107 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at -1841.106 -74.2171 14.7606 
032B: $3108 = create_weapon_pickup #FLAME group 15 ammo 2000 at -1579.0 29.45 17.0 
032B: $3109 = create_weapon_pickup #CUNTGUN group 15 ammo 30 at -2094.0 -488.0 36.0 
032B: $3110 = create_weapon_pickup #AK47 group 15 ammo 60 at -1968.0 -923.0 32.0 
032B: $3111 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1945.0 -1088.0 31.0 
032B: $3112 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at -1700.0 415.0 7.0 
032B: $3113 = create_weapon_pickup #TEARGAS group 15 ammo 10 at -1386.0 509.0 4.0 
032B: $3114 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at -1679.0 1410.0 7.0 
032B: $3115 = create_weapon_pickup #FLAME group 15 ammo 2000 at -2132.52 189.2507 35.5379 
032B: $3116 = create_weapon_pickup #HEATSEEK group 15 ammo 10 at -1126.69 -150.82 14.61 
032B: $3117 = create_weapon_pickup #MINIGUN group 15 ammo 200 at -1496.0 591.0 42.0 
032B: $3118 = create_weapon_pickup #SATCHEL group 15 ammo 15 at -2542.262 922.2401 67.1221 
032B: $3119 = create_weapon_pickup #TEC9 group 15 ammo 50 at -2092.0 1121.0 54.0 
032B: $3120 = create_weapon_pickup #SNIPER group 15 ammo 20 at -1629.0 1167.0 24.0 
$3121 = Pickup.Create(#CHNSAW, 15, -2083.0, 298.0, 42.0)
$3122 = Pickup.Create(#BAT, 15, -2306.0, 93.0, 35.0)
$3123 = Pickup.Create(#SHOVEL, 15, -2796.416, 123.686, 6.844)
$3124 = Pickup.Create(#POOLCUE, 15, -2135.0, 197.0, 35.0)
$3125 = Pickup.Create(#KATANA, 15, -2208.0, 696.0, 50.0)
$3126 = Pickup.Create(#BRASSKNUCKLE, 15, -2206.0, 961.0, 80.0)
$3127 = Pickup.Create(#NITESTICK, 15, -2222.0, -302.0, 43.0)
$3128 = Pickup.Create(#KNIFECUR, 15, -1871.0, 351.0, 26.0)
$3129 = Pickup.Create(#GOLFCLUB, 15, -2715.0, -314.0, 7.0)
$3130 = Pickup.Create(#CHNSAW, 15, -2359.0, -82.0, 35.0)
032B: $3131 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at -1870.0 -1625.0 22.0 
032B: $3132 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at -1627.0 -2692.0 49.0 
032B: $3133 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at -2038.0 -2562.0 31.0 
032B: $3134 = create_weapon_pickup #CUNTGUN group 15 ammo 30 at -1035.0 -2258.0 70.0 
032B: $3135 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 2366.0 23.0 28.0 
032B: $3136 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2255.0 -74.0 32.0 
032B: $3137 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 1296.0 392.0 20.0 
032B: $3138 = create_weapon_pickup #TEC9 group 15 ammo 50 at 262.0 38.0 2.0 
032B: $3139 = create_weapon_pickup #AK47 group 15 ammo 60 at -121.0 -232.0 1.0 
$3140 = Pickup.Create(#SHOVEL, 15, -532.0, -106.0, 63.0)
032B: $3141 = create_weapon_pickup #M4 group 15 ammo 70 at 113.0 1811.0 18.0 
032B: $3142 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at 36.0 1372.0 9.0 
032B: $3143 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 24.0 969.0 20.0 
032B: $3144 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at -170.0 1025.0 20.0 
032B: $3145 = create_weapon_pickup #COLT45 group 15 ammo 35 at -639.0 1181.0 13.0 
032B: $3146 = create_weapon_pickup #AK47 group 15 ammo 60 at -585.0 2714.0 72.0 
032B: $3147 = create_weapon_pickup #FIRE_EX group 15 ammo 3000 at -742.0 2752.0 47.0 
032B: $3148 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at -932.02 2649.92 42.0 
032B: $3149 = create_weapon_pickup #HEATSEEK group 15 ammo 10 at -1317.0 2509.0 87.0 
032B: $3150 = create_weapon_pickup #MP5LNG group 15 ammo 70 at -1474.0 2577.0 56.0 
032B: $3151 = create_weapon_pickup #DESERT_EAGLE group 15 ammo 30 at -2352.0 2456.0 6.0 
032B: $3152 = create_weapon_pickup #GRENADE group 15 ammo 20 at -2520.0 2293.0 5.0 
032B: $3153 = create_weapon_pickup #FLAME group 15 ammo 2000 at -1358.0 -2115.0 30.0 
032B: $3154 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 119.0 2409.0 17.0 
$3155 = Pickup.Create(#SHOVEL, 15, -1809.0, -1662.0, 24.0)
$3156 = Pickup.Create(#GUN_PARA, 15, -2350.0, -1586.0, 485.0)
$3157 = Pickup.Create(#GOLFCLUB, 15, -2227.0, -2401.0, 31.4)
$3158 = Pickup.Create(#SHOVEL, 15, 2240.0, -83.0, 27.0)
$3159 = Pickup.Create(#POOLCUE, 15, 294.0, -188.0, 2.0)
$3160 = Pickup.Create(#CHNSAW, 15, -761.0, -126.0, 66.0)
$3161 = Pickup.Create(#KATANA, 15, -1568.0, 2718.0, 56.0)
$3162 = Pickup.Create(#GUN_DILDO2, 15, -2401.0, 2360.0, 5.0)
$3163 = Pickup.Create(#GUN_PARA, 15, -2679.0, 1933.0, 217.0)
$3164 = Pickup.Create(#SHOVEL, 15, 637.0, 832.0, -43.0)
$3165 = Pickup.Create(#CHNSAW, 15, 680.0, 826.0, -39.0)
$3166 = Pickup.Create(#CHNSAW, 15, 752.0, 260.0, 27.0)
$3167 = Pickup.Create(#BRASSKNUCKLE, 15, -246.0, 2725.0, 63.0)
$3168 = Pickup.Create(#KNIFECUR, 15, -23.0, 2322.0, 24.0)
032B: $3169 = create_weapon_pickup #SATCHEL group 15 ammo 15 at 1284.894 278.5705 19.5547 
032B: $3171 = create_weapon_pickup #AK47 group 15 ammo 60 at 2129.4 -2280.71 14.42 
$3172 = Pickup.Create(#GUN_PARA, 15, -1542.857, 698.4825, 139.2658)
032B: $3173 = create_weapon_pickup #MP5LNG group 15 ammo 130 at 2198.11 -1170.22 33.5 
$3174 = Pickup.Create(#GUN_PARA, 15, -225.6758, 1394.256, 172.0143)
$3175 = Pickup.Create(#GUN_PARA, 15, -773.0379, 2423.499, 157.0856)
032B: $3176 = create_weapon_pickup #SNIPER group 15 ammo 20 at 935.744 -926.0453 57.7642 
$3177 = Pickup.Create(#SHOVEL, 15, 842.9783, -17.3791, 64.2)
032B: $3178 = create_weapon_pickup #COLT45 group 15 ammo 35 at 255.0493 84.0615 1002.453 
032B: $3179 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 217.8 76.4 1005.047 
$3180 = Pickup.Create(#NITESTICK, 15, 223.8347, 120.4458, 1010.212)
032B: $3181 = create_weapon_pickup #COLT45 group 15 ammo 35 at 263.2531 109.7859 1004.625 
032B: $3182 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 228.3176 114.433 999.0215 
$3183 = Pickup.Create(#NITESTICK, 15, 247.4536, 192.3085, 1008.172)
032B: $3184 = create_weapon_pickup #COLT45 group 15 ammo 35 at 242.613 196.3202 1008.172 
032B: $3185 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 240.7765 196.1124 1008.172 
$3186 = Pickup.Create(#NITESTICK, 15, 188.9769, 158.218, 1003.031)
$3187 = Pickup.Create(#GUN_PARA, 15, -1753.418, 885.3446, 295.5166)
032B: $3188 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2539.918 -598.6152 132.764 
032B: $3189 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2329.984 -165.3635 35.2389 
032B: $3190 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2721.241 -318.8085 7.5246 
032B: $3191 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2677.102 234.9912 4.1048 
032B: $3192 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2706.692 375.8728 5.0525 
032B: $3193 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2550.106 657.286 14.7319 
032B: $3194 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2791.248 771.5468 51.0904 
032B: $3195 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1770.815 903.2556 25.3894 
032B: $3196 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1713.006 1368.239 7.2664 
032B: $3197 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1851.317 1302.291 60.7553 
032B: $3198 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1635.026 604.4713 40.6377 
032B: $3199 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1976.483 670.5043 46.6039 
032B: $3200 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2038.409 1111.406 53.7928 
032B: $3201 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2048.803 899.5274 53.8866 
032B: $3202 = create_weapon_pickup #CAMERA group 15 ammo 50 at -2292.47 722.5441 49.4265 
032B: $3203 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1977.916 113.8457 27.1096 
032B: $3204 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1528.144 160.0232 3.5142 
032B: $3205 = create_weapon_pickup #CAMERA group 15 ammo 50 at -1771.261 -597.5884 16.6287 
032B: $2512 = create_weapon_pickup #CAMERA group 15 ammo 50 at 2495.807 -1700.637 1017.837 
$3206 = Pickup.Create(#GUN_CANE, 15, -2677.726, -192.3469, 6.8518)
$3207 = Pickup.Create(#CHNSAW, 15, -2752.243, -272.2891, 6.5956)
$3208 = Pickup.Create(#GUN_CANE, 15, -2617.473, -97.0801, 4.003)
$3209 = Pickup.Create(#GUN_CANE, 15, -2777.192, -25.2984, 6.8721)
$3210 = Pickup.Create(#GUN_CANE, 15, -2774.113, 87.8845, 6.7987)
$3211 = Pickup.Create(#GUN_CANE, 15, -2770.624, 389.0772, 4.2818)
$3212 = Pickup.Create(#KATANA, 15, -2535.631, 51.7034, 8.6512)
$3213 = Pickup.Create(#GUN_CANE, 15, -2530.958, -34.1009, 25.2855)
$3214 = Pickup.Create(#GUN_CANE, 15, -1691.649, 946.7679, 24.8084)
$3215 = Pickup.Create(#GUN_CANE, 15, -2664.518, 636.5673, 14.2474)
032B: $3216 = create_weapon_pickup #FLAME group 15 ammo 2000 at -601.4012 -1068.6 23.6667 
$3217 = Pickup.Create(#GUN_CANE, 15, -377.2184, -1048.053, 58.9125)
$3218 = Pickup.Create(#GUN_CANE, 15, -45.5928, -1148.529, 1.3953)
$3219 = Pickup.Create(#BRASSKNUCKLE, 15, 2428.499, -1679.27, 13.1633)
032B: $3220 = create_weapon_pickup #GRENADE group 15 ammo 20 at 2820.013 -1426.519 23.805 
032B: $3221 = create_weapon_pickup #MICRO_UZI group 15 ammo 60 at 2790.343 -1427.489 39.6258 
032B: $3222 = create_weapon_pickup #TEC9 group 15 ammo 50 at 2574.065 -1134.201 64.6535 
032B: $3223 = create_weapon_pickup #COLT45 group 15 ammo 35 at 2423.892 -1117.452 41.2464 
$3224 = Pickup.Create(#GUN_CANE, 15, 1296.155, -1081.892, 26.1502)
$3225 = Pickup.Create(#GUN_CANE, 15, 1390.611, -800.4332, 81.7795)
$3226 = Pickup.Create(#BAT, 15, 1308.466, 2111.289, 10.7221)
$3227 = Pickup.Create(#GUN_CANE, 15, 2183.116, 2396.827, 10.7722)
$3228 = Pickup.Create(#BAT, 15, 1081.133, 1603.697, 5.6)
$3229 = Pickup.Create(#KNIFECUR, 15, 777.8668, 1948.123, 5.3634)
032B: $3231 = create_weapon_pickup #SAWNOFF group 15 ammo 25 at 1706.352 1242.019 34.2952 
032B: $3232 = create_weapon_pickup #MINIGUN group 15 ammo 200 at 2492.051 2398.377 4.5293 
032B: $3233 = create_weapon_pickup #ROCKETLA group 15 ammo 10 at 2055.355 2435.356 40.3684 
$3234 = Pickup.Create(#SHOVEL, 15, 1888.27, 2877.262, 10.1621)
$3235 = Pickup.Create(#GUN_CANE, 15, 1420.945, 2519.882, 10.6199)
$3236 = Pickup.Create(#GUN_CANE, 15, 1372.996, 2605.758, 10.8776)
032B: $3237 = create_weapon_pickup #MP5LNG group 15 ammo 70 at 2293.686 1982.286 31.4335 
$3238 = Pickup.Create(#KATANA, 15, 2631.263, 1722.395, 11.0312)
$3239 = Pickup.Create(#GUN_CANE, 15, 2490.497, 1522.47, 10.576)
$3240 = Pickup.Create(#GUN_CANE, 15, 455.4583, -1485.896, 30.9717)
032B: $3241 = create_weapon_pickup #MINIGUN group 15 ammo 200 at 244.98 1859.185 14.08 
032B: $3244 = create_weapon_pickup #TEC9 group 15 ammo 50 at 2529.724 -1678.563 19.4225 
032B: $3245 = create_weapon_pickup #SAWNOFF group 15 ammo 15 at 2254.378 -2261.689 14.3751 
032B: $3246 = create_weapon_pickup #SNIPER group 15 ammo 20 at 2015.744 1004.045 39.1 
$3247 = Pickup.Create(#KATANA, 15, 2002.263, 981.3947, 10.5)
$3257 = Pickup.Create(#FLOWERA, 15, 1928.68, -1774.21, 13.54)
$3258 = Pickup.Create(#FLOWERA, 15, 1875.91, -1917.18, 15.03)
$3259 = Pickup.Create(#FLOWERA, 15, 2019.6, -1214.15, 21.47)
$3260 = Pickup.Create(#FLOWERA, 15, 2209.77, -1001.69, 63.71)
$3261 = Pickup.Create(#FLOWERA, 15, 1000.34, -1858.58, 12.3)
$3263 = Pickup.Create(#FLOWERA, 15, 911.11, -1120.31, 24.03)
$3264 = Pickup.Create(#FLOWERA, 15, 929.0, -750.0, 105.82)
$3265 = Pickup.Create(#FLOWERA, 15, 1129.09, -2052.82, 69.0)
$3266 = Pickup.Create(#FLOWERA, 15, -92.74, -1425.46, 12.75)
$3267 = Pickup.Create(#FLOWERA, 15, -77.65, -1167.18, 2.16)
$3268 = Pickup.Create(#FLOWERA, 15, 34.0, -2649.0, 40.73)
$3269 = Pickup.Create(#FLOWERA, 15, -739.0, -1262.0, 68.12)
$3270 = Pickup.Create(#FLOWERA, 15, -2177.0, -2423.0, 30.63)
$3271 = Pickup.Create(#FLOWERA, 15, -615.0, -861.0, 105.72)
$3272 = Pickup.Create(#FLOWERA, 15, -2051.0, 948.0, 55.4)
$3273 = Pickup.Create(#FLOWERA, 15, -2658.0, -187.0, 4.18)
$3274 = Pickup.Create(#FLOWERA, 15, -2649.0, 734.97, 27.96)
$3275 = Pickup.Create(#FLOWERA, 15, -1791.0, 481.0, 25.68)
$3276 = Pickup.Create(#FLOWERA, 15, -2797.0, 1182.0, 20.28)
$3277 = Pickup.Create(#FLOWERA, 15, -2589.623, -16.165, 3.9662)
$3278 = Pickup.Create(#FLOWERA, 15, -2865.0, 690.0, 23.43)
$3279 = Pickup.Create(#FLOWERA, 15, -2339.0, -453.0, 80.24)
$3280 = Pickup.Create(#FLOWERA, 15, -1955.0, -748.0, 36.22)
$3281 = Pickup.Create(#FLOWERA, 15, -2420.03, 987.59, 45.3)
$3282 = Pickup.Create(#FLOWERA, 15, -326.56, 2215.37, 43.57)
$3283 = Pickup.Create(#FLOWERA, 15, -1319.0, 2705.0, 50.27)
$3284 = Pickup.Create(#FLOWERA, 15, -2474.94, 2443.52, 16.03)
$3285 = Pickup.Create(#FLOWERA, 15, -1670.64, 2590.49, 81.37)
$3286 = Pickup.Create(#FLOWERA, 15, -892.98, 1971.66, 60.61)
$3287 = Pickup.Create(#FLOWERA, 15, 1576.86, 2837.14, 10.83)
$3288 = Pickup.Create(#FLOWERA, 15, 1492.72, 2773.76, 10.81)
$3289 = Pickup.Create(#FLOWERA, 15, 2642.03, 1125.74, 11.03)
$3290 = Pickup.Create(#FLOWERA, 15, 2025.24, 661.6, 10.93)
$3291 = Pickup.Create(#FLOWERA, 15, 2181.82, 1484.97, 11.36)
$3292 = Pickup.Create(#FLOWERA, 15, 2197.02, 2476.33, 11.0)
$3293 = Pickup.Create(#FLOWERA, 15, 2212.0, 2526.0, 10.81)
$3294 = Pickup.Create(#FLOWERA, 15, 2715.79, 1109.47, 6.7)
$3295 = Pickup.Create(#FLOWERA, 15, 2489.25, 918.28, 11.02)
$3296 = Pickup.Create(#FLOWERA, 15, 1472.08, 1890.09, 10.81)
$3297 = Pickup.Create(#BODYARMOUR, 15, 2097.0, 2154.0, 14.0)
$3298 = Pickup.Create(#BODYARMOUR, 15, 2435.0, 1663.0, 16.0)
$3299 = Pickup.Create(#BODYARMOUR, 15, 2500.0, 925.0, 11.0)
$3300 = Pickup.Create(#BODYARMOUR, 15, 2106.0, 1004.0, 11.0)
$3301 = Pickup.Create(#BODYARMOUR, 15, 1531.0, 925.0, 11.0)
$3302 = Pickup.Create(#BODYARMOUR, 15, 1433.0, 1852.0, 10.8)
$3303 = Pickup.Create(#BODYARMOUR, 15, 1000.0, 1068.0, 11.0)
$3304 = Pickup.Create(#BODYARMOUR, 15, 1269.0, 1352.0, 11.0)
$3305 = Pickup.Create(#BODYARMOUR, 15, 2294.0, 547.0, 1.0)
$3306 = Pickup.Create(#BODYARMOUR, 15, 2543.0, -1625.0, 12.0)
$3307 = Pickup.Create(#BODYARMOUR, 15, 2339.0, -1944.0, 13.0)
$3308 = Pickup.Create(#BODYARMOUR, 15, 2767.0, -1192.0, 69.0)
$3309 = Pickup.Create(#BODYARMOUR, 15, 2112.0, -1990.0, 14.0)
$3310 = Pickup.Create(#BODYARMOUR, 15, 2544.0, -1120.0, 62.0)
$3311 = Pickup.Create(#BODYARMOUR, 15, 1562.0, -1888.0, 14.0)
$3312 = Pickup.Create(#BODYARMOUR, 15, 1086.0, -1806.0, 17.0)
$3313 = Pickup.Create(#BODYARMOUR, 15, 253.0, 80.0, 1004.0)
$3314 = Pickup.Create(#BODYARMOUR, 15, 1759.0, -2242.0, 1.0)
$3315 = Pickup.Create(#BODYARMOUR, 15, -2650.0, -198.0, 4.0)
$3316 = Pickup.Create(#BODYARMOUR, 15, -2285.0, -24.0, 35.0)
$3317 = Pickup.Create(#BODYARMOUR, 15, -1863.0, 112.0, 15.0)
$3318 = Pickup.Create(#BODYARMOUR, 15, -1574.0, 1268.0, 1.27)
$3319 = Pickup.Create(#BODYARMOUR, 15, -2916.0, 992.0, 8.0)
$3320 = Pickup.Create(#BODYARMOUR, 15, -2513.0, 770.0, 35.0)
$3321 = Pickup.Create(#BODYARMOUR, 15, -1394.0, -373.0, 6.0)
$3322 = Pickup.Create(#BODYARMOUR, 15, -2303.0, -1606.0, 484.0)
$3323 = Pickup.Create(#BODYARMOUR, 15, -2092.0, -2330.0, 31.0)
$3324 = Pickup.Create(#BODYARMOUR, 15, -2260.0, 2568.0, 6.0)
$3325 = Pickup.Create(#BODYARMOUR, 15, -902.0, 2689.0, 42.0)
$3326 = Pickup.Create(#BODYARMOUR, 15, -317.0, 2651.0, 67.0)
$3327 = Pickup.Create(#BODYARMOUR, 15, 1325.0, 190.0, 19.0)
$3328 = Pickup.Create(#BODYARMOUR, 15, 2487.0, 139.0, 27.0)
$3329 = Pickup.Create(#BODYARMOUR, 15, 761.0, 380.0, 23.0)
$3330 = Pickup.Create(#BODYARMOUR, 15, -51.0, -232.0, 7.0)
$3331 = Pickup.Create(#BODYARMOUR, 15, 252.0, 2616.0, 17.0)
$3332 = Pickup.Create(#BODYARMOUR, 15, 212.0, 1807.0, 22.0)
$3333 = Pickup.Create(#BODYARMOUR, 15, 1291.76, -803.4566, 1089.93)
$3334 = Pickup.Create(#BODYARMOUR, 15, 1715.12, -1673.51, 20.22)
$3335 = Pickup.Create(#BODYARMOUR, 15, 943.012, -939.8284, 57.7345)
$3336 = Pickup.Create(#BODYARMOUR, 15, 275.169, 1859.699, 9.81)
$3337 = Pickup.Create(#BODYARMOUR, 3, 1268.34, -804.33, 1084.01)
$3338 = Pickup.Create(#BODYARMOUR, 15, 263.52, 83.14, 1001.039)
$3339 = Pickup.Create(#BODYARMOUR, 15, 264.2632, 117.0737, 1008.813)
$3340 = Pickup.Create(#BODYARMOUR, 15, 245.0618, 195.9429, 1008.172)
$3341 = Pickup.Create(#BODYARMOUR, 15, 215.8489, 126.0831, 1003.226)
$3342 = Pickup.Create(#BODYARMOUR, 15, 2125.493, -2275.037, 20.5202)
$3344 = Pickup.Create(#BODYARMOUR, 15, 2230.45, -2286.004, 14.3751)
$3345 = Pickup.Create(#BRIBE, 15, 2743.0, 1316.0, 8.0)
$3346 = Pickup.Create(#BRIBE, 15, 2168.66, 2267.96, 15.34)
$3347 = Pickup.Create(#BRIBE, 15, 2408.0, 1389.0, 22.0)
$3348 = Pickup.Create(#BRIBE, 15, 2034.0, 842.0, 10.0)
$3349 = Pickup.Create(#BRIBE, 15, 2096.0, 1287.0, 10.8)
$3350 = Pickup.Create(#BRIBE, 15, 1987.0, 1543.0, 16.0)
$3351 = Pickup.Create(#BRIBE, 15, 1854.0, 912.0, 10.8)
$3352 = Pickup.Create(#BRIBE, 15, 2540.38, 2527.85, 10.39)
$3353 = Pickup.Create(#BRIBE, 15, 1548.02, 1024.47, 10.39)
$3354 = Pickup.Create(#BRIBE, 15, 1592.91, 2053.83, 10.26)
$3355 = Pickup.Create(#BRIBE, 15, 1971.29, 2330.26, 10.41)
$3356 = Pickup.Create(#BRIBE, 15, 1700.74, 1792.7, 10.41)
$3357 = Pickup.Create(#BRIBE, 15, 2581.0, -1491.0, 24.0)
$3358 = Pickup.Create(#BRIBE, 15, 2296.0, -1696.0, 14.0)
$3359 = Pickup.Create(#BRIBE, 15, 2273.0, -1099.0, 38.0)
$3360 = Pickup.Create(#BRIBE, 15, 2716.0, -1048.0, 66.0)
$3361 = Pickup.Create(#BRIBE, 15, 2614.0, -2496.0, 33.0)
$3362 = Pickup.Create(#BRIBE, 15, 1183.85, -1250.68, 14.7)
$3363 = Pickup.Create(#BRIBE, 15, 1970.0, -1158.0, 21.0)
$3364 = Pickup.Create(#BRIBE, 15, 734.0, -1137.0, 18.0)
$3365 = Pickup.Create(#BRIBE, 15, 2553.76, -2464.31, 13.62)
$3366 = Pickup.Create(#BRIBE, 15, 1204.06, -1613.89, 13.28)
$3367 = Pickup.Create(#BRIBE, 15, 611.21, -1459.63, 14.01)
$3368 = Pickup.Create(#BRIBE, 15, 1116.67, -719.91, 100.17)
$3369 = Pickup.Create(#BRIBE, 15, -1903.1, -466.44, 25.18)
$3370 = Pickup.Create(#BRIBE, 15, -2657.0, -144.0, 4.0)
$3371 = Pickup.Create(#BRIBE, 15, -2454.0, -166.0, 35.0)
$3372 = Pickup.Create(#BRIBE, 15, -2009.0, 1227.0, 32.0)
$3373 = Pickup.Create(#BRIBE, 15, -2120.0, 96.39, 39.0)
$3374 = Pickup.Create(#BRIBE, 15, -2411.0, -334.0, 37.0)
$3375 = Pickup.Create(#BRIBE, 15, -1690.0, 450.0, 13.0)
$3376 = Pickup.Create(#BRIBE, 15, -1991.26, -1144.13, 29.69)
$3377 = Pickup.Create(#BRIBE, 15, -2636.13, -492.83, 70.09)
$3378 = Pickup.Create(#BRIBE, 15, -2022.68, 345.98, 35.17)
$3379 = Pickup.Create(#BRIBE, 15, -2683.2, 784.13, 49.98)
$3380 = Pickup.Create(#BRIBE, 15, -1820.67, -154.12, 9.4)
$3381 = Pickup.Create(#BRIBE, 15, -736.0, 66.0, 24.0)
$3382 = Pickup.Create(#BRIBE, 15, 262.33, -149.12, 1.58)
$3383 = Pickup.Create(#BRIBE, 15, 1643.0, 264.0, 20.0)
$3384 = Pickup.Create(#BRIBE, 15, 601.98, 2150.38, 39.41)
$3385 = Pickup.Create(#BRIBE, 15, -1407.0, -2039.0, 1.0)
$3386 = Pickup.Create(#BRIBE, 15, -2156.0, -2371.0, 31.0)
$3387 = Pickup.Create(#BRIBE, 15, -419.25, 1362.36, 12.21)
$3389 = Pickup.Create(#BRIBE, 15, 629.04, 2842.83, 25.21)
$3390 = Pickup.Create(#BRIBE, 15, 690.49, -209.59, 25.6)
$3391 = Pickup.Create(#BRIBE, 15, 88.82, -125.1, 0.85)
$3392 = Pickup.Create(#BRIBE, 15, 215.69, 1089.1, 16.4)
$3393 = Pickup.Create(#BRIBE, 15, -2305.24, 2310.11, 4.98)
$3394 = Pickup.Create(#BRIBE, 15, -213.61, 2717.44, 62.68)
end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

:INITIL2
thread 'INITIL2' 
$3407 = 25 
$3408 = 100 
$3409 = 250 
$3410 = 500 
$3411 = 1000 
$3412 = 5000 
0084: $3413[0] = $3412 // (int) 
0084: $3413[1] = $3409 // (int) 
0084: $3413[2] = $3411 // (int) 
0084: $3413[3] = $3410 // (int) 
0084: $3413[4] = $3407 // (int) 
0084: $3413[5] = $3408 // (int) 
0084: $3413[6] = $3407 // (int) 
0084: $3413[7] = $3408 // (int) 
0084: $3413[8] = $3410 // (int) 
0084: $3413[9] = $3409 // (int) 
0084: $3413[10] = $3410 // (int) 
0084: $3413[11] = $3411 // (int) 
0084: $3413[12] = $3407 // (int) 
0084: $3413[13] = $3408 // (int) 
0084: $3413[14] = $3409 // (int) 
0084: $3413[15] = $3408 // (int) 
0084: $3413[16] = $3410 // (int) 
0084: $3413[17] = $3407 // (int) 
0084: $3431[0] = $3409 // (int) 
0084: $3431[1] = $3410 // (int) 
0084: $3431[2] = $3407 // (int) 
0084: $3431[3] = $3408 // (int) 
0084: $3431[4] = $3412 // (int) 
0084: $3431[5] = $3410 // (int) 
0084: $3431[6] = $3408 // (int) 
0084: $3431[7] = $3407 // (int) 
0084: $3431[8] = $3410 // (int) 
0084: $3431[9] = $3411 // (int) 
0084: $3431[10] = $3408 // (int) 
0084: $3431[11] = $3409 // (int) 
0084: $3431[12] = $3407 // (int) 
0084: $3431[13] = $3411 // (int) 
0084: $3431[14] = $3407 // (int) 
0084: $3431[15] = $3409 // (int) 
0084: $3431[16] = $3410 // (int) 
0084: $3431[17] = $3408 // (int) 
0084: $3449[0] = $3408 // (int) 
0084: $3449[1] = $3407 // (int) 
0084: $3449[2] = $3409 // (int) 
0084: $3449[3] = $3410 // (int) 
0084: $3449[4] = $3408 // (int) 
0084: $3449[5] = $3410 // (int) 
0084: $3449[6] = $3409 // (int) 
0084: $3449[7] = $3408 // (int) 
0084: $3449[8] = $3407 // (int) 
0084: $3449[9] = $3411 // (int) 
0084: $3449[10] = $3412 // (int) 
0084: $3449[11] = $3407 // (int) 
0084: $3449[12] = $3410 // (int) 
0084: $3449[13] = $3409 // (int) 
0084: $3449[14] = $3408 // (int) 
0084: $3449[15] = $3411 // (int) 
0084: $3449[16] = $3410 // (int) 
0084: $3449[17] = $3407 // (int) 
$3467 = 261.3555 
$3472 = 399.3732 
$3468 = 219.0498 
$3473 = 356.6364 
$3469 = 431.2757 
$3474 = 424.3356 
$3477 = 36.365 
$3481 = 240.157 
$3485 = 0.4714 
$3487 = 2.5077 
$3478 = 29.3763 
$3482 = 20.0589 
$3486 = 0.6253 
$3488 = 2.7876 
$3479 = 28.5106 
$3483 = 220.0782 
$3480 = 157.2242 
$3484 = 409.3602 
$3489 = 0 
$3490 = -0.316 
$3491 = 0.497 
$3492 = 0.408 
$3493 = -1.342 
0086: $TEMPVAR_FLOAT_1 = $3490 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $3492 // (float) 
0086: $TEMPVAR_FLOAT_2 = $3491 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $3493 // (float) 
0086: $3494 = $TEMPVAR_FLOAT_1 // (float) 
$3494 /= 6.0 
0086: $3495 = $TEMPVAR_FLOAT_2 // (float) 
$3495 /= 24.0 
0086: $3496 = $3490 // (float) 
0061: $3496 -= $3494 // (float) 
0086: $3497 = $3491 // (float) 
0061: $3497 -= $3495 // (float) 
$3498 = -0.176 
$3499 = 0.0 
$3500 = 0.0 
$3501 = 0.0 
$3502 = 0.0 
$3503 = 0.0 
$3504 = 0.0 
$3505 = 0 
$3506 = 0 
$3507[0] = -2.0 
$3658[0] = 2.0 
$3507[1] = 0.0 
$3658[1] = 0.0 
$3507[2] = -2.0 
$3658[2] = 0.0 
$3507[3] = -4.0 
$3658[3] = 0.0 
$3507[4] = 0.0 
$3658[4] = -2.0 
$3507[5] = -2.0 
$3658[5] = -2.0 
$3507[6] = -4.0 
$3658[6] = -2.0 
$3507[7] = 0.0 
$3658[7] = -4.0 
$3507[8] = -2.0 
$3658[8] = -4.0 
$3507[9] = -4.0 
$3658[9] = -4.0 
$3507[10] = 0.0 
$3658[10] = -6.0 
$3507[11] = -2.0 
$3658[11] = -6.0 
$3507[12] = -4.0 
$3658[12] = -6.0 
$3507[13] = 0.0 
$3658[13] = -8.0 
$3507[14] = -2.0 
$3658[14] = -8.0 
$3507[15] = -4.0 
$3658[15] = -8.0 
$3507[16] = 0.0 
$3658[16] = -10.0 
$3507[17] = -2.0 
$3658[17] = -10.0 
$3507[18] = -4.0 
$3658[18] = -10.0 
$3507[19] = 0.0 
$3658[19] = -12.0 
$3507[20] = -2.0 
$3658[20] = -12.0 
$3507[21] = -4.0 
$3658[21] = -12.0 
$3507[22] = 0.0 
$3658[22] = -14.0 
$3507[23] = -2.0 
$3658[23] = -14.0 
$3507[24] = -4.0 
$3658[24] = -14.0 
$3507[25] = 0.0 
$3658[25] = -16.0 
$3507[26] = -2.0 
$3658[26] = -16.0 
$3507[27] = -4.0 
$3658[27] = -16.0 
$3507[28] = 0.0 
$3658[28] = -18.0 
$3507[29] = -2.0 
$3658[29] = -18.0 
$3507[30] = -4.0 
$3658[30] = -18.0 
$3507[31] = 0.0 
$3658[31] = -20.0 
$3507[32] = -2.0 
$3658[32] = -20.0 
$3507[33] = -4.0 
$3658[33] = -20.0 
$3507[34] = 0.0 
$3658[34] = -22.0 
$3507[35] = -2.0 
$3658[35] = -22.0 
$3507[36] = -4.0 
$3658[36] = -22.0 
$3507[37] = -1.0 
$3658[37] = 0.0 
$3507[38] = -3.0 
$3658[38] = 0.0 
$3507[39] = -1.0 
$3658[39] = -2.0 
$3507[40] = -3.0 
$3658[40] = -2.0 
$3507[41] = -1.0 
$3658[41] = -4.0 
$3507[42] = -3.0 
$3658[42] = -4.0 
$3507[43] = -1.0 
$3658[43] = -6.0 
$3507[44] = -3.0 
$3658[44] = -6.0 
$3507[45] = -1.0 
$3658[45] = -8.0 
$3507[46] = -3.0 
$3658[46] = -8.0 
$3507[47] = -1.0 
$3658[47] = -10.0 
$3507[48] = -3.0 
$3658[48] = -10.0 
$3507[49] = -1.0 
$3658[49] = -12.0 
$3507[50] = -3.0 
$3658[50] = -12.0 
$3507[51] = -1.0 
$3658[51] = -14.0 
$3507[52] = -3.0 
$3658[52] = -14.0 
$3507[53] = -1.0 
$3658[53] = -16.0 
$3507[54] = -3.0 
$3658[54] = -16.0 
$3507[55] = -1.0 
$3658[55] = -18.0 
$3507[56] = -3.0 
$3658[56] = -18.0 
$3507[57] = -1.0 
$3658[57] = -20.0 
$3507[58] = -3.0 
$3658[58] = -20.0 
$3507[59] = -1.0 
$3658[59] = -22.0 
$3507[60] = -3.0 
$3658[60] = -22.0 
$3507[61] = 0.0 
$3658[61] = -1.0 
$3507[62] = -2.0 
$3658[62] = -1.0 
$3507[63] = -4.0 
$3658[63] = -1.0 
$3507[64] = 0.0 
$3658[64] = -3.0 
$3507[65] = -2.0 
$3658[65] = -3.0 
$3507[66] = -4.0 
$3658[66] = -3.0 
$3507[67] = 0.0 
$3658[67] = -5.0 
$3507[68] = -2.0 
$3658[68] = -5.0 
$3507[69] = -4.0 
$3658[69] = -5.0 
$3507[70] = 0.0 
$3658[70] = -7.0 
$3507[71] = -2.0 
$3658[71] = -7.0 
$3507[72] = -4.0 
$3658[72] = -7.0 
$3507[73] = 0.0 
$3658[73] = -9.0 
$3507[74] = -2.0 
$3658[74] = -9.0 
$3507[75] = -4.0 
$3658[75] = -9.0 
$3507[76] = 0.0 
$3658[76] = -11.0 
$3507[77] = -2.0 
$3658[77] = -11.0 
$3507[78] = -4.0 
$3658[78] = -11.0 
$3507[79] = 0.0 
$3658[79] = -13.0 
$3507[80] = -2.0 
$3658[80] = -13.0 
$3507[81] = -4.0 
$3658[81] = -13.0 
$3507[82] = 0.0 
$3658[82] = -15.0 
$3507[83] = -2.0 
$3658[83] = -15.0 
$3507[84] = -4.0 
$3658[84] = -15.0 
$3507[85] = 0.0 
$3658[85] = -17.0 
$3507[86] = -2.0 
$3658[86] = -17.0 
$3507[87] = -4.0 
$3658[87] = -17.0 
$3507[88] = 0.0 
$3658[88] = -19.0 
$3507[89] = -2.0 
$3658[89] = -19.0 
$3507[90] = -4.0 
$3658[90] = -19.0 
$3507[91] = 0.0 
$3658[91] = -21.0 
$3507[92] = -2.0 
$3658[92] = -21.0 
$3507[93] = -4.0 
$3658[93] = -21.0 
$3507[94] = -5.0 
$3658[94] = 0.0 
$3507[95] = -5.0 
$3658[95] = -2.0 
$3507[96] = -5.0 
$3658[96] = -4.0 
$3507[97] = -5.0 
$3658[97] = -6.0 
$3507[98] = -5.0 
$3658[98] = -8.0 
$3507[99] = -5.0 
$3658[99] = -10.0 
$3507[100] = -5.0 
$3658[100] = -12.0 
$3507[101] = -5.0 
$3658[101] = -14.0 
$3507[102] = -5.0 
$3658[102] = -16.0 
$3507[103] = -5.0 
$3658[103] = -18.0 
$3507[104] = -5.0 
$3658[104] = -20.0 
$3507[105] = -5.0 
$3658[105] = -22.0 
$3507[106] = -1.0 
$3658[106] = -1.0 
$3507[107] = -3.0 
$3658[107] = -1.0 
$3507[108] = -1.0 
$3658[108] = -3.0 
$3507[109] = -3.0 
$3658[109] = -3.0 
$3507[110] = -1.0 
$3658[110] = -5.0 
$3507[111] = -3.0 
$3658[111] = -5.0 
$3507[112] = -1.0 
$3658[112] = -7.0 
$3507[113] = -3.0 
$3658[113] = -7.0 
$3507[114] = -1.0 
$3658[114] = -9.0 
$3507[115] = -3.0 
$3658[115] = -9.0 
$3507[116] = -1.0 
$3658[116] = -11.0 
$3507[117] = -3.0 
$3658[117] = -11.0 
$3507[118] = -1.0 
$3658[118] = -13.0 
$3507[119] = -3.0 
$3658[119] = -13.0 
$3507[120] = -1.0 
$3658[120] = -15.0 
$3507[121] = -3.0 
$3658[121] = -15.0 
$3507[122] = -1.0 
$3658[122] = -17.0 
$3507[123] = -3.0 
$3658[123] = -17.0 
$3507[124] = -1.0 
$3658[124] = -19.0 
$3507[125] = -3.0 
$3658[125] = -19.0 
$3507[126] = -1.0 
$3658[126] = -21.0 
$3507[127] = -3.0 
$3658[127] = -21.0 
$3507[128] = 0.0 
$3658[128] = -24.0 
$3507[129] = -2.0 
$3658[129] = -24.0 
$3507[130] = -4.0 
$3658[130] = -24.0 
$3507[131] = 2.0 
$3658[131] = -3.0 
$3507[132] = 2.0 
$3658[132] = -11.0 
$3507[133] = 2.0 
$3658[133] = -19.0 
$3507[134] = 4.0 
$3658[134] = -1.0 
$3507[135] = 4.0 
$3658[135] = -21.0 
$3507[136] = 4.0 
$3658[136] = -5.0 
$3507[137] = 4.0 
$3658[137] = -17.0 
$3507[138] = 4.0 
$3658[138] = -9.0 
$3507[139] = 4.0 
$3658[139] = -13.0 
$3507[140] = -5.0 
$3658[140] = -1.0 
$3507[141] = -5.0 
$3658[141] = -3.0 
$3507[142] = -5.0 
$3658[142] = -5.0 
$3507[143] = -5.0 
$3658[143] = -7.0 
$3507[144] = -5.0 
$3658[144] = -9.0 
$3507[145] = -5.0 
$3658[145] = -11.0 
$3507[146] = -5.0 
$3658[146] = -13.0 
$3507[147] = -5.0 
$3658[147] = -15.0 
$3507[148] = -5.0 
$3658[148] = -17.0 
$3507[149] = -5.0 
$3658[149] = -19.0 
$3507[150] = -5.0 
$3658[150] = -21.0 
$3809 = 345.3592 
$3810 = 55.3183 
04AE: $3811[0] = 5408 // $ = any 
04AE: $3811[1] = 5409 // $ = any 
04AE: $3811[2] = 5410 // $ = any 
04AE: $3814[0] = 5405 // $ = any 
04AE: $3814[1] = 5406 // $ = any 
04AE: $3814[2] = 5407 // $ = any 
04AE: $3817[0] = 5451 // $ = any 
04AE: $3817[1] = 5452 // $ = any 
04AE: $3820[0] = 5448 // $ = any 
04AE: $3820[1] = 5449 // $ = any 
04AE: $3820[2] = 5450 // $ = any 
04AE: $3820[3] = 5462 // $ = any 
04AE: $3820[4] = 5463 // $ = any 
04AE: $3820[5] = 5464 // $ = any 
04AE: $3826[0] = 5453 // $ = any 
04AE: $3826[1] = 5454 // $ = any 
04AE: $3828[0] = 5400 // $ = any 
04AE: $3828[1] = 5401 // $ = any 
04AE: $3830[0] = 5438 // $ = any 
04AE: $3830[1] = 5439 // $ = any 
04AE: $3830[2] = 5440 // $ = any 
04AE: $3830[3] = 5441 // $ = any 
04AE: $3830[4] = 5442 // $ = any 
04AE: $3830[5] = 5443 // $ = any 
04AE: $3830[6] = 5444 // $ = any 
04AE: $3830[7] = 5445 // $ = any 
04AE: $3830[8] = 5446 // $ = any 
04AE: $3830[9] = 5447 // $ = any 
04AE: $3830[10] = 5411 // $ = any 
04AE: $3830[11] = 5412 // $ = any 
04AE: $3830[12] = 5413 // $ = any 
04AE: $3830[13] = 5414 // $ = any 
04AE: $3830[14] = 5415 // $ = any 
04AE: $3830[15] = 5416 // $ = any 
04AE: $3830[16] = 5417 // $ = any 
04AE: $3830[17] = 5418 // $ = any 
04AE: $3830[18] = 5419 // $ = any 
04AE: $3830[19] = 5420 // $ = any 
04AE: $3830[20] = 5421 // $ = any 
04AE: $3830[21] = 5422 // $ = any 
04AE: $3830[22] = 5423 // $ = any 
04AE: $3830[23] = 5424 // $ = any 
04AE: $3830[24] = 5425 // $ = any 
04AE: $3830[25] = 5426 // $ = any 
04AE: $3830[26] = 5427 // $ = any 
04AE: $3830[27] = 5428 // $ = any 
04AE: $3830[28] = 5429 // $ = any 
04AE: $3830[29] = 5430 // $ = any 
04AE: $3830[30] = 5431 // $ = any 
04AE: $3830[31] = 5432 // $ = any 
04AE: $3830[32] = 5433 // $ = any 
04AE: $3830[33] = 5434 // $ = any 
04AE: $3830[34] = 5435 // $ = any 
04AE: $3830[35] = 5436 // $ = any 
04AE: $3830[36] = 5437 // $ = any 
04AE: $3867[0] = 5402 // $ = any 
04AE: $3867[1] = 5403 // $ = any 
04AE: $3867[2] = 5404 // $ = any 
04AE: $3870[0] = 43608 // $ = any 
04AE: $3870[1] = 43609 // $ = any 
04AE: $3870[2] = 43610 // $ = any 
04AE: $3873[0] = 43605 // $ = any 
04AE: $3873[1] = 43606 // $ = any 
04AE: $3873[2] = 43607 // $ = any 
04AE: $3876[0] = 43651 // $ = any 
04AE: $3876[1] = 43652 // $ = any 
04AE: $3879[0] = 43648 // $ = any 
04AE: $3879[1] = 43649 // $ = any 
04AE: $3879[2] = 43650 // $ = any 
04AE: $3879[3] = 43662 // $ = any 
04AE: $3879[4] = 43663 // $ = any 
04AE: $3879[5] = 43664 // $ = any 
04AE: $3885[0] = 43653 // $ = any 
04AE: $3885[1] = 43654 // $ = any 
04AE: $3887[0] = 43600 // $ = any 
04AE: $3887[1] = 43601 // $ = any 
04AE: $3889[0] = 43638 // $ = any 
04AE: $3889[1] = 43639 // $ = any 
04AE: $3889[2] = 43640 // $ = any 
04AE: $3889[3] = 43641 // $ = any 
04AE: $3889[4] = 43642 // $ = any 
04AE: $3889[5] = 43643 // $ = any 
04AE: $3889[6] = 43644 // $ = any 
04AE: $3889[7] = 43645 // $ = any 
04AE: $3889[8] = 43646 // $ = any 
04AE: $3889[9] = 43647 // $ = any 
04AE: $3889[10] = 43611 // $ = any 
04AE: $3889[11] = 43612 // $ = any 
04AE: $3889[12] = 43613 // $ = any 
04AE: $3889[13] = 43614 // $ = any 
04AE: $3889[14] = 43615 // $ = any 
04AE: $3889[15] = 43616 // $ = any 
04AE: $3889[16] = 43617 // $ = any 
04AE: $3889[17] = 43618 // $ = any 
04AE: $3889[18] = 43619 // $ = any 
04AE: $3889[19] = 43620 // $ = any 
04AE: $3889[20] = 43621 // $ = any 
04AE: $3889[21] = 43622 // $ = any 
04AE: $3889[22] = 43623 // $ = any 
04AE: $3889[23] = 43624 // $ = any 
04AE: $3889[24] = 43625 // $ = any 
04AE: $3889[25] = 43626 // $ = any 
04AE: $3889[26] = 43627 // $ = any 
04AE: $3889[27] = 43628 // $ = any 
04AE: $3889[28] = 43629 // $ = any 
04AE: $3889[29] = 43630 // $ = any 
04AE: $3889[30] = 43631 // $ = any 
04AE: $3889[31] = 43632 // $ = any 
04AE: $3889[32] = 43633 // $ = any 
04AE: $3889[33] = 43634 // $ = any 
04AE: $3889[34] = 43635 // $ = any 
04AE: $3889[35] = 43636 // $ = any 
04AE: $3889[36] = 43637 // $ = any 
04AE: $3926[0] = 43602 // $ = any 
04AE: $3926[1] = 43603 // $ = any 
04AE: $3926[2] = 43604 // $ = any 
$X_BCE2_CHECKPOINTS[0] = -2307.723 
$Y_BCE2_CHECKPOINTS[0] = -2235.966 
$Z_BCE2_CHECKPOINTS[0] = 23.0204 
$X_BCE2_CHECKPOINTS[1] = -2276.635 
$Y_BCE2_CHECKPOINTS[1] = -2220.047 
$Z_BCE2_CHECKPOINTS[1] = 28.716 
$X_BCE2_CHECKPOINTS[2] = -2199.391 
$Y_BCE2_CHECKPOINTS[2] = -2283.952 
$Z_BCE2_CHECKPOINTS[2] = 30.1494 
$X_BCE2_CHECKPOINTS[3] = -2105.437 
$Y_BCE2_CHECKPOINTS[3] = -2354.441 
$Z_BCE2_CHECKPOINTS[3] = 30.1419 
$X_BCE2_CHECKPOINTS[4] = -2142.24 
$Y_BCE2_CHECKPOINTS[4] = -2410.32 
$Z_BCE2_CHECKPOINTS[4] = 30.497 
$X_BCE2_CHECKPOINTS[5] = -2026.404 
$Y_BCE2_CHECKPOINTS[5] = -2507.761 
$Z_BCE2_CHECKPOINTS[5] = 32.0519 
$X_BCE2_CHECKPOINTS[6] = -1938.526 
$Y_BCE2_CHECKPOINTS[6] = -2456.146 
$Z_BCE2_CHECKPOINTS[6] = 30.3298 
$X_BCE2_CHECKPOINTS[7] = -1900.394 
$Y_BCE2_CHECKPOINTS[7] = -2424.618 
$Z_BCE2_CHECKPOINTS[7] = 31.9732 
$X_BCE2_CHECKPOINTS[8] = -1862.806 
$Y_BCE2_CHECKPOINTS[8] = -2381.538 
$Z_BCE2_CHECKPOINTS[8] = 31.2712 
$X_BCE2_CHECKPOINTS[9] = -1800.629 
$Y_BCE2_CHECKPOINTS[9] = -2319.639 
$Z_BCE2_CHECKPOINTS[9] = 40.2496 
$X_BCE2_CHECKPOINTS[10] = -1707.158 
$Y_BCE2_CHECKPOINTS[10] = -2302.579 
$Z_BCE2_CHECKPOINTS[10] = 44.1806 
$X_BCE2_CHECKPOINTS[11] = -1662.639 
$Y_BCE2_CHECKPOINTS[11] = -2186.958 
$Z_BCE2_CHECKPOINTS[11] = 33.5305 
$X_BCE2_CHECKPOINTS[12] = -1688.256 
$Y_BCE2_CHECKPOINTS[12] = -2115.59 
$Z_BCE2_CHECKPOINTS[12] = 37.4741 
$X_BCE2_CHECKPOINTS[13] = -1778.958 
$Y_BCE2_CHECKPOINTS[13] = -2090.098 
$Z_BCE2_CHECKPOINTS[13] = 49.6459 
$X_BCE2_CHECKPOINTS[14] = -1868.425 
$Y_BCE2_CHECKPOINTS[14] = -2088.36 
$Z_BCE2_CHECKPOINTS[14] = 58.5847 
$X_BCE2_CHECKPOINTS[15] = -1959.41 
$Y_BCE2_CHECKPOINTS[15] = -2047.85 
$Z_BCE2_CHECKPOINTS[15] = 71.8449 
$X_BCE2_CHECKPOINTS[16] = -1947.789 
$Y_BCE2_CHECKPOINTS[16] = -1948.487 
$Z_BCE2_CHECKPOINTS[16] = 77.4592 
$X_BCE2_CHECKPOINTS[17] = -1852.11 
$Y_BCE2_CHECKPOINTS[17] = -1920.47 
$Z_BCE2_CHECKPOINTS[17] = 87.5994 
$X_BCE2_CHECKPOINTS[18] = -1754.616 
$Y_BCE2_CHECKPOINTS[18] = -1898.502 
$Z_BCE2_CHECKPOINTS[18] = 96.5566 
$X_BCE2_CHECKPOINTS[19] = -1654.121 
$Y_BCE2_CHECKPOINTS[19] = -1900.045 
$Z_BCE2_CHECKPOINTS[19] = 90.8553 
$X_BCE2_CHECKPOINTS[20] = -1554.651 
$Y_BCE2_CHECKPOINTS[20] = -1901.959 
$Z_BCE2_CHECKPOINTS[20] = 81.5693 
$X_BCE2_CHECKPOINTS[21] = -1512.378 
$Y_BCE2_CHECKPOINTS[21] = -1807.028 
$Z_BCE2_CHECKPOINTS[21] = 57.9597 
$X_BCE2_CHECKPOINTS[22] = -1433.233 
$Y_BCE2_CHECKPOINTS[22] = -1860.032 
$Z_BCE2_CHECKPOINTS[22] = 37.3383 
$X_BCE2_CHECKPOINTS[23] = -1425.812 
$Y_BCE2_CHECKPOINTS[23] = -1962.023 
$Z_BCE2_CHECKPOINTS[23] = 15.8029 
$X_BCE2_CHECKPOINTS[24] = -1298.451 
$Y_BCE2_CHECKPOINTS[24] = -2114.385 
$Z_BCE2_CHECKPOINTS[24] = 24.1506 
$X_BCE2_CHECKPOINTS[25] = -1269.661 
$Y_BCE2_CHECKPOINTS[25] = -2251.145 
$Z_BCE2_CHECKPOINTS[25] = 21.2137 
$X_BCE2_CHECKPOINTS[26] = -1260.525 
$Y_BCE2_CHECKPOINTS[26] = -2283.122 
$Z_BCE2_CHECKPOINTS[26] = 21.5858 
$X_BCE2_CHECKPOINTS[27] = -1255.258 
$Y_BCE2_CHECKPOINTS[27] = -2307.536 
$Z_BCE2_CHECKPOINTS[27] = 22.066 
$X_BCE2_CHECKPOINTS[28] = -1253.158 
$Y_BCE2_CHECKPOINTS[28] = -2315.343 
$Z_BCE2_CHECKPOINTS[28] = 22.5913 
$X_BCE2_CHECKPOINTS[29] = -1216.728 
$Y_BCE2_CHECKPOINTS[29] = -2343.497 
$Z_BCE2_CHECKPOINTS[29] = 16.9383 
$X_BCE2_CHECKPOINTS[30] = -1193.944 
$Y_BCE2_CHECKPOINTS[30] = -2355.995 
$Z_BCE2_CHECKPOINTS[30] = 18.7764 
$X_BCE2_CHECKPOINTS[31] = -1104.68 
$Y_BCE2_CHECKPOINTS[31] = -2377.18 
$Z_BCE2_CHECKPOINTS[31] = 36.3239 
$X_BCE2_CHECKPOINTS[32] = -1000.239 
$Y_BCE2_CHECKPOINTS[32] = -2371.509 
$Z_BCE2_CHECKPOINTS[32] = 64.5107 
$X_BCE2_CHECKPOINTS[33] = -958.5369 
$Y_BCE2_CHECKPOINTS[33] = -2281.055 
$Z_BCE2_CHECKPOINTS[33] = 52.9462 
$X_BCE2_CHECKPOINTS[34] = -939.7041 
$Y_BCE2_CHECKPOINTS[34] = -2187.095 
$Z_BCE2_CHECKPOINTS[34] = 35.4659 
$X_BCE2_CHECKPOINTS[35] = -841.8345 
$Y_BCE2_CHECKPOINTS[35] = -2181.378 
$Z_BCE2_CHECKPOINTS[35] = 23.7405 
$X_BCE2_CHECKPOINTS[36] = -790.3633 
$Y_BCE2_CHECKPOINTS[36] = -2095.343 
$Z_BCE2_CHECKPOINTS[36] = 25.4038 
$X_BCE2_CHECKPOINTS[37] = -844.4321 
$Y_BCE2_CHECKPOINTS[37] = -2010.339 
$Z_BCE2_CHECKPOINTS[37] = 20.3482 
$X_BCE2_CHECKPOINTS[38] = -809.238 
$Y_BCE2_CHECKPOINTS[38] = -1902.54 
$Z_BCE2_CHECKPOINTS[38] = 9.4239 
$X_BCE2_CHECKPOINTS[39] = -735.21 
$Y_BCE2_CHECKPOINTS[39] = -1855.303 
$Z_BCE2_CHECKPOINTS[39] = 13.5207 
$X_BCE2_CHECKPOINTS[40] = -641.8992 
$Y_BCE2_CHECKPOINTS[40] = -1846.861 
$Z_BCE2_CHECKPOINTS[40] = 21.7356 
$X_BCE2_CHECKPOINTS[41] = -546.9716 
$Y_BCE2_CHECKPOINTS[41] = -1832.096 
$Z_BCE2_CHECKPOINTS[41] = 25.5599 
$X_BCE2_CHECKPOINTS[42] = -460.5018 
$Y_BCE2_CHECKPOINTS[42] = -1800.012 
$Z_BCE2_CHECKPOINTS[42] = 8.5607 
$X_BCE2_CHECKPOINTS[43] = -424.1711 
$Y_BCE2_CHECKPOINTS[43] = -1704.138 
$Z_BCE2_CHECKPOINTS[43] = 10.8356 
$X_BCE2_CHECKPOINTS[44] = -410.4569 
$Y_BCE2_CHECKPOINTS[44] = -1611.74 
$Z_BCE2_CHECKPOINTS[44] = 20.2907 
$X_BCE2_CHECKPOINTS[45] = -358.7348 
$Y_BCE2_CHECKPOINTS[45] = -1531.884 
$Z_BCE2_CHECKPOINTS[45] = 19.0268 
$X_BCE2_CHECKPOINTS[46] = -342.9092 
$Y_BCE2_CHECKPOINTS[46] = -1455.663 
$Z_BCE2_CHECKPOINTS[46] = 17.8712 
$X_BCE2_CHECKPOINTS[47] = -243.4206 
$Y_BCE2_CHECKPOINTS[47] = -1451.22 
$Z_BCE2_CHECKPOINTS[47] = 4.3198 
$X_BCE2_CHECKPOINTS[48] = -193.0986 
$Y_BCE2_CHECKPOINTS[48] = -1477.038 
$Z_BCE2_CHECKPOINTS[48] = 7.9595 
$X_BCE2_CHECKPOINTS[49] = -68.0509 
$Y_BCE2_CHECKPOINTS[49] = -1510.513 
$Z_BCE2_CHECKPOINTS[49] = 1.9303 
$X_BCE2_CHECKPOINTS[50] = 31.2142 
$Y_BCE2_CHECKPOINTS[50] = -1526.881 
$Z_BCE2_CHECKPOINTS[50] = 4.3931 
$X_BCE2_CHECKPOINTS[51] = 129.336 
$Y_BCE2_CHECKPOINTS[51] = -1459.612 
$Z_BCE2_CHECKPOINTS[51] = 23.8768 
$X_BCE2_CHECKPOINTS[52] = 139.13 
$Y_BCE2_CHECKPOINTS[52] = -1255.649 
$Z_BCE2_CHECKPOINTS[52] = 44.9903 
$X_BCE2_CHECKPOINTS[53] = 266.63 
$Y_BCE2_CHECKPOINTS[53] = -995.6493 
$Z_BCE2_CHECKPOINTS[53] = 50.9903 
$X_BCE2_CHECKPOINTS[54] = 366.63 
$Y_BCE2_CHECKPOINTS[54] = -757.6493 
$Z_BCE2_CHECKPOINTS[54] = 16.4903 
$X_BCE2_CHECKPOINTS[55] = 424.13 
$Y_BCE2_CHECKPOINTS[55] = -567.6493 
$Z_BCE2_CHECKPOINTS[55] = 38.9903 
$X_BCE2_CHECKPOINTS[56] = 458.13 
$Y_BCE2_CHECKPOINTS[56] = -448.1493 
$Z_BCE2_CHECKPOINTS[56] = 30.9903 
$X_BCE2_CHECKPOINTS[57] = 338.13 
$Y_BCE2_CHECKPOINTS[57] = -390.6493 
$Z_BCE2_CHECKPOINTS[57] = 12.9903 
$X_BCE2_CHECKPOINTS[58] = 338.13 
$Y_BCE2_CHECKPOINTS[58] = -342.1493 
$Z_BCE2_CHECKPOINTS[58] = 8.9903 
$X_BCE2_CHECKPOINTS[59] = 475.13 
$Y_BCE2_CHECKPOINTS[59] = -264.6493 
$Z_BCE2_CHECKPOINTS[59] = 9.9903 
$X_BCE2_CHECKPOINTS[60] = 615.63 
$Y_BCE2_CHECKPOINTS[60] = -197.1493 
$Z_BCE2_CHECKPOINTS[60] = 9.9903 
$X_BCE2_CHECKPOINTS[61] = 757.13 
$Y_BCE2_CHECKPOINTS[61] = -152.1493 
$Z_BCE2_CHECKPOINTS[61] = 18.4903 
$X_BCE2_CHECKPOINTS[62] = 907.13 
$Y_BCE2_CHECKPOINTS[62] = -92.1493 
$Z_BCE2_CHECKPOINTS[62] = 19.9903 
$X_BCE2_CHECKPOINTS[63] = 1135.63 
$Y_BCE2_CHECKPOINTS[63] = -63.6493 
$Z_BCE2_CHECKPOINTS[63] = 22.9903 
$X_BCE2_CHECKPOINTS[64] = 1280.63 
$Y_BCE2_CHECKPOINTS[64] = -170.6493 
$Z_BCE2_CHECKPOINTS[64] = 32.4903 
$X_BCE2_CHECKPOINTS[65] = 1440.63 
$Y_BCE2_CHECKPOINTS[65] = -214.6493 
$Z_BCE2_CHECKPOINTS[65] = 7.9903 
$X_BCE2_CHECKPOINTS[66] = 1554.63 
$Y_BCE2_CHECKPOINTS[66] = -124.6493 
$Z_BCE2_CHECKPOINTS[66] = 17.9903 
$X_BCE2_CHECKPOINTS[67] = 1551.63 
$Y_BCE2_CHECKPOINTS[67] = 46.8507 
$Z_BCE2_CHECKPOINTS[67] = 23.9903 
$X_BCE2_CHECKPOINTS[68] = 1567.13 
$Y_BCE2_CHECKPOINTS[68] = 122.3507 
$Z_BCE2_CHECKPOINTS[68] = 28.9903 
$X_BCE2_CHECKPOINTS[69] = 1807.13 
$Y_BCE2_CHECKPOINTS[69] = 75.3507 
$Z_BCE2_CHECKPOINTS[69] = 34.4903 
$X_BCE2_CHECKPOINTS[70] = 2057.13 
$Y_BCE2_CHECKPOINTS[70] = 40.3507 
$Z_BCE2_CHECKPOINTS[70] = 26.9903 
$X_BCE2_CHECKPOINTS[71] = 2275.63 
$Y_BCE2_CHECKPOINTS[71] = 41.8507 
$Z_BCE2_CHECKPOINTS[71] = 25.4903 
$X_BCE2_CHECKPOINTS[72] = 2365.63 
$Y_BCE2_CHECKPOINTS[72] = 91.8507 
$Z_BCE2_CHECKPOINTS[72] = 25.4903 
$X_BCE2_CHECKPOINTS[73] = 2435.63 
$Y_BCE2_CHECKPOINTS[73] = 41.8507 
$Z_BCE2_CHECKPOINTS[73] = 25.4903 
$X_BCE2_CHECKPOINTS[74] = 2692.13 
$Y_BCE2_CHECKPOINTS[74] = 33.8507 
$Z_BCE2_CHECKPOINTS[74] = 25.4903 
$X_BCE2_CHECKPOINTS[75] = 2737.63 
$Y_BCE2_CHECKPOINTS[75] = -156.1493 
$Z_BCE2_CHECKPOINTS[75] = 31.4903 
$X_BCE2_CHECKPOINTS[76] = 2700.13 
$Y_BCE2_CHECKPOINTS[76] = -384.1493 
$Z_BCE2_CHECKPOINTS[76] = 24.4903 
$X_BCE2_CHECKPOINTS[77] = 2820.13 
$Y_BCE2_CHECKPOINTS[77] = -554.1493 
$Z_BCE2_CHECKPOINTS[77] = 9.9903 
$X_BCE2_CHECKPOINTS[78] = 2846.13 
$Y_BCE2_CHECKPOINTS[78] = -711.6493 
$Z_BCE2_CHECKPOINTS[78] = 9.9903 
$X_BCE2_CHECKPOINTS[79] = 2841.63 
$Y_BCE2_CHECKPOINTS[79] = -929.1493 
$Z_BCE2_CHECKPOINTS[79] = 13.9903 
$X_BCE2_CHECKPOINTS[80] = 2841.13 
$Y_BCE2_CHECKPOINTS[80] = -1182.649 
$Z_BCE2_CHECKPOINTS[80] = 23.9903 
$X_BCE2_CHECKPOINTS[81] = 2873.13 
$Y_BCE2_CHECKPOINTS[81] = -1383.649 
$Z_BCE2_CHECKPOINTS[81] = 10.4903 
$X_BCE2_CHECKPOINTS[82] = 2797.63 
$Y_BCE2_CHECKPOINTS[82] = -1380.649 
$Z_BCE2_CHECKPOINTS[82] = 20.9903 
$X_BCE2_CHECKPOINTS[83] = 2795.13 
$Y_BCE2_CHECKPOINTS[83] = -1262.149 
$Z_BCE2_CHECKPOINTS[83] = 45.9903 
$X_BCE2_CHECKPOINTS[84] = 2732.13 
$Y_BCE2_CHECKPOINTS[84] = -1257.649 
$Z_BCE2_CHECKPOINTS[84] = 58.9903 
$X_BCE2_PATRIOT_CHECKPOINTS[0] = 2487.846 
$Y_BCE2_PATRIOT_CHECKPOINTS[0] = -1661.031 
$Z_BCE2_PATRIOT_CHECKPOINTS[0] = 13.0886 
$X_BCE2_PATRIOT_CHECKPOINTS[1] = 2387.639 
$Y_BCE2_PATRIOT_CHECKPOINTS[1] = -1657.847 
$Z_BCE2_PATRIOT_CHECKPOINTS[1] = 13.1425 
$X_BCE2_PATRIOT_CHECKPOINTS[2] = 2287.486 
$Y_BCE2_PATRIOT_CHECKPOINTS[2] = -1659.316 
$Z_BCE2_PATRIOT_CHECKPOINTS[2] = 14.644 
$X_BCE2_PATRIOT_CHECKPOINTS[3] = 2188.221 
$Y_BCE2_PATRIOT_CHECKPOINTS[3] = -1639.707 
$Z_BCE2_PATRIOT_CHECKPOINTS[3] = 15.0652 
$X_BCE2_PATRIOT_CHECKPOINTS[4] = 2091.671 
$Y_BCE2_PATRIOT_CHECKPOINTS[4] = -1612.541 
$Z_BCE2_PATRIOT_CHECKPOINTS[4] = 13.1285 
$X_BCE2_PATRIOT_CHECKPOINTS[5] = 1990.505 
$Y_BCE2_PATRIOT_CHECKPOINTS[5] = -1612.728 
$Z_BCE2_PATRIOT_CHECKPOINTS[5] = 13.1392 
$X_BCE2_PATRIOT_CHECKPOINTS[6] = 1889.545 
$Y_BCE2_PATRIOT_CHECKPOINTS[6] = -1612.92 
$Z_BCE2_PATRIOT_CHECKPOINTS[6] = 13.1432 
$X_BCE2_PATRIOT_CHECKPOINTS[7] = 1788.509 
$Y_BCE2_PATRIOT_CHECKPOINTS[7] = -1609.786 
$Z_BCE2_PATRIOT_CHECKPOINTS[7] = 13.1208 
$X_BCE2_PATRIOT_CHECKPOINTS[8] = 1688.856 
$Y_BCE2_PATRIOT_CHECKPOINTS[8] = -1592.988 
$Z_BCE2_PATRIOT_CHECKPOINTS[8] = 13.1397 
$X_BCE2_PATRIOT_CHECKPOINTS[9] = 1587.913 
$Y_BCE2_PATRIOT_CHECKPOINTS[9] = -1589.57 
$Z_BCE2_PATRIOT_CHECKPOINTS[9] = 13.1277 
$X_BCE2_PATRIOT_CHECKPOINTS[10] = 1487.483 
$Y_BCE2_PATRIOT_CHECKPOINTS[10] = -1592.59 
$Z_BCE2_PATRIOT_CHECKPOINTS[10] = 13.1511 
$X_BCE2_PATRIOT_CHECKPOINTS[11] = 1386.551 
$Y_BCE2_PATRIOT_CHECKPOINTS[11] = -1586.947 
$Z_BCE2_PATRIOT_CHECKPOINTS[11] = 13.1234 
$X_BCE2_PATRIOT_CHECKPOINTS[12] = 1286.662 
$Y_BCE2_PATRIOT_CHECKPOINTS[12] = -1571.949 
$Z_BCE2_PATRIOT_CHECKPOINTS[12] = 13.1273 
$X_BCE2_PATRIOT_CHECKPOINTS[13] = 1185.751 
$Y_BCE2_PATRIOT_CHECKPOINTS[13] = -1570.81 
$Z_BCE2_PATRIOT_CHECKPOINTS[13] = 13.141 
$X_BCE2_PATRIOT_CHECKPOINTS[14] = 1084.591 
$Y_BCE2_PATRIOT_CHECKPOINTS[14] = -1571.387 
$Z_BCE2_PATRIOT_CHECKPOINTS[14] = 13.1352 
$X_BCE2_PATRIOT_CHECKPOINTS[15] = 1057.109 
$Y_BCE2_PATRIOT_CHECKPOINTS[15] = -1474.388 
$Z_BCE2_PATRIOT_CHECKPOINTS[15] = 13.1259 
$X_BCE2_PATRIOT_CHECKPOINTS[16] = 1061.076 
$Y_BCE2_PATRIOT_CHECKPOINTS[16] = -1373.338 
$Z_BCE2_PATRIOT_CHECKPOINTS[16] = 13.1525 
$X_BCE2_PATRIOT_CHECKPOINTS[17] = 1057.542 
$Y_BCE2_PATRIOT_CHECKPOINTS[17] = -1273.05 
$Z_BCE2_PATRIOT_CHECKPOINTS[17] = 13.1425 
$X_BCE2_PATRIOT_CHECKPOINTS[18] = 1058.531 
$Y_BCE2_PATRIOT_CHECKPOINTS[18] = -1173.37 
$Z_BCE2_PATRIOT_CHECKPOINTS[18] = 23.0197 
$X_BCE2_PATRIOT_CHECKPOINTS[19] = 963.0153 
$Y_BCE2_PATRIOT_CHECKPOINTS[19] = -1141.863 
$Z_BCE2_PATRIOT_CHECKPOINTS[19] = 23.4253 
$X_BCE2_PATRIOT_CHECKPOINTS[20] = 862.2285 
$Y_BCE2_PATRIOT_CHECKPOINTS[20] = -1144.682 
$Z_BCE2_PATRIOT_CHECKPOINTS[20] = 23.4156 
$X_BCE2_PATRIOT_CHECKPOINTS[21] = 796.4694 
$Y_BCE2_PATRIOT_CHECKPOINTS[21] = -1069.208 
$Z_BCE2_PATRIOT_CHECKPOINTS[21] = 24.2389 
$X_BCE2_PATRIOT_CHECKPOINTS[22] = 707.7682 
$Y_BCE2_PATRIOT_CHECKPOINTS[22] = -1116.413 
$Z_BCE2_PATRIOT_CHECKPOINTS[22] = 17.7387 
$X_BCE2_PATRIOT_CHECKPOINTS[23] = 648.3205 
$Y_BCE2_PATRIOT_CHECKPOINTS[23] = -1197.185 
$Z_BCE2_PATRIOT_CHECKPOINTS[23] = 17.2365 
$X_BCE2_PATRIOT_CHECKPOINTS[24] = 641.5527 
$Y_BCE2_PATRIOT_CHECKPOINTS[24] = -1199.744 
$Z_BCE2_PATRIOT_CHECKPOINTS[24] = 17.7693 
$X_BCE2_PATRIOT_CHECKPOINTS[25] = 568.4156 
$Y_BCE2_PATRIOT_CHECKPOINTS[25] = -1131.509 
$Z_BCE2_PATRIOT_CHECKPOINTS[25] = 26.222 
$X_BCE2_PATRIOT_CHECKPOINTS[26] = 469.6543 
$Y_BCE2_PATRIOT_CHECKPOINTS[26] = -1113.59 
$Z_BCE2_PATRIOT_CHECKPOINTS[26] = 27.6279 
$X_BCE2_PATRIOT_CHECKPOINTS[27] = 370.4434 
$Y_BCE2_PATRIOT_CHECKPOINTS[27] = -1129.382 
$Z_BCE2_PATRIOT_CHECKPOINTS[27] = 25.3758 
$X_BCE2_PATRIOT_CHECKPOINTS[28] = 274.1698 
$Y_BCE2_PATRIOT_CHECKPOINTS[28] = -1156.751 
$Z_BCE2_PATRIOT_CHECKPOINTS[28] = 21.1352 
$X_BCE2_PATRIOT_CHECKPOINTS[29] = 181.3566 
$Y_BCE2_PATRIOT_CHECKPOINTS[29] = -1195.782 
$Z_BCE2_PATRIOT_CHECKPOINTS[29] = 17.3878 
$X_BCE2_PATRIOT_CHECKPOINTS[30] = 94.4232 
$Y_BCE2_PATRIOT_CHECKPOINTS[30] = -1245.732 
$Z_BCE2_PATRIOT_CHECKPOINTS[30] = 14.5145 
$X_BCE2_PATRIOT_CHECKPOINTS[31] = 15.8414 
$Y_BCE2_PATRIOT_CHECKPOINTS[31] = -1308.858 
$Z_BCE2_PATRIOT_CHECKPOINTS[31] = 12.0496 
$X_BCE2_PATRIOT_CHECKPOINTS[32] = -62.2601 
$Y_BCE2_PATRIOT_CHECKPOINTS[32] = -1372.58 
$Z_BCE2_PATRIOT_CHECKPOINTS[32] = 11.3571 
$X_BCE2_PATRIOT_CHECKPOINTS[33] = -133.5467 
$Y_BCE2_PATRIOT_CHECKPOINTS[33] = -1443.433 
$Z_BCE2_PATRIOT_CHECKPOINTS[33] = 12.5484 
$X_BCE2_PATRIOT_CHECKPOINTS[34] = -201.4483 
$Y_BCE2_PATRIOT_CHECKPOINTS[34] = -1518.152 
$Z_BCE2_PATRIOT_CHECKPOINTS[34] = 14.3358 
$X_BCE2_PATRIOT_CHECKPOINTS[35] = -261.8274 
$Y_BCE2_PATRIOT_CHECKPOINTS[35] = -1597.991 
$Z_BCE2_PATRIOT_CHECKPOINTS[35] = 15.6199 
$X_BCE2_PATRIOT_CHECKPOINTS[36] = -295.7058 
$Y_BCE2_PATRIOT_CHECKPOINTS[36] = -1693.143 
$Z_BCE2_PATRIOT_CHECKPOINTS[36] = 14.4603 
$X_BCE2_PATRIOT_CHECKPOINTS[37] = -331.9772 
$Y_BCE2_PATRIOT_CHECKPOINTS[37] = -1786.496 
$Z_BCE2_PATRIOT_CHECKPOINTS[37] = 17.6881 
$X_BCE2_PATRIOT_CHECKPOINTS[38] = -367.9241 
$Y_BCE2_PATRIOT_CHECKPOINTS[38] = -1879.787 
$Z_BCE2_PATRIOT_CHECKPOINTS[38] = 25.9672 
$X_BCE2_PATRIOT_CHECKPOINTS[39] = -367.5844 
$Y_BCE2_PATRIOT_CHECKPOINTS[39] = -1980.193 
$Z_BCE2_PATRIOT_CHECKPOINTS[39] = 27.9446 
$X_BCE2_PATRIOT_CHECKPOINTS[40] = -350.2859 
$Y_BCE2_PATRIOT_CHECKPOINTS[40] = -2079.723 
$Z_BCE2_PATRIOT_CHECKPOINTS[40] = 28.0525 
$X_BCE2_PATRIOT_CHECKPOINTS[41] = -333.1001 
$Y_BCE2_PATRIOT_CHECKPOINTS[41] = -2179.344 
$Z_BCE2_PATRIOT_CHECKPOINTS[41] = 28.1703 
$X_BCE2_PATRIOT_CHECKPOINTS[42] = -297.5232 
$Y_BCE2_PATRIOT_CHECKPOINTS[42] = -2273.428 
$Z_BCE2_PATRIOT_CHECKPOINTS[42] = 29.7426 
$X_BCE2_PATRIOT_CHECKPOINTS[43] = -233.4477 
$Y_BCE2_PATRIOT_CHECKPOINTS[43] = -2351.693 
$Z_BCE2_PATRIOT_CHECKPOINTS[43] = 31.5324 
$X_BCE2_PATRIOT_CHECKPOINTS[44] = -159.7139 
$Y_BCE2_PATRIOT_CHECKPOINTS[44] = -2420.795 
$Z_BCE2_PATRIOT_CHECKPOINTS[44] = 35.957 
$X_BCE2_PATRIOT_CHECKPOINTS[45] = -92.2604 
$Y_BCE2_PATRIOT_CHECKPOINTS[45] = -2496.009 
$Z_BCE2_PATRIOT_CHECKPOINTS[45] = 38.2066 
$X_BCE2_PATRIOT_CHECKPOINTS[46] = -49.518 
$Y_BCE2_PATRIOT_CHECKPOINTS[46] = -2586.409 
$Z_BCE2_PATRIOT_CHECKPOINTS[46] = 43.3945 
$X_BCE2_PATRIOT_CHECKPOINTS[47] = -39.0012 
$Y_BCE2_PATRIOT_CHECKPOINTS[47] = -2686.408 
$Z_BCE2_PATRIOT_CHECKPOINTS[47] = 42.5762 
$X_BCE2_PATRIOT_CHECKPOINTS[48] = -71.9678 
$Y_BCE2_PATRIOT_CHECKPOINTS[48] = -2781.283 
$Z_BCE2_PATRIOT_CHECKPOINTS[48] = 39.1346 
$X_BCE2_PATRIOT_CHECKPOINTS[49] = -162.2194 
$Y_BCE2_PATRIOT_CHECKPOINTS[49] = -2824.728 
$Z_BCE2_PATRIOT_CHECKPOINTS[49] = 40.6313 
$X_BCE2_PATRIOT_CHECKPOINTS[50] = -261.9651 
$Y_BCE2_PATRIOT_CHECKPOINTS[50] = -2815.27 
$Z_BCE2_PATRIOT_CHECKPOINTS[50] = 50.816 
$X_BCE2_PATRIOT_CHECKPOINTS[51] = -357.7323 
$Y_BCE2_PATRIOT_CHECKPOINTS[51] = -2787.403 
$Z_BCE2_PATRIOT_CHECKPOINTS[51] = 61.6162 
$X_BCE2_PATRIOT_CHECKPOINTS[52] = -456.2191 
$Y_BCE2_PATRIOT_CHECKPOINTS[52] = -2766.184 
$Z_BCE2_PATRIOT_CHECKPOINTS[52] = 66.2852 
$X_BCE2_PATRIOT_CHECKPOINTS[53] = -555.2378 
$Y_BCE2_PATRIOT_CHECKPOINTS[53] = -2751.549 
$Z_BCE2_PATRIOT_CHECKPOINTS[53] = 65.7085 
$X_BCE2_PATRIOT_CHECKPOINTS[54] = -655.188 
$Y_BCE2_PATRIOT_CHECKPOINTS[54] = -2748.977 
$Z_BCE2_PATRIOT_CHECKPOINTS[54] = 69.8092 
$X_BCE2_PATRIOT_CHECKPOINTS[55] = -753.9544 
$Y_BCE2_PATRIOT_CHECKPOINTS[55] = -2764.895 
$Z_BCE2_PATRIOT_CHECKPOINTS[55] = 74.469 
$X_BCE2_PATRIOT_CHECKPOINTS[56] = -847.778 
$Y_BCE2_PATRIOT_CHECKPOINTS[56] = -2801.963 
$Z_BCE2_PATRIOT_CHECKPOINTS[56] = 70.6215 
$X_BCE2_PATRIOT_CHECKPOINTS[57] = -938.0959 
$Y_BCE2_PATRIOT_CHECKPOINTS[57] = -2845.479 
$Z_BCE2_PATRIOT_CHECKPOINTS[57] = 68.4226 
$X_BCE2_PATRIOT_CHECKPOINTS[58] = -1038.655 
$Y_BCE2_PATRIOT_CHECKPOINTS[58] = -2853.158 
$Z_BCE2_PATRIOT_CHECKPOINTS[58] = 67.4485 
$X_BCE2_PATRIOT_CHECKPOINTS[59] = -1139.419 
$Y_BCE2_PATRIOT_CHECKPOINTS[59] = -2855.438 
$Z_BCE2_PATRIOT_CHECKPOINTS[59] = 67.466 
$X_BCE2_PATRIOT_CHECKPOINTS[60] = -1239.449 
$Y_BCE2_PATRIOT_CHECKPOINTS[60] = -2860.805 
$Z_BCE2_PATRIOT_CHECKPOINTS[60] = 65.7173 
$X_BCE2_PATRIOT_CHECKPOINTS[61] = -1338.09 
$Y_BCE2_PATRIOT_CHECKPOINTS[61] = -2878.668 
$Z_BCE2_PATRIOT_CHECKPOINTS[61] = 55.5616 
$X_BCE2_PATRIOT_CHECKPOINTS[62] = -1435.335 
$Y_BCE2_PATRIOT_CHECKPOINTS[62] = -2853.41 
$Z_BCE2_PATRIOT_CHECKPOINTS[62] = 48.3088 
$X_BCE2_PATRIOT_CHECKPOINTS[63] = -1520.402 
$Y_BCE2_PATRIOT_CHECKPOINTS[63] = -2799.315 
$Z_BCE2_PATRIOT_CHECKPOINTS[63] = 46.6003 
$X_BCE2_PATRIOT_CHECKPOINTS[64] = -1600.969 
$Y_BCE2_PATRIOT_CHECKPOINTS[64] = -2739.976 
$Z_BCE2_PATRIOT_CHECKPOINTS[64] = 48.7977 
$X_BCE2_PATRIOT_CHECKPOINTS[65] = -1681.43 
$Y_BCE2_PATRIOT_CHECKPOINTS[65] = -2679.765 
$Z_BCE2_PATRIOT_CHECKPOINTS[65] = 48.2789 
$X_BCE2_PATRIOT_CHECKPOINTS[66] = -1745.168 
$Y_BCE2_PATRIOT_CHECKPOINTS[66] = -2601.553 
$Z_BCE2_PATRIOT_CHECKPOINTS[66] = 49.447 
$X_BCE2_PATRIOT_CHECKPOINTS[67] = -1823.681 
$Y_BCE2_PATRIOT_CHECKPOINTS[67] = -2538.121 
$Z_BCE2_PATRIOT_CHECKPOINTS[67] = 52.7491 
$X_BCE2_PATRIOT_CHECKPOINTS[68] = -1923.907 
$Y_BCE2_PATRIOT_CHECKPOINTS[68] = -2539.927 
$Z_BCE2_PATRIOT_CHECKPOINTS[68] = 38.6757 
$X_BCE2_PATRIOT_CHECKPOINTS[69] = -2019.306 
$Y_BCE2_PATRIOT_CHECKPOINTS[69] = -2507.657 
$Z_BCE2_PATRIOT_CHECKPOINTS[69] = 32.3084 
$X_BCE2_PATRIOT_CHECKPOINTS[70] = -2100.137 
$Y_BCE2_PATRIOT_CHECKPOINTS[70] = -2446.756 
$Z_BCE2_PATRIOT_CHECKPOINTS[70] = 30.2321 
$X_BCE2_PATRIOT_CHECKPOINTS[71] = -2179.157 
$Y_BCE2_PATRIOT_CHECKPOINTS[71] = -2383.901 
$Z_BCE2_PATRIOT_CHECKPOINTS[71] = 30.2293 
$X_BCE2_PATRIOT_CHECKPOINTS[72] = -2190.173 
$Y_BCE2_PATRIOT_CHECKPOINTS[72] = -2284.406 
$Z_BCE2_PATRIOT_CHECKPOINTS[72] = 30.2286 
$X_BCE2_PATRIOT_CHECKPOINTS[73] = -2264.34 
$Y_BCE2_PATRIOT_CHECKPOINTS[73] = -2216.777 
$Z_BCE2_PATRIOT_CHECKPOINTS[73] = 30.8563 
$X_BCE2_PATRIOT_CHECKPOINTS[74] = -2182.781 
$Y_BCE2_PATRIOT_CHECKPOINTS[74] = -2160.892 
$Z_BCE2_PATRIOT_CHECKPOINTS[74] = 47.4936 
$X_BCE2_PATRIOT_CHECKPOINTS[75] = -2110.828 
$Y_BCE2_PATRIOT_CHECKPOINTS[75] = -2092.427 
$Z_BCE2_PATRIOT_CHECKPOINTS[75] = 61.5663 
$X_BCE2_PATRIOT_CHECKPOINTS[76] = -2078.496 
$Y_BCE2_PATRIOT_CHECKPOINTS[76] = -1997.306 
$Z_BCE2_PATRIOT_CHECKPOINTS[76] = 60.012 
$X_BCE2_PATRIOT_CHECKPOINTS[77] = -2028.488 
$Y_BCE2_PATRIOT_CHECKPOINTS[77] = -1910.774 
$Z_BCE2_PATRIOT_CHECKPOINTS[77] = 48.5942 
$X_BCE2_PATRIOT_CHECKPOINTS[78] = -1971.902 
$Y_BCE2_PATRIOT_CHECKPOINTS[78] = -1828.087 
$Z_BCE2_PATRIOT_CHECKPOINTS[78] = 36.8357 
$X_BCE2_PATRIOT_CHECKPOINTS[79] = -1898.346 
$Y_BCE2_PATRIOT_CHECKPOINTS[79] = -1760.456 
$Z_BCE2_PATRIOT_CHECKPOINTS[79] = 29.4533 
$X_BCE2_PATRIOT_CHECKPOINTS[80] = -1808.711 
$Y_BCE2_PATRIOT_CHECKPOINTS[80] = -1715.568 
$Z_BCE2_PATRIOT_CHECKPOINTS[80] = 28.8706 
$X_BCE2_PATRIOT_CHECKPOINTS[81] = -1724.839 
$Y_BCE2_PATRIOT_CHECKPOINTS[81] = -1660.957 
$Z_BCE2_PATRIOT_CHECKPOINTS[81] = 36.2003 
$X_BCE2_PATRIOT_CHECKPOINTS[82] = -1631.223 
$Y_BCE2_PATRIOT_CHECKPOINTS[82] = -1624.267 
$Z_BCE2_PATRIOT_CHECKPOINTS[82] = 36.0242 
$X_BCE2_PATRIOT_CHECKPOINTS[83] = -1546.374 
$Y_BCE2_PATRIOT_CHECKPOINTS[83] = -1570.568 
$Z_BCE2_PATRIOT_CHECKPOINTS[83] = 37.4867 
$X_BCE2_PATRIOT_CHECKPOINTS[84] = -1626.075 
$Y_BCE2_PATRIOT_CHECKPOINTS[84] = -1510.003 
$Z_BCE2_PATRIOT_CHECKPOINTS[84] = 37.0858 
$X_BCE2_PATRIOT_CHECKPOINTS[85] = -1722.531 
$Y_BCE2_PATRIOT_CHECKPOINTS[85] = -1483.55 
$Z_BCE2_PATRIOT_CHECKPOINTS[85] = 34.2269 
$X_BCE2_PATRIOT_CHECKPOINTS[86] = -1807.41 
$Y_BCE2_PATRIOT_CHECKPOINTS[86] = -1430.105 
$Z_BCE2_PATRIOT_CHECKPOINTS[86] = 35.74 
$X_BCE2_PATRIOT_CHECKPOINTS[87] = -1894.584 
$Y_BCE2_PATRIOT_CHECKPOINTS[87] = -1380.672 
$Z_BCE2_PATRIOT_CHECKPOINTS[87] = 39.6104 
$X_BCE2_PATRIOT_CHECKPOINTS[88] = -1899.035 
$Y_BCE2_PATRIOT_CHECKPOINTS[88] = -1280.731 
$Z_BCE2_PATRIOT_CHECKPOINTS[88] = 39.2288 
$X_BCE2_PATRIOT_CHECKPOINTS[89] = -1896.879 
$Y_BCE2_PATRIOT_CHECKPOINTS[89] = -1179.88 
$Z_BCE2_PATRIOT_CHECKPOINTS[89] = 38.8035 
$X_BCE2_PATRIOT_CHECKPOINTS[90] = -1900.238 
$Y_BCE2_PATRIOT_CHECKPOINTS[90] = -1078.988 
$Z_BCE2_PATRIOT_CHECKPOINTS[90] = 37.9866 
$X_BCE2_PATRIOT_CHECKPOINTS[91] = -1896.756 
$Y_BCE2_PATRIOT_CHECKPOINTS[91] = -978.951 
$Z_BCE2_PATRIOT_CHECKPOINTS[91] = 41.2545 
$X_BCE2_PATRIOT_CHECKPOINTS[92] = -1896.016 
$Y_BCE2_PATRIOT_CHECKPOINTS[92] = -878.1399 
$Z_BCE2_PATRIOT_CHECKPOINTS[92] = 44.7055 
$X_BCE2_PATRIOT_CHECKPOINTS[93] = -1897.241 
$Y_BCE2_PATRIOT_CHECKPOINTS[93] = -777.6757 
$Z_BCE2_PATRIOT_CHECKPOINTS[93] = 44.692 
$X_BCE2_PATRIOT_CHECKPOINTS[94] = -1895.959 
$Y_BCE2_PATRIOT_CHECKPOINTS[94] = -677.4996 
$Z_BCE2_PATRIOT_CHECKPOINTS[94] = 41.0312 
$X_BCE2_PATRIOT_CHECKPOINTS[95] = -1894.737 
$Y_BCE2_PATRIOT_CHECKPOINTS[95] = -576.5858 
$Z_BCE2_PATRIOT_CHECKPOINTS[95] = 38.0016 
$X_BCE2_PATRIOT_CHECKPOINTS[96] = -1897.71 
$Y_BCE2_PATRIOT_CHECKPOINTS[96] = -476.4786 
$Z_BCE2_PATRIOT_CHECKPOINTS[96] = 37.9914 
$X_BCE2_PATRIOT_CHECKPOINTS[97] = -1896.154 
$Y_BCE2_PATRIOT_CHECKPOINTS[97] = -376.3374 
$Z_BCE2_PATRIOT_CHECKPOINTS[97] = 37.9879 
$X_BCE2_PATRIOT_CHECKPOINTS[98] = -1896.894 
$Y_BCE2_PATRIOT_CHECKPOINTS[98] = -275.5032 
$Z_BCE2_PATRIOT_CHECKPOINTS[98] = 37.9875 
$X_BCE2_PATRIOT_CHECKPOINTS[99] = -1895.73 
$Y_BCE2_PATRIOT_CHECKPOINTS[99] = -174.2612 
$Z_BCE2_PATRIOT_CHECKPOINTS[99] = 37.9884 
$X_BCE2_PATRIOT_CHECKPOINTS[100] = -1890.837 
$Y_BCE2_PATRIOT_CHECKPOINTS[100] = -73.2693 
$Z_BCE2_PATRIOT_CHECKPOINTS[100] = 38.0012 
$X_BCE2_PATRIOT_CHECKPOINTS[101] = -1890.615 
$Y_BCE2_PATRIOT_CHECKPOINTS[101] = 27.5906 
$Z_BCE2_PATRIOT_CHECKPOINTS[101] = 38.0035 
$X_BCE2_PATRIOT_CHECKPOINTS[102] = -1874.62 
$Y_BCE2_PATRIOT_CHECKPOINTS[102] = 127.2809 
$Z_BCE2_PATRIOT_CHECKPOINTS[102] = 37.9871 
$X_BCE2_PATRIOT_CHECKPOINTS[103] = -1842.755 
$Y_BCE2_PATRIOT_CHECKPOINTS[103] = 222.3595 
$Z_BCE2_PATRIOT_CHECKPOINTS[103] = 37.9736 
$X_BCE2_PATRIOT_CHECKPOINTS[104] = -1776.737 
$Y_BCE2_PATRIOT_CHECKPOINTS[104] = 296.302 
$Z_BCE2_PATRIOT_CHECKPOINTS[104] = 23.6187 
$X_BCE2_PATRIOT_CHECKPOINTS[105] = -1687.562 
$Y_BCE2_PATRIOT_CHECKPOINTS[105] = 341.3 
$Z_BCE2_PATRIOT_CHECKPOINTS[105] = 13.5061 
$X_BCE2_PATRIOT_CHECKPOINTS[106] = -1620.406 
$Y_BCE2_PATRIOT_CHECKPOINTS[106] = 416.143 
$Z_BCE2_PATRIOT_CHECKPOINTS[106] = 7.1363 
$X_BCE2_PATRIOT_CHECKPOINTS[107] = -1574.644 
$Y_BCE2_PATRIOT_CHECKPOINTS[107] = 506.4197 
$Z_BCE2_PATRIOT_CHECKPOINTS[107] = 6.9799 
$X_BCE2_PATRIOT_CHECKPOINTS[108] = -1557.715 
$Y_BCE2_PATRIOT_CHECKPOINTS[108] = 605.5936 
$Z_BCE2_PATRIOT_CHECKPOINTS[108] = 6.9312 
$X_BCE2_PATRIOT_CHECKPOINTS[109] = -1550.603 
$Y_BCE2_PATRIOT_CHECKPOINTS[109] = 705.7773 
$Z_BCE2_PATRIOT_CHECKPOINTS[109] = 6.8277 
$X_BCE2_PATRIOT_CHECKPOINTS[110] = -1532.975 
$Y_BCE2_PATRIOT_CHECKPOINTS[110] = 806.2415 
$Z_BCE2_PATRIOT_CHECKPOINTS[110] = 6.8058 
$X_BCE2_PATRIOT_CHECKPOINTS[111] = -1525.152 
$Y_BCE2_PATRIOT_CHECKPOINTS[111] = 906.8005 
$Z_BCE2_PATRIOT_CHECKPOINTS[111] = 6.8066 
$X_BCE2_PATRIOT_CHECKPOINTS[112] = -1560.428 
$Y_BCE2_PATRIOT_CHECKPOINTS[112] = 1000.395 
$Z_BCE2_PATRIOT_CHECKPOINTS[112] = 6.8073 
$X_BCE2_PATRIOT_CHECKPOINTS[113] = -1580.528 
$Y_BCE2_PATRIOT_CHECKPOINTS[113] = 1099.026 
$Z_BCE2_PATRIOT_CHECKPOINTS[113] = 6.805 
$X_BCE2_PATRIOT_CHECKPOINTS[114] = -1593.106 
$Y_BCE2_PATRIOT_CHECKPOINTS[114] = 1198.824 
$Z_BCE2_PATRIOT_CHECKPOINTS[114] = 6.7993 
$X_BCE2_PATRIOT_CHECKPOINTS[115] = -1612.8 
$Y_BCE2_PATRIOT_CHECKPOINTS[115] = 1284.908 
$Z_BCE2_PATRIOT_CHECKPOINTS[115] = 6.9396 
$4532[0] = 2480.597 
$4630[0] = -1659.156 
$4728[0] = 13.0965 
$4532[1] = 2379.881 
$4630[1] = -1658.193 
$4728[1] = 13.1467 
$4532[2] = 2344.399 
$4630[2] = -1564.435 
$4728[2] = 23.9333 
$4532[3] = 2343.672 
$4630[3] = -1463.32 
$4728[3] = 23.6044 
$4532[4] = 2305.275 
$4630[4] = -1370.793 
$4728[4] = 23.6319 
$4532[5] = 2303.441 
$4630[5] = -1269.606 
$4728[5] = 23.5946 
$4532[6] = 2306.217 
$4630[6] = -1169.403 
$4728[6] = 26.0798 
$4532[7] = 2213.07 
$4630[7] = -1132.101 
$4728[7] = 25.3774 
$4532[8] = 2116.198 
$4630[8] = -1104.905 
$4728[8] = 24.8605 
$4532[9] = 2022.478 
$4630[9] = -1067.897 
$4728[9] = 24.2557 
$4532[10] = 1925.305 
$4630[10] = -1039.768 
$4728[10] = 23.612 
$4532[11] = 1867.651 
$4630[11] = -1121.554 
$4728[11] = 23.4686 
$4532[12] = 1777.408 
$4630[12] = -1164.645 
$4728[12] = 23.5025 
$4532[13] = 1677.176 
$4630[13] = -1162.405 
$4728[13] = 23.4443 
$4532[14] = 1576.553 
$4630[14] = -1163.307 
$4728[14] = 23.7111 
$4532[15] = 1476.002 
$4630[15] = -1159.845 
$4728[15] = 23.6522 
$4532[16] = 1376.964 
$4630[16] = -1140.134 
$4728[16] = 23.4968 
$4532[17] = 1366.809 
$4630[17] = -1040.218 
$4728[17] = 26.2347 
$4532[18] = 1371.418 
$4630[18] = -940.2704 
$4728[18] = 33.9599 
$4532[19] = 1273.029 
$4630[19] = -922.0916 
$4728[19] = 41.8145 
$4532[20] = 1174.404 
$4630[20] = -940.6694 
$4728[20] = 42.5196 
$4532[21] = 1156.819 
$4630[21] = -842.2726 
$4728[21] = 49.739 
$4532[22] = 1164.005 
$4630[22] = -742.3879 
$4728[22] = 60.319 
$4532[23] = 1202.729 
$4630[23] = -649.9714 
$4728[23] = 59.6176 
$4532[24] = 1231.284 
$4630[24] = -554.9558 
$4728[24] = 40.3091 
$4532[25] = 1257.225 
$4630[25] = -462.3789 
$4728[25] = 12.7939 
$4532[26] = 1255.678 
$4630[26] = -362.5274 
$4728[26] = 2.989 
$4532[27] = 1230.684 
$4630[27] = -267.0266 
$4728[27] = 18.9881 
$4532[28] = 1188.919 
$4630[28] = -178.3956 
$4728[28] = 40.7223 
$4532[29] = 1088.56 
$4630[29] = -182.8582 
$4728[29] = 39.859 
$4532[30] = 989.9222 
$4630[30] = -180.4384 
$4728[30] = 17.6728 
$4532[31] = 889.5374 
$4630[31] = -173.0015 
$4728[31] = 10.7641 
$4532[32] = 788.8903 
$4630[32] = -164.4205 
$4728[32] = 16.4595 
$4532[33] = 689.4522 
$4630[33] = -155.3612 
$4728[33] = 22.89 
$4532[34] = 589.6461 
$4630[34] = -146.5947 
$4728[34] = 29.747 
$4532[35] = 510.978 
$4630[35] = -208.5235 
$4728[35] = 37.1529 
$4532[36] = 491.5316 
$4630[36] = -306.6292 
$4728[36] = 42.7684 
$4532[37] = 464.9347 
$4630[37] = -402.1279 
$4728[37] = 32.6014 
$4532[38] = 370.5219 
$4630[38] = -393.0328 
$4728[38] = 23.9504 
$4532[39] = 272.6069 
$4630[39] = -378.1253 
$4728[39] = 2.4636 
$4532[40] = 206.3447 
$4630[40] = -301.5085 
$4728[40] = 1.1901 
$4532[41] = 157.5706 
$4630[41] = -213.2552 
$4728[41] = 1.196 
$4532[42] = 57.3466 
$4630[42] = -208.4595 
$4728[42] = 1.2183 
$4532[43] = -43.1581 
$4630[43] = -203.3529 
$4728[43] = 1.3731 
$4532[44] = -142.4222 
$4630[44] = -187.639 
$4728[44] = 1.6178 
$4532[45] = -241.4735 
$4630[45] = -167.4589 
$4728[45] = 2.0199 
$4532[46] = -298.0107 
$4630[46] = -84.8255 
$4728[46] = 1.2111 
$4532[47] = -284.5947 
$4630[47] = 14.7808 
$4728[47] = 0.8422 
$4532[48] = -255.5891 
$4630[48] = 111.3571 
$4728[48] = 0.8426 
$4532[49] = -213.1467 
$4630[49] = 202.6102 
$4728[49] = 1.8256 
$4532[50] = -292.432 
$4630[50] = 264.4556 
$4728[50] = 1.8382 
$4532[51] = -391.0918 
$4630[51] = 282.886 
$4728[51] = 1.8926 
$4532[52] = -491.862 
$4630[52] = 287.5233 
$4728[52] = 1.8369 
$4532[53] = -592.0175 
$4630[53] = 284.7173 
$4728[53] = 1.8298 
$4532[54] = -686.3195 
$4630[54] = 250.5801 
$4728[54] = 1.8305 
$4532[55] = -770.4146 
$4630[55] = 194.5963 
$4728[55] = 1.6198 
$4532[56] = -713.9178 
$4630[56] = 113.2328 
$4728[56] = 15.6558 
$4532[57] = -759.8053 
$4630[57] = 26.0654 
$4728[57] = 33.0027 
$4532[58] = -856.795 
$4630[58] = -0.6516 
$4728[58] = 32.9974 
$4532[59] = -759.7305 
$4630[59] = -20.4226 
$4728[59] = 47.2165 
$4532[60] = -801.2752 
$4630[60] = -110.4809 
$4728[60] = 63.4186 
$4532[61] = -898.1945 
$4630[61] = -137.0961 
$4728[61] = 56.3295 
$4532[62] = -946.6151 
$4630[62] = -223.724 
$4728[62] = 38.9582 
$4532[63] = -968.4164 
$4630[63] = -321.7283 
$4728[63] = 36.142 
$4532[64] = -991.3627 
$4630[64] = -419.309 
$4728[64] = 36.0027 
$4532[65] = -1077.753 
$4630[65] = -470.2693 
$4728[65] = 33.7616 
$4532[66] = -1136.252 
$4630[66] = -551.6271 
$4728[66] = 29.8955 
$4532[67] = -1170.498 
$4630[67] = -645.1342 
$4728[67] = 42.4828 
$4532[68] = -1205.133 
$4630[68] = -737.6744 
$4728[68] = 59.3098 
$4532[69] = -1284.404 
$4630[69] = -798.114 
$4728[69] = 69.501 
$4532[70] = -1381.958 
$4630[70] = -817.3228 
$4728[70] = 81.1519 
$4532[71] = -1481.566 
$4630[71] = -815.1219 
$4728[71] = 66.9058 
$4532[72] = -1579.51 
$4630[72] = -800.5511 
$4728[72] = 49.9587 
$4532[73] = -1673.196 
$4630[73] = -765.3336 
$4728[73] = 41.5955 
$4532[74] = -1754.994 
$4630[74] = -708.9478 
$4728[74] = 28.2593 
$4532[75] = -1761.496 
$4630[75] = -609.3593 
$4728[75] = 15.9606 
$4532[76] = -1820.37 
$4630[76] = -528.3566 
$4728[76] = 14.6995 
$4532[77] = -1814.595 
$4630[77] = -427.9472 
$4728[77] = 14.7211 
$4532[78] = -1803.963 
$4630[78] = -328.1352 
$4728[78] = 14.7287 
$4532[79] = -1801.376 
$4630[79] = -227.7857 
$4728[79] = 14.7103 
$4532[80] = -1801.019 
$4630[80] = -126.9901 
$4728[80] = 12.5775 
$4532[81] = -1797.841 
$4630[81] = -25.8091 
$4728[81] = 14.8934 
$4532[82] = -1805.531 
$4630[82] = 73.9609 
$4728[82] = 14.7143 
$4532[83] = -1807.149 
$4630[83] = 174.5928 
$4728[83] = 14.7138 
$4532[84] = -1800.194 
$4630[84] = 275.5728 
$4728[84] = 10.6028 
$4532[85] = -1810.287 
$4630[85] = 375.14 
$4728[85] = 9.7906 
$4532[86] = -1814.409 
$4630[86] = 474.6516 
$4728[86] = 23.4117 
$4532[87] = -1877.944 
$4630[87] = 551.0918 
$4728[87] = 34.4247 
$4532[88] = -1896.861 
$4630[88] = 649.7911 
$4728[88] = 37.0183 
$4532[89] = -1895.051 
$4630[89] = 750.2951 
$4728[89] = 45.051 
$4532[90] = -1893.937 
$4630[90] = 850.3843 
$4728[90] = 34.7833 
$4532[91] = -1820.143 
$4630[91] = 917.2139 
$4728[91] = 24.9892 
$4532[92] = -1719.022 
$4630[92] = 917.0076 
$4728[92] = 24.4954 
$4532[93] = -1619.303 
$4630[93] = 916.6608 
$4728[93] = 7.634 
$4532[94] = -1555.825 
$4630[94] = 994.0962 
$4728[94] = 6.8065 
$4532[95] = -1579.963 
$4630[95] = 1091.548 
$4728[95] = 6.807 
$4532[96] = -1588.588 
$4630[96] = 1191.306 
$4728[96] = 6.798 
$4532[97] = -1612.353 
$4630[97] = 1281.671 
$4728[97] = 6.9398 
$4826[0] = 2488.273 
$4943[0] = -1659.969 
$5060[0] = 13.0884 
$4826[1] = 2387.719 
$4943[1] = -1658.019 
$5060[1] = 13.1467 
$4826[2] = 2286.949 
$4943[2] = -1658.583 
$5060[2] = 14.6557 
$4826[3] = 2187.451 
$4943[3] = -1638.533 
$5060[3] = 15.0393 
$4826[4] = 2090.335 
$4943[4] = -1611.906 
$5060[4] = 13.1306 
$4826[5] = 1990.331 
$4943[5] = -1612.021 
$5060[5] = 13.1388 
$4826[6] = 1888.96 
$4943[6] = -1614.385 
$5060[6] = 13.1433 
$4826[7] = 1787.243 
$4943[7] = -1607.768 
$5060[7] = 13.1244 
$4826[8] = 1687.135 
$4943[8] = -1592.272 
$5060[8] = 13.1375 
$4826[9] = 1586.952 
$4943[9] = -1591.001 
$5060[9] = 13.1297 
$4826[10] = 1486.726 
$4943[10] = -1590.779 
$5060[10] = 13.152 
$4826[11] = 1386.181 
$4943[11] = -1585.607 
$5060[11] = 13.1003 
$4826[12] = 1286.662 
$4943[12] = -1572.978 
$5060[12] = 13.1664 
$4826[13] = 1186.398 
$4943[13] = -1571.876 
$5060[13] = 13.1464 
$4826[14] = 1085.49 
$4943[14] = -1570.857 
$5060[14] = 13.1351 
$4826[15] = 985.0605 
$4943[15] = -1571.431 
$5060[15] = 13.141 
$4826[16] = 884.2 
$4943[16] = -1577.365 
$5060[16] = 13.13 
$4826[17] = 815.0362 
$4943[17] = -1650.267 
$5060[17] = 13.1344 
$4826[18] = 810.6691 
$4943[18] = -1750.188 
$5060[18] = 13.1276 
$4826[19] = 710.2051 
$4943[19] = -1749.904 
$5060[19] = 14.0481 
$4826[20] = 612.0961 
$4943[20] = -1727.222 
$5060[20] = 13.6595 
$4826[21] = 512.0588 
$4943[21] = -1711.107 
$5060[21] = 11.9235 
$4826[22] = 411.9842 
$4943[22] = -1701.354 
$5060[22] = 8.9795 
$4826[23] = 310.8292 
$4943[23] = -1701.127 
$5060[23] = 6.3614 
$4826[24] = 210.8359 
$4943[24] = -1692.62 
$5060[24] = 7.4032 
$4826[25] = 162.6634 
$4943[25] = -1604.718 
$5060[25] = 15.512 
$4826[26] = 96.6228 
$4943[26] = -1530.289 
$5060[26] = 5.2206 
$4826[27] = -4.3045 
$4943[27] = -1520.765 
$5060[27] = 1.3181 
$4826[28] = -100.2442 
$4943[28] = -1492.018 
$5060[28] = 2.444 
$4826[29] = -150.6629 
$4943[29] = -1404.912 
$5060[29] = 2.4387 
$4826[30] = -125.7253 
$4943[30] = -1307.639 
$5060[30] = 2.6123 
$4826[31] = -85.3976 
$4943[31] = -1398.901 
$5060[31] = 11.9881 
$4826[32] = -156.1722 
$4943[32] = -1470.046 
$5060[32] = 12.557 
$4826[33] = -224.7423 
$4943[33] = -1543.44 
$5060[33] = 15.2432 
$4826[34] = -278.3897 
$4943[34] = -1627.836 
$5060[34] = 15.4404 
$4826[35] = -309.6147 
$4943[35] = -1722.891 
$5060[35] = 14.4331 
$4826[36] = -347.4445 
$4943[36] = -1815.805 
$5060[36] = 20.3824 
$4826[37] = -375.8723 
$4943[37] = -1911.975 
$5060[37] = 27.4563 
$4826[38] = -367.3835 
$4943[38] = -2012.258 
$5060[38] = 27.9796 
$4826[39] = -352.257 
$4943[39] = -2111.555 
$5060[39] = 28.1054 
$4826[40] = -325.2379 
$4943[40] = -2208.254 
$5060[40] = 28.2795 
$4826[41] = -411.8825 
$4943[41] = -2256.126 
$5060[41] = 43.9768 
$4826[42] = -507.0649 
$4943[42] = -2286.252 
$5060[42] = 32.8761 
$4826[43] = -579.3828 
$4943[43] = -2355.297 
$5060[43] = 26.9589 
$4826[44] = -678.7022 
$4943[44] = -2358.307 
$5060[44] = 38.2611 
$4826[45] = -752.1234 
$4943[45] = -2421.517 
$5060[45] = 63.3924 
$4826[46] = -819.2419 
$4943[46] = -2493.365 
$5060[46] = 82.6824 
$4826[47] = -890.7695 
$4943[47] = -2563.279 
$5060[47] = 90.2311 
$4826[48] = -981.5709 
$4943[48] = -2605.962 
$5060[48] = 86.4663 
$4826[49] = -1080.225 
$4943[49] = -2592.215 
$5060[49] = 76.2713 
$4826[50] = -1161.929 
$4943[50] = -2534.01 
$5060[50] = 67.2918 
$4826[51] = -1179.818 
$4943[51] = -2436.012 
$5060[51] = 53.4017 
$4826[52] = -1164.983 
$4943[52] = -2337.243 
$5060[52] = 41.315 
$4826[53] = -1134.131 
$4943[53] = -2242.25 
$5060[53] = 33.4991 
$4826[54] = -1097.972 
$4943[54] = -2148.736 
$5060[54] = 35.7186 
$4826[55] = -1047.998 
$4943[55] = -2064.019 
$5060[55] = 54.2015 
$4826[56] = -998.8296 
$4943[56] = -1979.083 
$5060[56] = 73.7414 
$4826[57] = -1062.2 
$4943[57] = -1901.606 
$5060[57] = 76.9899 
$4826[58] = -1161.378 
$4943[58] = -1886.014 
$5060[58] = 77.91 
$4826[59] = -1206.338 
$4943[59] = -1800.164 
$5060[59] = 51.1433 
$4826[60] = -1271.566 
$4943[60] = -1723.902 
$5060[60] = 45.7799 
$4826[61] = -1353.911 
$4943[61] = -1666.739 
$5060[61] = 45.1373 
$4826[62] = -1446.169 
$4943[62] = -1627.665 
$5060[62] = 44.393 
$4826[63] = -1543.799 
$4943[63] = -1605.511 
$5060[63] = 37.4879 
$4826[64] = -1583.018 
$4943[64] = -1513.157 
$5060[64] = 37.4862 
$4826[65] = -1681.619 
$4943[65] = -1493.674 
$5060[65] = 34.781 
$4826[66] = -1771.401 
$4943[66] = -1448.094 
$5060[66] = 34.5515 
$4826[67] = -1859.213 
$4943[67] = -1399.628 
$5060[67] = 38.1758 
$4826[68] = -1944.476 
$4943[68] = -1347.211 
$5060[68] = 40.559 
$4826[69] = -2006.201 
$4943[69] = -1268.181 
$5060[69] = 36.2375 
$4826[70] = -2057.926 
$4943[70] = -1182.227 
$5060[70] = 31.9717 
$4826[71] = -2105.244 
$4943[71] = -1093.758 
$5060[71] = 29.8948 
$4826[72] = -2169.432 
$4943[72] = -1016.588 
$5060[72] = 33.6278 
$4826[73] = -2214.329 
$4943[73] = -927.0612 
$5060[73] = 42.1936 
$4826[74] = -2196.712 
$4943[74] = -829.6929 
$5060[74] = 58.5525 
$4826[75] = -2261.177 
$4943[75] = -755.0598 
$5060[75] = 75.9781 
$4826[76] = -2341.961 
$4943[76] = -707.3872 
$5060[76] = 110.6889 
$4826[77] = -2400.182 
$4943[77] = -628.3421 
$5060[77] = 131.575 
$4826[78] = -2453.648 
$4943[78] = -544.386 
$5060[78] = 121.1835 
$4826[79] = -2526.894 
$4943[79] = -485.9847 
$5060[79] = 85.0712 
$4826[80] = -2446.844 
$4943[80] = -425.2606 
$5060[80] = 84.4373 
$4826[81] = -2354.251 
$4943[81] = -463.4032 
$5060[81] = 79.948 
$4826[82] = -2389.566 
$4943[82] = -369.9571 
$5060[82] = 75.0462 
$4826[83] = -2489.354 
$4943[83] = -363.9357 
$5060[83] = 63.4133 
$4826[84] = -2588.571 
$4943[84] = -366.5697 
$5060[84] = 46.1223 
$4826[85] = -2672.897 
$4943[85] = -418.9947 
$5060[85] = 31.9261 
$4826[86] = -2681.235 
$4943[86] = -517.9654 
$5060[86] = 17.1435 
$4826[87] = -2777.102 
$4943[87] = -490.7432 
$5060[87] = 6.9382 
$4826[88] = -2818.191 
$4943[88] = -399.3717 
$5060[88] = 6.8041 
$4826[89] = -2811.526 
$4943[89] = -299.0307 
$5060[89] = 6.8035 
$4826[90] = -2805.668 
$4943[90] = -198.8723 
$5060[90] = 6.7879 
$4826[91] = -2808.854 
$4943[91] = -97.9767 
$5060[91] = 6.7909 
$4826[92] = -2809.093 
$4943[92] = 2.2906 
$5060[92] = 6.8002 
$4826[93] = -2804.685 
$4943[93] = 102.3091 
$5060[93] = 6.8277 
$4826[94] = -2806.474 
$4943[94] = 202.4786 
$5060[94] = 6.807 
$4826[95] = -2807.934 
$4943[95] = 302.7264 
$5060[95] = 6.3467 
$4826[96] = -2849.526 
$4943[96] = 394.1544 
$5060[96] = 4.1824 
$4826[97] = -2843.374 
$4943[97] = 494.5805 
$5060[97] = 4.1463 
$4826[98] = -2825.592 
$4943[98] = 593.7442 
$5060[98] = 5.2247 
$4826[99] = -2830.803 
$4943[99] = 692.401 
$5060[99] = 22.7063 
$4826[100] = -2856.007 
$4943[100] = 788.662 
$5060[100] = 35.799 
$4826[101] = -2817.792 
$4943[101] = 880.8148 
$5060[101] = 43.7304 
$4826[102] = -2840.386 
$4943[102] = 978.9179 
$5060[102] = 43.2024 
$4826[103] = -2876.457 
$4943[103] = 1071.905 
$5060[103] = 30.8111 
$4826[104] = -2875.885 
$4943[104] = 1169.952 
$5060[104] = 11.0039 
$4826[105] = -2826.602 
$4943[105] = 1257.501 
$5060[105] = 5.3188 
$4826[106] = -2728.815 
$4943[106] = 1280.354 
$5060[106] = 6.828 
$4826[107] = -2629.314 
$4943[107] = 1297.977 
$5060[107] = 6.7957 
$4826[108] = -2548.262 
$4943[108] = 1358.467 
$5060[108] = 7.3351 
$4826[109] = -2448.621 
$4943[109] = 1370.268 
$5060[109] = 6.7969 
$4826[110] = -2347.698 
$4943[110] = 1366.408 
$5060[110] = 6.9813 
$4826[111] = -2253.195 
$4943[111] = 1333.593 
$5060[111] = 6.801 
$4826[112] = -2152.642 
$4943[112] = 1334.962 
$5060[112] = 6.8483 
$4826[113] = -2055.385 
$4943[113] = 1309.631 
$5060[113] = 6.9547 
$4826[114] = -1957.98 
$4943[114] = 1286.638 
$5060[114] = 6.9474 
$4826[115] = -1868.502 
$4943[115] = 1332.573 
$5060[115] = 6.9476 
$4826[116] = -1837.603 
$4943[116] = 1425.719 
$5060[116] = 6.9399 
$OBJECT_M_A51_VENTCOVERB = Object.Create(#A51_VENTCOVERB, 245.968, 1862.843, 19.49)
0453: set_object $OBJECT_M_A51_VENTCOVERB XY_rotation 0.0 0.0 angle -140.998 
Object.RemoveFromMissionCleanupList($OBJECT_M_A51_VENTCOVERB)
014B: $5178 = init_parked_car_generator #SUPERGT color 31 0 1 alarm 0 door_lock 0 0 10000 at -2093.9 -83.7 33.9 angle 359.1 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
014B: $5183 = init_parked_car_generator #BULLET color 15 15 1 alarm 0 door_lock 0 0 10000 at -2076.8 -84.0 33.7 angle 1.1 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
09E2: $5184 = parked_car_generator_w_numberplate #HOTKNIFE 15 15 1 alarm 0 door_lock 0 0 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
09E2: $5186 = parked_car_generator_w_numberplate #BANSHEE 79 0 1 alarm 0 door_lock 0 0 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
09E2: $5185 = parked_car_generator_w_numberplate #BULLET 24 40 1 alarm 0 door_lock 0 0 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014B: $5188 = init_parked_car_generator #BLOODRA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2151.0 -409.1 34.1 angle 307.2 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
014B: $PARKED_PLANES[0] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1544.0 -1352.0 329.0 angle 95.0 
014B: $PARKED_PLANES[1] = init_parked_car_generator #SPARROW color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1963.0 628.0 151.0 angle 182.0 
014B: $PARKED_PLANES[2] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.0 705.0 31.0 angle 90.0 
014B: $PARKED_PLANES[3] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2630.0 684.0 72.0 angle 180.0 
014B: $PARKED_PLANES[4] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2726.0 682.0 72.0 angle 90.0 
014B: $PARKED_PLANES[5] = init_parked_car_generator #SEASPAR color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2227.0 2329.0 8.0 angle 180.0 
014B: $PARKED_PLANES[6] = init_parked_car_generator #CARGOBOB color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2619.0 2721.0 37.0 angle 90.0 
014B: $PARKED_PLANES[7] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2092.0 2415.0 75.0 angle 260.0 
014B: $PARKED_PLANES[8] = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 292.0 2542.0 16.0 angle 180.0 
014B: $PARKED_PLANES[9] = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1286.0 501.5 18.0 angle 270.0 
014B: $PARKED_PLANES[10] = init_parked_car_generator #SKIMMER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -959.0813 2629.206 43.229 angle 110.0 
014B: $PARKED_PLANES[11] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at 273.0045 -1876.038 5.2935 angle 271.51 
014B: $PARKED_PLANES[12] = init_parked_car_generator #POLMAV color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1561.865 -1701.953 27.948 angle 0.0015 
014B: $PARKED_PLANES[13] = init_parked_car_generator #SKIMMER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -637.1 1811.953 1.7 angle 180.0015 
014B: $PARKED_PLANES[14] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_PLANES[15] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $PARKED_PLANES[16] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $PARKED_PLANES[17] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[18] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_PLANES[19] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_PLANES[20] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_PLANES[21] = init_parked_car_generator #MAVERICK color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_PLANES[22] = init_parked_car_generator #LEVIATHN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_PLANES[23] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_PLANES[24] = init_parked_car_generator #RUSTLER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_PLANES[25] = init_parked_car_generator #HUNTER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1608.724 286.14 6.22 angle 55.0015 
014B: $PARKED_PLANES[26] = init_parked_car_generator #AT400 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1586.941 1190.642 10.863 angle 180.0 
014B: $PARKED_PLANES[27] = init_parked_car_generator #BEAGLE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014B: $5179 = init_parked_car_generator #RHINO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 277.55 1989.35 17.21 angle 270.0 
014B: $5180 = init_parked_car_generator #RHINO color -1 -1 0 alarm 0 door_lock 0 0 10000 at 281.23 2022.33 17.21 angle 270.0 
014B: $5181 = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 307.35 1990.25 17.21 angle 320.0 
014B: $5182 = init_parked_car_generator #HYDRA color -1 -1 0 alarm 0 door_lock 0 0 10000 at 307.35 2031.36 17.21 angle 320.0 
014C: set_parked_car_generator $5179 cars_to_generate_to 101 
014C: set_parked_car_generator $5180 cars_to_generate_to 101 
014C: set_parked_car_generator $5181 cars_to_generate_to 101 
014C: set_parked_car_generator $5182 cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[6] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[7] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[9] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[10] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[11] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[12] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[13] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[14] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[15] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[16] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[17] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[18] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[19] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[20] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[21] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[22] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[23] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[24] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[25] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[26] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[27] cars_to_generate_to 101 
014B: $PARKED_SF_PLANES[0] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $PARKED_SF_PLANES[1] = init_parked_car_generator #DODO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $PARKED_SF_PLANES[2] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $PARKED_SF_PLANES[3] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[4] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $PARKED_SF_PLANES[5] = init_parked_car_generator #NEVADA color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $PARKED_SF_PLANES[6] = init_parked_car_generator #SHAMAL color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $PARKED_SF_PLANES[7] = init_parked_car_generator #MAVERICK color -1 -1 1 alarm 0 door_lock 0 100 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $PARKED_SF_PLANES[8] = init_parked_car_generator #LEVIATHN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $PARKED_SF_PLANES[9] = init_parked_car_generator #RAINDANC color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $PARKED_SF_PLANES[10] = init_parked_car_generator #RUSTLER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $PARKED_SF_PLANES[11] = init_parked_car_generator #BEAGLE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014C: set_parked_car_generator $PARKED_SF_PLANES[0] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[1] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[2] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[3] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[4] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[5] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[6] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[7] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[8] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[9] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[10] cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_SF_PLANES[11] cars_to_generate_to 101 
014B: $5229 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 927.7213 -1185.042 16.5 angle 123.3055 
014B: $5230 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 927.5233 -1182.365 16.5 angle 123.3055 
014B: $5231 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 926.9179 -1178.95 16.5 angle 123.3055 
014B: $5232 = init_parked_car_generator #CADDY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 861.3535 -1240.759 14.5 angle 180.1308 
014B: $5233 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 837.7494 -1206.574 16.5 angle 153.2632 
014B: $5234 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 897.5168 -1207.991 16.5 angle 86.5989 
014B: $5235 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 736.2398 -1334.195 13.5411 angle 267.8109 
014B: $5236 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at 736.9623 -1343.907 13.5197 angle 273.7721 
014C: set_parked_car_generator $5229 cars_to_generate_to 101 
014C: set_parked_car_generator $5230 cars_to_generate_to 101 
014C: set_parked_car_generator $5231 cars_to_generate_to 101 
014C: set_parked_car_generator $5232 cars_to_generate_to 101 
014C: set_parked_car_generator $5233 cars_to_generate_to 101 
014C: set_parked_car_generator $5234 cars_to_generate_to 101 
014C: set_parked_car_generator $5235 cars_to_generate_to 101 
014C: set_parked_car_generator $5236 cars_to_generate_to 101 
032B: $5237 = create_weapon_pickup #AK47 group 15 ammo 60 at 825.921 -1165.813 17.8936 
032B: $5238 = create_weapon_pickup #SAWNOFF group 15 ammo 40 at 832.603 -1273.861 14.4833 
$5239 = Pickup.Create(#NITESTICK, 15, 911.6486, -1235.39, 17.6802)
$5240 = Pickup.Create(#SNIPER, 15, 733.4333, -1356.47, 23.5229)
014B: $5244 = init_parked_car_generator #SANCHEZ color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2408.511 -2186.024 32.89 angle 321.692 
014B: $5245 = init_parked_car_generator #MTBIKE color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2407.606 -2177.092 32.89 angle 321.692 
014B: $5246 = init_parked_car_generator #JOURNEY color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2338.565 -1593.833 482.9451 angle 20.751 
014B: $5247 = init_parked_car_generator #CAMPER color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2343.37 -1613.943 482.9757 angle 105.53 
014C: set_parked_car_generator $5244 cars_to_generate_to 101 
014C: set_parked_car_generator $5245 cars_to_generate_to 101 
014C: set_parked_car_generator $5246 cars_to_generate_to 101 
014C: set_parked_car_generator $5247 cars_to_generate_to 101 
014B: $5248 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2213.556 112.7671 34.9203 angle 88.472 
014B: $5249 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2693.386 -139.4564 3.93359 angle 90.0856 
014B: $5250 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2796.468 -94.1788 6.9875 angle 42.6945 
014B: $5251 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2206.051 701.2161 48.9453 angle 183.4174 
014B: $5252 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -810.5599 2430.363 156.9649 angle 336.533 
014B: $5253 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1693.441 432.2852 6.9914 angle 300.903 
014B: $5254 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2116.138 924.8068 85.9791 angle 94.9293 
014B: $5255 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1483.69 2614.835 58.2812 angle 337.9383 
014B: $5256 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1419.698 1947.996 10.9531 angle 6.9689 
014B: $5257 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1567.389 2691.118 10.265 angle 279.9875 
014B: $5258 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2087.367 -2519.016 29.925 angle 90.9178 
014B: $5259 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2615.317 1939.701 10.129 angle 148.1757 
014B: $5260 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1074.964 1395.418 5.303 angle 36.7673 
014B: $5261 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 2615.239 -1731.225 5.9486 angle 140.8213 
014B: $5262 = init_parked_car_generator #KART color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1305.176 -796.6955 83.9477 angle 185.9911 
014C: set_parked_car_generator $5248 cars_to_generate_to 101 
014C: set_parked_car_generator $5249 cars_to_generate_to 101 
014C: set_parked_car_generator $5250 cars_to_generate_to 101 
014C: set_parked_car_generator $5251 cars_to_generate_to 101 
014C: set_parked_car_generator $5252 cars_to_generate_to 101 
014C: set_parked_car_generator $5253 cars_to_generate_to 101 
014C: set_parked_car_generator $5254 cars_to_generate_to 101 
014C: set_parked_car_generator $5255 cars_to_generate_to 101 
014C: set_parked_car_generator $5256 cars_to_generate_to 101 
014C: set_parked_car_generator $5257 cars_to_generate_to 101 
014C: set_parked_car_generator $5258 cars_to_generate_to 101 
014C: set_parked_car_generator $5259 cars_to_generate_to 101 
014C: set_parked_car_generator $5260 cars_to_generate_to 101 
014C: set_parked_car_generator $5261 cars_to_generate_to 101 
014C: set_parked_car_generator $5262 cars_to_generate_to 101 
014B: $5263 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2294.926 2546.978 5.9175 angle 290.9339 
014B: $5264 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 714.3436 -1488.273 0.9343 angle 270.0 
014B: $5265 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1426.412 506.8391 2.9463 angle 144.61 
014B: $5266 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1971.92 1560.665 10.9635 angle 262.615 
014B: $5267 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -535.4126 -60.8884 63.5922 angle 276.9756 
014B: $5268 = init_parked_car_generator #VORTEX color -1 -1 0 alarm 0 door_lock 0 0 10000 at -910.27 2699.06 42.8 angle 110.8738 
014C: set_parked_car_generator $5263 cars_to_generate_to 101 
014C: set_parked_car_generator $5264 cars_to_generate_to 101 
014C: set_parked_car_generator $5265 cars_to_generate_to 101 
014C: set_parked_car_generator $5266 cars_to_generate_to 101 
014C: set_parked_car_generator $5267 cars_to_generate_to 101 
014C: set_parked_car_generator $5268 cars_to_generate_to 101 
014B: $5269 = init_parked_car_generator #SPARROW color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1291.5 -787.5 95.4555 angle 180.0 
014C: set_parked_car_generator $5269 cars_to_generate_to 101 
014B: $5270 = init_parked_car_generator #PCJ600 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 435.2751 2527.523 16.371 angle 90.0 
014C: set_parked_car_generator $5270 cars_to_generate_to 101 
$5272 = 0 
014B: $5275 = init_parked_car_generator #DUNERIDE color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1091.89 1612.63 13.0 angle 206.7583 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 
014B: $5276 = init_parked_car_generator #VOODOO color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1772.66 -2096.59 13.99 angle 182.7583 
014C: set_parked_car_generator $5276 cars_to_generate_to 101 
014B: $5277 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2151.303 -2440.136 29.822 angle 324.7583 
014B: $5278 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2147.038 -2443.752 29.822 angle 324.7583 
014B: $5279 = init_parked_car_generator #INFO color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2140.979 -2448.733 29.822 angle 144.7583 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
014B: $5280 = init_parked_car_generator #RDTRAIN color -1 -1 0 alarm 0 door_lock 0 0 10000 at -2000.242 -2415.509 29.767 angle -132.0 
014B: $5281 = init_parked_car_generator #DFT30 color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1969.806 -2437.939 29.767 angle -82.5 
014B: $5282 = init_parked_car_generator #FORKLIFT color -1 -1 0 alarm 0 door_lock 0 0 10000 at -1969.806 -2443.908 29.767 angle -19.0 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
$5283 = 0 
$5284 = 0 
$5285 = 0 
$5287 = 0 
$5289 = 0 
$5290 = Object.Init(#CARRIER_DOOR_SFSE, -1465.797, 501.289, 1.145)
Object.ToggleInMovingList($5290) = False
Object.Indestructibility($5290) = False
Object.SetImmunities($5290, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5290)
$5291 = Object.Init(#CARRIER_LIFT2_SFSE, -1414.453, 516.453, 16.688)
Object.ToggleInMovingList($5291) = False
Object.Indestructibility($5291) = False
Object.SetImmunities($5291, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5291)
$5292 = Object.Init(#CARRIER_LIFT1_SFSE, -1456.719, 501.297, 16.953)
Object.ToggleInMovingList($5292) = False
Object.Indestructibility($5292) = False
Object.SetImmunities($5292, 1, 1, 1, 1, 1)
Object.RemoveFromMissionCleanupList($5292)
$BURGLARY_NOISE_I = 0 
$5294 = 0 
$CURRENT_MONTH_DAY = -1 
$CURRENT_MONTH = -1 
$GYM_MONTH_DAY_WHEN_LIMIT_REACHED = -1 
$GYM_MONTH_WHEN_LIMIT_REACHED = -1 
$GYM_DAY_LIMIT = 0.0 

07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
07FB: set_interior 'CLOTHGP' access 1  // Zip
07FB: set_interior 'CSDESGN' access 1  // Victim
07FB: set_interior 'CSEXL' access 0  // Didier Sachs
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GF6' access 0 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
07FB: set_interior 'BARBERS' access 0  // Barber
07FB: set_interior 'BARBER2' access 0  // Barber
07FB: set_interior 'BARBER3' access 0  // Barber
07FB: set_interior 'FDPIZA' access 1   // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'TATTOO' access 0  // Tattoo Parlor
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'LACS1' access 0  // Sub Urban
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Lil' Probe Inn
07FB: set_interior 'PDOMES' access 1  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'RCPLAY' access 1  // Zero's RC Shop
07FB: set_interior 'PAPER' access 1  // Planning Department
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 0  // Crack Den
07FB: set_interior 'LAHS1A' access 1  // House
07FB: set_interior 'MOTEL2' access 1  // Motel
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
07FB: set_interior 'DAMIN' access 1  // Generator Hall
07FB: set_interior 'DAMOUT' access 1 
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 1  // Caligula's Roof
07FB: set_interior 'MAFCAS' access 1  // Caligula's Casino
07FB: set_interior 'MAFCAS2' access 1  // Penthouse Suites
07FB: set_interior 'CARMOD1' access 1  // TransFender
07FB: set_interior 'CARMOD2' access 1  // Loco Low Co.
07FB: set_interior 'CARMOD3' access 1  // Wheel Arch Angels
07FB: set_interior 'GANG' access 0  // Vagos Gang House
07FB: set_interior 'CARLS' access 0  // The Johnson House
07FB: set_interior 'DESHOUS' access 0  // Abandoned AC tower
//Food Map Icons
$MARKER_IDLEWOOD_PIZZERIA = Marker.CreateIconWithoutSphere(29, 2107.624, -1807.516, 21.2114)
$2596 = Marker.CreateIconWithoutSphere(29, -1805.7, 943.2, 24.8)
$2597 = Marker.CreateIconWithoutSphere(29, 2750.9, 2470.9, 11.0)
$2598 = Marker.CreateIconWithoutSphere(29, 2351.8, 2529.0, 10.8)
$2599 = Marker.CreateIconWithoutSphere(29, 2635.5, 1847.4, 11.0)
$2600 = Marker.CreateIconWithoutSphere(29, 2083.4, 2221.0, 11.0)
$2601 = Marker.CreateIconWithoutSphere(29, -1719.1, 1359.4, 8.6)
$2602 = Marker.CreateIconWithoutSphere(29, 2330.2, 75.2, 31.0)
$2603 = Marker.CreateIconWithoutSphere(29, 203.2, -200.4, 6.5)
$2604 = Marker.CreateIconWithoutSphere(10, 812.9, -1616.1, 13.6)
$2605 = Marker.CreateIconWithoutSphere(10, 1199.1, -924.0, 43.3)
$2606 = Marker.CreateIconWithoutSphere(10, 2362.2, 2069.9, 10.8)
$2607 = Marker.CreateIconWithoutSphere(10, 2469.5, 2033.8, 10.8)
$2608 = Marker.CreateIconWithoutSphere(10, 2172.9, 2795.7, 10.8)
$2609 = Marker.CreateIconWithoutSphere(10, 1875.3, 2072.0, 10.8)
$2610 = Marker.CreateIconWithoutSphere(10, 1161.5, 2072.0, 10.8)
$2611 = Marker.CreateIconWithoutSphere(10, -2356.0, 1009.0, 49.0)
$2612 = Marker.CreateIconWithoutSphere(10, -1913.3, 826.2, 36.9)
$2613 = Marker.CreateIconWithoutSphere(10, -2335.6, -165.6, 39.5)
$2614 = Marker.CreateIconWithoutSphere(14, 2397.8, -1895.6, 13.7)
$2615 = Marker.CreateIconWithoutSphere(14, 2421.6, -1509.6, 24.1)
$2616 = Marker.CreateIconWithoutSphere(14, -2671.6, 257.4, 4.6)
$2617 = Marker.CreateIconWithoutSphere(14, 2392.4, 2046.5, 10.8)
$2618 = Marker.CreateIconWithoutSphere(14, 2844.5, 2401.1, 11.0)
$2619 = Marker.CreateIconWithoutSphere(14, 2635.5, 1674.3, 11.0)
$2620 = Marker.CreateIconWithoutSphere(14, 2105.7, 2228.7, 11.0)
$2621 = Marker.CreateIconWithoutSphere(14, -2154.0, -2461.2, 30.8)
$2622 = Marker.CreateIconWithoutSphere(14, -1816.2, 620.8, 37.5)
$2623 = Marker.CreateIconWithoutSphere(14, -1216.0, 1831.4, 45.3)
$2624 = Marker.CreateIconWithoutSphere(14, 172.73, 1176.76, 13.7)
$2625 = Marker.CreateIconWithoutSphere(14, 932.0, -1353.0, 14.0)
$2655 = 1 
//Garages
$2590 = Marker.CreateIconWithoutSphere(27, 2382.2, 1044.0, 9.8)
$GARAGE_MODLAST_ICON = Marker.CreateIconWithoutSphere(27, 2644.252, -2028.246, 12.5547)
$GARAGE_BODLAWN_ICON = Marker.CreateIconWithoutSphere(27, 1043.4, -1025.3, 34.4)
$2589 = Marker.CreateIconWithoutSphere(27, -1941.0, 251.7, 33.4)
$2588 = Marker.CreateIconWithoutSphere(27, -2728.5, 212.2, 3.4)
//Ammunations
$413 = Marker.CreateIconWithoutSphere(6, 1372.9, -1278.8, 12.5)
$2578 = Marker.CreateIconWithoutSphere(6, 2400.5, -1978.4, 13.5)
$2579 = Marker.CreateIconWithoutSphere(6, -2626.6, 209.4, 4.9)
$2580 = Marker.CreateIconWithoutSphere(6, 2535.9, 2083.5, 10.8)
$2581 = Marker.CreateIconWithoutSphere(6, 2156.5, 943.2, 10.8)
$2582 = Marker.CreateIconWithoutSphere(6, 779.7, 1874.3, 4.9)
$2583 = Marker.CreateIconWithoutSphere(6, -2092.7, -2463.8, 30.6)
$2584 = Marker.CreateIconWithoutSphere(6, 240.0, -178.2, 2.0)
$2585 = Marker.CreateIconWithoutSphere(6, -1509.4, 2611.8, 58.5)
$2586 = Marker.CreateIconWithoutSphere(6, -315.67, 829.87, 13.43)
$2587 = Marker.CreateIconWithoutSphere(6, 2332.9, 63.6, 31.0)
$AMMU_ICONS_SHOWN = 1 
$DOGF_MARKER = Marker.CreateIconAndSphere(5, 308.1662, 2541.6707, 16.8161)
end_thread 

//--------------------------Kill Pendelbury "PLUG THE LEAK"----------------------
:MISSN_01
thread 'MISSN_01' 
$ONMISSION = 1
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
 
  
:MISSION_01_020
wait 0
if 
816B:   not fading 
jf @MISSION_01_020

gosub @MISSN_01_108             // Init Mission 
if 
wasted_or_busted 
else_jump @MISSN_01_105 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)

:MISSN_01_105
gosub @MISSN_01_900             // End Mission Destroy All
end_thread 

:MISSN_01_108 

100@ = 0 
Player.ClearWantedLevel($PLAYER_CHAR)
054C: use_GXT_table 'JABTPM' 
//Load Models 
0395: clear_area 1 at 1535.743 -1678.094 13.09914 radius 50.0 
023C: load_special_actor 'PULASKI' as 2 
023C: load_special_actor 'HERN' as 3
Model.Load(#COPBIKE)
Model.Load(#COPCARLA)
Model.Load(#DESERT_EAGLE)
Model.Load(#COLT45)
038B: load_requested_models 
//Check for Models Loading
:MISSN_01_110
if or
not Model.Available(#COPBIKE)
not Model.Available(#COPCARLA)
not Model.Available(#DESERT_EAGLE)
not Model.Available(#COLT45)
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @MISSN_01_120 
wait 0 
jump @MISSN_01_110 
//Setup Bike Car and Peds
:MISSN_01_120
Actor.PutAt($PLAYER_ACTOR, 1541.156, -1676.0, 13.552) 
Actor.Angle($PLAYER_ACTOR) = 0  
0674: set_car_model #COPCARLA numberplate "_CRASH_"
13@ = Car.Create(#COPCARLA,  1535.743, -1678.094, 13.09914)
14@ = Car.Create(#COPBIKE, 1535.743, -1665.094, 13.09914)
Car.SetImmunities(13@, 0, 1, 0, 0, 0) 
Car.Angle(13@) = 0                       //Headed North
Car.DoorStatus(13@, 0)                   //No locked doors
053F: set_car 13@ tires_vulnerability 0  //No popped tries
//Define and place Pendelbury 6 is COP
15@ = Actor.Create(24, #LAPD1, 1541.156, -1674.0, 13.552)
Actor.Health(15@) = 200
Actor.Angle(15@) = 180.0
//This creates a red marker over his head and a radar blip.
0187: 90@ = create_marker_above_actor 15@
07E0: set_marker 90@ type_to 0
0165: set_marker 90@ color_to 0 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR 15000 ms 
//Define and place Pukaski 8 is GROVE
16@ = Actor.Create(24, #SPECIAL02, 1541.9, -1674.352, 13.552)
Actor.Health(16@) = 1500
Actor.Angle(16@) = 130.0
039E: set_actor 16@ locked 1 while_in_car 
0526: set_actor 16@ stay_in_car 1 
05BF: AS_actor 16@ look_at_actor 15@ 2500 ms 
//Define and place Hernandez 8 is GROVE
17@ = Actor.Create(24, #SPECIAL03, 1542.0, -1675.2, 13.552)
Actor.Health(17@) = 1500
Actor.Angle(17@) = 45.0 
039E: set_actor 17@ locked 1 while_in_car 
0526: set_actor 17@ stay_in_car 1
0746: set_acquaintance 1 of_actors_pedtype 0 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 170
01B2: give_actor 16@ weapon 22 ammo 170
01B2: give_actor 17@ weapon 22 ammo 170
Player.CanMove($PLAYER_CHAR) = False

:MISSN_01_140  //Cut Scene 01

0707: start_scene_skip_to @MISSN_01_145 
gosub @MISSN_01_200     //The Conversation
:MISSN_01_145
0701: end_scene_skip 
03E6: remove_text_box 
00BE: text_clear_all  
02A3: enable_widescreen 0

Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E5: show_text_box 'PTL12'  
//Pendelbury gets on bike
05CB: AS_actor 15@ enter_car 14@ as_driver -1 ms 
//Pulaski and Hernandez gets in the car
05CA: AS_actor 16@ enter_car 13@ passenger_seat 0 -1 ms
05CA: AS_actor 17@ enter_car 13@ passenger_seat 2 -1 ms

//Start Mission Play
:MISSN_01_150
if
Actor.DrivingPoliceVehicle(15@) 
wait 0
else_jump @MISSN_01_150

03E6: remove_text_box 
05CB: AS_actor $PLAYER_ACTOR enter_car 13@ as_driver -1 ms 

:MISSN_01_160
if
Actor.DrivingPoliceVehicle($PLAYER_ACTOR) 
wait 0
else_jump @MISSN_01_160
Player.CanMove($PLAYER_CHAR) = True

:MISSN_01_190
if and 
not Actor.Dead(15@)
Actor.DrivingPoliceVehicle(15@)
jf @MISSN_01_400            //Killed Pendelbury Mission Complete
//I have always felt this mission is far too easy to knock the AI off the bike or kill him
//since the AI seems to manage to fall off the bike all on its own.  Vinny suggested putting up
//a minimum distance check to see if you are close enough to take advantage of the AI falling off
//the bike. 
wait 0 
gosub @MISSN_01_300         //The Pursuit Path                
jump @MISSN_01_190

//Cut Scene 01 "The Conversation"
:MISSN_01_200
// Pans camera down from skyview

02A3: enable_widescreen true 
0920: point_camera 1541.156 -1670.352 28.7047 transverse_to 1541.156 -1674.352 14.5 time 4000 mode 1  
03CF: load_wav 45200 as 1 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:MISSN_01_205
wait 0
if 
816B:   not fading 
jf @MISSN_01_205

gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL01' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor $PLAYER_ACTOR stop_mouth 
067C: put_camera_on_actor 15@ with_offset -0.3 2.0 1.0 rotation 0.0 0.0 0.0 0.0 2        
03CF: load_wav 45201 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor 15@ move_mouth -1 ms
0605: actor 15@ perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL02' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -0.3 2.0 1.0 rotation 0.0 0.0 0.0 0.0 2
0968: actor 15@ stop_mouth
03CF: load_wav 45202 as 1 
gosub @MISSN_01_280 //wait for wav to load
0967: actor $PLAYER_ACTOR move_mouth -1 ms
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'PTL03' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
067C: put_camera_on_actor 15@ with_offset -0.3 2.0 1.0 rotation 0.0 0.0 0.0 0.0 2        
03CF: load_wav 45203 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL04' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor $PLAYER_ACTOR stop_mouth
067C: put_camera_on_actor 16@ with_offset 0.0 5.0 2.0 rotation 0.0 0.0 0.0 0.0 2         
03CF: load_wav 45204 as 1 
gosub @MISSN_01_280 //wait for wav to load
0967: actor 15@ move_mouth -1 ms
03D1: play_wav 1 
0605: actor 15@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL05' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor 15@ stop_mouth
03CF: load_wav 45205 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL06' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor $PLAYER_ACTOR stop_mouth
03CF: load_wav 45206 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor 15@ move_mouth -1 ms
0605: actor 15@ perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL07' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor 15@ stop_mouth
03CF: load_wav 45207 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL08' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -0.3 2.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
0968: actor $PLAYER_ACTOR stop_mouth
03CF: load_wav 45208 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor 15@ move_mouth -1 ms
0605: actor 15@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL09' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor 15@ stop_mouth
03CF: load_wav 45209 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL10' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor $PLAYER_ACTOR stop_mouth
03CF: load_wav 45210 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor 16@ move_mouth -1 ms
0605: actor 16@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL11' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor 16@ stop_mouth
00BE: text_clear_all 
return

//Cut Scene 02 "The Requiem"
:MISSN_01_210
03CF: load_wav 45211 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
00BC: show_text_highpriority GXT 'PTL14' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0605: actor 17@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
0968: actor $PLAYER_ACTOR stop_mouth
03CF: load_wav 45212 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1              
0967: actor 17@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'PTL15' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor 17@ stop_mouth
03CF: load_wav 45213 as 1 
gosub @MISSN_01_280 //wait for wav to load
05D3: AS_actor 17@ goto_point 2510.0 -2088.0 13.5757 mode 4 -1 ms   
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
00BC: show_text_highpriority GXT 'PTL16' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor $PLAYER_ACTOR stop_mouth
03CF: load_wav 45214 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor 17@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'PTL17' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load 
0968: actor 17@ stop_mouth
03CF: load_wav 45215 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL18' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor $PLAYER_ACTOR stop_mouth
03CF: load_wav 45216 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor 16@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'PTL19' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
03CF: load_wav 45217 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1              
00BC: show_text_highpriority GXT 'PTL20' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
03CF: load_wav 45218 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0605: actor 16@ perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
00BC: show_text_highpriority GXT 'PTL21' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
0968: actor 16@ stop_mouth
03CF: load_wav 45219 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
05D3: AS_actor 16@ goto_point 2513.0 -2086.0 13.5757 mode 4 3000 ms 
00BC: show_text_highpriority GXT 'PTL22' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load 
0968: actor $PLAYER_ACTOR stop_mouth
03CF: load_wav 45220 as 1 
gosub @MISSN_01_280 //wait for wav to load
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'PTL23' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load 
03CF: load_wav 45221 as 1 
gosub @MISSN_01_280 //wait for wav to load
//Tenpenny fires one shot at camera
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at 2510.4209 -2086.5657 13.0 500 ms 
03D1: play_wav 1 
//0967: actor $PLAYER_ACTOR move_mouth -1 ms
00BC: show_text_highpriority GXT 'PTL24' time 15000 flag 1 
gosub @MISSN_01_290 //wait for wav to load
00BE: text_clear_all 
return

//Subroutine to wait for wave loading
:MISSN_01_280
wait 0
if  
03D0:   wav 1 loaded 
jf @MISSN_01_280
return

//Subroutine to wait for the wav to play out
:MISSN_01_290
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_01_290
040D: unload_wav 1
0001: wait $DEFAULT_WAIT_TIME ms
return

//The subroutine adjusts Pendelbury's speed as he moves from point to point                                       
//loading checkpoints into scmpath it allows you to slow down for tight turns
//and speed up in straight runs. 
//He sometimes would get stuck and make it too easy to kill him. I ended up reducing the traffic.
:MISSN_01_300 //The Chase
if
100@ == 0
then
    gosub @MISSN_01_310
    100@ = 1
end
if and
100@ == 1
00EE:   actor 15@ 0 near_point 1616.8341 -1708.2432 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_320
    100@ += 1
    03E5: show_text_box 'PTL13'  
end
if and
100@ == 2
00EE:   actor 15@ 0 near_point 1833.2645 -1817.8071 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_330
    100@ += 1
    03E6: remove_text_box 
end
if and
100@ == 3
00EE:   actor 15@ 0 near_point 2596.6501 -1857.2941 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_340
    100@ += 1
end
if and
100@ == 4
00EE:   actor 15@ 0 near_point 2625.2969 -1494.6492 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_350
    100@ += 1
end
if and
100@ == 5
00EE:   actor 15@ 0 near_point 2823.4824 -1487.0029 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_360
    100@ += 1
end  
if and
100@ == 6
00EE:   actor 15@ 0 near_point 2824.908 -1866.4448 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_370
    100@ += 1
end 
if and
100@ == 7
00EE:   actor 15@ 0 near_point 2162.4976 -2582.3545 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_380
    100@ += 1
end  
if and
100@ == 8
00EE:   actor 15@ 0 near_point 1383.7756 -2466.7612 radius 5.0 5.0 in_car 
then
    gosub @MISSN_01_600
    jump @MISSN_01_105
end  
//Checks to make sure you didn't wreck the patrol car
if
Car.Wrecked(13@)
then
    gosub @MISSN_01_600 
    jump @MISSN_01_105
end
return
 //scmpath seems to have a limit? so keep it to about 8 or 10 
 //This is the first way I learned to make a vehicle follow a set path you can see 
 //that later I used a different method in "Derby Maddnes" mission number 16. 
 //This method gives you much more control of the vehicle speed and route.
:MISSN_01_310
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1527.5897 -1719.1304 13.4296
05D7: add_point_to_scmpath 1555.2362 -1734.1617 13.4124
05D7: add_point_to_scmpath 1603.719 -1734.9719 13.4136
05D7: add_point_to_scmpath 1609.3877 -1653.957 13.5762 
05D7: add_point_to_scmpath 1615.4048 -1663.8196 13.5589
05D7: add_point_to_scmpath 1616.8341 -1708.2432 4.4613
06BB: set_actor 15@ drive_car 14@ speed 15.0 along_SCM_path
return

:MISSN_01_320
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1624.8857 -1767.3146 3.9915
05D7: add_point_to_scmpath 1833.2645 -1817.8071 4.0138
06BB: set_actor 15@ drive_car 14@ speed 30.0 along_SCM_path
return

:MISSN_01_330
05D6: clear_scmpath
05D7: add_point_to_scmpath 1925.098 -1830.64 5.7598
05D7: add_point_to_scmpath 1970.4095 -1837.9246 4.1215
05D7: add_point_to_scmpath 2058.146 -1852.7108 4.025
05D7: add_point_to_scmpath 2231.0232 -1847.6094 0.2432
05D7: add_point_to_scmpath 2231.0232 -1847.6094 0.2432 
05D7: add_point_to_scmpath 2357.467 -1875.3892 9.2914 
05D7: add_point_to_scmpath 2484.9414 -1874.5491 9.3438
05D7: add_point_to_scmpath 2596.6501 -1857.2941 3.7431
06BB: set_actor 15@ drive_car 14@ speed 50.0 along_SCM_path 
return

:MISSN_01_340
05D6: clear_scmpath
05D7: add_point_to_scmpath 2581.8804 -1780.326 1.7129
05D7: add_point_to_scmpath 2563.3955 -1734.6865 1.6726
05D7: add_point_to_scmpath 2625.2969 -1494.6492 16.4167
06BB: set_actor 15@ drive_car 14@ speed 60.0 along_SCM_path 
return

:MISSN_01_350
05D6: clear_scmpath
05D7: add_point_to_scmpath 2642.1267 -1463.182 16.2787
05D7: add_point_to_scmpath 2662.1497 -1440.866 16.2793
05D7: add_point_to_scmpath 2687.813 -1428.2909 16.2781
05D7: add_point_to_scmpath 2817.4121 -1420.2235 16.2779
05D7: add_point_to_scmpath 2824.2612 -1426.2661 16.2823
05D7: add_point_to_scmpath 2823.4824 -1487.0029 13.9649
06BB: set_actor 15@ drive_car 14@ speed 20.0 along_SCM_path 
return

:MISSN_01_360
05D6: clear_scmpath
05D7: add_point_to_scmpath 2901.364 -1497.5604 10.9249
05D7: add_point_to_scmpath 2847.092 -1701.1487 10.9145
05D7: add_point_to_scmpath 2824.908 -1866.4448 10.9562
06BB: set_actor 15@ drive_car 14@ speed 30.0 along_SCM_path 
return

:MISSN_01_370
05D6: clear_scmpath
05D7: add_point_to_scmpath 2824.6448 -2075.863 10.9615
05D7: add_point_to_scmpath 2768.9053 -2143.5269 10.9784
05D7: add_point_to_scmpath 2700.4832 -2152.1206 10.9415
05D7: add_point_to_scmpath 2472.1814 -2161.8223 13.7385
05D7: add_point_to_scmpath 2415.9954 -2180.1575 12.9518
05D7: add_point_to_scmpath 2313.4983 -2241.4648 12.9512
05D7: add_point_to_scmpath 2187.678 -2366.498 12.9549
05D7: add_point_to_scmpath 2162.4976 -2582.3545 12.9529
06BB: set_actor 15@ drive_car 14@ speed 65.0 along_SCM_path 
return

:MISSN_01_380
05D6: clear_scmpath
05D7: add_point_to_scmpath 2110.9365 -2654.6479 12.9524
05D7: add_point_to_scmpath 2036.8062 -2671.0964 11.5488
05D7: add_point_to_scmpath 1485.2981 -2667.4233 10.6779
05D7: add_point_to_scmpath 1357.3842 -2622.6316 12.9565
05D7: add_point_to_scmpath 1341.2065 -2549.5579 13.0887
05D7: add_point_to_scmpath 1357.3502 -2508.2749 12.7388
05D7: add_point_to_scmpath 1360.9703 -2481.2742 8.4044
05D7: add_point_to_scmpath 1383.7756 -2466.7612 6.4645
06BB: set_actor 15@ drive_car 14@ speed 45.0 along_SCM_path 
return

//Set up the Killzone Cutscene
:MISSN_01_400
0395: clear_area 1 at 2510.4209 -2086.5657 13.5757 radius 50.0 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:MISSION_01_410
wait 0
if 
816B:   not fading 
jf @MISSION_01_410

fade 0 0

if 
Actor.Driving(15@)
then
0362: remove_actor 15@ from_car_and_place_at 2510.0 -2086.0 12.5757
end
if 
Actor.Driving(16@)
then
0362: remove_actor 16@ from_car_and_place_at 2515.0 -2086.5 13.5757
end
if 
Actor.Driving(17@)
then
0362: remove_actor 17@ from_car_and_place_at 2515.0 -2088.5 13.5757
end
if 
Actor.Driving($PLAYER_ACTOR)
then
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2515.0 -2087.0 13.5757
end
Actor.PutAt(15@, 2510.0, -2086.0, 12.5757)
Actor.Angle(15@) = 180.0
Actor.Health(15@) = 0     // He's dead Jim.
Actor.PutAt($PLAYER_ACTOR, 2515.0, -2087.0, 13.5757)
Actor.PutAt(16@, 2515.0, -2086.5, 13.5757)
Actor.PutAt(17@, 2515.0, -2088.5, 13.5757)

05D3: AS_actor $PLAYER_ACTOR goto_point 2512.5 -2087.0 13.5757 mode 4 1500 ms
05D3: AS_actor 16@ goto_point 2512.0 -2086.5 13.5757 mode 4 1000 ms
05D3: AS_actor 17@ goto_point 2513.5 -2088.5 13.5757 mode 4 1000 ms
:MISSION_01_415
wait 0
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 2512.5 -2087.0 radius 0.5 0.5 on_foot 
jf @MISSION_01_415

Actor.Angle($PLAYER_ACTOR) = 90.0
Actor.Angle(16@) = 130.0
Actor.Angle(17@) = 45.0
0674: set_car_model #COPCARLA numberplate "_CRASH_"
13@ = Car.Create(#COPCARLA,  2504.9629, -2102.1897, 13.1238)
Car.Angle(13@) = 59.5647                       
Car.DoorStatus(13@, 0)                   
053F: set_car 13@ tires_vulnerability 0  

01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2510.4209 -2086.5657 13.0 -1 ms 
06A9: AS_actor 16@ look_at_point 2510.4209 -2086.5657 13.0 -1 ms 
06A9: AS_actor 16@ look_at_point 2510.4209 -2086.5657 13.0 -1 ms 

02A3: enable_widescreen True

Camera.SetPosition(2510.4209, -2086.5657, 13.0, 0.0, 0.0, 0.0)
Camera.PointAt(2512.7, -2087.0, 14.0, 2)
Player.SetDrunkVisuals($PLAYER_CHAR, 200)

fade 1 1000 

:MISSN_01_420
wait 0
if 
816B:   not fading 
jf @MISSN_01_420

0707: start_scene_skip_to @MISSN_01_430 
gosub @MISSN_01_210  //Final talk
:MISSN_01_430 
0701: end_scene_skip 
02A3: enable_widescreen False 
03E6: remove_text_box 
00BE: text_clear_all  
06AB: set_actor 16@ all_weapons_hidden 1 
06AB: set_actor 17@ all_weapons_hidden 1 
   
Player.SetDrunkVisuals($PLAYER_CHAR, 0)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

gosub @MISSN_01_890  //Sucess!
jump @MISSN_01_105   //End Thread
 
:MISSN_01_600
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
//This is point to return to the station and retry the mission.
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
return

:MISSN_01_890
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1728.5, -2251.8508, -3.2548)
034F: destroy_actor_with_fade 16@ 
034F: destroy_actor_with_fade 17@ 
return 

:MISSN_01_900
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms

0164: disable_marker 90@ 
mission_cleanup 
return 

//-------------Mission 3---------------
// Originally: Video Game: They Crawled From Uranus

:NONE
gosub @NONE_16 
gosub @NONE_12441 
end_thread 

:NONE_16
$ONMISSION = 1 
increment_mission_attempts 
thread 'NONE' 
wait 0 
054C: use_GXT_table 'DUAL' 
09F5: disable_player_mutal_activities 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
03F0: enable_text_draw 1 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_NONE' 
038F: load_texture "SHIP" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 3 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "EXPLM01" as 5 // Load dictionary with 0390 first 
038F: load_texture "EXPLM02" as 6 // Load dictionary with 0390 first 
038F: load_texture "EXPLM03" as 7 // Load dictionary with 0390 first 
038F: load_texture "EXPLM04" as 8 // Load dictionary with 0390 first 
038F: load_texture "EXPLM05" as 9 // Load dictionary with 0390 first 
038F: load_texture "EXPLM06" as 10 // Load dictionary with 0390 first 
038F: load_texture "EXPLM07" as 11 // Load dictionary with 0390 first 
038F: load_texture "EXPLM08" as 12 // Load dictionary with 0390 first 
038F: load_texture "EXPLM09" as 13 // Load dictionary with 0390 first 
038F: load_texture "EXPLM10" as 14 // Load dictionary with 0390 first 
038F: load_texture "EXPLM11" as 15 // Load dictionary with 0390 first 
038F: load_texture "EXPLM12" as 16 // Load dictionary with 0390 first 
038F: load_texture "FORCE" as 17 // Load dictionary with 0390 first 
038F: load_texture "WARP" as 18 // Load dictionary with 0390 first 
038F: load_texture "THRUST" as 19 // Load dictionary with 0390 first 
038F: load_texture "SHPNORM" as 20 // Load dictionary with 0390 first 
038F: load_texture "SHPWARP" as 21 // Load dictionary with 0390 first 
038F: load_texture "SHIP2" as 22 // Load dictionary with 0390 first 
038F: load_texture "SHIP3" as 23 // Load dictionary with 0390 first 
038F: load_texture "TITLE" as 24 // Load dictionary with 0390 first 
03CF: load_wav 1829 as 4 

:NONE_403
if 
83D0:   not wav 4 loaded 
else_jump @NONE_429 
wait 0 
jump @NONE_403 

:NONE_429
097A: play_audio_at 0.0 0.0 0.0 event 1181 
34@ = 3.0 
35@ = 2.0 
36@ = 1.0 
37@ = 0.0 
38@ = -1.0 
39@ = -2.0 
40@ = -3.0 
41@ = -2.0 
42@ = -1.0 
43@ = -4.0 
44@ = 4.0 
45@ = 3.0 
46@ = 2.0 
47@ = -2.0 
48@ = -4.0 
49@ = -6.0 
50@ = -3.0 
51@ = -2.0 
52@ = -7.0 
53@ = -6.0 
54@ = 300 
55@ = 200 
56@ = 400 
57@ = 600 
58@ = 400 
59@ = 500 
60@ = 200 
61@ = 300 
62@ = 400 
63@ = 6000 
64@ = 2.0 
65@ = 3.0 
66@ = 1.0 
67@ = 0.0 
68@ = 1.0 
69@ = 3.0 
70@ = -3.0 
71@ = -3.0 
72@ = 2.0 
73@ = -5.0 
74@ = 0.0 
75@ = 3.0 
76@ = 4.0 
77@ = 5.0 
78@ = 12.0 
79@ = 6.0 
80@ = 3.0 
81@ = 0.0 
82@ = -4.0 
83@ = -6.0 
84@ = 100 
85@ = 400 
86@ = 300 
87@ = 500 
88@ = 400 
89@ = 200 
90@ = 400 
91@ = 400 
92@ = 400 
93@ = 6000 
94@ = 5.0 
95@ = -3.0 
96@ = 6.0 
97@ = -6.0 
98@ = 3.0 
99@ = -3.0 
100@ = 3.0 
101@ = -3.0 
102@ = 3.0 
103@ = -6.0 
104@ = 4.0 
105@ = 4.0 
106@ = 4.0 
107@ = 4.0 
108@ = 4.0 
109@ = 4.0 
110@ = 4.0 
111@ = 4.0 
112@ = 4.0 
113@ = 4.0 
114@ = 300 
115@ = 300 
116@ = 300 
117@ = 300 
118@ = 300 
119@ = 300 
120@ = 300 
121@ = 300 
122@ = 300 
123@ = 300 
124@ = 0.0 
132@ = 5.0 
125@ = 5.0 
133@ = 5.0 
126@ = 5.0 
134@ = 0.0 
127@ = -5.0 
135@ = 0.0 
128@ = -5.0 
136@ = -5.0 
129@ = 0.0 
137@ = -5.0 
130@ = 5.0 
138@ = -5.0 
131@ = -5.0 
139@ = 5.0 
05AA: 140@s = 'DUAL_0'  // 0
05AA: 142@s = 'DUAL_1'  // 1
05AA: 144@s = 'DUAL_2'  // 2
05AA: 146@s = 'DUAL_3'  // 3
05AA: 148@s = 'DUAL_4'  // 4
05AA: 150@s = 'DUAL_5'  // 5
05AA: 152@s = 'DUAL_6'  // 6
05AA: 154@s = 'DUAL_7'  // 7
05AA: 156@s = 'DUAL_8'  // 8
05AA: 158@s = 'DUAL_9'  // 9
05AA: 160@s = 'DUAL_AA'  // A
05AA: 162@s = 'DUAL_B'  // B
05AA: 164@s = 'DUAL_C'  // C
05AA: 166@s = 'DUAL_D'  // D
05AA: 168@s = 'DUAL_E'  // E
05AA: 170@s = 'DUAL_F'  // F
05AA: 172@s = 'DUAL_G'  // G
05AA: 174@s = 'DUAL_H'  // H
05AA: 176@s = 'DUAL_I'  // I
05AA: 178@s = 'DUAL_J'  // J
05AA: 180@s = 'DUAL_K'  // K
05AA: 182@s = 'DUAL_L'  // L
05AA: 184@s = 'DUAL_M'  // M
05AA: 186@s = 'DUAL_N'  // N
05AA: 188@s = 'DUAL_O'  // O
05AA: 190@s = 'DUAL_P'  // P
05AA: 192@s = 'DUAL_Q'  // Q
05AA: 194@s = 'DUAL_R'  // R
05AA: 196@s = 'DUAL_S'  // S
05AA: 198@s = 'DUAL_T'  // T
05AA: 200@s = 'DUAL_U'  // U
05AA: 202@s = 'DUAL_V'  // V
05AA: 204@s = 'DUAL_W'  // W
05AA: 206@s = 'DUAL_X'  // X
05AA: 208@s = 'DUAL_Y'  // Y
05AA: 210@s = 'DUAL_Z'  // Z
05AA: 212@s = 'DUAL_FS'  // .
if 
  $5354 == 0 
else_jump @NONE_2319 
$5355[0] = 250000 
$5355[1] = 100000 
$5355[2] = 75000 
$5355[3] = 50000 
$5355[4] = 25000 
$5355[5] = 10000 
$5355[6] = 7500 
$5355[7] = 5000 
$5355[8] = 2500 
$5355[9] = 1000 
05A9: s$5365[0] = 160@s 
05A9: s$5385[0] = 166@s 
05A9: s$5405[0] = 210@s 
05A9: s$5365[1] = 164@s 
05A9: s$5385[1] = 160@s 
05A9: s$5405[1] = 186@s 
05A9: s$5365[2] = 176@s 
05A9: s$5385[2] = 184@s 
05A9: s$5405[2] = 208@s 
05A9: s$5365[3] = 204@s 
05A9: s$5385[3] = 176@s 
05A9: s$5405[3] = 182@s 
05A9: s$5365[4] = 166@s 
05A9: s$5385[4] = 162@s 
05A9: s$5405[4] = 190@s 
05A9: s$5365[5] = 166@s 
05A9: s$5385[5] = 160@s 
05A9: s$5405[5] = 202@s 
05A9: s$5365[6] = 166@s 
05A9: s$5385[6] = 188@s 
05A9: s$5405[6] = 166@s 
05A9: s$5365[7] = 186@s 
05A9: s$5385[7] = 170@s 
05A9: s$5405[7] = 212@s 
05A9: s$5365[8] = 180@s 
05A9: s$5385[8] = 184@s 
05A9: s$5405[8] = 162@s 
05A9: s$5365[9] = 196@s 
05A9: s$5385[9] = 178@s 
05A9: s$5405[9] = 182@s 
$5354 = 1 

:NONE_2319
214@ = 336.4137 
215@ = 58.2432 
216@ = 201.225 
217@ = 88.9168 
218@ = 29.78 
219@ = 260.0 
220@ = 28.5713 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 0 
fade 1 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
225@ = 0 
226@ = -1 
227@ = 0 

:NONE_2475
0208: 290@(227@,60f) = random_float_in_ranges 0.0 300.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 
227@ += 1 
  227@ >= 60 
else_jump @NONE_2475 
350@ = 8.0 

:NONE_2544
wait 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
392@ = 0 
0494: get_joystick 0 data_to 422@ 423@ 424@ 424@ 
if or
00E1:   player 0 pressed_key 8 
  -100 > 423@ 
else_jump @NONE_2760 
if 
  221@ == 0 
else_jump @NONE_2746 
if 
  225@ == 2 
else_jump @NONE_2701 
225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
jump @NONE_2746 

:NONE_2701
if 
  225@ == 1 
else_jump @NONE_2746 
225@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2746
221@ = 1 
jump @NONE_2927 

:NONE_2760
if or
00E1:   player 0 pressed_key 9 
  423@ > 100 
else_jump @NONE_2913 
if 
  222@ == 0 
else_jump @NONE_2899 
if 
  225@ == 0 
else_jump @NONE_2854 
225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
jump @NONE_2899 

:NONE_2854
if 
  225@ == 1 
else_jump @NONE_2899 
225@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_2899
222@ = 1 
jump @NONE_2920 

:NONE_2913
222@ = 0 

:NONE_2920
221@ = 0 

:NONE_2927
gosub @NONE_12369 
if 
  225@ == 0 
else_jump @NONE_2971 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_2985 

:NONE_2971
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_2985
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 250.0 GXT 'SPAC_04'  // PLAY
gosub @NONE_12369 
if 
  225@ == 1 
else_jump @NONE_3062 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_3076 

:NONE_3062
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_3076
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 300.0 GXT 'SPAC_06'  // HI-SCORE
gosub @NONE_12369 
if 
  225@ == 2 
else_jump @NONE_3153 
0340: set_text_draw_RGBA 255 0 0 255 
jump @NONE_3167 

:NONE_3153
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_3167
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 350.0 GXT 'SPAC_05'  // QUIT
227@ = 0 

:NONE_3207
0087: 425@ = 350@ // (float) 
425@ /= 2.0 
007B: 290@(227@,60f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $TEMPVAR_FLOAT_1 > 640.0 
  0.0 > $TEMPVAR_FLOAT_1 
  0.0 > $TEMPVAR_FLOAT_2 
  $TEMPVAR_FLOAT_2 > 448.0 
else_jump @NONE_3419 
290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_3419
227@ += 1 
  227@ >= 60 
else_jump @NONE_3207 
038D: draw_texture 24 position 320.0 140.0 size 256.0 128.0 RGBA 220 220 220 255 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @NONE_3785 
if 
  223@ == 0 
else_jump @NONE_3778 
223@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1180 
if 
  225@ == 0 
else_jump @NONE_3707 
jump @NONE_3799 

:NONE_3707
if 
  225@ == 1 
else_jump @NONE_3732 
jump @NONE_10411 

:NONE_3732
if 
  225@ == 2 
else_jump @NONE_3778 
0391: release_txd_dictionary 
Player.CanMove($PLAYER_CHAR) = True
fade 0 0 
wait 0 
fade 1 500 
return 

:NONE_3778
jump @NONE_3792 

:NONE_3785
223@ = 0 

:NONE_3792
jump @NONE_2544 

:NONE_3799
351@ = 90.0 
227@ = 0 

:NONE_3816
352@(227@,10i) = 0 
362@(227@,10i) = 0 
372@(227@,10i) = 0 
382@(227@,10i) = 0 
227@ += 1 
  227@ >= 10 
else_jump @NONE_3816 
392@ = 0 
393@ = 0 
394@ = 0 
227@ = 0 

:NONE_3909
395@(227@,8i) = 0 
227@ += 1 
  227@ >= 8 
else_jump @NONE_3909 
403@ = 0 
404@ = 255 
405@ = -50 
406@ = 0 
407@ = 100 
0085: 408@ = 407@ // (int) 
409@ = 0 
410@ = 0 
411@ = 100 
412@ = 3 
413@ = 0 
414@ = 0 
415@ = 0 
416@ = 0 
417@ = 0 
418@ = 0 
419@ = 1 
420@ = 0 
421@ = 190.0 
350@ = 8.0 

:NONE_4089
wait 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
227@ = 0 

:NONE_4136
0087: 425@ = 350@ // (float) 
425@ /= 2.0 
007B: 290@(227@,60f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $TEMPVAR_FLOAT_1 > 640.0 
  0.0 > $TEMPVAR_FLOAT_1 
  0.0 > $TEMPVAR_FLOAT_2 
  $TEMPVAR_FLOAT_2 > 448.0 
else_jump @NONE_4348 
290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_4348
227@ += 1 
  227@ >= 60 
else_jump @NONE_4136 
if 
  394@ == 0 
else_jump @NONE_5395 
if 
  2 > 418@ 
else_jump @NONE_4559 
if 
00E1:   player 0 pressed_key 11 
else_jump @NONE_4447 
0079: 351@ += unknown_float * -1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
jump @NONE_4559 

:NONE_4447
if 
00E1:   player 0 pressed_key 10 
else_jump @NONE_4489 
0079: 351@ += unknown_float * 1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
jump @NONE_4559 

:NONE_4489
0494: get_joystick 0 data_to 422@ 423@ 424@ 424@ 
0093: 425@ = integer 422@ to_float 
425@ *= -1.0 
425@ /= 25.0 
425@ /= 2.0 
007B: 351@ += unknown_float * 425@ // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 

:NONE_4559
02F7: $TEMPVAR_FLOAT_1 = sine 351@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 351@ // (float) 
0089: 426@ = $TEMPVAR_FLOAT_2 // (float) 
426@ *= 22.0 
if 
  0.0 > 426@ 
else_jump @NONE_4624 
426@ *= -1.0 

:NONE_4624
426@ += 26.0 
0089: 427@ = $TEMPVAR_FLOAT_1 // (float) 
427@ *= 22.0 
if 
  0.0 > 427@ 
else_jump @NONE_4683 
427@ *= -1.0 

:NONE_4683
427@ += 26.0 
if 
  418@ == 2 
else_jump @NONE_4766 
007F: 421@ -= unknown_float * 1.0 // (float) 
350@ = 16.0 
if 
  20.0 > 421@ 
else_jump @NONE_4759 
418@ = 3 

:NONE_4759
jump @NONE_4873 

:NONE_4766
if 
  418@ == 3 
else_jump @NONE_4853 
0079: 421@ += unknown_float * 1.0 // (float) 
if 
  421@ > 190.0 
else_jump @NONE_4846 
421@ = 190.0 
416@ = 0 
419@ += 1 
418@ = 0 

:NONE_4846
jump @NONE_4873 

:NONE_4853
350@ = 8.0 
421@ = 190.0 

:NONE_4873
006D: $TEMPVAR_FLOAT_1 *= 421@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 421@ // (float) 
0089: 428@ = $TEMPVAR_FLOAT_1 // (float) 
428@ += 320.0 
0089: 429@ = $TEMPVAR_FLOAT_2 // (float) 
429@ += 224.0 
if 
001F:   403@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @NONE_5025 
005A: 404@ += 405@ // (int) 
if 
  404@ > 255 
else_jump @NONE_4986 
404@ = 255 
405@ = -50 

:NONE_4986
if 
  0 > 404@ 
else_jump @NONE_5018 
404@ = 0 
405@ = 50 

:NONE_5018
jump @NONE_5033 

:NONE_5025
404@ = 255 

:NONE_5033
0087: 431@ = 421@ // (float) 
431@ /= 5.9375 
0087: 430@ = 431@ // (float) 
430@ *= 2.0 
0088: $TEMPVAR_ANGLE = 351@ // (float) 
$TEMPVAR_ANGLE += 90.0 
if 
  2 > 418@ 
else_jump @NONE_5143 
074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 
jump @NONE_5174 

:NONE_5143
074B: draw_texture 21 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 

:NONE_5174
if 
  2 > 418@ 
else_jump @NONE_5388 
if 
00E1:   player 0 pressed_key 17 
else_jump @NONE_5381 
if 
  224@ == 0 
else_jump @NONE_5374 
227@ = 0 

:NONE_5234
if 
  352@(227@,10i) == 0 
else_jump @NONE_5326 
0087: 432@(227@,10f) = 351@ // (float) 
442@(227@,10f) = 190.0 
352@(227@,10i) = 1 
452@(227@,10f) = -12.0 
0089: 462@(227@,10f) = $TEMPVAR_ANGLE // (float) 
227@ = 9 

:NONE_5326
227@ += 1 
  227@ >= 10 
else_jump @NONE_5234 
097A: play_audio_at 0.0 0.0 0.0 event 1170 
224@ = 1 

:NONE_5374
jump @NONE_5388 

:NONE_5381
224@ = 0 

:NONE_5388
jump @NONE_6019 

:NONE_5395
if 
  394@ == 1 
else_jump @NONE_5503 
227@ = 0 

:NONE_5420
395@(227@,8i) = 1 
0087: 472@(227@,8f) = 428@ // (float) 
0087: 480@(227@,8f) = 429@ // (float) 
227@ += 1 
  227@ >= 8 
else_jump @NONE_5420 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
394@ += 1 

:NONE_5503
if 
  394@ == 2 
else_jump @NONE_5940 
227@ = 0 

:NONE_5528
if 
  395@(227@,8i) > 0 
else_jump @NONE_5711 
if 
  395@(227@,8i) == 1 
else_jump @NONE_5583 
395@(227@,8i) = 5 

:NONE_5583
005B: 472@(227@,8f) += 124@(227@,8f) // (float) 
005B: 480@(227@,8f) += 132@(227@,8f) // (float) 
395@(227@,8i) += 1 
if 
  395@(227@,8i) > 16 
else_jump @NONE_5666 
395@(227@,8i) = 0 
jump @NONE_5711 

:NONE_5666
038D: draw_texture 395@(227@,8i) position 472@(227@,8f) 480@(227@,8f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_5711
227@ += 1 
  227@ >= 8 
else_jump @NONE_5528 
424@ = 0 
227@ = 0 

:NONE_5746
005A: 424@ += 395@(227@,8i) // (int) 
227@ += 1 
  227@ >= 8 
else_jump @NONE_5746 
if 
  424@ == 0 
else_jump @NONE_5940 
351@ = 90.0 
008B: 403@ = $CURRENT_TIME_IN_MS2 // (int) 
403@ += 2500 
409@ = 0 
410@ = 0 
411@ = 100 
408@ = 100 
412@ -= 1 
if 
  412@ > 0 
else_jump @NONE_5897 
394@ = 0 
407@ = 100 
jump @NONE_5940 

:NONE_5897
008B: 488@ = $CURRENT_TIME_IN_MS2 // (int) 
488@ += 3000 
394@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1178 

:NONE_5940
if 
  394@ == 3 
else_jump @NONE_6019 
if 
001F:   488@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @NONE_6012 
gosub @NONE_12369 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
jump @NONE_6019 

:NONE_6012
406@ = 1 

:NONE_6019
227@ = 0 

:NONE_6026
if 
  352@(227@,10i) == 1 
else_jump @NONE_6264 
0087: 425@ = 452@(227@,10f) // (float) 
425@ /= 2.0 
007B: 442@(227@,10f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 432@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 432@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 442@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 442@(227@,10f) // (float) 
0089: 489@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
489@(227@,10f) += 320.0 
0089: 499@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
499@(227@,10f) += 224.0 
074B: draw_texture 3 position 489@(227@,10f) 499@(227@,10f) scale 8.0 8.0 angle 462@(227@,10f) color_RGBA 52 183 195 255 
if 
  10.0 > 442@(227@,10f) 
else_jump @NONE_6264 
352@(227@,10i) = 0 

:NONE_6264
227@ += 1 
  227@ >= 10 
else_jump @NONE_6026 
if 
  418@ == 0 
else_jump @NONE_6383 
if 
001E:   $CURRENT_TIME_IN_MS2 > 509@ // (int) 
else_jump @NONE_6376 
0208: 510@ = random_float_in_ranges 0.0 360.0 
0209: 511@ = random_int_in_ranges 0 3 
413@ = 0 
512@ = 10 
008B: 509@ = $CURRENT_TIME_IN_MS2 // (int) 
509@ += 8000 

:NONE_6376
jump @NONE_6399 

:NONE_6383
008B: 509@ = $CURRENT_TIME_IN_MS2 // (int) 
509@ += 1000 

:NONE_6399
if 
  512@ > 0 
else_jump @NONE_6644 
if 
001E:   $CURRENT_TIME_IN_MS2 > 393@ // (int) 
else_jump @NONE_6644 
227@ = 0 

:NONE_6443
if 
  372@(227@,10i) == 0 
else_jump @NONE_6623 
0087: 513@(227@,10f) = 510@ // (float) 
523@(227@,10f) = 5.0 
533@(227@,10f) = 3.0 
543@(227@,10f) = 10.0 
553@(227@,10i) = 0 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
563@(227@,10i) += 500 
372@(227@,10i) = 1 
593@(227@,10f) = 320.0 
603@(227@,10f) = 224.0 
008B: 393@ = $CURRENT_TIME_IN_MS2 // (int) 
393@ += 200 
512@ -= 1 
227@ = 9 

:NONE_6623
227@ += 1 
  227@ >= 10 
else_jump @NONE_6443 

:NONE_6644
420@ = 0 
227@ = 0 

:NONE_6658
if 
  372@(227@,10i) == 1 
else_jump @NONE_8181 
if 
  10 > 553@(227@,10i) 
else_jump @NONE_6982 
if 
001E:   $CURRENT_TIME_IN_MS2 > 563@(227@,10i) // (int) 
else_jump @NONE_6982 
0085: 424@ = 553@(227@,10i) // (int) 
if 
  511@ == 0 
else_jump @NONE_6815 
0087: 533@(227@,10f) = 34@(424@,10f) // (float) 
0087: 523@(227@,10f) = 44@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 54@(424@,10i) // (int) 

:NONE_6815
if 
  511@ == 1 
else_jump @NONE_6893 
0087: 533@(227@,10f) = 64@(424@,10f) // (float) 
0087: 523@(227@,10f) = 74@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 84@(424@,10i) // (int) 

:NONE_6893
if 
  511@ == 2 
else_jump @NONE_6971 
0087: 533@(227@,10f) = 94@(424@,10f) // (float) 
0087: 523@(227@,10f) = 104@(424@,10f) // (float) 
008B: 563@(227@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 563@(227@,10i) += 114@(424@,10i) // (int) 

:NONE_6971
553@(227@,10i) += 1 

:NONE_6982
420@ = 1 
0087: 425@ = 533@(227@,10f) // (float) 
425@ /= 2.0 
007B: 543@(227@,10f) += unknown_float * 425@ // (float) 
0087: 425@ = 523@(227@,10f) // (float) 
425@ /= 2.0 
007B: 513@(227@,10f) += unknown_float * 425@ // (float) 
0656: get_angle 513@(227@,10f) absolute_degrees_to 513@(227@,10f) 
02F7: $TEMPVAR_FLOAT_1 = sine 513@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 513@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 543@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 543@(227@,10f) // (float) 
0087: 593@(227@,10f) = 573@(227@,10f) // (float) 
0087: 603@(227@,10f) = 583@(227@,10f) // (float) 
0089: 573@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
573@(227@,10f) += 320.0 
0089: 583@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
583@(227@,10f) += 224.0 
0087: 613@ = 543@(227@,10f) // (float) 
613@ /= 5.0 
0088: $TEMPVAR_FLOAT_1 = 573@(227@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 593@(227@,10f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 583@(227@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 603@(227@,10f) // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
if 
  511@ == 0 
else_jump @NONE_7350 
074B: draw_texture 1 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 
jump @NONE_7453 

:NONE_7350
if 
  511@ == 1 
else_jump @NONE_7414 
074B: draw_texture 22 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 
jump @NONE_7453 

:NONE_7414
074B: draw_texture 23 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 255 

:NONE_7453
0088: $TEMPVAR_FLOAT_1 = 351@ // (float) 
$TEMPVAR_FLOAT_1 += 10.0 
0088: $TEMPVAR_FLOAT_2 = 351@ // (float) 
$TEMPVAR_FLOAT_2 -= 10.0 
if and
0026:   $TEMPVAR_FLOAT_1 > 513@(227@,10f) // (float) 
0027:   513@(227@,10f) > $TEMPVAR_FLOAT_2 // (float) 
else_jump @NONE_7726 
424@ = 18 
0062: 424@ -= 419@ // (int) 
if 
  4 > 424@ 
else_jump @NONE_7564 
424@ = 4 

:NONE_7564
0209: 424@ = random_int_in_ranges 0 424@ 
if 
  424@ == 0 
else_jump @NONE_7726 
228@ = 0 

:NONE_7599
if 
  382@(228@,10i) == 0 
else_jump @NONE_7705 
0087: 614@(228@,10f) = 513@(227@,10f) // (float) 
0087: 624@(228@,10f) = 543@(227@,10f) // (float) 
382@(228@,10i) = 1 
634@(228@,10f) = 6.0 
097A: play_audio_at 0.0 0.0 0.0 event 1171 
228@ = 9 

:NONE_7705
228@ += 1 
  228@ >= 10 
else_jump @NONE_7599 

:NONE_7726
if or
  543@(227@,10f) > 320.0 
  10.0 > 543@(227@,10f) 
else_jump @NONE_7776 
372@(227@,10i) = 0 

:NONE_7776
228@ = 0 

:NONE_7783
if 
  352@(228@,10i) == 1 
else_jump @NONE_8160 
if 
05A5:   is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ 
else_jump @NONE_8160 
372@(227@,10i) = 0 
352@(228@,10i) = 0 
413@ += 1 
if 
  413@ == 10 
else_jump @NONE_8010 
0087: 644@ = 573@(227@,10f) // (float) 
0087: 645@ = 583@(227@,10f) // (float) 
008B: 415@ = $CURRENT_TIME_IN_MS2 // (int) 
415@ += 1500 
0087: 646@ = 513@(227@,10f) // (float) 
0087: 647@ = 543@(227@,10f) // (float) 
417@ += 1 
414@ = 100 
006A: 414@ *= 419@ // (int) 
005A: 392@ += 414@ // (int) 
jump @NONE_8033 

:NONE_8010
424@ = 10 
006A: 424@ *= 419@ // (int) 
005A: 392@ += 424@ // (int) 

:NONE_8033
229@ = 0 

:NONE_8040
if 
  362@(229@,10i) == 0 
else_jump @NONE_8132 
0087: 648@(229@,10f) = 573@(227@,10f) // (float) 
0087: 658@(229@,10f) = 583@(227@,10f) // (float) 
362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
229@ = 9 

:NONE_8132
229@ += 1 
  229@ >= 10 
else_jump @NONE_8040 
228@ = 9 

:NONE_8160
228@ += 1 
  228@ >= 10 
else_jump @NONE_7783 

:NONE_8181
227@ += 1 
  227@ >= 10 
else_jump @NONE_6658 
if 
  418@ == 1 
else_jump @NONE_8265 
if 
  420@ == 0 
else_jump @NONE_8265 
097A: play_audio_at 0.0 0.0 0.0 event 1176 
418@ = 2 

:NONE_8265
227@ = 0 

:NONE_8272
if 
  382@(227@,10i) == 1 
else_jump @NONE_8758 
0087: 425@ = 634@(227@,10f) // (float) 
425@ /= 2.0 
007B: 624@(227@,10f) += unknown_float * 425@ // (float) 
02F7: $TEMPVAR_FLOAT_1 = sine 614@(227@,10f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 614@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 624@(227@,10f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 624@(227@,10f) // (float) 
0089: 668@(227@,10f) = $TEMPVAR_FLOAT_1 // (float) 
668@(227@,10f) += 320.0 
0089: 678@(227@,10f) = $TEMPVAR_FLOAT_2 // (float) 
678@(227@,10f) += 224.0 
038D: draw_texture 4 position 668@(227@,10f) 678@(227@,10f) size 8.0 8.0 RGBA 244 0 0 255 
if 
85A5:   not is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
else_jump @NONE_8534 
382@(227@,10i) = 0 

:NONE_8534
if 
  394@ == 0 
else_jump @NONE_8758 
if 
05A5:   is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
else_jump @NONE_8758 
if 
001E:   $CURRENT_TIME_IN_MS2 > 403@ // (int) 
else_jump @NONE_8627 
407@ -= 20 

:NONE_8627
382@(227@,10i) = 0 
229@ = 0 

:NONE_8645
if 
  362@(229@,10i) == 0 
else_jump @NONE_8737 
0087: 648@(229@,10f) = 668@(227@,10f) // (float) 
0087: 658@(229@,10f) = 678@(227@,10f) // (float) 
362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
229@ = 9 

:NONE_8737
229@ += 1 
  229@ >= 10 
else_jump @NONE_8645 

:NONE_8758
227@ += 1 
  227@ >= 10 
else_jump @NONE_8272 
if 
  394@ == 0 
else_jump @NONE_9001 
if 
  409@ > 0 
else_jump @NONE_9001 
if 
  409@ > 1 
else_jump @NONE_8847 
411@ = 100 
409@ -= 1 

:NONE_8847
005A: 410@ += 411@ // (int) 
if 
  410@ > 255 
else_jump @NONE_8889 
410@ = 255 
411@ = -20 

:NONE_8889
if 
  0 > 410@ 
else_jump @NONE_8928 
410@ = 0 
411@ = 100 
409@ = 0 

:NONE_8928
0088: $TEMPVAR_ANGLE = 351@ // (float) 
$TEMPVAR_ANGLE += 90.0 
097A: play_audio_at 0.0 0.0 0.0 event 1177 
074B: draw_texture 17 position 428@ 429@ scale 64.0 32.0 angle $TEMPVAR_ANGLE color_RGBA 220 220 220 410@ 

:NONE_9001
227@ = 0 

:NONE_9008
if 
  362@(227@,10i) > 0 
else_jump @NONE_9159 
if 
  362@(227@,10i) == 1 
else_jump @NONE_9063 
362@(227@,10i) = 5 

:NONE_9063
362@(227@,10i) += 1 
if 
  362@(227@,10i) > 16 
else_jump @NONE_9114 
362@(227@,10i) = 0 
jump @NONE_9159 

:NONE_9114
038D: draw_texture 362@(227@,10i) position 648@(227@,10f) 658@(227@,10f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_9159
227@ += 1 
  227@ >= 10 
else_jump @NONE_9008 
if 
  417@ == 1 
else_jump @NONE_9566 
0079: 647@ += unknown_float * 1.0 // (float) 
0656: get_angle 646@ absolute_degrees_to 646@ 
02F7: $TEMPVAR_FLOAT_1 = sine 646@ // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 646@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 647@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 647@ // (float) 
0089: 688@ = $TEMPVAR_FLOAT_1 // (float) 
688@ += 320.0 
0089: 689@ = $TEMPVAR_FLOAT_2 // (float) 
689@ += 224.0 
038D: draw_texture 18 position 688@ 689@ size 16.0 16.0 RGBA 255 255 255 255 
if 
  394@ == 0 
else_jump @NONE_9510 
if 
05A5:   is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
else_jump @NONE_9510 
416@ += 1 
if 
  416@ == 1 
else_jump @NONE_9420 
097A: play_audio_at 0.0 0.0 0.0 event 1173 

:NONE_9420
if 
  416@ == 2 
else_jump @NONE_9458 
097A: play_audio_at 0.0 0.0 0.0 event 1174 

:NONE_9458
if 
  416@ == 3 
else_jump @NONE_9503 
097A: play_audio_at 0.0 0.0 0.0 event 1175 
418@ = 1 

:NONE_9503
417@ = 0 

:NONE_9510
if 
85A5:   not is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
else_jump @NONE_9566 
417@ = 0 

:NONE_9566
if or
  0 > 407@ 
  407@ == 0 
else_jump @NONE_9623 
407@ = 0 
if 
  394@ == 0 
else_jump @NONE_9623 
394@ = 1 

:NONE_9623
if 
001D:   408@ > 407@ // (int) 
else_jump @NONE_9657 
0085: 408@ = 407@ // (int) 
409@ += 1 

:NONE_9657
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 45.0 GXT 'NONE_01'  // SCORE
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 70.0 GXT 'NUMBER' number 392@  // ~1~
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 45.0 GXT 'NONE_02'  // LIVES
038D: draw_texture 20 position 527.2529 84.2723 size 48.0 24.0 RGBA 220 220 220 255 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 554.7283 70.0 GXT 'NONE_03' number 412@  // x ~1~
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 350.0 GXT 'NONE_04'  // HEALTH
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 550.0 375.0 GXT 'NONE_05' number 407@  // ~1~%
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 350.0 GXT 'NONE_07'  // LEVEL
gosub @NONE_12369 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 375.0 GXT 'NUMBER' number 419@  // ~1~
if 
001F:   415@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @NONE_10100 
gosub @NONE_12369 
0340: set_text_draw_RGBA 0 180 180 255 
033F: set_text_draw_letter_size 0.5 1.5 
045A: draw_text_1number 644@ 645@ GXT 'NUMBER' number 414@  // ~1~

:NONE_10100
if 
  394@ == 0 
else_jump @NONE_10164 
if 
  418@ > 0 
else_jump @NONE_10164 
gosub @NONE_12369 
033E: set_draw_text_position 320.0 100.0 GXT 'NONE_06'  // WARPING

:NONE_10164
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 15 
else_jump @NONE_10332 
406@ = 1 

:NONE_10332
if 
  406@ == 1 
else_jump @NONE_10404 
if 
001F:   392@ > $5355[9] // (int) 
else_jump @NONE_10397 
690@ = 10 
691@ = 0 
jump @NONE_10411 
jump @NONE_10404 

:NONE_10397
jump @NONE_2544 

:NONE_10404
jump @NONE_4089 

:NONE_10411
wait 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
227@ = 9 

:NONE_10458
if 
  227@ > -1 
else_jump @NONE_10705 
if 
001F:   392@ > $5355(227@,10i) // (int) 
else_jump @NONE_10684 
if 
   not 227@ == 9 
else_jump @NONE_10596 
0085: 228@ = 227@ // (int) 
228@ += 1 
0084: $5355(228@,10i) = $5355(227@,10i) // (int) 
05A9: $5365(228@,10s) = $5365(227@,10s) 
05A9: $5385(228@,10s) = $5385(227@,10s) 
05A9: $5405(228@,10s) = $5405(227@,10s) 

:NONE_10596
008A: $5355(227@,10i) = 392@ // (int) 
05A9: $5365(227@,10s) = 212@s 
05A9: $5385(227@,10s) = 212@s 
05A9: $5405(227@,10s) = 212@s 
0085: 226@ = 227@ // (int) 
if 
  227@ == 0 
else_jump @NONE_10677 
392@ = 0 

:NONE_10677
jump @NONE_10691 

:NONE_10684
392@ = 0 

:NONE_10691
227@ -= 1 
jump @NONE_10458 

:NONE_10705
if 
  226@ > -1 
else_jump @NONE_11207 
if 
  691@ == 0 
else_jump @NONE_10781 
05A9: $5365(226@,10s) = 140@(690@,37s) 
05A9: $5385(226@,10s) = 212@s 
05A9: $5405(226@,10s) = 212@s 

:NONE_10781
if 
  691@ == 1 
else_jump @NONE_10827 
05A9: $5385(226@,10s) = 140@(690@,37s) 
05A9: $5405(226@,10s) = 212@s 

:NONE_10827
if 
  691@ == 2 
else_jump @NONE_10861 
05A9: $5405(226@,10s) = 140@(690@,37s) 

:NONE_10861
0494: get_joystick 0 data_to 422@ 423@ 424@ 424@ 
if or
00E1:   player 0 pressed_key 8 
  -100 > 423@ 
else_jump @NONE_10982 
if 
001E:   $CURRENT_TIME_IN_MS2 > 221@ // (int) 
else_jump @NONE_10975 
if 
  36 > 690@ 
else_jump @NONE_10952 
690@ += 1 
jump @NONE_10959 

:NONE_10952
690@ = 0 

:NONE_10959
008B: 221@ = $CURRENT_TIME_IN_MS2 // (int) 
221@ += 250 

:NONE_10975
jump @NONE_10998 

:NONE_10982
008B: 221@ = $CURRENT_TIME_IN_MS2 // (int) 
221@ -= 250 

:NONE_10998
if or
00E1:   player 0 pressed_key 9 
  423@ > 100 
else_jump @NONE_11103 
if 
001E:   $CURRENT_TIME_IN_MS2 > 222@ // (int) 
else_jump @NONE_11096 
if 
  690@ > 0 
else_jump @NONE_11073 
690@ -= 1 
jump @NONE_11080 

:NONE_11073
690@ = 36 

:NONE_11080
008B: 222@ = $CURRENT_TIME_IN_MS2 // (int) 
222@ += 250 

:NONE_11096
jump @NONE_11119 

:NONE_11103
008B: 222@ = $CURRENT_TIME_IN_MS2 // (int) 
222@ -= 250 

:NONE_11119
if 
00E1:   player 0 pressed_key 16 
else_jump @NONE_11200 
if 
  223@ == 0 
else_jump @NONE_11193 
691@ += 1 
223@ += 1 
if 
  691@ == 3 
else_jump @NONE_11193 
226@ = -1 

:NONE_11193
jump @NONE_11207 

:NONE_11200
223@ = 0 

:NONE_11207
227@ = 0 

:NONE_11214
290@(227@,60f) += 8.0 
02F7: $TEMPVAR_FLOAT_1 = sine 230@(227@,60f) // (float) 
02F6: $TEMPVAR_FLOAT_2 = cosine 230@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_1 *= 290@(227@,60f) // (float) 
006D: $TEMPVAR_FLOAT_2 *= 290@(227@,60f) // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 1.0 1.0 RGBA 255 255 255 255 
if or
  $TEMPVAR_FLOAT_1 > 640.0 
  0.0 > $TEMPVAR_FLOAT_1 
  0.0 > $TEMPVAR_FLOAT_2 
  $TEMPVAR_FLOAT_2 > 448.0 
else_jump @NONE_11410 
290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_11410
227@ += 1 
  227@ >= 60 
else_jump @NONE_11214 
gosub @NONE_12369 
0349: set_text_draw_font 1 
033E: set_draw_text_position 214@ 215@ GXT 'SPAC_06'  // HI-SCORE
0087: 692@ = 216@ // (float) 
0087: 693@ = 217@ // (float) 
227@ = 0 

:NONE_11482
if 
  10 > 227@ 
else_jump @NONE_12101 
0087: 692@ = 216@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_11558 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11558
if or
05AD:   $5365(227@,10s) == 142@s 
05AD:   $5365(227@,10s) == 176@s 
else_jump @NONE_11603 
692@ += 8.0 

:NONE_11603
033E: set_draw_text_position 692@ 693@ GXT $5365(227@,10s) 
if or
05AD:   $5365(227@,10s) == 142@s 
05AD:   $5365(227@,10s) == 176@s 
else_jump @NONE_11663 
692@ -= 8.0 

:NONE_11663
005B: 692@ += 218@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_11721 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11721
if or
05AD:   $5385(227@,10s) == 142@s 
05AD:   $5385(227@,10s) == 176@s 
else_jump @NONE_11766 
692@ += 8.0 

:NONE_11766
033E: set_draw_text_position 692@ 693@ GXT $5385(227@,10s) 
if or
05AD:   $5385(227@,10s) == 142@s 
05AD:   $5385(227@,10s) == 176@s 
else_jump @NONE_11826 
692@ -= 8.0 

:NONE_11826
005B: 692@ += 218@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_11884 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_11884
if or
05AD:   $5405(227@,10s) == 142@s 
05AD:   $5405(227@,10s) == 176@s 
else_jump @NONE_11929 
692@ += 8.0 

:NONE_11929
033E: set_draw_text_position 692@ 693@ GXT $5405(227@,10s) 
if or
05AD:   $5405(227@,10s) == 142@s 
05AD:   $5405(227@,10s) == 176@s 
else_jump @NONE_11989 
692@ -= 8.0 

:NONE_11989
0087: 692@ = 216@ // (float) 
005B: 692@ += 219@ // (float) 
gosub @NONE_12369 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0349: set_text_draw_font 1 
if 
003B:   226@ == 227@ // (int) 
else_jump @NONE_12055 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_12055
045A: draw_text_1number 692@ 693@ GXT 'NUMBER' number $5355(227@,10i)  // ~1~
005B: 693@ += 220@ // (float) 
227@ += 1 
jump @NONE_11482 

:NONE_12101
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  226@ == -1 
else_jump @NONE_12362 
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 17 
else_jump @NONE_12299 
jump @NONE_2544 

:NONE_12299
if 
00E1:   player 0 pressed_key 16 
else_jump @NONE_12355 
if 
  223@ == 0 
else_jump @NONE_12348 
223@ += 1 
jump @NONE_2544 

:NONE_12348
jump @NONE_12362 

:NONE_12355
223@ = 0 

:NONE_12362
jump @NONE_10411 

:NONE_12369
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 color_RGBA 0 0 0 180 
0349: set_text_draw_font 2 
return 

:NONE_12441
097A: play_audio_at 0.0 0.0 0.0 event 1182 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 4---------------
// Originally: Video Game: Dualuty

:DUAL
gosub @DUAL_16 
gosub @DUAL_15587 
end_thread 

:DUAL_16
$ONMISSION = 1 
thread 'DUAL' 
wait 0 
054C: use_GXT_table 'DUAL' 
03F0: enable_text_draw 1 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_SPAC' 
09F5: disable_player_mutal_activities 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
038F: load_texture "BACKGND" as 1 // Load dictionary with 0390 first 
038F: load_texture "LAYER" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 3 // Load dictionary with 0390 first 
038F: load_texture "ROCKSHP" as 4 // Load dictionary with 0390 first 
038F: load_texture "THRUSTG" as 5 // Load dictionary with 0390 first 
038F: load_texture "DARK" as 7 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 8 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 9 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 10 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 11 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 12 // Load dictionary with 0390 first 
038F: load_texture "WHITE" as 13 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 14 // Load dictionary with 0390 first 
038F: load_texture "HEALTH" as 15 // Load dictionary with 0390 first 
038F: load_texture "POWER" as 16 // Load dictionary with 0390 first 
038F: load_texture "DUALITY" as 17 // Load dictionary with 0390 first 
038F: load_texture "BLACK" as 18 // Load dictionary with 0390 first 
03CF: load_wav 1807 as 4 

:DUAL_297
if 
83D0:   not wav 4 loaded 
else_jump @DUAL_323 
wait 0 
jump @DUAL_297 

:DUAL_323
097A: play_audio_at 0.0 0.0 0.0 event 1068 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @DUAL_1516 jumps 0 @DUAL_415 1 @DUAL_782 2 @DUAL_1149 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 -1 @DUAL_1516 

:DUAL_415
52@ = 160.0 
64@ = 224.0 
76@ = 320.0 
88@ = 500.0 
53@ = 480.0 
65@ = 224.0 
77@ = 320.0 
89@ = 500.0 
54@ = 320.0 
66@ = 156.0 
78@ = 256.0 
90@ = 128.0 
55@ = 452.2068 
67@ = 90.0 
79@ = 32.0 
91@ = 32.0 
56@ = 166.5889 
68@ = 216.6436 
80@ = 32.0 
92@ = 32.0 
57@ = 262.0 
69@ = 300.0 
81@ = 1.0 
93@ = 3.0 
58@ = 370.0 
82@ = 0.9 
94@ = 3.0 
71@ = 342.0 
83@ = 320.0 
95@ = 229.7492 
60@ = 284.4967 
72@ = 314.9901 
84@ = 320.0 
96@ = 320.0 
61@ = 351.9814 
73@ = 356.8015 
jump @DUAL_1516 

:DUAL_782
52@ = 160.0 
64@ = 224.0 
76@ = 320.0 
88@ = 500.0 
53@ = 480.0 
65@ = 224.0 
77@ = 320.0 
89@ = 500.0 
54@ = 320.0 
66@ = 219.561 
78@ = 256.0 
90@ = 128.0 
55@ = 452.2068 
67@ = 215.0997 
79@ = 32.0 
91@ = 32.0 
56@ = 166.5889 
68@ = 216.0905 
80@ = 32.0 
92@ = 32.0 
57@ = 265.0504 
69@ = 70.0389 
81@ = 1.0 
93@ = 3.0 
58@ = 370.0 
82@ = 0.9 
94@ = 3.0 
71@ = 342.0 
83@ = 320.0 
95@ = 91.233 
60@ = 284.4967 
72@ = 84.2511 
84@ = 320.0 
96@ = 296.2502 
61@ = 351.9814 
73@ = 356.8015 
jump @DUAL_1516 

:DUAL_1149
52@ = 160.0 
64@ = 224.0 
76@ = 320.0 
88@ = 500.0 
53@ = 480.0 
65@ = 224.0 
77@ = 320.0 
89@ = 500.0 
54@ = 320.0 
66@ = 296.0475 
78@ = 256.0 
90@ = 128.0 
55@ = 464.383 
67@ = 354.7318 
79@ = 32.0 
91@ = 32.0 
56@ = 166.5889 
68@ = 216.0905 
80@ = 32.0 
92@ = 32.0 
57@ = 265.0504 
69@ = 70.0389 
81@ = 1.0 
93@ = 3.0 
58@ = 370.0 
82@ = 0.9 
94@ = 3.0 
71@ = 119.7153 
83@ = 320.0 
95@ = 135.5804 
60@ = 284.4967 
72@ = 84.2511 
84@ = 320.0 
96@ = 320.0 
61@ = 351.9814 
73@ = 134.4938 
jump @DUAL_1516 

:DUAL_1516
62@ = 33.8609 
74@ = 18.1114 
86@ = 230.0 
98@ = 60.3475 
63@ = 38.1753 
75@ = 20.4681 
87@ = 0.5014 
99@ = 1.8889 
100@ = 0 
101@ = 1 
102@ = 1 
103@ = 1 
104@ = 1 
105@ = 1 
05AA: 106@s = 'DUAL_0'  // 0
05AA: 108@s = 'DUAL_1'  // 1
05AA: 110@s = 'DUAL_2'  // 2
05AA: 112@s = 'DUAL_3'  // 3
05AA: 114@s = 'DUAL_4'  // 4
05AA: 116@s = 'DUAL_5'  // 5
05AA: 118@s = 'DUAL_6'  // 6
05AA: 120@s = 'DUAL_7'  // 7
05AA: 122@s = 'DUAL_8'  // 8
05AA: 124@s = 'DUAL_9'  // 9
05AA: 126@s = 'DUAL_AA'  // A
05AA: 128@s = 'DUAL_B'  // B
05AA: 130@s = 'DUAL_C'  // C
05AA: 132@s = 'DUAL_D'  // D
05AA: 134@s = 'DUAL_E'  // E
05AA: 136@s = 'DUAL_F'  // F
05AA: 138@s = 'DUAL_G'  // G
05AA: 140@s = 'DUAL_H'  // H
05AA: 142@s = 'DUAL_I'  // I
05AA: 144@s = 'DUAL_J'  // J
05AA: 146@s = 'DUAL_K'  // K
05AA: 148@s = 'DUAL_L'  // L
05AA: 150@s = 'DUAL_M'  // M
05AA: 152@s = 'DUAL_N'  // N
05AA: 154@s = 'DUAL_O'  // O
05AA: 156@s = 'DUAL_P'  // P
05AA: 158@s = 'DUAL_Q'  // Q
05AA: 160@s = 'DUAL_R'  // R
05AA: 162@s = 'DUAL_S'  // S
05AA: 164@s = 'DUAL_T'  // T
05AA: 166@s = 'DUAL_U'  // U
05AA: 168@s = 'DUAL_V'  // V
05AA: 170@s = 'DUAL_W'  // W
05AA: 172@s = 'DUAL_X'  // X
05AA: 174@s = 'DUAL_Y'  // Y
05AA: 176@s = 'DUAL_Z'  // Z
05AA: 178@s = 'DUAL_FS'  // .
if 
  $5425 == 0 
else_jump @DUAL_2819 
$5426[0] = -10000 
$5426[1] = -7500 
$5426[2] = -5000 
$5426[3] = -2500 
$5426[4] = -1000 
$5426[5] = -750 
$5426[6] = -500 
$5426[7] = -250 
$5426[8] = -175 
$5426[9] = -100 
$5436[0] = 10000 
$5436[1] = 7500 
$5436[2] = 5000 
$5436[3] = 2500 
$5436[4] = 1000 
$5436[5] = 750 
$5436[6] = 500 
$5436[7] = 250 
$5436[8] = 175 
$5436[9] = 100 
05A9: s$5446[0] = 132@s 
05A9: s$5466[0] = 144@s 
05A9: s$5486[0] = 178@s 
05A9: s$5446[1] = 146@s 
05A9: s$5466[1] = 160@s 
05A9: s$5486[1] = 174@s 
05A9: s$5446[2] = 162@s 
05A9: s$5466[2] = 142@s 
05A9: s$5486[2] = 162@s 
05A9: s$5446[3] = 170@s 
05A9: s$5466[3] = 132@s 
05A9: s$5486[3] = 174@s 
05A9: s$5446[4] = 132@s 
05A9: s$5466[4] = 126@s 
05A9: s$5486[4] = 152@s 
05A9: s$5446[5] = 148@s 
05A9: s$5466[5] = 160@s 
05A9: s$5486[5] = 138@s 
05A9: s$5446[6] = 152@s 
05A9: s$5466[6] = 154@s 
05A9: s$5486[6] = 152@s 
05A9: s$5446[7] = 138@s 
05A9: s$5466[7] = 126@s 
05A9: s$5486[7] = 176@s 
05A9: s$5446[8] = 108@s 
05A9: s$5466[8] = 106@s 
05A9: s$5486[8] = 108@s 
05A9: s$5446[9] = 144@s 
05A9: s$5466[9] = 166@s 
05A9: s$5486[9] = 132@s 
05A9: s$5506[0] = 126@s 
05A9: s$5526[0] = 132@s 
05A9: s$5546[0] = 176@s 
05A9: s$5506[1] = 130@s 
05A9: s$5526[1] = 126@s 
05A9: s$5546[1] = 152@s 
05A9: s$5506[2] = 142@s 
05A9: s$5526[2] = 150@s 
05A9: s$5546[2] = 174@s 
05A9: s$5506[3] = 170@s 
05A9: s$5526[3] = 142@s 
05A9: s$5546[3] = 148@s 
05A9: s$5506[4] = 132@s 
05A9: s$5526[4] = 128@s 
05A9: s$5546[4] = 156@s 
05A9: s$5506[5] = 132@s 
05A9: s$5526[5] = 126@s 
05A9: s$5546[5] = 168@s 
05A9: s$5506[6] = 132@s 
05A9: s$5526[6] = 154@s 
05A9: s$5546[6] = 132@s 
05A9: s$5506[7] = 152@s 
05A9: s$5526[7] = 136@s 
05A9: s$5546[7] = 178@s 
05A9: s$5506[8] = 146@s 
05A9: s$5526[8] = 150@s 
05A9: s$5546[8] = 128@s 
05A9: s$5506[9] = 162@s 
05A9: s$5526[9] = 144@s 
05A9: s$5546[9] = 148@s 
$5425 = 1 

:DUAL_2819
180@ = -1 
181@ = 0 
182@ = 321.4137 
183@ = 58.2432 
184@ = 201.225 
185@ = 88.9168 
186@ = 29.78 
187@ = 230.5296 
188@ = 28.5713 

:DUAL_2903
wait 0 
fade 1 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
300@ = 0 
0494: get_joystick 0 data_to 311@ 312@ 39@ 39@ 
if or
00E1:   player 0 pressed_key 11 
  311@ > 100 
else_jump @DUAL_3094 
if 
  103@ == 0 
else_jump @DUAL_3080 
if 
  100@ == 0 
else_jump @DUAL_3035 
100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3080 

:DUAL_3035
if 
  100@ == 2 
else_jump @DUAL_3080 
100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3080
103@ = 1 
jump @DUAL_3581 

:DUAL_3094
if or
00E1:   player 0 pressed_key 10 
  -100 > 311@ 
else_jump @DUAL_3247 
if 
  103@ == 0 
else_jump @DUAL_3233 
if 
  100@ == 1 
else_jump @DUAL_3188 
100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3233 

:DUAL_3188
if 
  100@ == 3 
else_jump @DUAL_3233 
100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3233
102@ = 1 
jump @DUAL_3574 

:DUAL_3247
if or
00E1:   player 0 pressed_key 8 
  -100 > 312@ 
else_jump @DUAL_3400 
if 
  104@ == 0 
else_jump @DUAL_3386 
if 
  100@ == 2 
else_jump @DUAL_3341 
100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3386 

:DUAL_3341
if 
  100@ == 3 
else_jump @DUAL_3386 
100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3386
104@ = 1 
jump @DUAL_3567 

:DUAL_3400
if or
00E1:   player 0 pressed_key 9 
  312@ > 100 
else_jump @DUAL_3553 
if 
  105@ == 0 
else_jump @DUAL_3539 
if 
  100@ == 0 
else_jump @DUAL_3494 
100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
jump @DUAL_3539 

:DUAL_3494
if 
  100@ == 1 
else_jump @DUAL_3539 
100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_3539
105@ = 1 
jump @DUAL_3560 

:DUAL_3553
105@ = 0 

:DUAL_3560
104@ = 0 

:DUAL_3567
102@ = 0 

:DUAL_3574
103@ = 0 

:DUAL_3581
038D: draw_texture 18 position 52@ 64@ size 76@ 88@ RGBA 255 255 255 255 
038D: draw_texture 13 position 53@ 65@ size 77@ 89@ RGBA 255 255 255 255 
038D: draw_texture 17 position 54@ 66@ size 256.0 128.0 RGBA 255 255 255 255 
038D: draw_texture 7 position 55@ 67@ size 32.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 56@ 68@ size 32.0 32.0 RGBA 255 255 255 255 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_3795 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_3803 

:DUAL_3795
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3803
033E: set_draw_text_position 57@ 69@ GXT 'SPAC_04'  // PLAY
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_3879 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_3887 

:DUAL_3879
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3887
033E: set_draw_text_position 58@ 69@ GXT 'SPAC_05'  // QUIT
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_3966 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_3974 

:DUAL_3966
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_3974
033E: set_draw_text_position 57@ 71@ GXT 'SPAC_06'  // HI-SCORE
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0340: set_text_draw_RGBA 0 0 0 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DUAL_4050 
033F: set_text_draw_letter_size 82@ 94@ 
jump @DUAL_4058 

:DUAL_4050
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_4058
033E: set_draw_text_position 58@ 71@ GXT 'SPAC_06'  // HI-SCORE
if 
  100@ == 0 
else_jump @DUAL_4125 
038D: draw_texture 8 position 60@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4125
if 
  100@ == 1 
else_jump @DUAL_4175 
038D: draw_texture 7 position 61@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4175
if 
  100@ == 2 
else_jump @DUAL_4225 
038D: draw_texture 8 position 60@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4225
if 
  100@ == 3 
else_jump @DUAL_4275 
038D: draw_texture 7 position 61@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_4275
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_4755 
if 
  101@ == 0 
else_jump @DUAL_4748 
101@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1045 
if 
  100@ == 0 
else_jump @DUAL_4506 
jump @DUAL_4839 

:DUAL_4506
if 
  100@ == 1 
else_jump @DUAL_4552 
0391: release_txd_dictionary 
Player.CanMove($PLAYER_CHAR) = True
fade 0 0 
wait 0 
fade 1 500 
return 

:DUAL_4552
if 
  100@ == 2 
else_jump @DUAL_4650 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
199@ = 0.0 
200@ = 0.0 
181@ = 1 
jump @DUAL_11763 

:DUAL_4650
if 
  100@ == 3 
else_jump @DUAL_4748 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
199@ = 0.0 
200@ = 0.0 
181@ = 0 
jump @DUAL_11763 

:DUAL_4748
jump @DUAL_4762 

:DUAL_4755
101@ = 0 

:DUAL_4762
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_10'  // ~w~~<~~u~~d~~>~ Navigate~n~~k~~PED_SPRINT~ Select
jump @DUAL_2903 

:DUAL_4839
189@ = 0.0 
193@ = 0.0 
190@ = 0.0 
194@ = 0.0 
199@ = 0.0 
200@ = 0.0 
$5566 = 0.0 
$5567 = 0.0 
201@ = 0.0 
202@ = 0.0 
203@ = 0.1 
204@ = 100.0 
205@ = 0.0 
206@ = 0.0 
207@ = 0 
208@ = -512.0 
209@ = -256.0 
210@ = 0.0 
211@ = 256.0 
212@ = 512.0 
213@ = -384.0 
214@ = -128.0 
215@ = 128.0 
216@ = 384.0 
217@ = 200.0 
227@ = 200.0 
237@ = -2E11 
218@ = -300.0 
228@ = -300.0 
238@ = -2E11 
219@ = -300.0 
229@ = 300.0 
239@ = -2E11 
220@ = 300.0 
230@ = -300.0 
240@ = -2E11 
221@ = 0.1 
231@ = 300.0 
241@ = -2E11 
222@ = 0.1 
232@ = -300.0 
242@ = 2E11 
223@ = 300.0 
233@ = 0.1 
243@ = 2E11 
224@ = -300.0 
234@ = 0.1 
244@ = 2E11 
225@ = 0.1 
235@ = 500.0 
245@ = 2E11 
226@ = 0.1 
236@ = -500.0 
246@ = 2E11 
247@ = 10 
248@ = 32.0 
249@ = 6.67259 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
249@ *= 0.1 
40@ = 0 

:DUAL_5470
if 
  20 > 40@ 
else_jump @DUAL_5530 
250@(40@,20f) = 1000.0 
270@(40@,20f) = 1000.0 
40@ += 1 
jump @DUAL_5470 

:DUAL_5530
40@ = 0 

:DUAL_5537
if 
  10 > 40@ 
else_jump @DUAL_5580 
290@(40@,10i) = 0 
40@ += 1 
jump @DUAL_5537 

:DUAL_5580
300@ = 0 
Player.CanMove($PLAYER_CHAR) = False
301@ = 100.0 
302@ = 100.0 
303@ = 256.0 
304@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 305@ = $CURRENT_TIME_IN_MS2 // (int) 
305@ += 4000 
008B: 306@ = $CURRENT_TIME_IN_MS2 // (int) 
307@ = 0 

:DUAL_5667
008B: 308@ = $CURRENT_TIME_IN_MS2 // (int) 
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 309@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 309@ -= 308@ // (int) 
0093: 310@ = integer 309@ to_float 
310@ /= 1.5 
310@ /= 1000.0 
201@ = 0.0 
202@ = 0.0 
0079: 301@ += unknown_float * 0.06 // (float) 
if 
  301@ > 100.0 
else_jump @DUAL_5789 
301@ = 100.0 

:DUAL_5789
if 
00E1:   player 0 pressed_key 15 
else_jump @DUAL_5845 
if 
  307@ == 1 
else_jump @DUAL_5838 
307@ = 0 
304@ = 1 

:DUAL_5838
jump @DUAL_5852 

:DUAL_5845
307@ = 1 

:DUAL_5852
if 
00E1:   player 0 pressed_key 11 
else_jump @DUAL_5886 
0079: 203@ += unknown_float * 5.0 // (float) 
jump @DUAL_5970 

:DUAL_5886
if 
00E1:   player 0 pressed_key 10 
else_jump @DUAL_5920 
0079: 203@ += unknown_float * -5.0 // (float) 
jump @DUAL_5970 

:DUAL_5920
0494: get_joystick 0 data_to 311@ 312@ 39@ 39@ 
0093: 50@ = integer 311@ to_float 
50@ /= 15.0 
007B: 203@ += unknown_float * 50@ // (float) 
0656: get_angle 203@ absolute_degrees_to 203@ 

:DUAL_5970
40@ = 0 

:DUAL_5977
if 
001D:   247@ > 40@ // (int) 
else_jump @DUAL_7304 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
313@ = 0 
if 
  $DISTANCE_BETWEEN_POINTS > 700.0 
else_jump @DUAL_6056 
313@ = 1 

:DUAL_6056
if 
  100.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DUAL_6403 
if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
else_jump @DUAL_6403 
if 
  237@(40@,10f) > 0.0 
else_jump @DUAL_6342 
097A: play_audio_at 0.0 0.0 0.0 event 1050 
007F: 302@ -= unknown_float * 1.0 // (float) 
if 
  0.0 > 302@ 
else_jump @DUAL_6335 
302@ = 0.0 
41@ = 0 

:DUAL_6223
if 
  10 > 41@ 
else_jump @DUAL_6319 
if 
  290@(41@,10i) == 0 
else_jump @DUAL_6305 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
290@(41@,10i) += 1 
41@ = 9 

:DUAL_6305
41@ += 1 
jump @DUAL_6223 

:DUAL_6319
008B: 306@ = $CURRENT_TIME_IN_MS2 // (int) 
306@ += 3000 

:DUAL_6335
jump @DUAL_6403 

:DUAL_6342
097A: play_audio_at 0.0 0.0 0.0 event 1051 
0079: 302@ += unknown_float * 1.0 // (float) 
if 
  302@ > 100.0 
else_jump @DUAL_6403 
302@ = 100.0 

:DUAL_6403
41@ = 0 

:DUAL_6410
if 
  10 > 41@ 
else_jump @DUAL_6605 
if 
001F:   314@(41@,10i) > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @DUAL_6591 
if 
05A5:   is_area_center 439@(41@,10f) 449@(41@,10f) scale 12.0 12.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
else_jump @DUAL_6591 
313@ = 2 
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_6584 
if 
  237@(40@,10f) > 0.0 
else_jump @DUAL_6577 
300@ += 10 
jump @DUAL_6584 

:DUAL_6577
300@ -= 10 

:DUAL_6584
41@ = 9 

:DUAL_6591
41@ += 1 
jump @DUAL_6410 

:DUAL_6605
if 
  313@ > 0 
else_jump @DUAL_7000 
if 
  313@ == 2 
else_jump @DUAL_6752 
41@ = 0 

:DUAL_6648
if 
  10 > 41@ 
else_jump @DUAL_6752 
if 
  290@(41@,10i) == 0 
else_jump @DUAL_6738 
0087: 324@(41@,10f) = 217@(40@,10f) // (float) 
0087: 334@(41@,10f) = 227@(40@,10f) // (float) 
290@(41@,10i) += 1 
41@ = 9 

:DUAL_6738
41@ += 1 
jump @DUAL_6648 

:DUAL_6752
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_6853 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_6831 
$TEMPVAR_FLOAT_1 *= -1.0 

:DUAL_6831
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -700.0 700.0 
jump @DUAL_6920 

:DUAL_6853
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -700.0 700.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_6920 
$TEMPVAR_FLOAT_2 *= -1.0 

:DUAL_6920
0087: 217@(40@,10f) = 199@ // (float) 
005D: 217@(40@,10f) += $TEMPVAR_FLOAT_1 // (float) 
0087: 227@(40@,10f) = 200@ // (float) 
005D: 227@(40@,10f) += $TEMPVAR_FLOAT_2 // (float) 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
jump @DUAL_7290 

:DUAL_7000
0087: 50@ = 237@(40@,10f) // (float) 
006B: 50@ *= 204@ // (float) 
006B: 50@ *= 249@ // (float) 
0086: $TEMPVAR_FLOAT_3 = $DISTANCE_BETWEEN_POINTS // (float) 
0069: $TEMPVAR_FLOAT_3 *= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 50@ /= $TEMPVAR_FLOAT_3 // (float) 
0087: 344@ = 217@(40@,10f) // (float) 
0063: 344@ -= 199@ // (float) 
0087: 345@ = 227@(40@,10f) // (float) 
0063: 345@ -= 200@ // (float) 
0077: 344@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0077: 345@ /= $DISTANCE_BETWEEN_POINTS // (float) 
0087: 43@ = 344@ // (float) 
006B: 43@ *= 50@ // (float) 
0087: 44@ = 345@ // (float) 
006B: 44@ *= 50@ // (float) 
248@ = 32.0 
if 
  43@ > 50000.0 
else_jump @DUAL_7181 
43@ = 50000.0 

:DUAL_7181
if 
  -50000.0 > 43@ 
else_jump @DUAL_7212 
43@ = -50000.0 

:DUAL_7212
if 
  44@ > 50000.0 
else_jump @DUAL_7243 
44@ = 50000.0 

:DUAL_7243
if 
  -50000.0 > 44@ 
else_jump @DUAL_7274 
44@ = -50000.0 

:DUAL_7274
005B: 201@ += 43@ // (float) 
005B: 202@ += 44@ // (float) 

:DUAL_7290
40@ += 1 
jump @DUAL_5977 

:DUAL_7304
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_8043 
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_7494 
if or
  301@ > 0.2 
  301@ == 0.2 
else_jump @DUAL_7487 
02F6: $TEMPVAR_FLOAT_1 = cosine 203@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 203@ // (float) 
$TEMPVAR_FLOAT_1 *= -20000.0 
$TEMPVAR_FLOAT_2 *= 20000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
207@ += 50 
if 
  207@ > 200 
else_jump @DUAL_7457 
207@ = 200 

:DUAL_7457
097A: play_audio_at 0.0 0.0 0.0 event 1042 
007F: 301@ -= unknown_float * 0.2 // (float) 

:DUAL_7487
jump @DUAL_7526 

:DUAL_7494
207@ -= 20 
if 
  0 > 207@ 
else_jump @DUAL_7526 
207@ = 0 

:DUAL_7526
if or
  301@ > 0.1 
  301@ == 0.1 
else_jump @DUAL_7662 
if 
00E1:   player 0 pressed_key 6 
else_jump @DUAL_7662 
0087: 50@ = 203@ // (float) 
50@ += 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
$TEMPVAR_FLOAT_1 *= -6000.0 
$TEMPVAR_FLOAT_2 *= 6000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
007F: 301@ -= unknown_float * 0.1 // (float) 

:DUAL_7662
if or
  301@ > 0.1 
  301@ == 0.1 
else_jump @DUAL_7798 
if 
00E1:   player 0 pressed_key 4 
else_jump @DUAL_7798 
0087: 50@ = 203@ // (float) 
50@ -= 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
$TEMPVAR_FLOAT_1 *= -6000.0 
$TEMPVAR_FLOAT_2 *= 6000.0 
005D: 201@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 202@ += $TEMPVAR_FLOAT_2 // (float) 
007F: 301@ -= unknown_float * 0.1 // (float) 

:DUAL_7798
0089: 346@ = $5566 // (float) 
346@ *= 40.0 
0089: 347@ = $5567 // (float) 
347@ *= 40.0 
0063: 201@ -= 346@ // (float) 
0063: 202@ -= 347@ // (float) 
0073: 201@ /= 204@ // (float) 
0073: 202@ /= 204@ // (float) 
006B: 201@ *= 310@ // (float) 
006B: 202@ *= 310@ // (float) 
005F: $5566 += 201@ // (float) 
005F: $5567 += 202@ // (float) 
if or
  301@ > 1.0 
  301@ == 1.0 
else_jump @DUAL_8043 
if 
00E1:   player 0 pressed_key 17 
else_jump @DUAL_8043 
if 
001E:   $CURRENT_TIME_IN_MS2 > 348@ // (int) 
else_jump @DUAL_8043 
gosub @DUAL_15309 
097A: play_audio_at 0.0 0.0 0.0 event 1041 
008B: 348@ = $CURRENT_TIME_IN_MS2 // (int) 
348@ += 250 
007F: 301@ -= unknown_float * 1.0 // (float) 
if 
  300@ > 0 
else_jump @DUAL_8043 
300@ -= 1 

:DUAL_8043
0087: 205@ = 199@ // (float) 
0087: 206@ = 200@ // (float) 
if 
  $5566 > 300.0 
else_jump @DUAL_8090 
$5566 = 300.0 

:DUAL_8090
if 
  -300.0 > $5566 
else_jump @DUAL_8121 
$5566 = -300.0 

:DUAL_8121
if 
  $5567 > 300.0 
else_jump @DUAL_8152 
$5567 = 300.0 

:DUAL_8152
if 
  -300.0 > $5567 
else_jump @DUAL_8183 
$5567 = -300.0 

:DUAL_8183
0088: $TEMPVAR_FLOAT_1 = 310@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $5566 // (float) 
0088: $TEMPVAR_FLOAT_2 = 310@ // (float) 
0069: $TEMPVAR_FLOAT_2 *= $5567 // (float) 
005D: 199@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 200@ += $TEMPVAR_FLOAT_2 // (float) 
40@ = 0 

:DUAL_8238
if 
  3 > 40@ 
else_jump @DUAL_9088 
0088: $TEMPVAR_FLOAT_1 = 205@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 206@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.6 
$TEMPVAR_FLOAT_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
50@ += 1.0 
50@ *= 0.3 
006D: $TEMPVAR_FLOAT_1 *= 50@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 50@ // (float) 
303@ = 512.0 
006B: 303@ *= 50@ // (float) 
if 
  40@ == 0 
else_jump @DUAL_8439 
$TEMPVAR_FLOAT_1 /= 2.0 
$TEMPVAR_FLOAT_2 /= 2.0 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 
jump @DUAL_8463 

:DUAL_8439
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_8463
0087: 50@ = 303@ // (float) 
50@ /= 2.0 
if 
0025:   189@(40@,4f) > 50@ // (float) 
else_jump @DUAL_8516 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_8516
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 189@(40@,4f) // (float) 
else_jump @DUAL_8569 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_8569
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   193@(40@,4f) > 50@ // (float) 
else_jump @DUAL_8622 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_8622
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 193@(40@,4f) // (float) 
else_jump @DUAL_8675 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_8675
50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
if 
  349@ > 0.0 
else_jump @DUAL_8761 
350@ += 1 

:DUAL_8761
50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
if 
  351@ > 0.0 
else_jump @DUAL_8847 
352@ += 1 

:DUAL_8847
350@ += 1 
352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
354@ = 0 

:DUAL_8892
if 
001D:   352@ > 354@ // (int) 
else_jump @DUAL_9074 
353@ = 0 

:DUAL_8918
if 
001D:   350@ > 353@ // (int) 
else_jump @DUAL_9040 
if 
  40@ == 0 
else_jump @DUAL_8990 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
jump @DUAL_9018 

:DUAL_8990
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_9018
005B: 197@ += 303@ // (float) 
353@ += 1 
jump @DUAL_8918 

:DUAL_9040
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
354@ += 1 
jump @DUAL_8892 

:DUAL_9074
40@ += 1 
jump @DUAL_8238 

:DUAL_9088
40@ = 0 

:DUAL_9095
if 
001D:   247@ > 40@ // (int) 
else_jump @DUAL_9284 
0088: $TEMPVAR_FLOAT_1 = 217@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 227@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  237@(40@,10f) > 0.0 
else_jump @DUAL_9238 
038D: draw_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 150 150 150 255 
jump @DUAL_9270 

:DUAL_9238
038D: draw_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 255 255 255 255 

:DUAL_9270
40@ += 1 
jump @DUAL_9095 

:DUAL_9284
40@ = 0 

:DUAL_9291
if 
  20 > 40@ 
else_jump @DUAL_9986 
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 199@ 200@ and_XY 250@(40@,20f) 270@(40@,20f) 
if or
  $DISTANCE_BETWEEN_POINTS > 600.0 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
else_jump @DUAL_9823 
if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
else_jump @DUAL_9589 
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_9589 
if 
  10 > 40@ 
else_jump @DUAL_9521 
097A: play_audio_at 0.0 0.0 0.0 event 1048 
300@ += 5 
jump @DUAL_9548 

:DUAL_9521
097A: play_audio_at 0.0 0.0 0.0 event 1049 
300@ -= 5 

:DUAL_9548
301@ += 25.0 
if 
  301@ > 100.0 
else_jump @DUAL_9589 
301@ = 100.0 

:DUAL_9589
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_9699 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_9668 
$TEMPVAR_FLOAT_1 *= -1.0 

:DUAL_9668
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
jump @DUAL_9775 

:DUAL_9699
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
if 
  39@ == 0 
else_jump @DUAL_9775 
$TEMPVAR_FLOAT_2 *= -1.0 

:DUAL_9775
0087: 250@(40@,20f) = 199@ // (float) 
005D: 250@(40@,20f) += $TEMPVAR_FLOAT_1 // (float) 
0087: 270@(40@,20f) = 200@ // (float) 
005D: 270@(40@,20f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_9823
0088: $TEMPVAR_FLOAT_1 = 250@(40@,20f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 270@(40@,20f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  10 > 40@ 
else_jump @DUAL_9940 
038D: draw_texture 8 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 16.0 16.0 RGBA 255 255 255 255 
jump @DUAL_9972 

:DUAL_9940
038D: draw_texture 7 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 16.0 16.0 RGBA 150 150 150 255 

:DUAL_9972
40@ += 1 
jump @DUAL_9291 

:DUAL_9986
40@ = 0 

:DUAL_9993
if 
  10 > 40@ 
else_jump @DUAL_10296 
if 
  290@(40@,10i) > 0 
else_jump @DUAL_10282 
0088: $TEMPVAR_FLOAT_1 = 324@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 334@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  290@(40@,10i) == 1 
else_jump @DUAL_10170 
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
355@(40@,10i) += 500 
290@(40@,10i) = 9 
097A: play_audio_at 0.0 0.0 0.0 event 1043 

:DUAL_10170
008B: 355@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
355@(40@,10i) += 500 
290@(40@,10i) += 1 
if 
  290@(40@,10i) > 12 
else_jump @DUAL_10245 
290@(40@,10i) = 0 
jump @DUAL_10282 

:DUAL_10245
038D: draw_texture 290@(40@,10i) position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 32.0 32.0 RGBA 150 150 150 255 

:DUAL_10282
40@ += 1 
jump @DUAL_9993 

:DUAL_10296
40@ = 0 

:DUAL_10303
if 
  10 > 40@ 
else_jump @DUAL_10522 
if 
001F:   314@(40@,10i) > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @DUAL_10508 
0088: $TEMPVAR_FLOAT_1 = 310@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 459@(40@,10f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 310@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 469@(40@,10f) // (float) 
005D: 439@(40@,10f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 449@(40@,10f) += $TEMPVAR_FLOAT_2 // (float) 
0088: $TEMPVAR_FLOAT_1 = 439@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 449@(40@,10f) // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
0088: $TEMPVAR_ANGLE = 203@ // (float) 
038D: draw_texture 14 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 8.0 8.0 RGBA 150 150 150 255 

:DUAL_10508
40@ += 1 
jump @DUAL_10303 

:DUAL_10522
if 
001E:   $CURRENT_TIME_IN_MS2 > 306@ // (int) 
else_jump @DUAL_10953 
074B: draw_texture 4 position 320.0 224.0 scale 248@ 248@ angle 203@ color_RGBA 150 150 150 255 
0087: 50@ = 302@ // (float) 
50@ /= 2.0 
$TEMPVAR_FLOAT_2 = 400.0 
0067: $TEMPVAR_FLOAT_2 -= 50@ // (float) 
038D: draw_texture 13 position 50.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 15 position 50.0 $TEMPVAR_FLOAT_2 size 10.0 302@ RGBA 200 200 200 255 
0087: 50@ = 301@ // (float) 
50@ /= 2.0 
$TEMPVAR_FLOAT_2 = 400.0 
0067: $TEMPVAR_FLOAT_2 -= 50@ // (float) 
038D: draw_texture 13 position 70.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 16 position 70.0 $TEMPVAR_FLOAT_2 size 10.0 301@ RGBA 200 200 200 255 
0087: 50@ = 203@ // (float) 
50@ += 180.0 
if 
  50@ > 360.0 
else_jump @DUAL_10827 
50@ -= 360.0 

:DUAL_10827
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
$TEMPVAR_FLOAT_1 *= 24.0 
$TEMPVAR_FLOAT_2 *= 24.0 
$TEMPVAR_FLOAT_1 += 320.0 
$TEMPVAR_FLOAT_2 += 224.0 
if 
  207@ > 0 
else_jump @DUAL_10946 
074B: draw_texture 5 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 scale 16.0 16.0 angle 203@ color_RGBA 207@ 207@ 207@ 255 

:DUAL_10946
jump @DUAL_11146 

:DUAL_10953
41@ = 0 

:DUAL_10960
if 
  10 > 41@ 
else_jump @DUAL_11056 
if 
  290@(41@,10i) == 0 
else_jump @DUAL_11042 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
290@(41@,10i) += 1 
41@ = 9 

:DUAL_11042
41@ += 1 
jump @DUAL_10960 

:DUAL_11056
gosub @DUAL_15515 
097A: play_audio_at 0.0 0.0 0.0 event 1047 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
008B: 39@ = $CURRENT_TIME_IN_MS2 // (int) 
39@ += 1000 
if 
001D:   39@ > 306@ // (int) 
else_jump @DUAL_11146 
304@ = 1 

:DUAL_11146
gosub @DUAL_15515 
if 
  300@ > -1 
else_jump @DUAL_11202 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 300@  // SCORE ~1~
jump @DUAL_11268 

:DUAL_11202
0085: 39@ = 300@ // (int) 
39@ *= -1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 39@  // SCORE ~1~

:DUAL_11268
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
001F:   305@ > $CURRENT_TIME_IN_MS2 // (int) 
else_jump @DUAL_11623 
gosub @DUAL_15515 
if or
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DUAL_11506 
0937: text_draw_box_cornerA 62@ 74@ cornerB 175.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 175.1144 
jump @DUAL_11542 

:DUAL_11506
0937: text_draw_box_cornerA 62@ 74@ cornerB 160.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 160.1144 

:DUAL_11542
0342: enable_text_draw_centered 0 
0349: set_text_draw_font 1 
if or
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DUAL_11594 
033F: set_text_draw_letter_size 0.4 1.8889 
jump @DUAL_11606 

:DUAL_11594
033F: set_text_draw_letter_size 0.5014 1.8889 

:DUAL_11606
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_11'  // ~w~~<~~>~ Rotate~n~~k~~PED_SPRINT~ Thrust~n~~k~~PED_FIREWEAPON~ Shoot~n~~k~~VEHICLE_ENTER_EXIT~ Exit.

:DUAL_11623
if 
  304@ == 1 
else_jump @DUAL_11756 
if 
001F:   300@ > $5436[9] // (int) 
else_jump @DUAL_11695 
365@ = 10 
366@ = 0 
181@ = 1 
jump @DUAL_11763 
jump @DUAL_11756 

:DUAL_11695
if 
001E:   $5426[9] > 300@ // (int) 
else_jump @DUAL_11749 
365@ = 10 
366@ = 0 
181@ = 0 
jump @DUAL_11763 
jump @DUAL_11756 

:DUAL_11749
jump @DUAL_2903 

:DUAL_11756
jump @DUAL_5667 

:DUAL_11763
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  181@ == 0 
else_jump @DUAL_12051 
40@ = 9 

:DUAL_11797
if 
  40@ > -1 
else_jump @DUAL_12044 
if 
001E:   $5426(40@,10i) > 300@ // (int) 
else_jump @DUAL_12023 
if 
   not 40@ == 9 
else_jump @DUAL_11935 
0085: 41@ = 40@ // (int) 
41@ += 1 
0084: $5426(41@,10i) = $5426(40@,10i) // (int) 
05A9: $5446(41@,10s) = $5446(40@,10s) 
05A9: $5466(41@,10s) = $5466(40@,10s) 
05A9: $5486(41@,10s) = $5486(40@,10s) 

:DUAL_11935
008A: $5426(40@,10i) = 300@ // (int) 
05A9: $5446(40@,10s) = 178@s 
05A9: $5466(40@,10s) = 178@s 
05A9: $5486(40@,10s) = 178@s 
0085: 180@ = 40@ // (int) 
if 
  40@ == 0 
else_jump @DUAL_12016 
300@ = 0 

:DUAL_12016
jump @DUAL_12030 

:DUAL_12023
300@ = 0 

:DUAL_12030
40@ -= 1 
jump @DUAL_11797 

:DUAL_12044
jump @DUAL_12305 

:DUAL_12051
40@ = 9 

:DUAL_12058
if 
  40@ > -1 
else_jump @DUAL_12305 
if 
001F:   300@ > $5436(40@,10i) // (int) 
else_jump @DUAL_12284 
if 
   not 40@ == 9 
else_jump @DUAL_12196 
0085: 41@ = 40@ // (int) 
41@ += 1 
0084: $5436(41@,10i) = $5436(40@,10i) // (int) 
05A9: $5506(41@,10s) = $5506(40@,10s) 
05A9: $5526(41@,10s) = $5526(40@,10s) 
05A9: $5546(41@,10s) = $5546(40@,10s) 

:DUAL_12196
008A: $5436(40@,10i) = 300@ // (int) 
05A9: $5506(40@,10s) = 178@s 
05A9: $5526(40@,10s) = 178@s 
05A9: $5546(40@,10s) = 178@s 
0085: 180@ = 40@ // (int) 
if 
  40@ == 0 
else_jump @DUAL_12277 
300@ = 0 

:DUAL_12277
jump @DUAL_12291 

:DUAL_12284
300@ = 0 

:DUAL_12291
40@ -= 1 
jump @DUAL_12058 

:DUAL_12305
if 
  180@ > -1 
else_jump @DUAL_12970 
if 
  181@ == 0 
else_jump @DUAL_12486 
if 
  366@ == 0 
else_jump @DUAL_12399 
05A9: $5446(180@,10s) = 106@(365@,37s) 
05A9: $5466(180@,10s) = 178@s 
05A9: $5486(180@,10s) = 178@s 

:DUAL_12399
if 
  366@ == 1 
else_jump @DUAL_12445 
05A9: $5466(180@,10s) = 106@(365@,37s) 
05A9: $5486(180@,10s) = 178@s 

:DUAL_12445
if 
  366@ == 2 
else_jump @DUAL_12479 
05A9: $5486(180@,10s) = 106@(365@,37s) 

:DUAL_12479
jump @DUAL_12624 

:DUAL_12486
if 
  366@ == 0 
else_jump @DUAL_12544 
05A9: $5506(180@,10s) = 106@(365@,37s) 
05A9: $5526(180@,10s) = 178@s 
05A9: $5546(180@,10s) = 178@s 

:DUAL_12544
if 
  366@ == 1 
else_jump @DUAL_12590 
05A9: $5526(180@,10s) = 106@(365@,37s) 
05A9: $5546(180@,10s) = 178@s 

:DUAL_12590
if 
  366@ == 2 
else_jump @DUAL_12624 
05A9: $5546(180@,10s) = 106@(365@,37s) 

:DUAL_12624
0494: get_joystick 0 data_to 311@ 312@ 39@ 39@ 
if or
00E1:   player 0 pressed_key 8 
  -100 > 312@ 
else_jump @DUAL_12745 
if 
001E:   $CURRENT_TIME_IN_MS2 > 104@ // (int) 
else_jump @DUAL_12738 
if 
  36 > 365@ 
else_jump @DUAL_12715 
365@ += 1 
jump @DUAL_12722 

:DUAL_12715
365@ = 0 

:DUAL_12722
008B: 104@ = $CURRENT_TIME_IN_MS2 // (int) 
104@ += 250 

:DUAL_12738
jump @DUAL_12761 

:DUAL_12745
008B: 104@ = $CURRENT_TIME_IN_MS2 // (int) 
104@ -= 250 

:DUAL_12761
if or
00E1:   player 0 pressed_key 9 
  312@ > 100 
else_jump @DUAL_12866 
if 
001E:   $CURRENT_TIME_IN_MS2 > 105@ // (int) 
else_jump @DUAL_12859 
if 
  365@ > 0 
else_jump @DUAL_12836 
365@ -= 1 
jump @DUAL_12843 

:DUAL_12836
365@ = 36 

:DUAL_12843
008B: 105@ = $CURRENT_TIME_IN_MS2 // (int) 
105@ += 250 

:DUAL_12859
jump @DUAL_12882 

:DUAL_12866
008B: 105@ = $CURRENT_TIME_IN_MS2 // (int) 
105@ -= 250 

:DUAL_12882
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_12963 
if 
  101@ == 0 
else_jump @DUAL_12956 
366@ += 1 
101@ += 1 
if 
  366@ == 3 
else_jump @DUAL_12956 
180@ = -1 

:DUAL_12956
jump @DUAL_12970 

:DUAL_12963
101@ = 0 

:DUAL_12970
if 
  181@ == 0 
else_jump @DUAL_13109 
40@ = 0 

:DUAL_12995
if 
  10 > 40@ 
else_jump @DUAL_13102 
008B: 367@(40@,10i) = $5426(40@,10i) // (int) 
367@(40@,10i) *= -1 
05AA: 377@(40@,10s) = $5446(40@,10s) 
05AA: 397@(40@,10s) = $5466(40@,10s) 
05AA: 417@(40@,10s) = $5486(40@,10s) 
40@ += 1 
jump @DUAL_12995 

:DUAL_13102
jump @DUAL_13212 

:DUAL_13109
40@ = 0 

:DUAL_13116
if 
  10 > 40@ 
else_jump @DUAL_13212 
008B: 367@(40@,10i) = $5436(40@,10i) // (int) 
05AA: 377@(40@,10s) = $5506(40@,10s) 
05AA: 397@(40@,10s) = $5526(40@,10s) 
05AA: 417@(40@,10s) = $5546(40@,10s) 
40@ += 1 
jump @DUAL_13116 

:DUAL_13212
40@ = 0 

:DUAL_13219
if 
  3 > 40@ 
else_jump @DUAL_14069 
0088: $TEMPVAR_FLOAT_1 = 205@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 199@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 206@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 200@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.6 
$TEMPVAR_FLOAT_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
50@ += 1.0 
50@ *= 0.3 
006D: $TEMPVAR_FLOAT_1 *= 50@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 50@ // (float) 
303@ = 512.0 
006B: 303@ *= 50@ // (float) 
if 
  40@ == 0 
else_jump @DUAL_13420 
$TEMPVAR_FLOAT_1 /= 2.0 
$TEMPVAR_FLOAT_2 /= 2.0 
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 
jump @DUAL_13444 

:DUAL_13420
005D: 189@(40@,4f) += $TEMPVAR_FLOAT_1 // (float) 
005D: 193@(40@,4f) += $TEMPVAR_FLOAT_2 // (float) 

:DUAL_13444
0087: 50@ = 303@ // (float) 
50@ /= 2.0 
if 
0025:   189@(40@,4f) > 50@ // (float) 
else_jump @DUAL_13497 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_13497
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 189@(40@,4f) // (float) 
else_jump @DUAL_13550 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_13550
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   193@(40@,4f) > 50@ // (float) 
else_jump @DUAL_13603 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_13603
0087: 50@ = 303@ // (float) 
50@ *= -1.0 
if 
0025:   50@ > 193@(40@,4f) // (float) 
else_jump @DUAL_13656 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_13656
50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
if 
  349@ > 0.0 
else_jump @DUAL_13742 
350@ += 1 

:DUAL_13742
50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
if 
  351@ > 0.0 
else_jump @DUAL_13828 
352@ += 1 

:DUAL_13828
350@ += 1 
352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
354@ = 0 

:DUAL_13873
if 
001D:   352@ > 354@ // (int) 
else_jump @DUAL_14055 
353@ = 0 

:DUAL_13899
if 
001D:   350@ > 353@ // (int) 
else_jump @DUAL_14021 
if 
  40@ == 0 
else_jump @DUAL_13971 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
jump @DUAL_13999 

:DUAL_13971
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_13999
005B: 197@ += 303@ // (float) 
353@ += 1 
jump @DUAL_13899 

:DUAL_14021
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
354@ += 1 
jump @DUAL_13873 

:DUAL_14055
40@ += 1 
jump @DUAL_13219 

:DUAL_14069
gosub @DUAL_15515 
if 
  181@ == 0 
else_jump @DUAL_14121 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14121
0349: set_text_draw_font 1 
033E: set_draw_text_position 182@ 183@ GXT 'SPAC_06'  // HI-SCORE
0087: 437@ = 184@ // (float) 
0087: 438@ = 185@ // (float) 
40@ = 0 

:DUAL_14165
if 
  10 > 40@ 
else_jump @DUAL_14964 
0087: 437@ = 184@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14255 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14255
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14286 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14286
if or
05AE:   377@(40@,10s) == 108@s 
05AE:   377@(40@,10s) == 142@s 
else_jump @DUAL_14331 
437@ += 8.0 

:DUAL_14331
033E: set_draw_text_position 437@ 438@ GXT 377@(40@,10s) 
if or
05AE:   377@(40@,10s) == 108@s 
05AE:   377@(40@,10s) == 142@s 
else_jump @DUAL_14391 
437@ -= 8.0 

:DUAL_14391
005B: 437@ += 186@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14463 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14463
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14494 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14494
if or
05AE:   397@(40@,10s) == 108@s 
05AE:   397@(40@,10s) == 142@s 
else_jump @DUAL_14539 
437@ += 8.0 

:DUAL_14539
033E: set_draw_text_position 437@ 438@ GXT 397@(40@,10s) 
if or
05AE:   397@(40@,10s) == 108@s 
05AE:   397@(40@,10s) == 142@s 
else_jump @DUAL_14599 
437@ -= 8.0 

:DUAL_14599
005B: 437@ += 186@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14671 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14671
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14702 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14702
if or
05AE:   417@(40@,10s) == 108@s 
05AE:   417@(40@,10s) == 142@s 
else_jump @DUAL_14747 
437@ += 8.0 

:DUAL_14747
033E: set_draw_text_position 437@ 438@ GXT 417@(40@,10s) 
if or
05AE:   417@(40@,10s) == 108@s 
05AE:   417@(40@,10s) == 142@s 
else_jump @DUAL_14807 
437@ -= 8.0 

:DUAL_14807
0087: 437@ = 184@ // (float) 
005B: 437@ += 187@ // (float) 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
03E4: enable_text_draw_align_right 1 
0349: set_text_draw_font 1 
if 
  181@ == 0 
else_jump @DUAL_14887 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_14887
if 
003B:   180@ == 40@ // (int) 
else_jump @DUAL_14918 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_14918
045A: draw_text_1number 437@ 438@ GXT 'NUMBER' number 367@(40@,10i)  // ~1~
005B: 438@ += 188@ // (float) 
40@ += 1 
jump @DUAL_14165 

:DUAL_14964
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  180@ == -1 
else_jump @DUAL_15232 
if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 14 
else_jump @DUAL_15162 
jump @DUAL_2903 

:DUAL_15162
if 
00E1:   player 0 pressed_key 16 
else_jump @DUAL_15218 
if 
  101@ == 0 
else_jump @DUAL_15211 
101@ += 1 
jump @DUAL_2903 

:DUAL_15211
jump @DUAL_15225 

:DUAL_15218
101@ = 0 

:DUAL_15225
jump @DUAL_15302 

:DUAL_15232
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
gosub @DUAL_15515 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_13'  // ~w~~u~~d~ Navigate~n~~k~~PED_SPRINT~ Select

:DUAL_15302
jump @DUAL_11763 

:DUAL_15309
40@ = 0 

:DUAL_15316
if 
  10 > 40@ 
else_jump @DUAL_15513 
if 
001E:   $CURRENT_TIME_IN_MS2 > 314@(40@,10i) // (int) 
else_jump @DUAL_15499 
0087: 50@ = 203@ // (float) 
02F6: $TEMPVAR_FLOAT_1 = cosine 50@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 50@ // (float) 
0087: 439@(40@,10f) = 199@ // (float) 
0087: 449@(40@,10f) = 200@ // (float) 
$TEMPVAR_FLOAT_1 *= -300.0 
$TEMPVAR_FLOAT_2 *= 300.0 
0089: 459@(40@,10f) = $TEMPVAR_FLOAT_1 // (float) 
005D: 459@(40@,10f) += $5566 // (float) 
0089: 469@(40@,10f) = $TEMPVAR_FLOAT_2 // (float) 
005D: 469@(40@,10f) += $5567 // (float) 
008B: 314@(40@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
314@(40@,10i) += 1600 
return 

:DUAL_15499
40@ += 1 
jump @DUAL_15316 

:DUAL_15513
return 

:DUAL_15515
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 color_RGBA 0 0 0 180 
0349: set_text_draw_font 2 
return 

:DUAL_15587
097A: play_audio_at 0.0 0.0 0.0 event 1069 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DUAL_15697 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $431 $432 $433 radius 2.0 2.0 2.0 on_foot 
else_jump @DUAL_15697 
0086: $TEMPVAR_FLOAT_2 = $432 // (float) 
$TEMPVAR_FLOAT_2 += 2.0 
Actor.PutAt($PLAYER_ACTOR, $431, $TEMPVAR_FLOAT_2, $433)

:DUAL_15697
09F5: disable_player_mutal_activities 0 
$ONMISSION = 0 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
mission_cleanup 
return 

//-------------Mission 5---------------
// Originally: Video Game: Go Go Space Monkey

:SHTR
gosub @SHTR_67 
if 
wasted_or_busted 
else_jump @SHTR_27 
gosub @SHTR_6767 

:SHTR_27
fade 1 500 

:SHTR_34
if 
fading 
else_jump @SHTR_58 
wait 0 
jump @SHTR_34 

:SHTR_58
gosub @SHTR_6787 
end_thread 

:SHTR_67
$ONMISSION = 1 
if 
  $2202 == 0 
else_jump @SHTR_94 
increment_mission_attempts 

:SHTR_94
thread 'SHTR' 
wait 0 
09F5: disable_player_mutal_activities 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
043C: disable_sounds_after_fade 0 
054C: use_GXT_table 'SHTR' 
03CF: load_wav 1806 as 4 

:SHTR_167
if 
83D0:   not wav 4 loaded 
else_jump @SHTR_193 
wait 0 
jump @SHTR_167 

:SHTR_193
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 25.0 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_SHTR' 
038F: load_texture "SPLSH" as 1 // Load dictionary with 0390 first 
038F: load_texture "BSTARS" as 2 // Load dictionary with 0390 first 
038F: load_texture "FSTAR" as 3 // Load dictionary with 0390 first 
038F: load_texture "HI_A" as 4 // Load dictionary with 0390 first 
038F: load_texture "HI_B" as 5 // Load dictionary with 0390 first 
038F: load_texture "HI_C" as 6 // Load dictionary with 0390 first 
038F: load_texture "UN_A" as 7 // Load dictionary with 0390 first 
038F: load_texture "UN_B" as 8 // Load dictionary with 0390 first 
038F: load_texture "UN_C" as 9 // Load dictionary with 0390 first 
038F: load_texture "SHIP" as 10 // Load dictionary with 0390 first 
038F: load_texture "FIRE" as 11 // Load dictionary with 0390 first 
038F: load_texture "UFO" as 12 // Load dictionary with 0390 first 
038F: load_texture "KAMI" as 13 // Load dictionary with 0390 first 
038F: load_texture "NMEF" as 14 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 15 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 16 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 17 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 18 // Load dictionary with 0390 first 
038F: load_texture "CBARL" as 19 // Load dictionary with 0390 first 
038F: load_texture "CBARM" as 20 // Load dictionary with 0390 first 
038F: load_texture "CBARR" as 21 // Load dictionary with 0390 first 
038F: load_texture "HBARL" as 22 // Load dictionary with 0390 first 
038F: load_texture "HBARM" as 23 // Load dictionary with 0390 first 
038F: load_texture "HBARR" as 24 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 25 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 26 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 27 // Load dictionary with 0390 first 
038F: load_texture "PA" as 28 // Load dictionary with 0390 first 
038F: load_texture "PM2" as 29 // Load dictionary with 0390 first 
038F: load_texture "PM3" as 30 // Load dictionary with 0390 first 
038F: load_texture "PS1" as 31 // Load dictionary with 0390 first 
038F: load_texture "PS2" as 32 // Load dictionary with 0390 first 
038F: load_texture "PS3" as 33 // Load dictionary with 0390 first 

:SHTR_582
gosub @SHTR_17446 
gosub @SHTR_15794 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
33@ = 0 

:SHTR_761
wait 0 
0086: $5588 = $5592 // (float) 
$5593 = 2 
$5589 = 1.0 
gosub @SHTR_6986 
$5590 = 1.0 
gosub @SHTR_7229 
0086: $5592 = $5588 // (float) 
fade 1 0 
0494: get_joystick 0 data_to $5569 $5570 $5571 $5572 

:SHTR_844
if 
  $5652 == 1 
else_jump @SHTR_899 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
  $5570 == 0 
else_jump @SHTR_899 
$5652 = 0 

:SHTR_899
if 
  $5648 == 1 
else_jump @SHTR_1135 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 4 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_1135 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1062 
01BD: $5582 = current_time_in_ms 
01BD: $5992 = current_time_in_ms 
$5648 = 0 

:SHTR_1135
if 
  $5648 == 2 
else_jump @SHTR_1353 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 5 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_1353 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
01BD: $5992 = current_time_in_ms 
$6156 = 4 
$5648 = 4 

:SHTR_1353
if 
  $5648 == 3 
else_jump @SHTR_1565 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 6 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_1565 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
fade 0 0 
jump @SHTR_27 

:SHTR_1565
if 
  $5652 == 0 
else_jump @SHTR_2027 
if 
  $5648 == 1 
else_jump @SHTR_1731 
if or
00E1:   player 0 pressed_key 8 
  -64 > $5570 
else_jump @SHTR_1666 
$5648 = 3 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1666
if or
00E1:   player 0 pressed_key 9 
  $5570 > 64 
else_jump @SHTR_1731 
$5648 = 2 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1731
if 
  $5648 == 2 
else_jump @SHTR_1879 
if or
00E1:   player 0 pressed_key 8 
  -64 > $5570 
else_jump @SHTR_1814 
$5648 = 1 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1814
if or
00E1:   player 0 pressed_key 9 
  $5570 > 64 
else_jump @SHTR_1879 
$5648 = 3 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1879
if 
  $5648 == 3 
else_jump @SHTR_2027 
if or
00E1:   player 0 pressed_key 8 
  -64 > $5570 
else_jump @SHTR_1962 
$5648 = 2 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_1962
if or
00E1:   player 0 pressed_key 9 
  $5570 > 64 
else_jump @SHTR_2027 
$5648 = 1 
$5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
jump @SHTR_844 

:SHTR_2027
if 
  $5648 == 0 
else_jump @SHTR_5956 
0494: get_joystick 0 data_to $5569 $5570 $5571 $5572 
if 
  $5580 == 0 
else_jump @SHTR_2150 
01BD: $5594 = current_time_in_ms 
if 
  $5649 > 0 
else_jump @SHTR_2150 
$5649 -= 1 
$5653 = 2.0 
$5654 = 4.0 
$5581 = 5 
$5580 = 2 
$5960 = 0 

:SHTR_2150
if 
  $5580 == 1 
else_jump @SHTR_2200 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_2200
if or
  $5580 == 1 
  $5580 == 3 
else_jump @SHTR_2287 
0084: $5573 = $5569 // (int) 
$5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5575 += unknown_float * $5574 // (float) 
0084: $5573 = $5570 // (int) 
$5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5576 += unknown_float * $5574 // (float) 

:SHTR_2287
if or
  $5580 == 1 
  $5580 == 3 
else_jump @SHTR_2420 
if 
00E1:   player 0 pressed_key 8 
else_jump @SHTR_2339 
007E: $5576 -= unknown_float * 6.0 // (float) 

:SHTR_2339
if 
00E1:   player 0 pressed_key 9 
else_jump @SHTR_2366 
0078: $5576 += unknown_float * 6.0 // (float) 

:SHTR_2366
if 
00E1:   player 0 pressed_key 10 
else_jump @SHTR_2393 
007E: $5575 -= unknown_float * 6.0 // (float) 

:SHTR_2393
if 
00E1:   player 0 pressed_key 11 
else_jump @SHTR_2420 
0078: $5575 += unknown_float * 6.0 // (float) 

:SHTR_2420
if 
  80.0 > $5575 
else_jump @SHTR_2451 
$5575 = 80.0 

:SHTR_2451
if 
  $5575 > 560.0 
else_jump @SHTR_2482 
$5575 = 560.0 

:SHTR_2482
if 
  80.0 > $5576 
else_jump @SHTR_2513 
$5576 = 80.0 

:SHTR_2513
if 
  $5576 > 368.0 
else_jump @SHTR_2544 
$5576 = 368.0 

:SHTR_2544
if 
  $5579 == 1 
else_jump @SHTR_2683 
01BD: $5583 = current_time_in_ms 
0084: $5584 = $5583 // (int) 
0060: $5584 -= $5582 // (int) 
if 
  $5957 == 0 
else_jump @SHTR_2651 
if 
80E1:   not player 0 pressed_key 16 
else_jump @SHTR_2644 
if 
001C:   $5584 > $5956 // (int) 
else_jump @SHTR_2644 
$5579 = 0 

:SHTR_2644
jump @SHTR_2683 

:SHTR_2651
if or
80E1:   not player 0 pressed_key 16 
001C:   $5584 > $5956 // (int) 
else_jump @SHTR_2683 
$5579 = 0 

:SHTR_2683
if 
  7 > $5581 
else_jump @SHTR_2708 
$5581 = 7 

:SHTR_2708
$5581 -= 7 
if or
  $5580 == 1 
  $5580 == 3 
else_jump @SHTR_3210 
if 
  1000 > $5581 
else_jump @SHTR_3210 
if 
  $5579 == 0 
else_jump @SHTR_3210 
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_3210 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1059 
02F7: $5856 = sine $5854 // (float) 
0086: $5857 = $5591 // (float) 
0069: $5857 *= $5856 // (float) 
02F6: $5855 = cosine $5854 // (float) 
0086: $5858 = $5591 // (float) 
0069: $5858 *= $5855 // (float) 
if 
  $5659($5658,16i) == 0 
else_jump @SHTR_2949 
0086: $5707($5658,16f) = $5575 // (float) 
0086: $5691($5658,16f) = $5576 // (float) 
0086: $5675($5658,16f) = $5707($5658,16f) // (float) 
$5675($5658,16f) += 16.0 
$5659($5658,16i) = 1 

:SHTR_2949
if or
  $5958 == 1 
  $5958 == 2 
else_jump @SHTR_3061 
if 
  $5725($5658,16i) == 0 
else_jump @SHTR_3061 
0086: $5773($5658,16f) = $5575 // (float) 
0086: $5757($5658,16f) = $5576 // (float) 
0086: $5741($5658,16f) = $5773($5658,16f) // (float) 
$5741($5658,16f) += 16.0 
$5725($5658,16i) = 1 

:SHTR_3061
if 
  $5958 == 2 
else_jump @SHTR_3166 
if 
  $5789($5658,16i) == 0 
else_jump @SHTR_3166 
0086: $5837($5658,16f) = $5575 // (float) 
0086: $5821($5658,16f) = $5576 // (float) 
0086: $5805($5658,16f) = $5837($5658,16f) // (float) 
$5805($5658,16f) += 16.0 
$5789($5658,16i) = 1 

:SHTR_3166
01BD: $5582 = current_time_in_ms 
$5658 += 1 
$5579 = 1 
if 
  $5658 == 16 
else_jump @SHTR_3210 
$5658 = 0 

:SHTR_3210
gosub @SHTR_9211 
gosub @SHTR_10139 
if 
  $5951 == 0 
else_jump @SHTR_4076 
038D: draw_texture $5952 position $5954 $5955 size 32.0 32.0 RGBA 150 150 150 255 
if 
  $5953 == 0 
else_jump @SHTR_3360 
if and
  368.0 > $5955 
  $5954 > 80.0 
else_jump @SHTR_3351 
$5954 += -1.0 
$5955 += 1.0 
jump @SHTR_3360 

:SHTR_3351
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3360
if 
  $5953 == 1 
else_jump @SHTR_3445 
if and
  $5954 > 80.0 
  $5955 > 80.0 
else_jump @SHTR_3436 
$5954 += -1.0 
$5955 += -1.0 
jump @SHTR_3445 

:SHTR_3436
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3445
if 
  $5953 == 2 
else_jump @SHTR_3530 
if and
  $5955 > 80.0 
  560.0 > $5954 
else_jump @SHTR_3521 
$5954 += 1.0 
$5955 += -1.0 
jump @SHTR_3530 

:SHTR_3521
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3530
if 
  $5953 == 3 
else_jump @SHTR_3615 
if and
  560.0 > $5954 
  368.0 > $5955 
else_jump @SHTR_3606 
$5954 += 1.0 
$5955 += 1.0 
jump @SHTR_3615 

:SHTR_3606
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_3615
if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5954 $5955 scale 32.0 32.0 
else_jump @SHTR_4076 
if 
  6.5 > $5654 
else_jump @SHTR_3701 
$5653 += 0.5 
$5654 += 0.5 

:SHTR_3701
$5954 = 0.0 
$5955 = 0.0 
$5953 = 0 
if 
  $5952 == 28 
else_jump @SHTR_3780 
$5957 = 1 
$5951 = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3780
if 
  $5952 == 33 
else_jump @SHTR_3839 
$5956 = 50 
$5952 = 28 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3839
if 
  $5952 == 30 
else_jump @SHTR_3898 
$5958 = 2 
$5952 = 33 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3898
if 
  $5952 == 32 
else_jump @SHTR_3957 
$5956 = 100 
$5952 = 30 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_3957
if 
  $5952 == 29 
else_jump @SHTR_4016 
$5958 = 1 
$5952 = 32 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_4016
if 
  $5952 == 31 
else_jump @SHTR_4076 
$5956 = 150 
$5952 = 29 
$5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_4076
if 
  $5655 == 0 
else_jump @SHTR_4190 
if 
  33@ > 500 
else_jump @SHTR_4190 
if 
  $5860[0] == 0 
else_jump @SHTR_4190 
$5859 = 0 
if 
  60.0 > $5949 
else_jump @SHTR_4169 
$5949 += 5.0 

:SHTR_4169
gosub @SHTR_8027 
33@ = 0 
$5655 += 1 

:SHTR_4190
if and
  $5655 > 0 
  8 > $5655 
else_jump @SHTR_4230 
0084: $5859 = $5655 // (int) 
gosub @SHTR_7472 

:SHTR_4230
if 
  $5655 == 8 
else_jump @SHTR_4347 
if and
  $5860[0] == 0 
  $5860[1] == 0 
  $5860[2] == 0 
  $5860[3] == 0 
else_jump @SHTR_4347 
if and
  $5860[4] == 0 
  $5860[5] == 0 
  $5860[6] == 0 
  $5860[7] == 0 
else_jump @SHTR_4347 
$5950 = 0 
$5876 = 0 
$5655 = 0 

:SHTR_4347
gosub @SHTR_8789 
gosub @SHTR_7564 
gosub @SHTR_9636 
if 
  $5580 == 2 
else_jump @SHTR_5128 
if 
  $5960 == 2 
else_jump @SHTR_4773 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if and
  $5596 >= 0 
  100 > $5596 
else_jump @SHTR_4482 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4482
if and
  $5596 >= 100 
  200 > $5596 
else_jump @SHTR_4540 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4540
if and
  $5596 >= 200 
  300 > $5596 
else_jump @SHTR_4599 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4599
if and
  $5596 >= 300 
  400 > $5596 
else_jump @SHTR_4658 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4658
if 
  $5596 > 499 
else_jump @SHTR_4766 
$5575 = 80.0 
$5576 = 224.0 
$5580 = 3 
$5960 = 0 
$5950 = 0 
$5951 = 1 
$5952 = 31 
$5956 = 250 
$5957 = 0 
$5958 = 0 
$5953 = 0 
01BD: $5594 = current_time_in_ms 

:SHTR_4766
jump @SHTR_5128 

:SHTR_4773
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if and
  $5596 >= 0 
  100 > $5596 
else_jump @SHTR_4851 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4851
if and
  $5596 >= 100 
  200 > $5596 
else_jump @SHTR_4909 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4909
if and
  $5596 >= 200 
  300 > $5596 
else_jump @SHTR_4968 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_4968
if and
  $5596 >= 300 
  400 > $5596 
else_jump @SHTR_5027 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_5027
if 
  $5596 > 499 
else_jump @SHTR_5128 
01BD: $5594 = current_time_in_ms 
$5575 = 80.0 
$5576 = 224.0 
$5950 = 0 
$5951 = 1 
$5952 = 31 
$5956 = 250 
$5957 = 0 
$5958 = 0 
$5953 = 0 
$5580 = 3 

:SHTR_5128
if 
  $5580 == 3 
else_jump @SHTR_5781 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if and
  $5596 >= 0 
  100 > $5596 
else_jump @SHTR_5224 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5224
if and
  $5596 >= 200 
  300 > $5596 
else_jump @SHTR_5283 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5283
if and
  $5596 >= 400 
  500 > $5596 
else_jump @SHTR_5342 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5342
if and
  $5596 >= 600 
  700 > $5596 
else_jump @SHTR_5401 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5401
if and
  $5596 >= 800 
  900 > $5596 
else_jump @SHTR_5460 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5460
if and
  $5596 >= 1000 
  1100 > $5596 
else_jump @SHTR_5519 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5519
if and
  $5596 >= 1200 
  1300 > $5596 
else_jump @SHTR_5578 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5578
if and
  $5596 >= 1400 
  1500 > $5596 
else_jump @SHTR_5637 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5637
if and
  $5596 >= 1600 
  1700 > $5596 
else_jump @SHTR_5696 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5696
if and
  $5596 >= 1800 
  1900 > $5596 
else_jump @SHTR_5755 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_5755
if 
  $5596 >= 2000 
else_jump @SHTR_5781 
$5580 = 1 

:SHTR_5781
if 
001C:   $5650 > $5651 // (int) 
else_jump @SHTR_5815 
0084: $5651 = $5650 // (int) 
$5568 = 1 

:SHTR_5815
gosub @SHTR_6947 
033F: set_text_draw_letter_size 0.6 1.2 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number 560.0 48.0 GXT 'SHTR_2B' number $5649  // LIVES ~1~
gosub @SHTR_6947 
0342: enable_text_draw_centered 0 
0341: unknown_text_draw_flag 1 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 80.0 48.0 GXT 'SHTR_2D' number $5650  // 1UP ~1~
gosub @SHTR_6947 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 320.0 48.0 GXT 'SHTR_2C' number $5651  // HI-SCORE ~1~

:SHTR_5956
if 
  $5648 == 0 
else_jump @SHTR_6064 
if 
  $5580 == 0 
else_jump @SHTR_6064 
if 
  $5649 == 0 
else_jump @SHTR_6064 
$5648 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1067 
$6156 = 0 

:SHTR_6064
if 
  $5648 == 4 
else_jump @SHTR_6372 
if 
  $6156 == 0 
else_jump @SHTR_6152 
gosub @SHTR_6947 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5594 = current_time_in_ms 
$6156 = 1 

:SHTR_6152
if 
  $6156 == 1 
else_jump @SHTR_6257 
gosub @SHTR_6947 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
if 
  $5596 > 5000 
else_jump @SHTR_6257 
$6156 = 2 

:SHTR_6257
if 
  $6156 == 2 
else_jump @SHTR_6315 
if 
001C:   $2062[9] > $5650 // (int) 
else_jump @SHTR_6308 
$6156 = 4 
jump @SHTR_6315 

:SHTR_6308
gosub @SHTR_11097 

:SHTR_6315
if 
  $6156 == 3 
else_jump @SHTR_6347 
gosub @SHTR_11414 
gosub @SHTR_12477 

:SHTR_6347
if 
  $6156 == 4 
else_jump @SHTR_6372 
gosub @SHTR_12477 

:SHTR_6372
if 
  $5648 == 4 
else_jump @SHTR_6441 
if and
00E1:   player 0 pressed_key 15 
   not $6156 == 1 
else_jump @SHTR_6441 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
jump @SHTR_582 

:SHTR_6441
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  $5648 == 0 
else_jump @SHTR_6603 

:SHTR_6603
if 
  $5648 == 4 
else_jump @SHTR_6760 
if 
  $6156 == 4 
else_jump @SHTR_6760 
01BD: $5991 = current_time_in_ms 
0084: $5990 = $5991 // (int) 
0060: $5990 -= $5992 // (int) 
if 
  10000 > $5990 
else_jump @SHTR_6760 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'SH_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Back

:SHTR_6760
jump @SHTR_761 

:SHTR_6767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
return 

:SHTR_6787
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
0391: release_txd_dictionary 
040D: unload_wav 4 
09F5: disable_player_mutal_activities 0 
043C: disable_sounds_after_fade 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SHTR_6936 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_PERSHING_SQUARE_LS $Y_PERSHING_SQUARE_LS $Z_PERSHING_SQUARE_LS radius 2.0 2.0 2.0 on_foot 
else_jump @SHTR_6922 
0086: $TEMPVAR_FLOAT_2 = $Y_PERSHING_SQUARE_LS // (float) 
$TEMPVAR_FLOAT_2 += 2.0 
Actor.PutAt($PLAYER_ACTOR, $X_PERSHING_SQUARE_LS, $TEMPVAR_FLOAT_2, $Z_PERSHING_SQUARE_LS)

:SHTR_6922
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True

:SHTR_6936
$ONMISSION = 0 
mission_cleanup 
return 

:SHTR_6947
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
return 

:SHTR_6986
0086: $5587 = $5588 // (float) 
$5587 -= 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 512.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= unknown_float * $5589 // (float) 
if 
  0.0 > $5588 
else_jump @SHTR_7227 
$5588 += 256.0 

:SHTR_7227
return 

:SHTR_7229
0086: $5587 = $5588 // (float) 
$5587 -= 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
$5587 += 512.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= unknown_float * $5590 // (float) 
if 
  0.0 > $5588 
else_jump @SHTR_7470 
$5588 += 256.0 

:SHTR_7470
return 

:SHTR_7472
if 
001F:   33@ > $5656 // (int) 
else_jump @SHTR_7562 
if 
  $5860($5859,16i) == 0 
else_jump @SHTR_7562 
0086: $5877($5859,16f) = $5909 // (float) 
0086: $5925($5859,16f) = $5925[0] // (float) 
$5860($5859,16i) = 1 
33@ = 0 
$5655 += 1 

:SHTR_7562
return 

:SHTR_7564
$5859 = 0 

:SHTR_7571
if 
  8 > $5859 
else_jump @SHTR_8025 
if 
  $5860($5859,16i) == 2 
else_jump @SHTR_8011 
01BD: $5613($5859,16i) = current_time_in_ms 
0084: $5629($5859,16i) = $5613($5859,16i) // (int) 
0060: $5629($5859,16i) -= $5597($5859,16i) // (int) 
if and
  $5629($5859,16i) >= 0 
  100 > $5629($5859,16i) 
else_jump @SHTR_7725 
038D: draw_texture 15 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7725
if and
  $5629($5859,16i) >= 100 
  200 > $5629($5859,16i) 
else_jump @SHTR_7799 
038D: draw_texture 16 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7799
if and
  $5629($5859,16i) >= 200 
  300 > $5629($5859,16i) 
else_jump @SHTR_7874 
038D: draw_texture 17 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7874
if and
  $5629($5859,16i) >= 300 
  400 > $5629($5859,16i) 
else_jump @SHTR_7949 
038D: draw_texture 18 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_7949
if 
  $5629($5859,16i) > 499 
else_jump @SHTR_8011 
$5877($5859,16f) = 0.0 
$5893($5859,16f) = 0.0 
$5860($5859,16i) = 0 

:SHTR_8011
$5859 += 1 
jump @SHTR_7571 

:SHTR_8025
return 

:SHTR_8027
if 
  $5860[0] == 0 
else_jump @SHTR_8787 
if 
  $5876 == 0 
else_jump @SHTR_8787 
0208: $5909 = random_float_in_ranges 640.0 720.0 
0086: $5877[0] = $5909 // (float) 
0208: $5942 = random_float_in_ranges 240.0 640.0 
0208: $5946 = random_float_in_ranges 80.0 368.0 
0086: $5947 = $5946 // (float) 
0061: $5947 -= $5949 // (float) 
if 
  80.0 > $5947 
else_jump @SHTR_8161 
0059: $5946 += $5949 // (float) 

:SHTR_8161
0086: $5948 = $5946 // (float) 
0059: $5948 += $5949 // (float) 
if 
  80.0 > $5948 
else_jump @SHTR_8206 
0061: $5946 -= $5949 // (float) 

:SHTR_8206
0208: $5925[0] = random_float_in_ranges $5653 $5654 
if and
  $5925[0] >= 1.0 
  1.5 > $5925[0] 
else_jump @SHTR_8256 
$5656 = 500 

:SHTR_8256
if and
  $5925[0] >= 1.5 
  2.0 > $5925[0] 
else_jump @SHTR_8295 
$5656 = 475 

:SHTR_8295
if and
  $5925[0] >= 2.0 
  2.5 > $5925[0] 
else_jump @SHTR_8334 
$5656 = 450 

:SHTR_8334
if and
  $5925[0] >= 2.5 
  3.0 > $5925[0] 
else_jump @SHTR_8373 
$5656 = 425 

:SHTR_8373
if and
  $5925[0] >= 3.0 
  3.5 > $5925[0] 
else_jump @SHTR_8412 
$5656 = 400 

:SHTR_8412
if and
  $5925[0] >= 3.5 
  4.0 > $5925[0] 
else_jump @SHTR_8451 
$5656 = 375 

:SHTR_8451
if and
  $5925[0] >= 4.0 
  4.5 > $5925[0] 
else_jump @SHTR_8490 
$5656 = 350 

:SHTR_8490
if and
  $5925[0] >= 4.5 
  5.0 > $5925[0] 
else_jump @SHTR_8529 
$5656 = 325 

:SHTR_8529
if and
  $5925[0] >= 5.0 
  5.5 > $5925[0] 
else_jump @SHTR_8568 
$5656 = 300 

:SHTR_8568
if and
  $5925[0] >= 5.5 
  6.0 > $5925[0] 
else_jump @SHTR_8607 
$5656 = 275 

:SHTR_8607
if and
  $5925[0] >= 6.0 
  6.5 > $5925[0] 
else_jump @SHTR_8646 
$5656 = 250 

:SHTR_8646
if and
  $5925[0] >= 6.5 
  7.0 > $5925[0] 
else_jump @SHTR_8685 
$5656 = 225 

:SHTR_8685
if and
  $5925[0] >= 7.0 
  7.5 > $5925[0] 
else_jump @SHTR_8724 
$5656 = 200 

:SHTR_8724
if and
  $5925[0] >= 7.5 
  8.0 >= $5925[0] 
else_jump @SHTR_8763 
$5656 = 175 

:SHTR_8763
0209: $5959 = random_int_in_ranges 100 1500 
$5860[0] = 1 
$5876 = 1 

:SHTR_8787
return 

:SHTR_8789
$5859 = 0 

:SHTR_8796
if 
  8 > $5859 
else_jump @SHTR_9209 
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_9195 
038D: draw_texture 12 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 
0080: $5877($5859,16f) -= unknown_float * $5925($5859,16f) // (float) 
0086: $5941 = $5877($5859,16f) // (float) 
0071: $5941 /= $5942 // (float) 
0086: $5943 = $5941 // (float) 
$5943 *= 360.0 
02F6: $5944 = cosine $5943 // (float) 
0086: $5945 = $5944 // (float) 
0069: $5945 *= $5949 // (float) 
0086: $5893($5859,16f) = $5945 // (float) 
0059: $5893($5859,16f) += $5946 // (float) 
if 
  0.0 > $5877($5859,16f) 
else_jump @SHTR_9195 
$5877($5859,16f) = 0.0 
$5893($5859,16f) = 0.0 
if 
  $5650 > 24 
else_jump @SHTR_9184 
if 
003A:   $5650 == $5651 // (int) 
else_jump @SHTR_9177 
if and
001C:   $5650 > $2062[0] // (int) 
001C:   $5650 > $2062[1] // (int) 
001C:   $5650 > $2062[2] // (int) 
001C:   $5650 > $2062[3] // (int) 
001C:   $5650 > $2062[4] // (int) 
else_jump @SHTR_9177 
if and
001C:   $5650 > $2062[5] // (int) 
001C:   $5650 > $2062[6] // (int) 
001C:   $5650 > $2062[7] // (int) 
001C:   $5650 > $2062[8] // (int) 
001C:   $5650 > $2062[9] // (int) 
else_jump @SHTR_9177 
$5651 -= 25 

:SHTR_9177
$5650 -= 25 

:SHTR_9184
$5860($5859,16i) = 0 

:SHTR_9195
$5859 += 1 
jump @SHTR_8796 

:SHTR_9209
return 

:SHTR_9211
$5657 = 1 

:SHTR_9218
if 
  16 > $5657 
else_jump @SHTR_9634 
if 
  $5659($5657,16i) == 1 
else_jump @SHTR_9356 
038D: draw_texture 11 position $5675($5657,16f) $5691($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5675($5657,16f) += unknown_float * $5591 // (float) 
if 
  $5675($5657,16f) > 639.0 
else_jump @SHTR_9356 
$5691($5657,16f) = 0.0 
$5659($5657,16i) = 0 

:SHTR_9356
if 
  $5725($5657,16i) == 1 
else_jump @SHTR_9488 
038D: draw_texture 11 position $5741($5657,16f) $5757($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5741($5657,16f) += unknown_float * $5857 // (float) 
0080: $5757($5657,16f) -= unknown_float * $5858 // (float) 
if 
  $5741($5657,16f) > 639.0 
else_jump @SHTR_9488 
$5757($5657,16f) = 0.0 
$5725($5657,16i) = 0 

:SHTR_9488
if 
  $5789($5657,16i) == 1 
else_jump @SHTR_9620 
038D: draw_texture 11 position $5805($5657,16f) $5821($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5805($5657,16f) += unknown_float * $5857 // (float) 
007A: $5821($5657,16f) += unknown_float * $5858 // (float) 
if 
  $5805($5657,16f) > 639.0 
else_jump @SHTR_9620 
$5821($5657,16f) = 0.0 
$5789($5657,16i) = 0 

:SHTR_9620
$5657 += 1 
jump @SHTR_9218 

:SHTR_9634
return 

:SHTR_9636
$5859 = 0 

:SHTR_9643
if 
  8 > $5859 
else_jump @SHTR_10137 
if 
  $5877($5859,16f) > 320.0 
else_jump @SHTR_9840 
if 
  $5989 == 0 
else_jump @SHTR_9840 
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_9840 
if 
  $5981($5859,8i) == 0 
else_jump @SHTR_9840 
0086: $5965($5859,8f) = $5877($5859,16f) // (float) 
0086: $5973($5859,8f) = $5893($5859,16f) // (float) 
$5981($5859,8i) = 1 
$5989 += 1 
0086: $5964 = $5925($5859,16f) // (float) 
$5964 *= 1.5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1060 

:SHTR_9840
if 
  $5989 == 1 
else_jump @SHTR_10123 
if 
  $5981($5859,8i) == 1 
else_jump @SHTR_10123 
if 
  $5580 == 1 
else_jump @SHTR_10004 
if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5965($5859,8f) $5973($5859,8f) scale 8.0 8.0 
else_jump @SHTR_10004 
$5981($5859,8i) = 0 
$5965($5859,8f) = 0.0 
$5973($5859,8f) = 0.0 
$5989 = 0 
$5580 = 0 

:SHTR_10004
038D: draw_texture 14 position $5965($5859,8f) $5973($5859,8f) size $5853 $5853 RGBA 150 150 150 255 
0080: $5965($5859,8f) -= unknown_float * $5964 // (float) 
if 
  0.0 > $5965($5859,8f) 
else_jump @SHTR_10123 
$5981($5859,8i) = 0 
$5965($5859,8f) = 0.0 
$5973($5859,8f) = 0.0 
$5989 = 0 

:SHTR_10123
$5859 += 1 
jump @SHTR_9643 

:SHTR_10137
return 

:SHTR_10139
$5859 = 0 

:SHTR_10146
if 
  8 > $5859 
else_jump @SHTR_11095 
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_10945 
$5657 = 1 

:SHTR_10193
if 
  16 > $5657 
else_jump @SHTR_10945 
if 
05A5:   is_area_center $5675($5657,16f) $5691($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_10451 
$5650 += 100 
$5860($5859,16i) = 2 
$5659($5657,16i) = 0 
$5675($5657,16f) = 0.0 
$5691($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5950 += 1 
if 
  $5951 == 1 
else_jump @SHTR_10451 
if 
  $5950 == 8 
else_jump @SHTR_10431 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
$5951 = 0 
jump @SHTR_10451 

:SHTR_10431
$5954 = 0.0 
$5955 = 0.0 

:SHTR_10451
if 
05A5:   is_area_center $5741($5657,16f) $5757($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_10691 
$5650 += 100 
$5860($5859,16i) = 2 
$5725($5657,16i) = 0 
$5741($5657,16f) = 0.0 
$5757($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5950 += 1 
if 
  $5951 == 1 
else_jump @SHTR_10691 
if 
  $5950 == 8 
else_jump @SHTR_10671 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
$5951 = 0 
jump @SHTR_10691 

:SHTR_10671
$5954 = 0.0 
$5955 = 0.0 

:SHTR_10691
if 
05A5:   is_area_center $5805($5657,16f) $5821($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_10931 
$5650 += 100 
$5860($5859,16i) = 2 
$5789($5657,16i) = 0 
$5805($5657,16f) = 0.0 
$5821($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5950 += 1 
if 
  $5951 == 1 
else_jump @SHTR_10931 
if 
  $5950 == 8 
else_jump @SHTR_10911 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
$5951 = 0 
jump @SHTR_10931 

:SHTR_10911
$5954 = 0.0 
$5955 = 0.0 

:SHTR_10931
$5657 += 1 
jump @SHTR_10193 

:SHTR_10945
if 
  $5860($5859,16i) == 1 
else_jump @SHTR_11081 
if 
  $5580 == 1 
else_jump @SHTR_11081 
if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
else_jump @SHTR_11081 
$5860($5859,16i) = 2 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
$5580 = 0 

:SHTR_11081
$5859 += 1 
jump @SHTR_10146 

:SHTR_11095
return 

:SHTR_11097
$6151 = 9 
$6152 = 0 
$6153 = 1 

:SHTR_11118
if and
  $6151 >= 0 
  $6153 == 1 
else_jump @SHTR_11215 
if 
001C:   $5650 > $2062($6151,10i) // (int) 
else_jump @SHTR_11201 
$6151 -= 1 
$6152 = 1 
$6156 = 3 
$6069 = 1 
jump @SHTR_11208 

:SHTR_11201
$6153 = 0 

:SHTR_11208
jump @SHTR_11118 

:SHTR_11215
if 
  $6152 == 1 
else_jump @SHTR_11412 
$6151 += 1 
$6154 = 9 
$6155 = 8 

:SHTR_11254
if 
002C:   $6155 >= $6151 // (int) 
else_jump @SHTR_11374 
05A9: $2002($6154,10s) = $2002($6155,10s) 
05A9: $2022($6154,10s) = $2022($6155,10s) 
05A9: $2042($6154,10s) = $2042($6155,10s) 
0084: $2072($6154,10i) = $2072($6155,10i) // (int) 
0084: $2062($6154,10i) = $2062($6155,10i) // (int) 
$6154 -= 1 
$6155 -= 1 
jump @SHTR_11254 

:SHTR_11374
0084: $2062($6151,10i) = $5650 // (int) 
0084: $2072($6151,10i) = $6157 // (int) 
$6158 = 0 
$6067 = 10 

:SHTR_11412
return 

:SHTR_11414
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
else_jump @SHTR_11503 
if and
  $MOVE_AXIS_Y == 0 
  $MOVE_AXIS_X == 0 
else_jump @SHTR_11503 
$6068 = 0 

:SHTR_11503
if 
  $6158 == 0 
else_jump @SHTR_11843 
05A9: $2002($6151,10s) = $SHTR_CHARACTERS($6067,37s) 
05A9: $2022($6151,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6151,10s) = s$SHTR_CHARACTERS[10] 
if 
  $6068 == 0 
else_jump @SHTR_11843 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @SHTR_11682 
if 
  36 > $6067 
else_jump @SHTR_11648 
$6067 += 1 
jump @SHTR_11655 

:SHTR_11648
$6067 = 0 

:SHTR_11655
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_11682
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @SHTR_11785 
if 
  $6067 > 0 
else_jump @SHTR_11751 
$6067 -= 1 
jump @SHTR_11758 

:SHTR_11751
$6067 = 36 

:SHTR_11758
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_11785
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_11843 
$6067 = 10 
$6158 = 1 
$6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_11843
if 
  $6158 == 1 
else_jump @SHTR_12159 
05A9: $2022($6151,10s) = $SHTR_CHARACTERS($6067,37s) 
if 
  $6068 == 0 
else_jump @SHTR_12159 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @SHTR_11998 
if 
  36 > $6067 
else_jump @SHTR_11964 
$6067 += 1 
jump @SHTR_11971 

:SHTR_11964
$6067 = 0 

:SHTR_11971
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_11998
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @SHTR_12101 
if 
  $6067 > 0 
else_jump @SHTR_12067 
$6067 -= 1 
jump @SHTR_12074 

:SHTR_12067
$6067 = 36 

:SHTR_12074
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_12101
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_12159 
$6067 = 10 
$6158 = 2 
$6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_12159
if 
  $6158 == 2 
else_jump @SHTR_12475 
05A9: $2042($6151,10s) = $SHTR_CHARACTERS($6067,37s) 
if 
  $6068 == 0 
else_jump @SHTR_12475 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @SHTR_12314 
if 
  36 > $6067 
else_jump @SHTR_12280 
$6067 += 1 
jump @SHTR_12287 

:SHTR_12280
$6067 = 0 

:SHTR_12287
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_12314
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @SHTR_12417 
if 
  $6067 > 0 
else_jump @SHTR_12383 
$6067 -= 1 
jump @SHTR_12390 

:SHTR_12383
$6067 = 36 

:SHTR_12390
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
$6068 = 1 

:SHTR_12417
if 
00E1:   player 0 pressed_key 16 
else_jump @SHTR_12475 
$6158 = 3 
$6068 = 1 
$6156 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_12475
return 

:SHTR_12477
$6070 = 0 

:SHTR_12484
if 
  10 > $6070 
else_jump @SHTR_12649 
gosub @SHTR_6947 
033E: set_draw_text_position $6071($6070,10f) $6111($6070,10f) GXT $2002($6070,10s) 
gosub @SHTR_6947 
033E: set_draw_text_position $6081($6070,10f) $6121($6070,10f) GXT $2022($6070,10s) 
gosub @SHTR_6947 
033E: set_draw_text_position $6091($6070,10f) $6131($6070,10f) GXT $2042($6070,10s) 
gosub @SHTR_6947 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $6101($6070,10f) $6141($6070,10f) GXT 'SHTR_LV' number $2062($6070,10i)  // ~1~
$6070 += 1 
jump @SHTR_12484 

:SHTR_12649
gosub @SHTR_6947 
033E: set_draw_text_position 320.0 64.0 GXT 'SHTR_2F'  // HI-SCORE
if and
  $5649 == 0 
  $6069 == 1 
else_jump @SHTR_13084 
if 
  $6158 == 0 
else_jump @SHTR_12769 
gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 
jump @SHTR_12811 

:SHTR_12769
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 

:SHTR_12811
if 
  $6158 == 1 
else_jump @SHTR_12878 
gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 
jump @SHTR_12920 

:SHTR_12878
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 

:SHTR_12920
if 
  $6158 == 2 
else_jump @SHTR_12987 
gosub @SHTR_6947 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 
jump @SHTR_13029 

:SHTR_12987
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 

:SHTR_13029
gosub @SHTR_6947 
0340: set_text_draw_RGBA 255 0 0 255 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $6101($6151,10f) $6141($6151,10f) GXT 'SHTR_LV' number $2062($6151,10i)  // ~1~

:SHTR_13084
return 

:SHTR_13086
0209: $6161 = random_int_in_ranges 1 30 
if 
  $6161 == 1 
else_jump @SHTR_13188 
if 
  $6163 == 0 
else_jump @SHTR_13181 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[23] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[36] 
$6163 = 1 
jump @SHTR_13188 

:SHTR_13181
jump @SHTR_13086 

:SHTR_13188
if 
  $6161 == 2 
else_jump @SHTR_13281 
if 
  $6164 == 0 
else_jump @SHTR_13274 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] 
$6164 = 1 
jump @SHTR_13281 

:SHTR_13274
jump @SHTR_13086 

:SHTR_13281
if 
  $6161 == 3 
else_jump @SHTR_13374 
if 
  $6165 == 0 
else_jump @SHTR_13367 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] 
$6165 = 1 
jump @SHTR_13374 

:SHTR_13367
jump @SHTR_13086 

:SHTR_13374
if 
  $6161 == 4 
else_jump @SHTR_13467 
if 
  $6166 == 0 
else_jump @SHTR_13460 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[12] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[27] 
$6166 = 1 
jump @SHTR_13467 

:SHTR_13460
jump @SHTR_13086 

:SHTR_13467
if 
  $6161 == 5 
else_jump @SHTR_13560 
if 
  $6167 == 0 
else_jump @SHTR_13553 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[11] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[25] 
$6167 = 1 
jump @SHTR_13560 

:SHTR_13553
jump @SHTR_13086 

:SHTR_13560
if 
  $6161 == 6 
else_jump @SHTR_13653 
if 
  $6168 == 0 
else_jump @SHTR_13646 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[31] 
$6168 = 1 
jump @SHTR_13653 

:SHTR_13646
jump @SHTR_13086 

:SHTR_13653
if 
  $6161 == 7 
else_jump @SHTR_13746 
if 
  $6169 == 0 
else_jump @SHTR_13739 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] 
$6169 = 1 
jump @SHTR_13746 

:SHTR_13739
jump @SHTR_13086 

:SHTR_13746
if 
  $6161 == 8 
else_jump @SHTR_13839 
if 
  $6170 == 0 
else_jump @SHTR_13832 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[19] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[21] 
$6170 = 1 
jump @SHTR_13839 

:SHTR_13832
jump @SHTR_13086 

:SHTR_13839
if 
  $6161 == 9 
else_jump @SHTR_13932 
if 
  $6171 == 0 
else_jump @SHTR_13925 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[29] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[14] 
$6171 = 1 
jump @SHTR_13932 

:SHTR_13925
jump @SHTR_13086 

:SHTR_13932
if 
  $6161 == 10 
else_jump @SHTR_14025 
if 
  $6172 == 0 
else_jump @SHTR_14018 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[19] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[30] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[13] 
$6172 = 1 
jump @SHTR_14025 

:SHTR_14018
jump @SHTR_13086 

:SHTR_14025
if 
  $6161 == 11 
else_jump @SHTR_14118 
if 
  $6173 == 0 
else_jump @SHTR_14111 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[11] 
$6173 = 1 
jump @SHTR_14118 

:SHTR_14111
jump @SHTR_13086 

:SHTR_14118
if 
  $6161 == 12 
else_jump @SHTR_14211 
if 
  $6174 == 0 
else_jump @SHTR_14204 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6174 = 1 
jump @SHTR_14211 

:SHTR_14204
jump @SHTR_13086 

:SHTR_14211
if 
  $6161 == 13 
else_jump @SHTR_14304 
if 
  $6175 == 0 
else_jump @SHTR_14297 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[28] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6175 = 1 
jump @SHTR_14304 

:SHTR_14297
jump @SHTR_13086 

:SHTR_14304
if 
  $6161 == 14 
else_jump @SHTR_14397 
if 
  $6176 == 0 
else_jump @SHTR_14390 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[34] 
$6176 = 1 
jump @SHTR_14397 

:SHTR_14390
jump @SHTR_13086 

:SHTR_14397
if 
  $6161 == 15 
else_jump @SHTR_14490 
if 
  $6177 == 0 
else_jump @SHTR_14483 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] 
$6177 = 1 
jump @SHTR_14490 

:SHTR_14483
jump @SHTR_13086 

:SHTR_14490
if 
  $6161 == 16 
else_jump @SHTR_14583 
if 
  $6178 == 0 
else_jump @SHTR_14576 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] 
$6178 = 1 
jump @SHTR_14583 

:SHTR_14576
jump @SHTR_13086 

:SHTR_14583
if 
  $6161 == 17 
else_jump @SHTR_14676 
if 
  $6179 == 0 
else_jump @SHTR_14669 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[23] 
$6179 = 1 
jump @SHTR_14676 

:SHTR_14669
jump @SHTR_13086 

:SHTR_14676
if 
  $6161 == 18 
else_jump @SHTR_14769 
if 
  $6180 == 0 
else_jump @SHTR_14762 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[11] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[10] 
$6180 = 1 
jump @SHTR_14769 

:SHTR_14762
jump @SHTR_13086 

:SHTR_14769
if 
  $6161 == 19 
else_jump @SHTR_14862 
if 
  $6181 == 0 
else_jump @SHTR_14855 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[11] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[33] 
$6181 = 1 
jump @SHTR_14862 

:SHTR_14855
jump @SHTR_13086 

:SHTR_14862
if 
  $6161 == 20 
else_jump @SHTR_14955 
if 
  $6182 == 0 
else_jump @SHTR_14948 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[21] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[24] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[30] 
$6182 = 1 
jump @SHTR_14955 

:SHTR_14948
jump @SHTR_13086 

:SHTR_14955
if 
  $6161 == 21 
else_jump @SHTR_15048 
if 
  $6183 == 0 
else_jump @SHTR_15041 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[19] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[23] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] 
$6183 = 1 
jump @SHTR_15048 

:SHTR_15041
jump @SHTR_13086 

:SHTR_15048
if 
  $6161 == 22 
else_jump @SHTR_15141 
if 
  $6184 == 0 
else_jump @SHTR_15134 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[34] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[29] 
$6184 = 1 
jump @SHTR_15141 

:SHTR_15134
jump @SHTR_13086 

:SHTR_15141
if 
  $6161 == 23 
else_jump @SHTR_15234 
if 
  $6185 == 0 
else_jump @SHTR_15227 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[13] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[15] 
$6185 = 1 
jump @SHTR_15234 

:SHTR_15227
jump @SHTR_13086 

:SHTR_15234
if 
  $6161 == 24 
else_jump @SHTR_15327 
if 
  $6186 == 0 
else_jump @SHTR_15320 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[20] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[17] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[35] 
$6186 = 1 
jump @SHTR_15327 

:SHTR_15320
jump @SHTR_13086 

:SHTR_15327
if 
  $6161 == 25 
else_jump @SHTR_15420 
if 
  $6187 == 0 
else_jump @SHTR_15413 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[22] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[14] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[24] 
$6187 = 1 
jump @SHTR_15420 

:SHTR_15413
jump @SHTR_13086 

:SHTR_15420
if 
  $6161 == 26 
else_jump @SHTR_15513 
if 
  $6188 == 0 
else_jump @SHTR_15506 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[16] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[15] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6188 = 1 
jump @SHTR_15513 

:SHTR_15506
jump @SHTR_13086 

:SHTR_15513
if 
  $6161 == 27 
else_jump @SHTR_15606 
if 
  $6189 == 0 
else_jump @SHTR_15599 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[32] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[27] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[22] 
$6189 = 1 
jump @SHTR_15606 

:SHTR_15599
jump @SHTR_13086 

:SHTR_15606
if 
  $6161 == 28 
else_jump @SHTR_15699 
if 
  $6190 == 0 
else_jump @SHTR_15692 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[10] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[36] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[32] 
$6190 = 1 
jump @SHTR_15699 

:SHTR_15692
jump @SHTR_13086 

:SHTR_15699
if 
  $6161 == 29 
else_jump @SHTR_15792 
if 
  $6191 == 0 
else_jump @SHTR_15785 
05A9: $2002($6160,10s) = s$SHTR_CHARACTERS[27] 
05A9: $2022($6160,10s) = s$SHTR_CHARACTERS[18] 
05A9: $2042($6160,10s) = s$SHTR_CHARACTERS[12] 
$6191 = 1 
jump @SHTR_15792 

:SHTR_15785
jump @SHTR_13086 

:SHTR_15792
return 

:SHTR_15794
05A9: s$SHTR_CHARACTERS[0] = 'SHTR_0'  // 0
05A9: s$SHTR_CHARACTERS[1] = 'SHTR_1'  // 1
05A9: s$SHTR_CHARACTERS[2] = 'SHTR_2'  // 2
05A9: s$SHTR_CHARACTERS[3] = 'SHTR_3'  // 3
05A9: s$SHTR_CHARACTERS[4] = 'SHTR_4'  // 4
05A9: s$SHTR_CHARACTERS[5] = 'SHTR_5'  // 5
05A9: s$SHTR_CHARACTERS[6] = 'SHTR_6'  // 6
05A9: s$SHTR_CHARACTERS[7] = 'SHTR_7'  // 7
05A9: s$SHTR_CHARACTERS[8] = 'SHTR_8'  // 8
05A9: s$SHTR_CHARACTERS[9] = 'SHTR_9'  // 9
05A9: s$SHTR_CHARACTERS[10] = 'SHTR_A'  // A
05A9: s$SHTR_CHARACTERS[11] = 'SHTR_B'  // B
05A9: s$SHTR_CHARACTERS[12] = 'SHTR_C'  // C
05A9: s$SHTR_CHARACTERS[13] = 'SHTR_D'  // D
05A9: s$SHTR_CHARACTERS[14] = 'SHTR_E'  // E
05A9: s$SHTR_CHARACTERS[15] = 'SHTR_F'  // F
05A9: s$SHTR_CHARACTERS[16] = 'SHTR_G'  // G
05A9: s$SHTR_CHARACTERS[17] = 'SHTR_H'  // H
05A9: s$SHTR_CHARACTERS[18] = 'SHTR_I'  // I
05A9: s$SHTR_CHARACTERS[19] = 'SHTR_J'  // J
05A9: s$SHTR_CHARACTERS[20] = 'SHTR_K'  // K
05A9: s$SHTR_CHARACTERS[21] = 'SHTR_L'  // L
05A9: s$SHTR_CHARACTERS[22] = 'SHTR_M'  // M
05A9: s$SHTR_CHARACTERS[23] = 'SHTR_N'  // N
05A9: s$SHTR_CHARACTERS[24] = 'SHTR_O'  // O
05A9: s$SHTR_CHARACTERS[25] = 'SHTR_P'  // P
05A9: s$SHTR_CHARACTERS[26] = 'SHTR_Q'  // Q
05A9: s$SHTR_CHARACTERS[27] = 'SHTR_R'  // R
05A9: s$SHTR_CHARACTERS[28] = 'SHTR_S'  // S
05A9: s$SHTR_CHARACTERS[29] = 'SHTR_T'  // T
05A9: s$SHTR_CHARACTERS[30] = 'SHTR_U'  // U
05A9: s$SHTR_CHARACTERS[31] = 'SHTR_V'  // V
05A9: s$SHTR_CHARACTERS[32] = 'SHTR_W'  // W
05A9: s$SHTR_CHARACTERS[33] = 'SHTR_X'  // X
05A9: s$SHTR_CHARACTERS[34] = 'SHTR_Y'  // Y
05A9: s$SHTR_CHARACTERS[35] = 'SHTR_Z'  // Z
05A9: s$SHTR_CHARACTERS[36] = 'SHTR_PE'  // .
$6071[0] = 176.0 
$6111[0] = 96.0 
$6081[0] = 224.0 
$6121[0] = 96.0 
$6091[0] = 272.0 
$6131[0] = 96.0 
$6101[0] = 464.0 
$6141[0] = 96.0 
$6071[1] = 176.0 
$6111[1] = 128.0 
$6081[1] = 224.0 
$6121[1] = 128.0 
$6091[1] = 272.0 
$6131[1] = 128.0 
$6101[1] = 464.0 
$6141[1] = 128.0 
$6071[2] = 176.0 
$6111[2] = 160.0 
$6081[2] = 224.0 
$6121[2] = 160.0 
$6091[2] = 272.0 
$6131[2] = 160.0 
$6101[2] = 464.0 
$6141[2] = 160.0 
$6071[3] = 176.0 
$6111[3] = 192.0 
$6081[3] = 224.0 
$6121[3] = 192.0 
$6091[3] = 272.0 
$6131[3] = 192.0 
$6101[3] = 464.0 
$6141[3] = 192.0 
$6071[4] = 176.0 
$6111[4] = 224.0 
$6081[4] = 224.0 
$6121[4] = 224.0 
$6091[4] = 272.0 
$6131[4] = 224.0 
$6101[4] = 464.0 
$6141[4] = 224.0 
$6071[5] = 176.0 
$6111[5] = 256.0 
$6081[5] = 224.0 
$6121[5] = 256.0 
$6091[5] = 272.0 
$6131[5] = 256.0 
$6101[5] = 464.0 
$6141[5] = 256.0 
$6071[6] = 176.0 
$6111[6] = 288.0 
$6081[6] = 224.0 
$6121[6] = 288.0 
$6091[6] = 272.0 
$6131[6] = 288.0 
$6101[6] = 464.0 
$6141[6] = 288.0 
$6071[7] = 176.0 
$6111[7] = 320.0 
$6081[7] = 224.0 
$6121[7] = 320.0 
$6091[7] = 272.0 
$6131[7] = 320.0 
$6101[7] = 464.0 
$6141[7] = 320.0 
$6071[8] = 176.0 
$6111[8] = 352.0 
$6081[8] = 224.0 
$6121[8] = 352.0 
$6091[8] = 272.0 
$6131[8] = 352.0 
$6101[8] = 464.0 
$6141[8] = 352.0 
$6071[9] = 176.0 
$6111[9] = 384.0 
$6081[9] = 224.0 
$6121[9] = 384.0 
$6091[9] = 272.0 
$6131[9] = 384.0 
$6101[9] = 464.0 
$6141[9] = 384.0 
if 
  $6159 == 0 
else_jump @SHTR_17436 
05A9: s$2002[0] = s$SHTR_CHARACTERS[12] 
05A9: s$2022[0] = s$SHTR_CHARACTERS[36] 
05A9: s$2042[0] = s$SHTR_CHARACTERS[36] 
$2072[0] = 10 
$2062[0] = 1000 
$6160 = 1 
gosub @SHTR_13086 
$2072[1] = 9 
$2062[1] = 900 
$6160 = 2 
gosub @SHTR_13086 
$2072[2] = 8 
$2062[2] = 800 
$6160 = 3 
gosub @SHTR_13086 
$2072[3] = 7 
$2062[3] = 700 
$6160 = 4 
gosub @SHTR_13086 
$2072[4] = 6 
$2062[4] = 600 
$6160 = 5 
gosub @SHTR_13086 
$2072[5] = 5 
$2062[5] = 500 
$6160 = 6 
gosub @SHTR_13086 
$2072[6] = 4 
$2062[6] = 400 
$6160 = 7 
gosub @SHTR_13086 
$2072[7] = 3 
$2062[7] = 300 
$6160 = 8 
gosub @SHTR_13086 
$2072[8] = 2 
$2062[8] = 200 
$6160 = 9 
gosub @SHTR_13086 
$2072[9] = 1 
$2062[9] = 100 
$6159 = 1 

:SHTR_17436
0084: $5651 = $2062[0] // (int) 
return 

:SHTR_17446
$5579 = 1 
$5580 = 1 
$5648 = 1 
$5650 = 0 
$5649 = 2 
$5652 = 0 
$5591 = 15.0 
$5575 = 80.0 
$5576 = 224.0 
$5853 = 8.0 
$5854 = 10.0 
$5653 = 1.0 
$5654 = 3.0 
$5960 = 0 
$5963 = 7.0 
$5989 = 0 
$5950 = 0 
$5951 = 1 
$5952 = 31 
$5956 = 250 
$5957 = 0 
$5958 = 0 
$5953 = 0 
$6158 = 0 
$6069 = 0 
$5877[0] = 660.0 
$5877[1] = 660.0 
$5877[2] = 660.0 
$5877[3] = 660.0 
$5581 = 0 
$5594 = 0 
$5595 = 0 
$5596 = 0 
$5645 = 0 
$5646 = 0 
$5647 = 0 
$5657 = 1 
$5659[1] = 0 
$5659[2] = 0 
$5659[3] = 0 
$5659[4] = 0 
$5659[5] = 0 
$5659[6] = 0 
$5659[7] = 0 
$5659[8] = 0 
$5725[1] = 0 
$5725[2] = 0 
$5725[3] = 0 
$5725[4] = 0 
$5725[5] = 0 
$5725[6] = 0 
$5725[7] = 0 
$5725[8] = 0 
$5789[1] = 0 
$5789[2] = 0 
$5789[3] = 0 
$5789[4] = 0 
$5789[5] = 0 
$5789[6] = 0 
$5789[7] = 0 
$5789[8] = 0 
$5860[0] = 0 
$5860[1] = 0 
$5860[2] = 0 
$5860[3] = 0 
$5860[4] = 0 
$5860[5] = 0 
$5860[6] = 0 
$5860[7] = 0 
$5981[0] = 0 
$5981[1] = 0 
$5981[2] = 0 
$5981[3] = 0 
$5981[4] = 0 
$5981[5] = 0 
$5981[6] = 0 
$5981[7] = 0 
$5655 = 0 
$5876 = 0 
$5585 = 32.0 
$5586 = 32.0 
$5723 = 8.0 
$5724 = 8.0 
$5577 = 32.0 
$5578 = 32.0 
$5949 = 0.0 
return 

//-------------Mission 6---------------
// Originally: Video Game: Let's Get Ready To Bumble

:GRAV
gosub @GRAV_36 
if 
wasted_or_busted 
else_jump @GRAV_27 
gosub @GRAV_6531 

:GRAV_27
gosub @GRAV_6551 
end_thread 

:GRAV_36
$ONMISSION = 1 
increment_mission_attempts 
thread 'GRAV' 
wait 0 
054C: use_GXT_table 'GRAV' 
03CF: load_wav 1810 as 4 

:GRAV_78
if 
83D0:   not wav 4 loaded 
else_jump @GRAV_104 
wait 0 
jump @GRAV_78 

:GRAV_104
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Player.CanMove($PLAYER_CHAR) = False
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 50.0 
09F5: disable_player_mutal_activities 1 
03F0: enable_text_draw 1 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 3.0 3.0 
0390: load_txd_dictionary 'LD_GRAV' 
038F: load_texture "SKY" as 1 // Load dictionary with 0390 first 
038F: load_texture "BEEA" as 2 // Load dictionary with 0390 first 
038F: load_texture "FLWRA" as 3 // Load dictionary with 0390 first 
038F: load_texture "GHOST" as 4 // Load dictionary with 0390 first 
038F: load_texture "LEAF" as 5 // Load dictionary with 0390 first 
038F: load_texture "FLWR" as 6 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 7 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 9 // Load dictionary with 0390 first 
038F: load_texture "THORN" as 10 // Load dictionary with 0390 first 
038F: load_texture "BEE2" as 11 // Load dictionary with 0390 first 
038F: load_texture "BEE1" as 12 // Load dictionary with 0390 first 
038F: load_texture "HIVE" as 13 // Load dictionary with 0390 first 
038F: load_texture "TIMER" as 14 // Load dictionary with 0390 first 
038F: load_texture "BUMBLE" as 15 // Load dictionary with 0390 first 
038F: load_texture "PLAYW" as 16 // Load dictionary with 0390 first 
038F: load_texture "PLAYY" as 17 // Load dictionary with 0390 first 
038F: load_texture "HISCOREW" as 18 // Load dictionary with 0390 first 
038F: load_texture "HISCOREY" as 19 // Load dictionary with 0390 first 
038F: load_texture "EXITW" as 20 // Load dictionary with 0390 first 
038F: load_texture "EXITY" as 21 // Load dictionary with 0390 first 
05A9: s$6236[0] = 'GRAV_0'  // 0
05A9: s$6236[1] = 'GRAV_1'  // 1
05A9: s$6236[2] = 'GRAV_2'  // 2
05A9: s$6236[3] = 'GRAV_3'  // 3
05A9: s$6236[4] = 'GRAV_4'  // 4
05A9: s$6236[5] = 'GRAV_5'  // 5
05A9: s$6236[6] = 'GRAV_6'  // 6
05A9: s$6236[7] = 'GRAV_7'  // 7
05A9: s$6236[8] = 'GRAV_8'  // 8
05A9: s$6236[9] = 'GRAV_9'  // 9
05A9: s$6236[10] = 'GRAV_A'  // A
05A9: s$6236[11] = 'GRAV_B'  // B
05A9: s$6236[12] = 'GRAV_C'  // C
05A9: s$6236[13] = 'GRAV_D'  // D
05A9: s$6236[14] = 'GRAV_E'  // E
05A9: s$6236[15] = 'GRAV_F'  // F
05A9: s$6236[16] = 'GRAV_G'  // G
05A9: s$6236[17] = 'GRAV_H'  // H
05A9: s$6236[18] = 'GRAV_I'  // I
05A9: s$6236[19] = 'GRAV_J'  // J
05A9: s$6236[20] = 'GRAV_K'  // K
05A9: s$6236[21] = 'GRAV_L'  // L
05A9: s$6236[22] = 'GRAV_M'  // M
05A9: s$6236[23] = 'GRAV_N'  // N
05A9: s$6236[24] = 'GRAV_O'  // O
05A9: s$6236[25] = 'GRAV_P'  // P
05A9: s$6236[26] = 'GRAV_Q'  // Q
05A9: s$6236[27] = 'GRAV_R'  // R
05A9: s$6236[28] = 'GRAV_S'  // S
05A9: s$6236[29] = 'GRAV_T'  // T
05A9: s$6236[30] = 'GRAV_U'  // U
05A9: s$6236[31] = 'GRAV_V'  // V
05A9: s$6236[32] = 'GRAV_W'  // W
05A9: s$6236[33] = 'GRAV_X'  // X
05A9: s$6236[34] = 'GRAV_Y'  // Y
05A9: s$6236[35] = 'GRAV_Z'  // Z
05A9: s$6236[36] = 'GRAV_PE'  // .
$6318[0] = 176.0 
$6358[0] = 96.0 
$6328[0] = 224.0 
$6368[0] = 96.0 
$6338[0] = 272.0 
$6378[0] = 96.0 
$6348[0] = 464.0 
$6388[0] = 96.0 
$6318[1] = 176.0 
$6358[1] = 128.0 
$6328[1] = 224.0 
$6368[1] = 128.0 
$6338[1] = 272.0 
$6378[1] = 128.0 
$6348[1] = 464.0 
$6388[1] = 128.0 
$6318[2] = 176.0 
$6358[2] = 160.0 
$6328[2] = 224.0 
$6368[2] = 160.0 
$6338[2] = 272.0 
$6378[2] = 160.0 
$6348[2] = 464.0 
$6388[2] = 160.0 
$6318[3] = 176.0 
$6358[3] = 192.0 
$6328[3] = 224.0 
$6368[3] = 192.0 
$6338[3] = 272.0 
$6378[3] = 192.0 
$6348[3] = 464.0 
$6388[3] = 192.0 
$6318[4] = 176.0 
$6358[4] = 224.0 
$6328[4] = 224.0 
$6368[4] = 224.0 
$6338[4] = 272.0 
$6378[4] = 224.0 
$6348[4] = 464.0 
$6388[4] = 224.0 
$6318[5] = 176.0 
$6358[5] = 256.0 
$6328[5] = 224.0 
$6368[5] = 256.0 
$6338[5] = 272.0 
$6378[5] = 256.0 
$6348[5] = 464.0 
$6388[5] = 256.0 
$6318[6] = 176.0 
$6358[6] = 288.0 
$6328[6] = 224.0 
$6368[6] = 288.0 
$6338[6] = 272.0 
$6378[6] = 288.0 
$6348[6] = 464.0 
$6388[6] = 288.0 
$6318[7] = 176.0 
$6358[7] = 320.0 
$6328[7] = 224.0 
$6368[7] = 320.0 
$6338[7] = 272.0 
$6378[7] = 320.0 
$6348[7] = 464.0 
$6388[7] = 320.0 
$6318[8] = 176.0 
$6358[8] = 352.0 
$6328[8] = 224.0 
$6368[8] = 352.0 
$6338[8] = 272.0 
$6378[8] = 352.0 
$6348[8] = 464.0 
$6388[8] = 352.0 
$6318[9] = 176.0 
$6358[9] = 384.0 
$6328[9] = 224.0 
$6368[9] = 384.0 
$6338[9] = 272.0 
$6378[9] = 384.0 
$6348[9] = 464.0 
$6388[9] = 384.0 
if 
  $6405 == 0 
else_jump @GRAV_2054 
05A9: s$2082[0] = s$6236[12] 
05A9: s$2102[0] = s$6236[36] 
05A9: s$2122[0] = s$6236[36] 
$2152[0] = 10 
$2142[0] = 1000 
$6406 = 1 
gosub @GRAV_13469 
$2152[1] = 9 
$2142[1] = 900 
$6406 = 2 
gosub @GRAV_13469 
$2152[2] = 8 
$2142[2] = 800 
$6406 = 3 
gosub @GRAV_13469 
$2152[3] = 7 
$2142[3] = 700 
$6406 = 4 
gosub @GRAV_13469 
$2152[4] = 6 
$2142[4] = 600 
$6406 = 5 
gosub @GRAV_13469 
$2152[5] = 5 
$2142[5] = 500 
$6406 = 6 
gosub @GRAV_13469 
$2152[6] = 4 
$2142[6] = 400 
$6406 = 7 
gosub @GRAV_13469 
$2152[7] = 3 
$2142[7] = 300 
$6406 = 8 
gosub @GRAV_13469 
$2152[8] = 2 
$2142[8] = 200 
$6406 = 9 
gosub @GRAV_13469 
$2152[9] = 1 
$2142[9] = 100 
$6405 = 1 

:GRAV_2054
008B: 57@ = $2142[0] // (int) 

:GRAV_2062
$6210 = 1 
54@ = 0 
$6213 = 0 
$6208 = 1 
51@ = 2 
47@ = 1 
43@ = 180.0 
44@ = 2.0 
$6439 = 3648.0 
$6224 = 2.5 
$6232 = 120000 
$6211 = 0 
$6204 = 0.0 
$6205 = 0.0 
56@ = 0 
01BD: $6231 = current_time_in_ms 
$6209 = 0 

:GRAV_2200
wait 0 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
fade 1 0 
0494: get_joystick 0 data_to 34@ 35@ 36@ 37@ 

:GRAV_2442
if 
  58@ == 1 
else_jump @GRAV_2497 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
  35@ == 0 
else_jump @GRAV_2497 
58@ = 0 

:GRAV_2497
if 
  $6208 == 1 
else_jump @GRAV_2735 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 17 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_2735 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1076 
01BD: $6235 = current_time_in_ms 
$6208 = 0 
32@ = 0 

:GRAV_2735
if 
  $6208 == 2 
else_jump @GRAV_2953 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 19 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_2953 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
01BD: $6235 = current_time_in_ms 
$6403 = 4 
$6208 = 4 

:GRAV_2953
if 
  $6208 == 3 
else_jump @GRAV_3165 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 21 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_3165 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1075 
fade 0 0 
jump @GRAV_6551 

:GRAV_3165
if 
  58@ == 0 
else_jump @GRAV_3627 
if 
  $6208 == 1 
else_jump @GRAV_3331 
if or
00E1:   player 0 pressed_key 8 
  -64 > 35@ 
else_jump @GRAV_3266 
$6208 = 3 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3266
if or
00E1:   player 0 pressed_key 9 
  35@ > 64 
else_jump @GRAV_3331 
$6208 = 2 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3331
if 
  $6208 == 2 
else_jump @GRAV_3479 
if or
00E1:   player 0 pressed_key 8 
  -64 > 35@ 
else_jump @GRAV_3414 
$6208 = 1 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3414
if or
00E1:   player 0 pressed_key 9 
  35@ > 64 
else_jump @GRAV_3479 
$6208 = 3 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3479
if 
  $6208 == 3 
else_jump @GRAV_3627 
if or
00E1:   player 0 pressed_key 8 
  -64 > 35@ 
else_jump @GRAV_3562 
$6208 = 2 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3562
if or
00E1:   player 0 pressed_key 9 
  35@ > 64 
else_jump @GRAV_3627 
$6208 = 1 
58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
jump @GRAV_2442 

:GRAV_3627
if 
  $6208 == 0 
else_jump @GRAV_5140 
if 
0735:   NOP_false 49 
else_jump @GRAV_3667 
51@ += 1 

:GRAV_3667
0494: get_joystick 0 data_to 34@ 35@ 36@ 37@ 
if 
  47@ == 1 
else_jump @GRAV_4331 
if 
  $6217 == 12 
else_jump @GRAV_3758 
if 
  33@ > 10 
else_jump @GRAV_3751 
$6217 = 11 
33@ = 0 

:GRAV_3751
jump @GRAV_3790 

:GRAV_3758
if 
  33@ > 10 
else_jump @GRAV_3790 
$6217 = 12 
33@ = 0 

:GRAV_3790
if 
  34@ == 0 
else_jump @GRAV_3889 
if and
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
else_jump @GRAV_3889 
if 
  43@ > 180.0 
else_jump @GRAV_3860 
0063: 43@ -= 44@ // (float) 

:GRAV_3860
if 
  180.0 > 43@ 
else_jump @GRAV_3889 
005B: 43@ += 44@ // (float) 

:GRAV_3889
if and
  34@ > 0 
  64 > 34@ 
else_jump @GRAV_3943 
if 
  195.0 > 43@ 
else_jump @GRAV_3943 
005B: 43@ += 44@ // (float) 

:GRAV_3943
if and
  0 > 34@ 
  34@ > -64 
else_jump @GRAV_3997 
if 
  43@ > 165.0 
else_jump @GRAV_3997 
0063: 43@ -= 44@ // (float) 

:GRAV_3997
if 
00E1:   player 0 pressed_key 11 
else_jump @GRAV_4076 
if 
  210.0 > 43@ 
else_jump @GRAV_4076 
43@ += 4.0 
if 
  180.0 > 43@ 
else_jump @GRAV_4076 
43@ += 4.0 

:GRAV_4076
if and
  34@ > 63 
  130 > 34@ 
else_jump @GRAV_4164 
if 
  210.0 > 43@ 
else_jump @GRAV_4164 
43@ += 4.0 
if 
  180.0 > 43@ 
else_jump @GRAV_4164 
43@ += 4.0 

:GRAV_4164
if 
00E1:   player 0 pressed_key 10 
else_jump @GRAV_4243 
if 
  43@ > 150.0 
else_jump @GRAV_4243 
43@ -= 4.0 
if 
  43@ > 180.0 
else_jump @GRAV_4243 
43@ -= 4.0 

:GRAV_4243
if and
  -63 > 34@ 
  34@ > -130 
else_jump @GRAV_4331 
if 
  43@ > 150.0 
else_jump @GRAV_4331 
43@ -= 4.0 
if 
  43@ > 180.0 
else_jump @GRAV_4331 
43@ -= 4.0 

:GRAV_4331
if 
  $6210 == 1 
else_jump @GRAV_4808 
$6202 = 300.0 
$6203 = 4096.0 
gosub @GRAV_8566 
gosub @GRAV_6741 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 
$6210 = 0 
60@ = 1 
fade 1 0 

:GRAV_4419
if 
fading 
else_jump @GRAV_4803 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_4419 

:GRAV_4803
01BD: $6231 = current_time_in_ms 

:GRAV_4808
if 
  $6210 == 0 
else_jump @GRAV_4872 
gosub @GRAV_11542 
if 
  47@ == 1 
else_jump @GRAV_4865 
gosub @GRAV_7557 
gosub @GRAV_10265 

:GRAV_4865
gosub @GRAV_10661 

:GRAV_4872
if 
  47@ == 0 
else_jump @GRAV_4936 
if 
  51@ > 0 
else_jump @GRAV_4936 
32@ = 0 
51@ -= 1 
47@ = 2 
gosub @GRAV_7179 

:GRAV_4936
if 
  47@ == 2 
else_jump @GRAV_5032 
if 
05A5:   is_area_center $6202 $6203 scale 4.0 4.0 overlaping_area_center $6206 $6207 scale 4.0 4.0 
else_jump @GRAV_5032 
47@ = 1 
43@ = 180.0 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 

:GRAV_5032
if 
  $6208 == 0 
else_jump @GRAV_5140 
if 
  47@ == 0 
else_jump @GRAV_5140 
if 
  51@ == 0 
else_jump @GRAV_5140 
$6208 = 4 
$6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_5140
if 
  $6208 == 4 
else_jump @GRAV_5209 
if and
00E1:   player 0 pressed_key 15 
   not $6403 == 1 
else_jump @GRAV_5209 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
jump @GRAV_2062 

:GRAV_5209
if 
  $6208 == 4 
else_jump @GRAV_5522 
if 
  $6403 == 0 
else_jump @GRAV_5297 
gosub @GRAV_6703 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6316 = current_time_in_ms 
$6403 = 1 

:GRAV_5297
if 
  $6403 == 1 
else_jump @GRAV_5407 
gosub @GRAV_6703 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6315 = current_time_in_ms 
01BD: $6315 = current_time_in_ms 
0084: $6314 = $6315 // (int) 
0060: $6314 -= $6316 // (int) 
if 
  $6314 > 5000 
else_jump @GRAV_5407 
$6403 = 2 

:GRAV_5407
if 
  $6403 == 2 
else_jump @GRAV_5465 
if 
001E:   $2142[9] > 54@ // (int) 
else_jump @GRAV_5458 
$6403 = 4 
jump @GRAV_5465 

:GRAV_5458
gosub @GRAV_11656 

:GRAV_5465
if 
  $6403 == 3 
else_jump @GRAV_5497 
gosub @GRAV_11973 
gosub @GRAV_12856 

:GRAV_5497
if 
  $6403 == 4 
else_jump @GRAV_5522 
gosub @GRAV_12856 

:GRAV_5522
if 
  $6208 == 0 
else_jump @GRAV_6205 
gosub @GRAV_6703 
045A: draw_text_1number 560.0 390.0 GXT 'VP15' number 51@  // ~1~
074B: draw_texture 2 position 560.0 390.0 scale 44.0 44.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 12 position 560.0 390.0 scale 36.0 36.0 angle 180.0 color_RGBA 150 150 150 150 
gosub @GRAV_6703 
045A: draw_text_1number 90.0 390.0 GXT 'VP15' number $6216  // ~1~
074B: draw_texture 3 position 90.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 6 position 90.0 390.0 scale 32.0 32.0 angle 180.0 color_RGBA 150 150 150 150 
0084: $6228 = $6226 // (int) 
$6228 /= 1000 
0084: $TIME_MINS = $6228 // (int) 
$TIME_MINS /= 60 
0084: $6227 = $TIME_MINS // (int) 
$6227 *= 60 
0060: $6228 -= $6227 // (int) 
gosub @GRAV_6703 
if 
  $6228 > 9 
else_jump @GRAV_5879 
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228  // ~1~:~1~
jump @GRAV_5906 

:GRAV_5879
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME_0' numbers $TIME_MINS $6228  // ~1~:0~1~

:GRAV_5906
074B: draw_texture 14 position 320.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
gosub @GRAV_6703 
045A: draw_text_1number 320.0 70.0 GXT 'VP15' number 54@  // ~1~
074B: draw_texture 13 position 320.0 70.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
01BD: $6229 = current_time_in_ms 
0084: $6230 = $6229 // (int) 
0060: $6230 -= $6231 // (int) 
if 
001C:   $6232 > $6230 // (int) 
else_jump @GRAV_6082 
0084: $6226 = $6232 // (int) 
0060: $6226 -= $6230 // (int) 
jump @GRAV_6205 

:GRAV_6082
if 
  47@ == 1 
else_jump @GRAV_6205 
if 
  51@ > 0 
else_jump @GRAV_6144 
51@ -= 1 
$6210 = 1 
01BD: $6231 = current_time_in_ms 
jump @GRAV_6205 

:GRAV_6144
47@ = 0 
$6208 = 4 
$6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_6205
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
if 
  $6208 == 0 
else_jump @GRAV_6367 

:GRAV_6367
if 
  $6208 == 4 
else_jump @GRAV_6524 
if 
  $6403 == 4 
else_jump @GRAV_6524 
01BD: $6233 = current_time_in_ms 
0084: $6234 = $6233 // (int) 
0060: $6234 -= $6235 // (int) 
if 
  10000 > $6234 
else_jump @GRAV_6524 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'GR_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Back

:GRAV_6524
jump @GRAV_2200 

:GRAV_6531
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 
return 

:GRAV_6551
040D: unload_wav 4 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
0151: remove_status_text $6226 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GRAV_6686 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $425 $426 $427 radius 2.0 2.0 2.0 on_foot 
else_jump @GRAV_6665 
0086: $TEMPVAR_FLOAT_2 = $426 // (float) 
$TEMPVAR_FLOAT_2 += 2.0 
Actor.PutAt($PLAYER_ACTOR, $425, $TEMPVAR_FLOAT_2, $427)

:GRAV_6665
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
fade 1 1500 

:GRAV_6686
043C: disable_sounds_after_fade 1 
0391: release_txd_dictionary 
$ONMISSION = 0 
mission_cleanup 
return 

:GRAV_6703
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
return 

:GRAV_6741
674@ = 99999.9 
678@ = 0 

:GRAV_6758
if and
  51 > 678@ 
   not 471@(678@,101f) == 999.0 
   not 0.1 > 471@(678@,101f) 
else_jump @GRAV_7177 
0086: $6441 = $6203 // (float) 
if 
  $6441 > 3000.0 
else_jump @GRAV_6940 
if 
  4100.0 > $6441 
else_jump @GRAV_6940 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
if 
0025:   674@ > 673@ // (float) 
else_jump @GRAV_6940 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
$6207 -= 32.0 

:GRAV_6940
678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_6758 

:GRAV_7177
return 

:GRAV_7179
674@ = 99999.9 
673@ = 0.0 
678@ = 0 

:GRAV_7206
if and
  51 > 678@ 
   not 471@(678@,101f) == 999.0 
   not 0.1 > 471@(678@,101f) 
else_jump @GRAV_7403 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -200.0 
  600.0 > $6441 
else_jump @GRAV_7389 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
if 
0025:   674@ > 673@ // (float) 
else_jump @GRAV_7389 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
$6207 -= 32.0 

:GRAV_7389
678@ += 1 
jump @GRAV_7206 

:GRAV_7403
0086: $6218 = $6206 // (float) 
0061: $6218 -= $6202 // (float) 
0086: $6219 = $6207 // (float) 
0061: $6219 -= $6203 // (float) 
0086: $6220 = $6218 // (float) 
0069: $6220 *= $6218 // (float) 
0086: $6221 = $6219 // (float) 
0069: $6221 *= $6219 // (float) 
0086: $6222 = $6220 // (float) 
0059: $6222 += $6221 // (float) 
01FB: $6223 = square_root $6222 
0086: $6220 = $6218 // (float) 
0071: $6220 /= $6223 // (float) 
0086: $6221 = $6219 // (float) 
0071: $6221 /= $6223 // (float) 
0086: $6204 = $6224 // (float) 
0069: $6204 *= $6220 // (float) 
0086: $6205 = $6224 // (float) 
0069: $6205 *= $6221 // (float) 
return 

:GRAV_7557
678@ = 0 

:GRAV_7564
if and
  51 > 678@ 
   not 269@(678@,101f) == 999.0 
else_jump @GRAV_7931 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_7917 
if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 269@(678@,101f) 370@(678@,101f) scale 32.0 32.0 
else_jump @GRAV_7917 
269@(678@,101f) = 999.0 
if 
   not $6216 == 1 
else_jump @GRAV_7780 
54@ += 10 
$6211 += 1 
$6216 -= 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1071 
jump @GRAV_7901 

:GRAV_7780
005C: 54@ += $6211 // (int) 
$6226 /= 100 
005C: 54@ += $6226 // (int) 
$6211 = 0 
$6213 += 1 
0085: 55@ = 54@ // (int) 
0062: 55@ -= 56@ // (int) 
0085: 56@ = 55@ // (int) 
if 
  55@ > 665 
else_jump @GRAV_7887 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
51@ += 1 

:GRAV_7887
$6210 = 1 
32@ = 0 

:GRAV_7901
269@(678@,101f) = -999.0 
return 

:GRAV_7917
678@ += 1 
jump @GRAV_7564 

:GRAV_7931
678@ = 0 

:GRAV_7938
if and
  51 > 678@ 
   not 471@(678@,101f) == 999.0 
else_jump @GRAV_8366 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_8352 
if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 471@(678@,101f) 572@(678@,101f) scale 96.0 32.0 
else_jump @GRAV_8345 
0086: $6441 = $6203 // (float) 
$6441 += 12.0 
if 
0027:   572@(678@,101f) > $6441 // (float) 
else_jump @GRAV_8288 
if 
  $6209 == 0 
else_jump @GRAV_8281 
if or
80E1:   not player 0 pressed_key 16 
  0.0 > $6205 
else_jump @GRAV_8281 
0088: $6440 = 471@(678@,101f) // (float) 
$6440 -= 52.0 
if 
8024:   not  $6440 > $6202 // (float) 
else_jump @GRAV_8281 
0088: $6440 = 471@(678@,101f) // (float) 
$6440 += 52.0 
if 
8024:   not  $6202 > $6440 // (float) 
else_jump @GRAV_8281 
$6205 *= -0.1 
0088: $6203 = 572@(678@,101f) // (float) 
$6203 -= 38.0 
$6209 = 1 

:GRAV_8281
jump @GRAV_8338 

:GRAV_8288
$6204 *= -0.5 
$6205 *= -0.5 
$6203 += 4.0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1072 

:GRAV_8338
jump @GRAV_8352 

:GRAV_8345
$6209 = 0 

:GRAV_8352
678@ += 1 
jump @GRAV_7938 

:GRAV_8366
678@ = 0 

:GRAV_8373
if and
  100 > 678@ 
   not 67@(678@,101f) == 999.0 
else_jump @GRAV_8564 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_8550 
if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 67@(678@,101f) 168@(678@,101f) scale 128.0 40.0 
else_jump @GRAV_8550 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1070 
60@ = 0 
47@ = 0 
32@ = 0 

:GRAV_8550
678@ += 1 
jump @GRAV_8373 

:GRAV_8564
return 

:GRAV_8566
fade 0 0 

:GRAV_8572
if 
fading 
else_jump @GRAV_8956 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_8572 

:GRAV_8956
678@ = 0 
0084: $6214 = $6213 // (int) 
$6214 += 1 
$6214 *= 10 
if 
  $6214 > 50 
else_jump @GRAV_9010 
$6214 = 50 

:GRAV_9010
if 
001E:   $6214 > 678@ // (int) 
else_jump @GRAV_9331 
0209: $6312 = random_int_in_ranges 2 7 
$6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 30 
$6215 *= 128 
0089: 67@(678@,101f) = $6440 // (float) 
008F: 168@(678@,101f) = integer $6215 to_float 
678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_9010 

:GRAV_9331
67@(678@,101f) = 999.0 
168@(678@,101f) = 999.0 
678@ = 0 

:GRAV_9366
if 
001E:   $6214 > 678@ // (int) 
else_jump @GRAV_9735 
0209: $6312 = random_int_in_ranges 2 7 
$6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 32 
$6215 *= 128 
$6215 += 64 
0089: 269@(678@,101f) = $6440 // (float) 
008F: 370@(678@,101f) = integer $6215 to_float 
$6440 -= 48.0 
$6215 += 32 
0089: 471@(678@,101f) = $6440 // (float) 
008F: 572@(678@,101f) = integer $6215 to_float 
678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
wait 0 
jump @GRAV_9366 

:GRAV_9735
269@(678@,101f) = 999.0 
370@(678@,101f) = 999.0 
471@(678@,101f) = 999.0 
572@(678@,101f) = 999.0 
0084: $6212 = $6214 // (int) 
0084: $6216 = $6212 // (int) 
008B: 678@ = $6214 // (int) 
67@(678@,101f) = 52.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 164.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 268.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 372.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 476.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 580.0 
168@(678@,101f) = 4096.0 
678@ += 1 
67@(678@,101f) = 52.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 164.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 268.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 372.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 476.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 580.0 
168@(678@,101f) = 0.0 
678@ += 1 
67@(678@,101f) = 999.0 
168@(678@,101f) = 999.0 
return 

:GRAV_10265
if 
  47@ == 1 
else_jump @GRAV_10659 
if 
  50.0 > $6202 
else_jump @GRAV_10314 
$6202 = 50.0 

:GRAV_10314
if 
  $6202 > 590.0 
else_jump @GRAV_10345 
$6202 = 590.0 

:GRAV_10345
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_10428 
if 
  $6209 == 1 
else_jump @GRAV_10397 
$6209 = 0 
0078: $6205 += unknown_float * 1.0 // (float) 

:GRAV_10397
if 
  20.0 > $6205 
else_jump @GRAV_10428 
0078: $6205 += unknown_float * 0.1 // (float) 

:GRAV_10428
if 
00E1:   player 0 pressed_key 14 
else_jump @GRAV_10494 
if 
  $6209 == 0 
else_jump @GRAV_10494 
if 
  $6205 > 0.0 
else_jump @GRAV_10494 
007E: $6205 -= unknown_float * 0.05 // (float) 

:GRAV_10494
0086: $6440 = $6204 // (float) 
$6440 /= 16.0 
0080: $6204 -= unknown_float * $6440 // (float) 
if 
00E1:   player 0 pressed_key 10 
else_jump @GRAV_10544 
34@ = -127 

:GRAV_10544
if 
00E1:   player 0 pressed_key 11 
else_jump @GRAV_10568 
34@ = 127 

:GRAV_10568
0091: $6440 = integer 34@ to_float 
$6440 /= 512.0 
007A: $6204 += unknown_float * $6440 // (float) 
007A: $6202 += unknown_float * $6204 // (float) 
if 
  $6209 == 0 
else_jump @GRAV_10651 
if 
  $6205 > -20.0 
else_jump @GRAV_10651 
007E: $6205 -= unknown_float * 0.05 // (float) 

:GRAV_10651
0080: $6203 -= unknown_float * $6205 // (float) 

:GRAV_10659
return 

:GRAV_10661
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
678@ = 0 

:GRAV_10884
if and
  100 > 678@ 
   not 67@(678@,101f) == 999.0 
else_jump @GRAV_11017 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_11003 
038D: draw_texture 10 position 67@(678@,101f) $6441 size 128.0 64.0 RGBA 150 150 150 255 

:GRAV_11003
678@ += 1 
jump @GRAV_10884 

:GRAV_11017
678@ = 0 

:GRAV_11024
if and
  100 > 678@ 
   not 269@(678@,101f) == 999.0 
else_jump @GRAV_11157 
0088: $6441 = 370@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_11143 
038D: draw_texture 6 position 269@(678@,101f) $6441 size 32.0 32.0 RGBA 150 150 150 255 

:GRAV_11143
678@ += 1 
jump @GRAV_11024 

:GRAV_11157
678@ = 0 

:GRAV_11164
if and
  100 > 678@ 
   not 471@(678@,101f) == 999.0 
else_jump @GRAV_11297 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
if and
  $6441 > -64.0 
  480.0 > $6441 
else_jump @GRAV_11283 
038D: draw_texture 5 position 471@(678@,101f) $6441 size 128.0 32.0 RGBA 150 150 150 255 

:GRAV_11283
678@ += 1 
jump @GRAV_11164 

:GRAV_11297
0086: $6440 = $6202 // (float) 
0061: $6440 -= $6438 // (float) 
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
if 
  47@ == 1 
else_jump @GRAV_11469 
if 
80E1:   not player 0 pressed_key 16 
else_jump @GRAV_11406 
074B: draw_texture 12 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
jump @GRAV_11462 

:GRAV_11406
074B: draw_texture $6217 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1167 

:GRAV_11462
jump @GRAV_11540 

:GRAV_11469
if 
  47@ == 2 
else_jump @GRAV_11540 
074B: draw_texture 4 position $6440 $6441 scale 48.0 48.0 angle 180.0 color_RGBA 150 150 150 255 
007A: $6202 += unknown_float * $6204 // (float) 
007A: $6203 += unknown_float * $6205 // (float) 

:GRAV_11540
return 

:GRAV_11542
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
if 
  200.0 > $6441 
else_jump @GRAV_11605 
$6442 = 200.0 
0061: $6442 -= $6441 // (float) 
0061: $6439 -= $6442 // (float) 

:GRAV_11605
if 
  $6441 > 300.0 
else_jump @GRAV_11652 
0086: $6442 = $6441 // (float) 
$6442 -= 300.0 
0059: $6439 += $6442 // (float) 

:GRAV_11652
return 
return 

:GRAV_11656
$6398 = 9 
$6399 = 0 
$6400 = 1 

:GRAV_11677
if and
  $6398 >= 0 
  $6400 == 1 
else_jump @GRAV_11774 
if 
001F:   54@ > $2142($6398,10i) // (int) 
else_jump @GRAV_11760 
$6398 -= 1 
$6399 = 1 
$6403 = 3 
$6313 = 1 
jump @GRAV_11767 

:GRAV_11760
$6400 = 0 

:GRAV_11767
jump @GRAV_11677 

:GRAV_11774
if 
  $6399 == 1 
else_jump @GRAV_11971 
$6398 += 1 
$6401 = 9 
$6402 = 8 

:GRAV_11813
if 
002C:   $6402 >= $6398 // (int) 
else_jump @GRAV_11933 
05A9: $2082($6401,10s) = $2082($6402,10s) 
05A9: $2102($6401,10s) = $2102($6402,10s) 
05A9: $2122($6401,10s) = $2122($6402,10s) 
0084: $2152($6401,10i) = $2152($6402,10i) // (int) 
0084: $2142($6401,10i) = $2142($6402,10i) // (int) 
$6401 -= 1 
$6402 -= 1 
jump @GRAV_11813 

:GRAV_11933
008A: $2142($6398,10i) = 54@ // (int) 
0084: $2152($6398,10i) = $6213 // (int) 
$6404 = 0 
$6310 = 10 

:GRAV_11971
return 

:GRAV_11973
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
else_jump @GRAV_12062 
if and
  $MOVE_AXIS_Y == 0 
  $MOVE_AXIS_X == 0 
else_jump @GRAV_12062 
$6311 = 0 

:GRAV_12062
if 
  $6404 == 0 
else_jump @GRAV_12342 
05A9: $2082($6398,10s) = $6236($6310,37s) 
05A9: $2102($6398,10s) = s$6236[10] 
05A9: $2122($6398,10s) = s$6236[10] 
if 
  $6311 == 0 
else_jump @GRAV_12342 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @GRAV_12221 
if 
  36 > $6310 
else_jump @GRAV_12207 
$6310 += 1 
jump @GRAV_12214 

:GRAV_12207
$6310 = 0 

:GRAV_12214
$6311 = 1 

:GRAV_12221
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @GRAV_12304 
if 
  $6310 > 0 
else_jump @GRAV_12290 
$6310 -= 1 
jump @GRAV_12297 

:GRAV_12290
$6310 = 36 

:GRAV_12297
$6311 = 1 

:GRAV_12304
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_12342 
$6310 = 10 
$6404 = 1 
$6311 = 1 

:GRAV_12342
if 
  $6404 == 1 
else_jump @GRAV_12598 
05A9: $2102($6398,10s) = $6236($6310,37s) 
if 
  $6311 == 0 
else_jump @GRAV_12598 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @GRAV_12477 
if 
  36 > $6310 
else_jump @GRAV_12463 
$6310 += 1 
jump @GRAV_12470 

:GRAV_12463
$6310 = 0 

:GRAV_12470
$6311 = 1 

:GRAV_12477
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @GRAV_12560 
if 
  $6310 > 0 
else_jump @GRAV_12546 
$6310 -= 1 
jump @GRAV_12553 

:GRAV_12546
$6310 = 36 

:GRAV_12553
$6311 = 1 

:GRAV_12560
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_12598 
$6310 = 10 
$6404 = 2 
$6311 = 1 

:GRAV_12598
if 
  $6404 == 2 
else_jump @GRAV_12854 
05A9: $2122($6398,10s) = $6236($6310,37s) 
if 
  $6311 == 0 
else_jump @GRAV_12854 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_Y 
else_jump @GRAV_12733 
if 
  36 > $6310 
else_jump @GRAV_12719 
$6310 += 1 
jump @GRAV_12726 

:GRAV_12719
$6310 = 0 

:GRAV_12726
$6311 = 1 

:GRAV_12733
if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_Y > 100 
else_jump @GRAV_12816 
if 
  $6310 > 0 
else_jump @GRAV_12802 
$6310 -= 1 
jump @GRAV_12809 

:GRAV_12802
$6310 = 36 

:GRAV_12809
$6311 = 1 

:GRAV_12816
if 
00E1:   player 0 pressed_key 16 
else_jump @GRAV_12854 
$6404 = 3 
$6311 = 1 
$6403 = 4 

:GRAV_12854
return 

:GRAV_12856
$6317 = 0 

:GRAV_12863
if 
  10 > $6317 
else_jump @GRAV_13028 
gosub @GRAV_6703 
033E: set_draw_text_position $6318($6317,10f) $6358($6317,10f) GXT $2082($6317,10s) 
gosub @GRAV_6703 
033E: set_draw_text_position $6328($6317,10f) $6368($6317,10f) GXT $2102($6317,10s) 
gosub @GRAV_6703 
033E: set_draw_text_position $6338($6317,10f) $6378($6317,10f) GXT $2122($6317,10s) 
gosub @GRAV_6703 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $6348($6317,10f) $6388($6317,10f) GXT 'GRAV_LV' number $2142($6317,10i)  // ~1~
$6317 += 1 
jump @GRAV_12863 

:GRAV_13028
gosub @GRAV_6703 
033E: set_draw_text_position 320.0 64.0 GXT 'GRAV_2F'  // HI-SCORE
if and
  51@ == 0 
  $6313 == 1 
else_jump @GRAV_13467 
if 
  $6404 == 0 
else_jump @GRAV_13148 
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 
jump @GRAV_13191 

:GRAV_13148
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 

:GRAV_13191
if 
  $6404 == 1 
else_jump @GRAV_13258 
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 
jump @GRAV_13301 

:GRAV_13258
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 

:GRAV_13301
if 
  $6404 == 2 
else_jump @GRAV_13368 
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 
jump @GRAV_13411 

:GRAV_13368
gosub @GRAV_6703 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 

:GRAV_13411
gosub @GRAV_6703 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 128 0 255 
045A: draw_text_1number $6348($6398,10f) $6388($6398,10f) GXT 'GRAV_LV' number $2142($6398,10i)  // ~1~

:GRAV_13467
return 

:GRAV_13469
0209: $6407 = random_int_in_ranges 1 30 
if 
  $6407 == 1 
else_jump @GRAV_13571 
if 
  $6409 == 0 
else_jump @GRAV_13564 
05A9: $2082($6406,10s) = s$6236[23] 
05A9: $2102($6406,10s) = s$6236[15] 
05A9: $2122($6406,10s) = s$6236[36] 
$6409 = 1 
jump @GRAV_13571 

:GRAV_13564
jump @GRAV_13469 

:GRAV_13571
if 
  $6407 == 2 
else_jump @GRAV_13664 
if 
  $6410 == 0 
else_jump @GRAV_13657 
05A9: $2082($6406,10s) = s$6236[18] 
05A9: $2102($6406,10s) = s$6236[22] 
05A9: $2122($6406,10s) = s$6236[34] 
$6410 = 1 
jump @GRAV_13664 

:GRAV_13657
jump @GRAV_13469 

:GRAV_13664
if 
  $6407 == 3 
else_jump @GRAV_13757 
if 
  $6411 == 0 
else_jump @GRAV_13750 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[18] 
05A9: $2122($6406,10s) = s$6236[21] 
$6411 = 1 
jump @GRAV_13757 

:GRAV_13750
jump @GRAV_13469 

:GRAV_13757
if 
  $6407 == 4 
else_jump @GRAV_13850 
if 
  $6412 == 0 
else_jump @GRAV_13843 
05A9: $2082($6406,10s) = s$6236[12] 
05A9: $2102($6406,10s) = s$6236[20] 
05A9: $2122($6406,10s) = s$6236[27] 
$6412 = 1 
jump @GRAV_13850 

:GRAV_13843
jump @GRAV_13469 

:GRAV_13850
if 
  $6407 == 5 
else_jump @GRAV_13943 
if 
  $6413 == 0 
else_jump @GRAV_13936 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[11] 
05A9: $2122($6406,10s) = s$6236[25] 
$6413 = 1 
jump @GRAV_13943 

:GRAV_13936
jump @GRAV_13469 

:GRAV_13943
if 
  $6407 == 6 
else_jump @GRAV_14036 
if 
  $6414 == 0 
else_jump @GRAV_14029 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[31] 
$6414 = 1 
jump @GRAV_14036 

:GRAV_14029
jump @GRAV_13469 

:GRAV_14036
if 
  $6407 == 7 
else_jump @GRAV_14129 
if 
  $6415 == 0 
else_jump @GRAV_14122 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[24] 
05A9: $2122($6406,10s) = s$6236[13] 
$6415 = 1 
jump @GRAV_14129 

:GRAV_14122
jump @GRAV_13469 

:GRAV_14129
if 
  $6407 == 8 
else_jump @GRAV_14222 
if 
  $6416 == 0 
else_jump @GRAV_14215 
05A9: $2082($6406,10s) = s$6236[28] 
05A9: $2102($6406,10s) = s$6236[19] 
05A9: $2122($6406,10s) = s$6236[21] 
$6416 = 1 
jump @GRAV_14222 

:GRAV_14215
jump @GRAV_13469 

:GRAV_14222
if 
  $6407 == 9 
else_jump @GRAV_14315 
if 
  $6417 == 0 
else_jump @GRAV_14308 
05A9: $2082($6406,10s) = s$6236[28] 
05A9: $2102($6406,10s) = s$6236[29] 
05A9: $2122($6406,10s) = s$6236[14] 
$6417 = 1 
jump @GRAV_14315 

:GRAV_14308
jump @GRAV_13469 

:GRAV_14315
if 
  $6407 == 10 
else_jump @GRAV_14408 
if 
  $6418 == 0 
else_jump @GRAV_14401 
05A9: $2082($6406,10s) = s$6236[19] 
05A9: $2102($6406,10s) = s$6236[30] 
05A9: $2122($6406,10s) = s$6236[13] 
$6418 = 1 
jump @GRAV_14408 

:GRAV_14401
jump @GRAV_13469 

:GRAV_14408
if 
  $6407 == 11 
else_jump @GRAV_14501 
if 
  $6419 == 0 
else_jump @GRAV_14494 
05A9: $2082($6406,10s) = s$6236[20] 
05A9: $2102($6406,10s) = s$6236[22] 
05A9: $2122($6406,10s) = s$6236[11] 
$6419 = 1 
jump @GRAV_14501 

:GRAV_14494
jump @GRAV_13469 

:GRAV_14501
if 
  $6407 == 12 
else_jump @GRAV_14594 
if 
  $6420 == 0 
else_jump @GRAV_14587 
05A9: $2082($6406,10s) = s$6236[16] 
05A9: $2102($6406,10s) = s$6236[28] 
05A9: $2122($6406,10s) = s$6236[32] 
$6420 = 1 
jump @GRAV_14594 

:GRAV_14587
jump @GRAV_13469 

:GRAV_14594
if 
  $6407 == 13 
else_jump @GRAV_14687 
if 
  $6421 == 0 
else_jump @GRAV_14680 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[28] 
05A9: $2122($6406,10s) = s$6236[32] 
$6421 = 1 
jump @GRAV_14687 

:GRAV_14680
jump @GRAV_13469 

:GRAV_14687
if 
  $6407 == 14 
else_jump @GRAV_14780 
if 
  $6422 == 0 
else_jump @GRAV_14773 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[13] 
05A9: $2122($6406,10s) = s$6236[34] 
$6422 = 1 
jump @GRAV_14780 

:GRAV_14773
jump @GRAV_13469 

:GRAV_14780
if 
  $6407 == 15 
else_jump @GRAV_14873 
if 
  $6423 == 0 
else_jump @GRAV_14866 
05A9: $2082($6406,10s) = s$6236[16] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[35] 
$6423 = 1 
jump @GRAV_14873 

:GRAV_14866
jump @GRAV_13469 

:GRAV_14873
if 
  $6407 == 16 
else_jump @GRAV_14966 
if 
  $6424 == 0 
else_jump @GRAV_14959 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[35] 
$6424 = 1 
jump @GRAV_14966 

:GRAV_14959
jump @GRAV_13469 

:GRAV_14966
if 
  $6407 == 17 
else_jump @GRAV_15059 
if 
  $6425 == 0 
else_jump @GRAV_15052 
05A9: $2082($6406,10s) = s$6236[20] 
05A9: $2102($6406,10s) = s$6236[18] 
05A9: $2122($6406,10s) = s$6236[23] 
$6425 = 1 
jump @GRAV_15059 

:GRAV_15052
jump @GRAV_13469 

:GRAV_15059
if 
  $6407 == 18 
else_jump @GRAV_15152 
if 
  $6426 == 0 
else_jump @GRAV_15145 
05A9: $2082($6406,10s) = s$6236[11] 
05A9: $2102($6406,10s) = s$6236[14] 
05A9: $2122($6406,10s) = s$6236[10] 
$6426 = 1 
jump @GRAV_15152 

:GRAV_15145
jump @GRAV_13469 

:GRAV_15152
if 
  $6407 == 19 
else_jump @GRAV_15245 
if 
  $6427 == 0 
else_jump @GRAV_15238 
05A9: $2082($6406,10s) = s$6236[11] 
05A9: $2102($6406,10s) = s$6236[10] 
05A9: $2122($6406,10s) = s$6236[33] 
$6427 = 1 
jump @GRAV_15245 

:GRAV_15238
jump @GRAV_13469 

:GRAV_15245
if 
  $6407 == 20 
else_jump @GRAV_15338 
if 
  $6428 == 0 
else_jump @GRAV_15331 
05A9: $2082($6406,10s) = s$6236[21] 
05A9: $2102($6406,10s) = s$6236[24] 
05A9: $2122($6406,10s) = s$6236[30] 
$6428 = 1 
jump @GRAV_15338 

:GRAV_15331
jump @GRAV_13469 

:GRAV_15338
if 
  $6407 == 21 
else_jump @GRAV_15431 
if 
  $6429 == 0 
else_jump @GRAV_15424 
05A9: $2082($6406,10s) = s$6236[19] 
05A9: $2102($6406,10s) = s$6236[23] 
05A9: $2122($6406,10s) = s$6236[24] 
$6429 = 1 
jump @GRAV_15431 

:GRAV_15424
jump @GRAV_13469 

:GRAV_15431
if 
  $6407 == 22 
else_jump @GRAV_15524 
if 
  $6430 == 0 
else_jump @GRAV_15517 
05A9: $2082($6406,10s) = s$6236[22] 
05A9: $2102($6406,10s) = s$6236[34] 
05A9: $2122($6406,10s) = s$6236[29] 
$6430 = 1 
jump @GRAV_15524 

:GRAV_15517
jump @GRAV_13469 

:GRAV_15524
if 
  $6407 == 23 
else_jump @GRAV_15617 
if 
  $6431 == 0 
else_jump @GRAV_15610 
05A9: $2082($6406,10s) = s$6236[13] 
05A9: $2102($6406,10s) = s$6236[14] 
05A9: $2122($6406,10s) = s$6236[15] 
$6431 = 1 
jump @GRAV_15617 

:GRAV_15610
jump @GRAV_13469 

:GRAV_15617
if 
  $6407 == 24 
else_jump @GRAV_15710 
if 
  $6432 == 0 
else_jump @GRAV_15703 
05A9: $2082($6406,10s) = s$6236[20] 
05A9: $2102($6406,10s) = s$6236[17] 
05A9: $2122($6406,10s) = s$6236[35] 
$6432 = 1 
jump @GRAV_15710 

:GRAV_15703
jump @GRAV_13469 

:GRAV_15710
if 
  $6407 == 25 
else_jump @GRAV_15803 
if 
  $6433 == 0 
else_jump @GRAV_15796 
05A9: $2082($6406,10s) = s$6236[22] 
05A9: $2102($6406,10s) = s$6236[14] 
05A9: $2122($6406,10s) = s$6236[24] 
$6433 = 1 
jump @GRAV_15803 

:GRAV_15796
jump @GRAV_13469 

:GRAV_15803
if 
  $6407 == 26 
else_jump @GRAV_15896 
if 
  $6434 == 0 
else_jump @GRAV_15889 
05A9: $2082($6406,10s) = s$6236[16] 
05A9: $2102($6406,10s) = s$6236[15] 
05A9: $2122($6406,10s) = s$6236[32] 
$6434 = 1 
jump @GRAV_15896 

:GRAV_15889
jump @GRAV_13469 

:GRAV_15896
if 
  $6407 == 27 
else_jump @GRAV_15989 
if 
  $6435 == 0 
else_jump @GRAV_15982 
05A9: $2082($6406,10s) = s$6236[32] 
05A9: $2102($6406,10s) = s$6236[27] 
05A9: $2122($6406,10s) = s$6236[22] 
$6435 = 1 
jump @GRAV_15989 

:GRAV_15982
jump @GRAV_13469 

:GRAV_15989
if 
  $6407 == 28 
else_jump @GRAV_16082 
if 
  $6436 == 0 
else_jump @GRAV_16075 
05A9: $2082($6406,10s) = s$6236[10] 
05A9: $2102($6406,10s) = s$6236[36] 
05A9: $2122($6406,10s) = s$6236[32] 
$6436 = 1 
jump @GRAV_16082 

:GRAV_16075
jump @GRAV_13469 

:GRAV_16082
if 
  $6407 == 29 
else_jump @GRAV_16175 
if 
  $6437 == 0 
else_jump @GRAV_16168 
05A9: $2082($6406,10s) = s$6236[27] 
05A9: $2102($6406,10s) = s$6236[18] 
05A9: $2122($6406,10s) = s$6236[12] 
$6437 = 1 
jump @GRAV_16175 

:GRAV_16168
jump @GRAV_13469 

:GRAV_16175
return 

//-------------Mission 7---------------
// Originally: Video Game: Inside Track Betting

:OTB
gosub @OTB_16 
gosub @OTB_13293 
end_thread 

:OTB_16
$ONMISSION = 1 
thread 'OTB' 
wait 0 
054C: use_GXT_table 'OTB' 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_OTB2' 
03CF: load_wav 1821 as 4 
038F: load_texture "BUTNA" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUTNB" as 2 // Load dictionary with 0390 first 
038F: load_texture "BUTNC" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIC1" as 4 // Load dictionary with 0390 first 
038F: load_texture "RIC2" as 5 // Load dictionary with 0390 first 
038F: load_texture "RIC3" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIC4" as 7 // Load dictionary with 0390 first 
038F: load_texture "RIC5" as 8 // Load dictionary with 0390 first 
038F: load_texture "BACKBET" as 9 // Load dictionary with 0390 first 
038F: load_texture "BUTNAO" as 10 // Load dictionary with 0390 first 
038F: load_texture "BUTNBO" as 11 // Load dictionary with 0390 first 
34@ = 58.8281 
35@ = 225.0068 
36@ = 131.5202 
0087: 37@ = 36@ // (float) 
005B: 37@ += 34@ // (float) 
0087: 38@ = 37@ // (float) 
005B: 38@ += 34@ // (float) 
0087: 39@ = 38@ // (float) 
005B: 39@ += 34@ // (float) 
0087: 40@ = 39@ // (float) 
005B: 40@ += 34@ // (float) 
45@ = 93.8682 
46@ = 42.34 
47@ = 463.313 
55@ = 191.6589 
0087: 48@ = 47@ // (float) 
005B: 48@ += 45@ // (float) 
0087: 56@ = 55@ // (float) 
0087: 49@ = 47@ // (float) 
0087: 57@ = 55@ // (float) 
005B: 57@ += 46@ // (float) 
0087: 50@ = 47@ // (float) 
005B: 50@ += 45@ // (float) 
0087: 58@ = 55@ // (float) 
005B: 58@ += 46@ // (float) 
0087: 51@ = 49@ // (float) 
0087: 59@ = 57@ // (float) 
005B: 59@ += 46@ // (float) 
0087: 52@ = 51@ // (float) 
005B: 52@ += 45@ // (float) 
0087: 60@ = 59@ // (float) 
0087: 53@ = 51@ // (float) 
0087: 61@ = 59@ // (float) 
005B: 61@ += 46@ // (float) 
0087: 54@ = 51@ // (float) 
005B: 54@ += 45@ // (float) 
0087: 62@ = 59@ // (float) 
005B: 62@ += 46@ // (float) 
63@ = 510.0702 
64@ = 385.0263 
65@ = 1 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 1 
71@ = 1 
72@ = 1 
73@ = 1 
74@ = 1 
75@ = 1 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 5 
90@ = 25 
91@ = 100 
92@ = 250 
93@ = 1000 
94@ = 5000 
95@ = 10000 
05AA: 97@s = 'HORS__1'  // Rocinante
05AA: 99@s = 'HORS__2'  // Little Bishop
05AA: 101@s = 'HORS__3'  // Schlong Odds
05AA: 103@s = 'HORS__4'  // Money Shot
05AA: 105@s = 'HORS__5'  // Crack Horse
05AA: 107@s = 'HORS__6'  // Buckmelad
05AA: 109@s = 'HORS__7'  // Skittery Trots
05AA: 111@s = 'HORS__8'  // Pebbledash
05AA: 113@s = 'HORS__9'  // Neigh Bother
05AA: 115@s = 'HORS_10'  // Pillow Biter
05AA: 117@s = 'HORS_11'  // Hot Pants
05AA: 119@s = 'HORS_12'  // Dong Johnson
05AA: 121@s = 'HORS_13'  // Reef's Folly
05AA: 123@s = 'HORS_14'  // Falkirk Boy
05AA: 125@s = 'HORS_15'  // No Wasps
05AA: 127@s = 'HORS_16'  // Jackson's Lad
05AA: 129@s = 'HORS_17'  // Ring of Fire
05AA: 131@s = 'HORS_18'  // Kelly's Boy
05AA: 133@s = 'HORS_19'  // Peking Twister
05AA: 135@s = 'HORS_20'  // Spam Javelin
05AA: 137@s = 'HORS_21'  // Love Torpedo
05AA: 139@s = 'HORS_22'  // Mary Hinge
05AA: 141@s = 'HORS_23'  // Billy Sastard
05AA: 143@s = 'HORS_24'  // Clown's Pocket
05AA: 145@s = 'HORS_25'  // Wizard's Sleeve
05AA: 147@s = 'HORS_26'  // Bolt Shooter
05AA: 149@s = 'HORS_27'  // Panhandle
05AA: 151@s = 'HORS_28'  // Dundee Ned
05AA: 153@s = 'HORS_29'  // Collar & Cuffs
05AA: 155@s = 'HORS_30'  // Mouse's Ear
05AA: 157@s = 'HORS_31'  // Biffin's Bridge
05AA: 159@s = 'HORS_32'  // Pebble Dasher
05AA: 161@s = 'HORS_33'  // Love Truncheon
05AA: 163@s = 'HORS_34'  // Silvery Tear
05AA: 165@s = 'HORS_35'  // Beanflicker
05AA: 167@s = 'HORS_36'  // Backdoor Bandit
05AA: 169@s = 'HORS_37'  // Ginger Witch
05AA: 171@s = 'HORS_38'  // Knob Polisher
05AA: 173@s = 'HORS_39'  // Stool Pigeon
05AA: 175@s = 'HORS_40'  // Vinegar Stroke
05AA: 177@s = 'HORS_41'  // Knuckle Shuffle
05AA: 179@s = 'HORS_42'  // Flaps Ahoy
05AA: 181@s = 'HORS_43'  // Henrik's Jaw
05AA: 183@s = 'HORS_44'  // One-eyed Warrior
05AA: 185@s = 'HORS_45'  // Brown Eyed Girl
05AA: 187@s = 'HORS_46'  // Handy Shandy
05AA: 189@s = 'HORS_47'  // Pearl's Necklace
05AA: 191@s = 'HORS_48'  // Wee Crunchie
05AA: 193@s = 'HORS_49'  // Mackem Delight
05AA: 195@s = 'HORS_50'  // Gypsy's Cat
05AA: 197@s = 'HORS_51'  // Fairy Hammok
05AA: 199@s = 'HORS_52'  // Yoghurt Cannon
05AA: 201@s = 'HORS_53'  // Chocolate Starfish
05AA: 203@s = 'HORS_54'  // Dr Boogie
05AA: 205@s = 'HORS_55'  // Split Kipper
05AA: 207@s = 'HORS_56'  // Camel's Toe
05AA: 209@s = 'HORS_57'  // Monkeys Thumb
05AA: 211@s = 'HORS_58'  // Slap & Tickle
05AA: 213@s = 'HORS_59'  // Ochayethenoo
05AA: 215@s = 'HORS_60'  // Love Lips
05AA: 217@s = 'HORS_61'  // Sausage Sandwich
05AA: 219@s = 'HORS_62'  // Wet Cabbage
05AA: 221@s = 'HORS_63'  // Bronx Cheer
05AA: 223@s = 'HORS_64'  // The Angry Captain
05AA: 225@s = 'HORS_65'  // Beef Bandito
05AA: 227@s = 'HORS_66'  // Fingers and Tops
05AA: 229@s = 'HORS_67'  // Shatner's Bassoon
05AA: 231@s = 'HORS_68'  // Chocolate Channel
05AA: 233@s = 'HORS_69'  // Tunnel Tester
05AA: 235@s = 'HORS_70'  // Jocks Away
05AA: 237@s = 'HORS_71'  // New Jock City
05AA: 239@s = 'HORS_72'  // Salt 'n' Sauce
05AA: 241@s = 'HORS_73'  // Haway the Lads
05AA: 243@s = 'HORS_74'  // Five Finger Splay
05AA: 245@s = 'HORS_75'  // Bishop Basher
05AA: 247@s = 'HORS_76'  // Scotland Nil
05AA: 249@s = 'HORS_77'  // Tummy Squeaker
05AA: 251@s = 'HORS_78'  // Tagnut
05AA: 253@s = 'HORS_79'  // Dead Lemon
05AA: 255@s = 'HORS_80'  // Arthur or Martha
05AA: 257@s = 'HORS_81'  // Bankrupt Rage
05AA: 259@s = 'HORS_82'  // Jockstar
05AA: 261@s = 'HORS_83'  // Smellyama
05AA: 263@s = 'HORS_84'  // Fish Supper
05AA: 265@s = 'HORS_85'  // Spicy Mushroom
05AA: 267@s = 'HORS_86'  // Bronson
05AA: 269@s = 'HORS_87'  // Uphill Gardener
05AA: 271@s = 'HORS_88'  // Scotland's Shite
05AA: 273@s = 'HORS_89'  // Accept the Length
05AA: 275@s = 'HORS_90'  // Cock Soup
05AA: 277@s = 'HORS_91'  // Flange Spanner
05AA: 279@s = 'HORS_92'  // Chunder Munchkin
05AA: 281@s = 'HORS_93'  // Stained Rigid
05AA: 283@s = 'HORS_94'  // Hardly Flanged
05AA: 285@s = 'HORS_95'  // Melancholy Thatch
05AA: 287@s = 'HORS_96'  // Holy Colon
05AA: 289@s = 'HORS_97'  // Chutney Bunker
05AA: 291@s = 'HORS_98'  // Biffen's Bridge
05AA: 293@s = 'HORS_99'  // Tunky Packer
05AA: 295@s = 'HORS100'  // Pearly Droplets
05AA: 297@s = 'HORS101'  // Facial Lancer
05AA: 299@s = 'HORS102'  // Cunning Lingus
05AA: 301@s = 'HORS103'  // Juice Trigger
05AA: 303@s = 'HORS104'  // Syphilitic Meat
05AA: 305@s = 'HORS105'  // Venereal Dodger
05AA: 307@s = 'HORS106'  // Horse Feathers
05AA: 309@s = 'HORS107'  // Rump Rider
05AA: 311@s = 'HORS108'  // McTagnut & Fries
05AA: 313@s = 'HORS109'  // Dildonut & Burdock
05AA: 315@s = 'HORS110'  // Barkers Eggs
05AA: 317@s = 'HORS111'  // Cheesy Hornblower
05AA: 319@s = 'HORS112'  // Turbot Tornado
05AA: 321@s = 'HORS113'  // Cauliflower Arse
05AA: 323@s = 'HORS114'  // Air Biscuit
05AA: 325@s = 'HORS115'  // Gentlemans Relish
05AA: 327@s = 'HORS116'  // Diddy Ride
05AA: 329@s = 'HORS117'  // Purple Love
05AA: 331@s = 'HORS118'  // Shoot Me
05AA: 333@s = 'HORS119'  // Reeves' Revenge
05AA: 335@s = 'HORS120'  // Kinnears' Demise
05AA: 337@s = 'HORS121'  // Cocoa Shunter
05AA: 339@s = 'HORS122'  // Reverse Cowgirl
05AA: 341@s = 'HORS123'  // Lord Lucan
05AA: 343@s = 'HORS124'  // Pygmies Cocque
05AA: 345@s = 'HORS125'  // Jauques Yerlot
05AA: 347@s = 'HORS126'  // Saddam's Madam
05AA: 349@s = 'HORS127'  // Kohl Bunker
05AA: 351@s = 'HORS128'  // Tight Brown
05AA: 353@s = 'HORS129'  // Loose Pink
05AA: 355@s = 'HORS130'  // Wet Circle
05AA: 357@s = 'HORS131'  // Axe Wound
05AA: 359@s = 'HORS132'  // Donner's Kebab
05AA: 361@s = 'HORS133'  // Funbags
05AA: 363@s = 'HORS134'  // That's Bollocks
05AA: 365@s = 'HORS135'  // Cryptorchid
05AA: 367@s = 'HORS136'  // Neutered Nik
05AA: 369@s = 'HORS137'  // Duthie's Boy
05AA: 371@s = 'HORS138'  // Run Away Jay
05AA: 373@s = 'HORS139'  // Chunky Colt
05AA: 375@s = 'HORS140'  // Sarwar's Spray
05AA: 377@s = 'HORS141'  // Filshie's Filly
05AA: 379@s = 'HORS142'  // Mr Winky
05AA: 381@s = 'HORS143'  // Lush Gush
05AA: 383@s = 'HORS144'  // Gary's Gelding
05AA: 385@s = 'HORS145'  // White Hinny
05AA: 387@s = 'HORS146'  // Bush Bandit
05AA: 389@s = 'HORS147'  // Monkey Puss
05AA: 391@s = 'HORS148'  // Tester Turd
05AA: 393@s = 'HORS149'  // Perverted Preacher
05AA: 395@s = 'HORS150'  // Hairy Dyke
05AA: 397@s = 'HORS151'  // Wong's Wang
05AA: 399@s = 'HORS152'  // 2nd Hand Sock
05AA: 401@s = 'HORS153'  // Weasel Burglar
05AA: 403@s = 'HORS154'  // Les Long
05AA: 405@s = 'HORS155'  // Priapism Willie
05AA: 407@s = 'HORS156'  // Dead Wipe
05AA: 409@s = 'HORS157'  // Up The Dumper
05AA: 411@s = 'HORS158'  // Sterilized Steed
05AA: 413@s = 'HORS159'  // Bloated Bag
05AA: 415@s = 'HORS160'  // Duck My Sick
05AA: 417@s = 'HORS161'  // Watery Passage
05AA: 419@s = 'HORS162'  // Piddle in Perspex
05AA: 421@s = 'HORS163'  // Embryo Enticed
05AA: 423@s = 'HORS164'  // Barnton Bellbanger
05AA: 425@s = 'HORS165'  // Cheesy Chode
05AA: 427@s = 'HORS166'  // Love Burglar
05AA: 429@s = 'HORS167'  // Lolly's Fern
431@ = -1 
432@ = -1 
433@ = -1 
434@ = -1 
435@ = -1 
0209: 431@ = random_int_in_ranges 0 167 

:OTB_3133
if or
003B:   431@ == 432@ // (int) 
  432@ == -1 
else_jump @OTB_3176 
0209: 432@ = random_int_in_ranges 0 167 
jump @OTB_3133 

:OTB_3176
if or
003B:   431@ == 433@ // (int) 
003B:   432@ == 433@ // (int) 
  433@ == -1 
else_jump @OTB_3227 
0209: 433@ = random_int_in_ranges 0 167 
jump @OTB_3176 

:OTB_3227
if or
003B:   431@ == 434@ // (int) 
003B:   432@ == 434@ // (int) 
003B:   433@ == 434@ // (int) 
  434@ == -1 
else_jump @OTB_3286 
0209: 434@ = random_int_in_ranges 0 167 
jump @OTB_3227 

:OTB_3286
if or
003B:   431@ == 435@ // (int) 
003B:   432@ == 435@ // (int) 
003B:   433@ == 435@ // (int) 
003B:   434@ == 435@ // (int) 
  435@ == -1 
else_jump @OTB_3353 
0209: 435@ = random_int_in_ranges 0 167 
jump @OTB_3286 

:OTB_3353
438@ = 1 
439@ = 1 
440@ = 1 
441@ = 1 
442@ = 1 
436@ = 0 

:OTB_3395
if 
  5 > 436@ 
else_jump @OTB_3504 
437@ = 0 

:OTB_3420
if 
  5 > 437@ 
else_jump @OTB_3490 
if 
001D:   431@(437@,5i) > 431@(436@,5i) // (int) 
else_jump @OTB_3476 
438@(436@,5i) += 1 

:OTB_3476
437@ += 1 
jump @OTB_3420 

:OTB_3490
436@ += 1 
jump @OTB_3395 

:OTB_3504
436@ = 0 

:OTB_3511
if 
  5 > 436@ 
else_jump @OTB_3713 
if 
  438@(436@,5i) == 1 
else_jump @OTB_3563 
0085: 443@ = 431@(436@,5i) // (int) 

:OTB_3563
if 
  438@(436@,5i) == 2 
else_jump @OTB_3597 
0085: 444@ = 431@(436@,5i) // (int) 

:OTB_3597
if 
  438@(436@,5i) == 3 
else_jump @OTB_3631 
0085: 445@ = 431@(436@,5i) // (int) 

:OTB_3631
if 
  438@(436@,5i) == 4 
else_jump @OTB_3665 
0085: 446@ = 431@(436@,5i) // (int) 

:OTB_3665
if 
  438@(436@,5i) == 5 
else_jump @OTB_3699 
0085: 447@ = 431@(436@,5i) // (int) 

:OTB_3699
436@ += 1 
jump @OTB_3511 

:OTB_3713
0209: 448@ = random_int_in_ranges 2 4 
0209: 449@ = random_int_in_ranges 4 6 
0209: 450@ = random_int_in_ranges 6 9 
0209: 451@ = random_int_in_ranges 9 11 
0209: 452@ = random_int_in_ranges 11 13 
453@ = 0 

:OTB_3765
if 
83D0:   not wav 4 loaded 
else_jump @OTB_3791 
wait 0 
jump @OTB_3765 

:OTB_3791
fade 1 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_3828
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.759 2.8293 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 204.407 39.1245 GXT 'HRACE01'  // LARGE ACRES
454@ = 60.1776 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
09FD: get_gxt_string 'XSELECT' width_to 455@  // ~k~~PED_SPRINT~ Select
033E: set_draw_text_position 454@ 395.7635 GXT 'XSELECT'  // ~k~~PED_SPRINT~ Select
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
454@ += 8.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
if 
  76@ == 0 
else_jump @OTB_4082 
09FD: get_gxt_string 'TRIEXIT' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~ Exit
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIEXIT'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
jump @OTB_4115 

:OTB_4082
09FD: get_gxt_string 'TRIBACK' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~ Back
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIBACK'  // ~k~~VEHICLE_ENTER_EXIT~ Back

:OTB_4115
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
454@ += 8.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.527 2.0 
if 
  76@ == 0 
else_jump @OTB_4204 
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNUD'  // Movement Controls Navigate
jump @OTB_4223 

:OTB_4204
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNAV'  // Movement Controls Navigate

:OTB_4223
96@ = Player.Money($PLAYER_CHAR)
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.4753 2.2289 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 508.6669 18.0933 GXT 'YOURCSH' number 96@  // YOUR CASH: $~1~
0494: get_joystick 0 data_to 456@ 457@ 458@ 459@ 
if 
  76@ == 0 
else_jump @OTB_5082 
if or
  -100 > 457@ 
00E1:   player 0 pressed_key 8 
else_jump @OTB_4496 
if 
  70@ == 0 
else_jump @OTB_4489 
if 
  66@ == 1 
else_jump @OTB_4386 
66@ = 0 
65@ = 1 

:OTB_4386
if 
  67@ == 1 
else_jump @OTB_4418 
67@ = 0 
66@ = 1 

:OTB_4418
if 
  68@ == 1 
else_jump @OTB_4450 
68@ = 0 
67@ = 1 

:OTB_4450
if 
  69@ == 1 
else_jump @OTB_4482 
69@ = 0 
68@ = 1 

:OTB_4482
70@ = 1 

:OTB_4489
jump @OTB_4503 

:OTB_4496
70@ = 0 

:OTB_4503
if or
  457@ > 100 
00E1:   player 0 pressed_key 9 
else_jump @OTB_4687 
if 
  71@ == 0 
else_jump @OTB_4680 
if 
  68@ == 1 
else_jump @OTB_4577 
68@ = 0 
69@ = 1 

:OTB_4577
if 
  67@ == 1 
else_jump @OTB_4609 
67@ = 0 
68@ = 1 

:OTB_4609
if 
  66@ == 1 
else_jump @OTB_4641 
66@ = 0 
67@ = 1 

:OTB_4641
if 
  65@ == 1 
else_jump @OTB_4673 
65@ = 0 
66@ = 1 

:OTB_4673
71@ = 1 

:OTB_4680
jump @OTB_4694 

:OTB_4687
71@ = 0 

:OTB_4694
if 
00E1:   player 0 pressed_key 16 
else_jump @OTB_5007 
if 
  74@ == 0 
else_jump @OTB_5000 
if 
  65@ == 1 
else_jump @OTB_4775 
66@ = 2 
67@ = 2 
68@ = 2 
69@ = 2 

:OTB_4775
if 
  66@ == 1 
else_jump @OTB_4821 
65@ = 2 
67@ = 2 
68@ = 2 
69@ = 2 

:OTB_4821
if 
  67@ == 1 
else_jump @OTB_4867 
65@ = 2 
66@ = 2 
68@ = 2 
69@ = 2 

:OTB_4867
if 
  68@ == 1 
else_jump @OTB_4913 
65@ = 2 
66@ = 2 
67@ = 2 
69@ = 2 

:OTB_4913
if 
  69@ == 1 
else_jump @OTB_4959 
65@ = 2 
66@ = 2 
67@ = 2 
68@ = 2 

:OTB_4959
74@ = 1 
78@ = 1 
76@ += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 

:OTB_5000
jump @OTB_5014 

:OTB_5007
74@ = 0 

:OTB_5014
if 
00E1:   player 0 pressed_key 15 
else_jump @OTB_5075 
if 
  75@ == 0 
else_jump @OTB_5068 
75@ = 1 
fade 0 0 
wait 0 
return 

:OTB_5068
jump @OTB_5082 

:OTB_5075
75@ = 0 

:OTB_5082
460@ = 0 

:OTB_5089
if 
  5 > 460@ 
else_jump @OTB_5627 
if 
  65@(460@,5i) == 0 
else_jump @OTB_5165 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_5165
if 
  65@(460@,5i) == 1 
else_jump @OTB_5223 
038D: draw_texture 10 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_5223
if 
  65@(460@,5i) == 2 
else_jump @OTB_5278 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 50 50 50 255 

:OTB_5278
0087: 41@ = 35@ // (float) 
41@ -= 130.0 
0087: 42@ = 36@(460@,5f) // (float) 
42@ -= 8.0 
0085: 461@ = 460@ // (int) 
461@ += 4 
038D: draw_texture 461@ position 41@ 42@ size 64.0 64.0 RGBA 150 150 150 255 
0087: 43@ = 35@ // (float) 
43@ -= 105.0 
0087: 44@ = 36@(460@,5f) // (float) 
44@ -= 24.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.63 3.0 
if 
  65@(460@,5i) == 1 
else_jump @OTB_5477 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_5477
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 43@ 44@ GXT 97@(461@,167s) 
43@ += 254.2121 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.7 3.0 
03E4: enable_text_draw_align_right 1 
if 
  65@(460@,5i) == 1 
else_jump @OTB_5589 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_5589
045A: draw_text_1number 43@ 44@ GXT 'ODDS' number 448@(460@,5i)  // ~1~/1
460@ += 1 
jump @OTB_5089 

:OTB_5627
if 
  76@ == 1 
else_jump @OTB_6831 
if 
00E1:   player 0 pressed_key 15 
else_jump @OTB_6029 
if 
  75@ == 0 
else_jump @OTB_6022 
if 
  65@ == 1 
else_jump @OTB_5726 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 

:OTB_5726
if 
  66@ == 1 
else_jump @OTB_5772 
65@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 

:OTB_5772
if 
  67@ == 1 
else_jump @OTB_5818 
65@ = 0 
66@ = 0 
68@ = 0 
69@ = 0 

:OTB_5818
if 
  68@ == 1 
else_jump @OTB_5864 
65@ = 0 
66@ = 0 
67@ = 0 
69@ = 0 

:OTB_5864
if 
  69@ == 1 
else_jump @OTB_5910 
65@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 

:OTB_5910
75@ = 1 
78@ = 0 
79@ = 0 
80@ = 0 
81@ = 0 
82@ = 0 
83@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
76@ -= 1 
Player.Money($PLAYER_CHAR) += 87@
87@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1121 

:OTB_6022
jump @OTB_6036 

:OTB_6029
75@ = 0 

:OTB_6036
if 
00E1:   player 0 pressed_key 16 
else_jump @OTB_6454 
if 
  74@ == 0 
else_jump @OTB_6447 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @OTB_6101 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:OTB_6101
if and
  86@ > 0 
  87@ > 0 
else_jump @OTB_6153 
097A: play_audio_at 0.0 0.0 0.0 event 1123 
453@ = 1 

:OTB_6153
if 
  78@ == 1 
else_jump @OTB_6214 
78@ = 2 
Player.Money($PLAYER_CHAR) += 87@
0085: 87@ = 88@ // (int) 
097A: play_audio_at 0.0 0.0 0.0 event 1120 

:OTB_6214
460@ = 1 

:OTB_6221
if 
  8 > 460@ 
else_jump @OTB_6440 
if 
  78@(460@,8i) == 1 
else_jump @OTB_6426 
78@(460@,8i) = 2 
0085: 461@ = 88@(460@,8i) // (int) 
461@ -= 1 
0085: 466@ = 87@ // (int) 
005A: 466@ += 88@(460@,8i) // (int) 
if and
   Player.Money($PLAYER_CHAR) > 461@
  9999999 > 466@ 
else_jump @OTB_6406 
005A: 87@ += 88@(460@,8i) // (int) 
0085: 461@ = 88@(460@,8i) // (int) 
461@ *= -1 
Player.Money($PLAYER_CHAR) += 461@
097A: play_audio_at 0.0 0.0 0.0 event 1121 
jump @OTB_6426 

:OTB_6406
097A: play_audio_at 0.0 0.0 0.0 event 1158 

:OTB_6426
460@ += 1 
jump @OTB_6221 

:OTB_6440
74@ = 1 

:OTB_6447
jump @OTB_6831 

:OTB_6454
if 
  74@ == 1 
else_jump @OTB_6551 
460@ = 0 

:OTB_6479
if 
  8 > 460@ 
else_jump @OTB_6544 
if 
  78@(460@,8i) == 2 
else_jump @OTB_6530 
78@(460@,8i) = 1 

:OTB_6530
460@ += 1 
jump @OTB_6479 

:OTB_6544
74@ = 0 

:OTB_6551
if or
  -100 > 456@ 
00E1:   player 0 pressed_key 10 
else_jump @OTB_6614 
if 
  72@ == 0 
else_jump @OTB_6607 
72@ = 1 
gosub @OTB_13636 

:OTB_6607
jump @OTB_6621 

:OTB_6614
72@ = 0 

:OTB_6621
if or
  456@ > 100 
00E1:   player 0 pressed_key 11 
else_jump @OTB_6684 
if 
  73@ == 0 
else_jump @OTB_6677 
73@ = 1 
gosub @OTB_13774 

:OTB_6677
jump @OTB_6691 

:OTB_6684
73@ = 0 

:OTB_6691
if or
  -100 > 457@ 
00E1:   player 0 pressed_key 8 
else_jump @OTB_6754 
if 
  70@ == 0 
else_jump @OTB_6747 
70@ = 1 
gosub @OTB_13912 

:OTB_6747
jump @OTB_6761 

:OTB_6754
70@ = 0 

:OTB_6761
if or
  457@ > 100 
00E1:   player 0 pressed_key 9 
else_jump @OTB_6824 
if 
  71@ == 0 
else_jump @OTB_6817 
71@ = 1 
gosub @OTB_14182 

:OTB_6817
jump @OTB_6831 

:OTB_6824
71@ = 0 

:OTB_6831
460@ = 0 

:OTB_6838
if 
  8 > 460@ 
else_jump @OTB_7181 
if 
  78@(460@,8i) == 0 
else_jump @OTB_6918 
038D: draw_texture 2 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_6918
if 
  78@(460@,8i) == 1 
else_jump @OTB_6980 
038D: draw_texture 11 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_6980
if 
  78@(460@,8i) == 2 
else_jump @OTB_7042 
038D: draw_texture 3 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_7042
gosub @OTB_13568 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 0.58 2.4957 
0087: 467@ = 55@(460@,8f) // (float) 
467@ -= 28.3404 
if 
  78@(460@,8i) > 0 
else_jump @OTB_7139 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_7139
045A: draw_text_1number 47@(460@,8f) 467@ GXT 'DOLLAR' number 88@(460@,8i)  // $~1~
460@ += 1 
jump @OTB_6838 

:OTB_7181
if 
  86@ == 0 
else_jump @OTB_7300 
if 
  87@ > 0 
else_jump @OTB_7260 
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 
jump @OTB_7293 

:OTB_7260
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 50 50 50 255 

:OTB_7293
jump @OTB_7336 

:OTB_7300
038D: draw_texture 10 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 

:OTB_7336
gosub @OTB_13568 
if or
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @OTB_7387 
033F: set_text_draw_letter_size 0.5 2.996 
jump @OTB_7399 

:OTB_7387
033F: set_text_draw_letter_size 0.609 2.996 

:OTB_7399
0342: enable_text_draw_centered 1 
if 
  86@ > 0 
else_jump @OTB_7451 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_7451
033E: set_draw_text_position 509.6968 351.0 GXT 'PLACBET'  // PLACE BET
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.8 3.3297 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 509.2133 84.9941 GXT 'DOLLAR' number 87@  // $~1~
if 
  453@ == 1 
else_jump @OTB_7544 
jump @OTB_7551 

:OTB_7544
jump @OTB_3828 

:OTB_7551
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_OTB' 
038F: load_texture "BCKGRND" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUSHES" as 2 // Load dictionary with 0390 first 
038F: load_texture "BRIDE1" as 3 // Load dictionary with 0390 first 
038F: load_texture "BRIDE2" as 4 // Load dictionary with 0390 first 
038F: load_texture "BRIDE3" as 5 // Load dictionary with 0390 first 
038F: load_texture "BRIDE4" as 6 // Load dictionary with 0390 first 
038F: load_texture "BRIDE5" as 7 // Load dictionary with 0390 first 
038F: load_texture "BRIDE6" as 8 // Load dictionary with 0390 first 
038F: load_texture "BRIDE7" as 9 // Load dictionary with 0390 first 
038F: load_texture "BRIDE8" as 10 // Load dictionary with 0390 first 
038F: load_texture "TREES" as 11 // Load dictionary with 0390 first 
038F: load_texture "FEN" as 12 // Load dictionary with 0390 first 
038F: load_texture "POLE2" as 13 // Load dictionary with 0390 first 
038F: load_texture "RRIDE1" as 14 // Load dictionary with 0390 first 
038F: load_texture "RRIDE2" as 15 // Load dictionary with 0390 first 
038F: load_texture "RRIDE3" as 16 // Load dictionary with 0390 first 
038F: load_texture "RRIDE4" as 17 // Load dictionary with 0390 first 
038F: load_texture "RRIDE5" as 18 // Load dictionary with 0390 first 
038F: load_texture "RRIDE6" as 19 // Load dictionary with 0390 first 
038F: load_texture "RRIDE7" as 20 // Load dictionary with 0390 first 
038F: load_texture "RRIDE8" as 21 // Load dictionary with 0390 first 
038F: load_texture "YRIDE1" as 22 // Load dictionary with 0390 first 
038F: load_texture "YRIDE2" as 23 // Load dictionary with 0390 first 
038F: load_texture "YRIDE3" as 24 // Load dictionary with 0390 first 
038F: load_texture "YRIDE4" as 25 // Load dictionary with 0390 first 
038F: load_texture "YRIDE5" as 26 // Load dictionary with 0390 first 
038F: load_texture "YRIDE6" as 27 // Load dictionary with 0390 first 
038F: load_texture "YRIDE7" as 28 // Load dictionary with 0390 first 
038F: load_texture "YRIDE8" as 29 // Load dictionary with 0390 first 
038F: load_texture "PRIDE1" as 30 // Load dictionary with 0390 first 
038F: load_texture "PRIDE2" as 31 // Load dictionary with 0390 first 
038F: load_texture "PRIDE3" as 32 // Load dictionary with 0390 first 
038F: load_texture "PRIDE4" as 33 // Load dictionary with 0390 first 
038F: load_texture "PRIDE5" as 34 // Load dictionary with 0390 first 
038F: load_texture "PRIDE6" as 35 // Load dictionary with 0390 first 
038F: load_texture "PRIDE7" as 36 // Load dictionary with 0390 first 
038F: load_texture "PRIDE8" as 37 // Load dictionary with 0390 first 
038F: load_texture "GRIDE1" as 38 // Load dictionary with 0390 first 
038F: load_texture "GRIDE2" as 39 // Load dictionary with 0390 first 
038F: load_texture "GRIDE3" as 40 // Load dictionary with 0390 first 
038F: load_texture "GRIDE4" as 41 // Load dictionary with 0390 first 
038F: load_texture "GRIDE5" as 42 // Load dictionary with 0390 first 
038F: load_texture "GRIDE6" as 43 // Load dictionary with 0390 first 
038F: load_texture "GRIDE7" as 44 // Load dictionary with 0390 first 
038F: load_texture "GRIDE8" as 45 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 46 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 47 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 48 // Load dictionary with 0390 first 
038F: load_texture "BLUE" as 49 // Load dictionary with 0390 first 
038F: load_texture "HRS1" as 50 // Load dictionary with 0390 first 
038F: load_texture "HRS2" as 51 // Load dictionary with 0390 first 
038F: load_texture "HRS3" as 52 // Load dictionary with 0390 first 
038F: load_texture "HRS4" as 53 // Load dictionary with 0390 first 
038F: load_texture "HRS5" as 54 // Load dictionary with 0390 first 
038F: load_texture "HRS6" as 55 // Load dictionary with 0390 first 
038F: load_texture "HRS7" as 56 // Load dictionary with 0390 first 
038F: load_texture "HRS8" as 57 // Load dictionary with 0390 first 
468@ = 0 
469@ = 0 
470@ = 0 
471@ = 0 
472@ = 0 
473@ = 0 
474@ = 0 
475@ = 0 
476@ = 0 
477@ = 0 
482@ = 128.0 
0087: 483@ = 482@ // (float) 
483@ /= 10.0 
0087: 481@ = 482@ // (float) 
0063: 481@ -= 483@ // (float) 
0087: 483@ = 481@ // (float) 
483@ /= 10.0 
0087: 480@ = 481@ // (float) 
0063: 480@ -= 483@ // (float) 
0087: 483@ = 480@ // (float) 
483@ /= 10.0 
0087: 479@ = 480@ // (float) 
0063: 479@ -= 483@ // (float) 
0087: 483@ = 479@ // (float) 
483@ /= 10.0 
0087: 478@ = 479@ // (float) 
0063: 478@ -= 483@ // (float) 
488@ = 64.0 
0087: 483@ = 488@ // (float) 
483@ /= 10.0 
0087: 487@ = 488@ // (float) 
0063: 487@ -= 483@ // (float) 
0087: 483@ = 487@ // (float) 
483@ /= 10.0 
0087: 486@ = 487@ // (float) 
0063: 486@ -= 483@ // (float) 
0087: 483@ = 486@ // (float) 
483@ /= 10.0 
0087: 485@ = 486@ // (float) 
0063: 485@ -= 483@ // (float) 
0087: 483@ = 485@ // (float) 
483@ /= 10.0 
0087: 484@ = 485@ // (float) 
0063: 484@ -= 483@ // (float) 
489@ = 150.0 
490@ = 150.0 
491@ = 150.0 
492@ = 150.0 
493@ = 150.0 
498@ = 300.0 
0087: 483@ = 498@ // (float) 
483@ /= 10.0 
0087: 497@ = 498@ // (float) 
0063: 497@ -= 483@ // (float) 
0087: 483@ = 497@ // (float) 
483@ /= 10.0 
0087: 496@ = 497@ // (float) 
0063: 496@ -= 483@ // (float) 
0087: 483@ = 496@ // (float) 
483@ /= 10.0 
0087: 495@ = 496@ // (float) 
0063: 495@ -= 483@ // (float) 
0087: 483@ = 495@ // (float) 
483@ /= 10.0 
0087: 494@ = 495@ // (float) 
0063: 494@ -= 483@ // (float) 
499@ = 159.0 
500@ = 159.0 
501@ = 159.0 
502@ = 159.0 
503@ = 159.0 
508@ = 261.0 
0087: 483@ = 508@ // (float) 
483@ /= 10.0 
0087: 507@ = 508@ // (float) 
0063: 507@ -= 483@ // (float) 
0087: 483@ = 507@ // (float) 
483@ /= 10.0 
0087: 506@ = 507@ // (float) 
0063: 506@ -= 483@ // (float) 
0087: 483@ = 506@ // (float) 
483@ /= 10.0 
0087: 505@ = 506@ // (float) 
0063: 505@ -= 483@ // (float) 
0087: 483@ = 505@ // (float) 
483@ /= 10.0 
0087: 504@ = 505@ // (float) 
0063: 504@ -= 483@ // (float) 
514@ = 0.0 
515@ = 0.0 
516@ = 0.0 
517@ = 0.0 
518@ = 0.0 
519@ = 2 
520@ = 5 
521@ = 6 
522@ = 1 
523@ = 4 
526@ = 3 
527@ = 14 
528@ = 22 
529@ = 30 
530@ = 38 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 531@ = $CURRENT_TIME_IN_MS2 // (int) 
531@ += 25000 
532@ = 512.0 
0087: 533@ = 532@ // (float) 
533@ += 124.0 
534@ = 0 
535@ = 0 
536@ = 0 
537@ = 0 
538@ = 0 
544@ = 0 
545@ = 0 
546@ = 0 
547@ = 0 
548@ = 0 
552@ = 0.0 
553@ = 0.0 
554@ = 0.0 
555@ = 0.0 
556@ = 0 
557@ = 454.364 
558@ = 152.8744 
563@ = 0 
564@ = 42 
569@ = 96 
574@ = 228 
565@ = 209 
570@ = 116 
575@ = 116 
566@ = 222 
571@ = 185 
576@ = 103 
567@ = 133 
572@ = 65 
577@ = 190 
568@ = 65 
573@ = 190 
578@ = 151 
097A: play_audio_at 0.0 0.0 0.0 event 1142 
579@ = 0 
580@ = 12 
581@ = 34 
582@ = 0 
583@ = 55 
584@ = 20 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_9493
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  556@ == 0 
else_jump @OTB_9975 
460@ = 0 

:OTB_9527
if 
  5 > 460@ 
else_jump @OTB_9975 
if 
001E:   $CURRENT_TIME_IN_MS2 > 468@(460@,5i) // (int) 
else_jump @OTB_9633 
0208: 509@(460@,5f) = random_float_in_ranges -0.8 1.0 
0209: 585@ = random_int_in_ranges 1500 2500 
008B: 468@(460@,5i) = $CURRENT_TIME_IN_MS2 // (int) 
005A: 468@(460@,5i) += 585@ // (int) 
473@(460@,5i) = 1 

:OTB_9633
if 
  473@(460@,5i) == 1 
else_jump @OTB_9845 
if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
else_jump @OTB_9750 
007F: 514@(460@,5f) -= unknown_float * 0.01 // (float) 
if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
else_jump @OTB_9750 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
473@(460@,5i) += 1 

:OTB_9750
if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
else_jump @OTB_9845 
0079: 514@(460@,5f) += unknown_float * 0.01 // (float) 
if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
else_jump @OTB_9845 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
473@(460@,5i) += 1 

:OTB_9845
if 
  473@(460@,5i) > 0 
else_jump @OTB_9883 
007B: 489@(460@,5f) += unknown_float * 514@(460@,5f) // (float) 

:OTB_9883
if 
  80.0 > 489@(460@,5f) 
else_jump @OTB_9922 
489@(460@,5f) = 80.0 

:OTB_9922
if 
  489@(460@,5f) > 520.0 
else_jump @OTB_9961 
489@(460@,5f) = 520.0 

:OTB_9961
460@ += 1 
jump @OTB_9527 

:OTB_9975
0087: 549@ = 552@ // (float) 
588@ = -76.0 
587@ = 72.0 
525@ = 1 
551@ = 4.0 
gosub @OTB_13313 
0087: 552@ = 549@ // (float) 
0087: 549@ = 554@ // (float) 
588@ = -64.0 
587@ = 128.0 
525@ = 2 
551@ = 5.0 
gosub @OTB_13313 
0087: 554@ = 549@ // (float) 
0087: 549@ = 553@ // (float) 
588@ = 0.0 
587@ = 256.0 
525@ = 11 
551@ = 6.0 
gosub @OTB_13313 
0087: 553@ = 549@ // (float) 
if 
001E:   $CURRENT_TIME_IN_MS2 > 531@ // (int) 
else_jump @OTB_10594 
if 
  532@ > -200.0 
else_jump @OTB_10275 
if 
  556@ == 0 
else_jump @OTB_10223 
007F: 532@ -= unknown_float * 6.0 // (float) 

:OTB_10223
038D: draw_texture 13 position 532@ 224.0 size 256.0 256.0 RGBA 150 150 150 255 
0087: 533@ = 532@ // (float) 
533@ += 124.0 

:OTB_10275
460@ = 0 

:OTB_10282
if 
  5 > 460@ 
else_jump @OTB_10594 
if 
  534@(460@,5i) == 0 
else_jump @OTB_10580 
if 
0025:   489@(460@,5f) > 533@ // (float) 
else_jump @OTB_10580 
if 
  544@ == 0 
else_jump @OTB_10388 
534@(460@,5i) = 1 
544@ += 1 
jump @OTB_10580 

:OTB_10388
if 
  545@ == 0 
else_jump @OTB_10431 
534@(460@,5i) = 2 
545@ += 1 
jump @OTB_10580 

:OTB_10431
if 
  546@ == 0 
else_jump @OTB_10474 
534@(460@,5i) = 3 
546@ += 1 
jump @OTB_10580 

:OTB_10474
if 
  547@ == 0 
else_jump @OTB_10517 
534@(460@,5i) = 4 
547@ += 1 
jump @OTB_10580 

:OTB_10517
if 
  548@ == 0 
else_jump @OTB_10580 
534@(460@,5i) = 5 
097A: play_audio_at 0.0 0.0 0.0 event 1143 
556@ += 1 
548@ += 1 

:OTB_10580
460@ += 1 
jump @OTB_10282 

:OTB_10594
460@ = 0 

:OTB_10601
if 
  5 > 460@ 
else_jump @OTB_10922 
524@ = 50 
005A: 524@ += 519@(460@,5i) // (int) 
038D: draw_texture 524@ position 489@(460@,5f) 494@(460@,5f) size 478@(460@,5f) 478@(460@,5f) RGBA 150 150 150 255 
0085: 524@ = 526@(460@,5i) // (int) 
005A: 524@ += 519@(460@,5i) // (int) 
0087: 499@(460@,5f) = 489@(460@,5f) // (float) 
499@(460@,5f) += 9.0 
0087: 467@ = 484@(460@,5f) // (float) 
467@ /= 2.0 
038D: draw_texture 524@ position 499@(460@,5f) 504@(460@,5f) size 484@(460@,5f) 467@ RGBA 150 150 150 255 
if 
  556@ == 0 
else_jump @OTB_10908 
if 
001E:   $CURRENT_TIME_IN_MS2 > 580@(460@,5i) // (int) 
else_jump @OTB_10908 
519@(460@,5i) += 1 
if 
  519@(460@,5i) > 7 
else_jump @OTB_10885 
519@(460@,5i) = 0 

:OTB_10885
008B: 580@(460@,5i) = $CURRENT_TIME_IN_MS2 // (int) 
580@(460@,5i) += 67 

:OTB_10908
460@ += 1 
jump @OTB_10601 

:OTB_10922
0087: 549@ = 555@ // (float) 
588@ = 96.0 
587@ = 64.0 
525@ = 12 
551@ = 8.0 
gosub @OTB_13313 
0087: 555@ = 549@ // (float) 
038D: draw_texture 46 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
if or
  534@ > 0 
  535@ > 0 
  536@ > 0 
  537@ > 0 
  538@ > 0 
else_jump @OTB_11386 
0087: 561@ = 557@ // (float) 
561@ += -25.0222 
0087: 562@ = 558@ // (float) 
562@ += 21.6946 
038E: draw_box_position 561@ 562@ size 355.0807 119.5942 RGBA 47 62 90 200 
jump @OTB_11795 

:OTB_11386
0087: 561@ = 557@ // (float) 
561@ += -139.2772 
0087: 562@ = 558@ // (float) 
562@ += -56.1882 
038D: draw_texture 49 position 561@ 562@ size 280.2137 22.6679 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
559@ -= 157.3474 
0087: 560@ = 558@ // (float) 
560@ -= 68.5107 
gosub @OTB_13568 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 1 
033E: set_draw_text_position 559@ 560@ GXT 'YOURHSE'  // Your Horse:
0087: 559@ = 557@ // (float) 
559@ -= 142.4242 
560@ += 12.7439 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
460@ = 0 

:OTB_11584
if 
  5 > 460@ 
else_jump @OTB_11680 
if 
  65@(460@,5i) == 1 
else_jump @OTB_11666 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 

:OTB_11666
460@ += 1 
jump @OTB_11584 

:OTB_11680
559@ += 10.8216 
560@ -= 12.7439 
gosub @OTB_13568 
460@ = 0 

:OTB_11714
if 
  5 > 460@ 
else_jump @OTB_11795 
if 
  65@(460@,5i) == 1 
else_jump @OTB_11781 
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 559@ 560@ GXT 97@(461@,167s) 

:OTB_11781
460@ += 1 
jump @OTB_11714 

:OTB_11795
0087: 586@ = 557@ // (float) 
586@ += -23.3585 
460@ = 0 

:OTB_11820
if 
  5 > 460@ 
else_jump @OTB_12617 
if 
  534@(460@,5i) > 0 
else_jump @OTB_12603 
0087: 559@ = 586@ // (float) 
559@ -= 50.0 
0087: 560@ = 558@ // (float) 
560@ -= 50.0 
0093: 467@ = integer 534@(460@,5i) to_float 
467@ *= 23.5038 
005B: 560@ += 467@ // (float) 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 
0087: 559@ = 586@ // (float) 
559@ -= 39.1244 
0087: 560@ = 558@ // (float) 
560@ -= 63.4833 
gosub @OTB_13568 
if 
  534@(460@,5i) == 1 
else_jump @OTB_12090 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_12090
0093: 467@ = integer 534@(460@,5i) to_float 
467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
0085: 461@ = 443@(460@,5i) // (int) 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 97@(461@,167s) 
if 
  65@(460@,5i) == 1 
else_jump @OTB_12267 
0087: 559@ = 586@ // (float) 
559@ -= 64.0 
gosub @OTB_13568 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 1 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'YOURHSE'  // Your Horse:

:OTB_12267
0087: 559@ = 586@ // (float) 
559@ -= -170.5457 
0087: 560@ = 558@ // (float) 
560@ -= 63.4833 
gosub @OTB_13568 
03E4: enable_text_draw_align_right 1 
if 
  534@(460@,5i) == 1 
else_jump @OTB_12366 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_12366
0093: 467@ = integer 534@(460@,5i) to_float 
467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
033F: set_text_draw_letter_size 0.54 2.4961 
if 
  534@(460@,5i) == 1 
else_jump @OTB_12467 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'FIRST'  // 1st

:OTB_12467
if 
  534@(460@,5i) == 2 
else_jump @OTB_12510 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'SECOND'  // 2nd

:OTB_12510
if 
  534@(460@,5i) == 3 
else_jump @OTB_12553 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'THIRD'  // 3rd

:OTB_12553
if 
  534@(460@,5i) > 3 
else_jump @OTB_12603 
045A: draw_text_1number 559@ 539@(460@,5f) GXT 'NTH' number 534@(460@,5i)  // ~1~th

:OTB_12603
460@ += 1 
jump @OTB_11820 

:OTB_12617
if and
  534@ > 0 
  535@ > 0 
  536@ > 0 
  537@ > 0 
  538@ > 0 
else_jump @OTB_13286 
0087: 561@ = 557@ // (float) 
561@ += 44.4599 
0087: 562@ = 558@ // (float) 
562@ += 218.4174 
038D: draw_texture 49 position 561@ 562@ size 155.396 52.7081 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
559@ -= 39.2243 
0087: 560@ = 558@ // (float) 
560@ -= -190.9665 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOURSTK' number 87@  // STAKE: $~1~
460@ = 0 

:OTB_12813
if 
  5 > 460@ 
else_jump @OTB_12898 
if and
  534@(460@,5i) == 1 
  65@(460@,5i) == 1 
else_jump @OTB_12884 
0085: 563@ = 87@ // (int) 
006A: 563@ *= 448@(460@,5i) // (int) 

:OTB_12884
460@ += 1 
jump @OTB_12813 

:OTB_12898
560@ += 25.0 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOUWIN' number 563@  // WON: $~1~
0087: 561@ = 557@ // (float) 
561@ += -129.2806 
0087: 562@ = 558@ // (float) 
562@ += 259.5944 
038D: draw_texture 49 position 561@ 562@ size 239.5561 12.6761 RGBA 150 150 150 255 
gosub @OTB_13568 
033F: set_text_draw_letter_size 0.5496 2.1344 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 330.2087 403.5891 GXT 'XTOCONT'  // Press ~k~~PED_SPRINT~ to continue.
if 
  579@ == 0 
else_jump @OTB_13149 
if 
  563@ > 0 
else_jump @OTB_13122 
097A: play_audio_at 0.0 0.0 0.0 event 1124 
jump @OTB_13142 

:OTB_13122
097A: play_audio_at 0.0 0.0 0.0 event 1122 

:OTB_13142
579@ = 1 

:OTB_13149
if 
00E1:   player 0 pressed_key 16 
else_jump @OTB_13279 
if 
  74@ == 0 
else_jump @OTB_13272 
74@ = 1 
0623: add 87@ to_integer_stat 35 
if 
  563@ > 0 
else_jump @OTB_13253 
0627: update_integer_stat 38 to 563@ 
0623: add 563@ to_integer_stat 37 
005A: 563@ += 87@ // (int) 
Player.Money($PLAYER_CHAR) += 563@
jump @OTB_13260 

:OTB_13253
0627: update_integer_stat 39 to 87@ 

:OTB_13260
fade 0 0 
wait 0 
return 

:OTB_13272
jump @OTB_13286 

:OTB_13279
74@ = 0 

:OTB_13286
jump @OTB_9493 

:OTB_13293
0391: release_txd_dictionary 
fade 1 500 
$ONMISSION = 0 
mission_cleanup 
return 

:OTB_13313
588@ += 224.0 
0087: 550@ = 549@ // (float) 
550@ -= 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
550@ += 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
550@ += 512.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
if 
  556@ == 0 
else_jump @OTB_13535 
0081: 549@ -= unknown_float * 551@ // (float) 

:OTB_13535
if 
  0.0 > 549@ 
else_jump @OTB_13566 
549@ += 256.0 

:OTB_13566
return 

:OTB_13568
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 

:OTB_13636
if 
  79@ == 1 
else_jump @OTB_13670 
79@ = 0 
78@ = 1 
return 

:OTB_13670
if 
  81@ == 1 
else_jump @OTB_13704 
81@ = 0 
80@ = 1 
return 

:OTB_13704
if 
  83@ == 1 
else_jump @OTB_13738 
83@ = 0 
82@ = 1 
return 

:OTB_13738
if 
  85@ == 1 
else_jump @OTB_13772 
85@ = 0 
84@ = 1 
return 

:OTB_13772
return 

:OTB_13774
if 
  78@ == 1 
else_jump @OTB_13808 
78@ = 0 
79@ = 1 
return 

:OTB_13808
if 
  80@ == 1 
else_jump @OTB_13842 
80@ = 0 
81@ = 1 
return 

:OTB_13842
if 
  82@ == 1 
else_jump @OTB_13876 
82@ = 0 
83@ = 1 
return 

:OTB_13876
if 
  84@ == 1 
else_jump @OTB_13910 
84@ = 0 
85@ = 1 
return 

:OTB_13910
return 

:OTB_13912
if 
  80@ == 1 
else_jump @OTB_13946 
80@ = 0 
78@ = 1 
return 

:OTB_13946
if 
  81@ == 1 
else_jump @OTB_13980 
81@ = 0 
79@ = 1 
return 

:OTB_13980
if 
  82@ == 1 
else_jump @OTB_14014 
82@ = 0 
80@ = 1 
return 

:OTB_14014
if 
  83@ == 1 
else_jump @OTB_14048 
83@ = 0 
81@ = 1 
return 

:OTB_14048
if 
  84@ == 1 
else_jump @OTB_14082 
84@ = 0 
82@ = 1 
return 

:OTB_14082
if 
  85@ == 1 
else_jump @OTB_14116 
85@ = 0 
83@ = 1 
return 

:OTB_14116
if 
  86@ == 1 
else_jump @OTB_14148 
86@ = 0 
84@ = 1 

:OTB_14148
if 
  86@ == 2 
else_jump @OTB_14180 
86@ = 0 
85@ = 1 

:OTB_14180
return 

:OTB_14182
if 
  78@ == 1 
else_jump @OTB_14216 
78@ = 0 
80@ = 1 
return 

:OTB_14216
if 
  79@ == 1 
else_jump @OTB_14250 
79@ = 0 
81@ = 1 
return 

:OTB_14250
if 
  80@ == 1 
else_jump @OTB_14284 
80@ = 0 
82@ = 1 
return 

:OTB_14284
if 
  81@ == 1 
else_jump @OTB_14318 
81@ = 0 
83@ = 1 
return 

:OTB_14318
if 
  82@ == 1 
else_jump @OTB_14352 
82@ = 0 
84@ = 1 
return 

:OTB_14352
if 
  83@ == 1 
else_jump @OTB_14386 
83@ = 0 
85@ = 1 
return 

:OTB_14386
if 
  87@ > 0 
else_jump @OTB_14472 
if 
  84@ == 1 
else_jump @OTB_14438 
84@ = 0 
86@ = 1 
return 

:OTB_14438
if 
  85@ == 1 
else_jump @OTB_14472 
85@ = 0 
86@ = 2 
return 

:OTB_14472
return 

//-------------Mission 8---------------
// Originally: Pool

:POOL2
thread 'POOL2' 
gosub @POOL2_47 
if 
wasted_or_busted 
else_jump @POOL2_38 
gosub @POOL2_60776 

:POOL2_38
gosub @POOL2_60828 
end_thread 

:POOL2_47
increment_mission_attempts 
$ONMISSION = 1 
01BD: 181@ = current_time_in_ms 
34@ = 0 
35@ = 0 
37@ = 0 
38@ = 0 
178@ = 0 
208@ = -0.957 
210@ = -0.49 
209@ = 0.957 
211@ = 0.49 
203@ = 0.05 
204@ = 2.0 
127@ = 1 

:POOL2_163
wait 0 
01BD: 39@ = current_time_in_ms 
0085: 182@ = 39@ // (int) 
0062: 182@ -= 181@ // (int) 
0085: 181@ = 39@ // (int) 
005A: 183@ += 182@ // (int) 
005A: 205@ += 182@ // (int) 
005A: 206@ += 182@ // (int) 
gosub @POOL2_2290 

:POOL2_227
0871: init_jump_table 34@ total_jumps 13 default_jump 0 @POOL2_537 jumps 0 @POOL2_355 1 @POOL2_369 2 @POOL2_383 3 @POOL2_397 4 @POOL2_411 5 @POOL2_425 6 @POOL2_439 
0872: jump_table_jumps 7 @POOL2_453 8 @POOL2_467 9 @POOL2_481 10 @POOL2_495 11 @POOL2_509 12 @POOL2_523 -1 @POOL2_537 -1 @POOL2_537 -1 @POOL2_537 

:POOL2_355
gosub @POOL2_680 
jump @POOL2_537 

:POOL2_369
gosub @POOL2_5410 
jump @POOL2_537 

:POOL2_383
gosub @POOL2_8958 
jump @POOL2_537 

:POOL2_397
gosub @POOL2_9675 
jump @POOL2_537 

:POOL2_411
gosub @POOL2_10505 
jump @POOL2_537 

:POOL2_425
gosub @POOL2_12137 
jump @POOL2_537 

:POOL2_439
gosub @POOL2_15511 
jump @POOL2_537 

:POOL2_453
gosub @POOL2_15513 
jump @POOL2_537 

:POOL2_467
gosub @POOL2_20853 
jump @POOL2_537 

:POOL2_481
gosub @POOL2_21376 
jump @POOL2_537 

:POOL2_495
gosub @POOL2_22768 
jump @POOL2_537 

:POOL2_509
gosub @POOL2_24866 
jump @POOL2_537 

:POOL2_523
gosub @POOL2_26060 
jump @POOL2_537 

:POOL2_537
if 
803B:   not  179@ == 34@ // (int) 
else_jump @POOL2_571 
0085: 179@ = 34@ // (int) 
jump @POOL2_227 

:POOL2_571
gosub @POOL2_26186 
if 
  108@ == 0 
else_jump @POOL2_678 
if 
  38@ == 0 
else_jump @POOL2_662 
if 
  37@ == 0 
else_jump @POOL2_646 
jump @POOL2_163 
jump @POOL2_655 

:POOL2_646
gosub @POOL2_60794 
return 

:POOL2_655
jump @POOL2_671 

:POOL2_662
gosub @POOL2_60776 
return 

:POOL2_671
jump @POOL2_680 

:POOL2_678
return 

:POOL2_680
if 
  35@ == -1 
else_jump @POOL2_972 
163@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$9457 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
164@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9458 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
168@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
358@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
359@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
82@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$9459 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
347@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
213@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
214@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:POOL2_972
if 
  35@ == 0 
else_jump @POOL2_1158 
if 
03CA:   object $9457 exists 
else_jump @POOL2_1158 
008B: 163@ = $9457 // (int) 
008B: 164@ = $9458 // (int) 
if 
   not Actor.Dead(164@)
else_jump @POOL2_1082 
02A9: set_actor 164@ immune_to_nonplayer 1 
Actor.SetImmunities(164@, 1, 1, 1, 1, 1)
0619: enable_actor 164@ collision_detection 0 
060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 

:POOL2_1082
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.01 
08F5: save_player_group 
129@ = 0 
108@ = 0 
gosub @POOL2_57818 
35@ += 1 

:POOL2_1158
if 
  35@ == 1 
else_jump @POOL2_1336 
if 
03CA:   object 163@ exists 
else_jump @POOL2_1336 
Object.StorePos(163@, 102@, 103@, 104@)
105@ = Object.Angle(163@)
104@ += -0.1 
054C: use_GXT_table 'POOL' 
03CF: load_wav 1802 as 4 
Model.Load(#K_POOLQ)
04ED: load_animation "POOL" 

:POOL2_1254
if or
84EE:   not animation "POOL" loaded 
   not Model.Available(#K_POOLQ)
83D0:   not wav 4 loaded 
else_jump @POOL2_1292 
wait 0 
jump @POOL2_1254 

:POOL2_1292
0390: load_txd_dictionary 'LD_POOL' 
038F: load_texture "BALL" as 1 // Load dictionary with 0390 first 
038F: load_texture "NIB" as 2 // Load dictionary with 0390 first 
125@ = 0 
35@ += 1 

:POOL2_1336
if 
  35@ == 2 
else_jump @POOL2_1368 
34@ += 1 
35@ = 0 

:POOL2_1368
return 
0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 
0052: NOP 99@ 101@ $TEMPVAR_FLOAT_3 98@ 101@ $TEMPVAR_FLOAT_3 
if 
0736:   NOP_false 129 
else_jump @POOL2_1476 
208@ += -0.0001 

:POOL2_1476
if 
0736:   NOP_false 128 
else_jump @POOL2_1502 
208@ += 0.0001 

:POOL2_1502
if 
0736:   NOP_false 131 
else_jump @POOL2_1528 
210@ += -0.0001 

:POOL2_1528
if 
0736:   NOP_false 130 
else_jump @POOL2_1554 
210@ += 0.0001 

:POOL2_1554
if 
0736:   NOP_false 141 
else_jump @POOL2_1580 
209@ += -0.0001 

:POOL2_1580
if 
0736:   NOP_false 143 
else_jump @POOL2_1606 
209@ += 0.0001 

:POOL2_1606
if 
0736:   NOP_false 139 
else_jump @POOL2_1632 
211@ += -0.0001 

:POOL2_1632
if 
0736:   NOP_false 145 
else_jump @POOL2_1658 
211@ += 0.0001 

:POOL2_1658
if 
0736:   NOP_false 137 
else_jump @POOL2_2222 
03A9: NOP 
05B6: 13 // EDIT_X1 = 
03A8: NOP 208@ 
03A9: NOP 
05B6: 14 // EDIT_Y1 = 
03A8: NOP 210@ 
03A9: NOP 
05B6: 15 // EDIT_X2 = 
03A8: NOP 209@ 
03A9: NOP 
05B6: 16 // EDIT_Y2 = 
03A8: NOP 211@ 

:POOL2_2222
if 
03CA:   object 163@ exists 
else_jump @POOL2_2288 
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 208@ 210@ 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 209@ 211@ 0.7 

:POOL2_2288
return 

:POOL2_2290
if 
0736:   NOP_false 32 
else_jump @POOL2_2339 
212@ += 1 
if 
  212@ > 11 
else_jump @POOL2_2337 
212@ = 0 

:POOL2_2337
086A: NOP 

:POOL2_2339
if 
  212@ == 1 
else_jump @POOL2_2556 
008A: $6443 = 34@ // (int) 
008A: $6444 = 35@ // (int) 
008A: $6445 = 36@ // (int) 
008A: $6446 = 108@ // (int) 
008A: $6447 = 125@ // (int) 
008A: $6448 = 129@ // (int) 
008A: $6449 = 217@ // (int) 
008A: $6450 = 218@ // (int) 
065D: NOP $6443 "M_STAGE" 
065D: NOP $6444 "M_GOALS" 
065D: NOP $6445 "FLAG3" 
065D: NOP $6446 "QUIT" 
065D: NOP $6447 "PL_CIRCLE_PRESSED" 
065D: NOP $6448 "OUTPUT_TEXT" 
065D: NOP $6449 "PLAYER1_COLOUR" 
065D: NOP $6450 "PLAYER2_COLOUR" 

:POOL2_2556
if 
  212@ == 2 
else_jump @POOL2_2806 
008A: $6443 = 66@ // (int) 
008A: $6444 = 67@ // (int) 
008A: $6445 = 68@ // (int) 
008A: $6446 = 69@ // (int) 
008A: $6447 = 70@ // (int) 
008A: $6448 = 71@ // (int) 
008A: $6449 = 72@ // (int) 
008A: $6450 = 73@ // (int) 
065D: NOP $6443 "BALL_POTTED[0]" 
065D: NOP $6444 "BALL_POTTED[1]" 
065D: NOP $6445 "BALL_POTTED[2]" 
065D: NOP $6446 "BALL_POTTED[3]" 
065D: NOP $6447 "BALL_POTTED[4]" 
065D: NOP $6448 "BALL_POTTED[5]" 
065D: NOP $6449 "BALL_POTTED[6]" 
065D: NOP $6450 "BALL_POTTED[7]" 

:POOL2_2806
if 
  212@ == 3 
else_jump @POOL2_3062 
008A: $6443 = 74@ // (int) 
008A: $6444 = 75@ // (int) 
008A: $6445 = 76@ // (int) 
008A: $6446 = 77@ // (int) 
008A: $6447 = 78@ // (int) 
008A: $6448 = 79@ // (int) 
008A: $6449 = 80@ // (int) 
008A: $6450 = 81@ // (int) 
065D: NOP $6443 "BALL_POTTED[8]" 
065D: NOP $6444 "BALL_POTTED[9]" 
065D: NOP $6445 "BALL_POTTED[10]" 
065D: NOP $6446 "BALL_POTTED[11]" 
065D: NOP $6447 "BALL_POTTED[12]" 
065D: NOP $6448 "BALL_POTTED[13]" 
065D: NOP $6449 "BALL_POTTED[14]" 
065D: NOP $6450 "BALL_POTTED[15]" 

:POOL2_3062
if 
  212@ == 4 
else_jump @POOL2_3319 
008A: $6443 = 219@ // (int) 
008A: $6444 = 220@ // (int) 
008A: $6445 = 229@ // (int) 
008A: $6446 = 230@ // (int) 
008A: $6447 = 231@ // (int) 
008A: $6448 = 232@ // (int) 
008A: $6449 = 251@ // (int) 
008A: $6450 = 250@ // (int) 
065D: NOP $6443 "PLAYER1_IS_HUMAN" 
065D: NOP $6444 "PLAYER2_IS_HUMAN" 
065D: NOP $6445 "TURN_PLAYER" 
065D: NOP $6446 "CURRENT_CHAR_IS_HUMAN" 
065D: NOP $6447 "TURN_COLOUR" 
065D: NOP $6448 "TURN_IS_SCRATCH" 
065D: NOP $6449 "THIS_CHAR_GOT_TASK" 
065D: NOP $6450 "SHOT_PLAYED" 

:POOL2_3319
if 
  212@ == 5 
else_jump @POOL2_3547 
008A: $6444 = 233@ // (int) 
008A: $6445 = 271@ // (int) 
008A: $6446 = 272@ // (int) 
008A: $6447 = 273@ // (int) 
008A: $6448 = 274@ // (int) 
008A: $6449 = 278@ // (int) 
008A: $6450 = 236@ // (int) 
065D: NOP $6444 "SKIP_CHALK_CUE" 
065D: NOP $6445 "NO_OF_BALLS_POTTED_THIS_TURN" 
065D: NOP $6446 "SPOTS_POTTED" 
065D: NOP $6447 "STRIPES_POTTED" 
065D: NOP $6448 "FOUL_TYPE" 
065D: NOP $6449 "FIRST_MOVING_BALL" 
065D: NOP $6450 "CAMERA_MODE" 

:POOL2_3547
if 
  212@ == 6 
else_jump @POOL2_3885 
008A: $6443 = 255@ // (int) 
008A: $6444 = 256@ // (int) 
008A: $6445 = 257@ // (int) 
008A: $6446 = 258@ // (int) 
008A: $6447 = 259@ // (int) 
008A: $6448 = 260@ // (int) 
008A: $6449 = 261@ // (int) 
008A: $6450 = 262@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[0]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[1]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[2]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[3]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[4]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[5]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[6]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[7]" 

:POOL2_3885
if 
  212@ == 7 
else_jump @POOL2_4229 
008A: $6443 = 263@ // (int) 
008A: $6444 = 264@ // (int) 
008A: $6445 = 265@ // (int) 
008A: $6446 = 266@ // (int) 
008A: $6447 = 267@ // (int) 
008A: $6448 = 268@ // (int) 
008A: $6449 = 269@ // (int) 
008A: $6450 = 270@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[8]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[9]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[10]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[11]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[12]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[13]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[14]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[15]" 

:POOL2_4229
if 
  212@ == 8 
else_jump @POOL2_4535 
008A: $6443 = 109@ // (int) 
008A: $6444 = 110@ // (int) 
008A: $6445 = 111@ // (int) 
008A: $6446 = 112@ // (int) 
008A: $6447 = 113@ // (int) 
008A: $6448 = 114@ // (int) 
008A: $6449 = 115@ // (int) 
008A: $6450 = 116@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[0]" 
065D: NOP $6444 "BALL_IS_STATIONARY[1]" 
065D: NOP $6445 "BALL_IS_STATIONARY[2]" 
065D: NOP $6446 "BALL_IS_STATIONARY[3]" 
065D: NOP $6447 "BALL_IS_STATIONARY[4]" 
065D: NOP $6448 "BALL_IS_STATIONARY[5]" 
065D: NOP $6449 "BALL_IS_STATIONARY[6]" 
065D: NOP $6450 "BALL_IS_STATIONARY[7]" 

:POOL2_4535
if 
  212@ == 9 
else_jump @POOL2_4847 
008A: $6443 = 117@ // (int) 
008A: $6444 = 118@ // (int) 
008A: $6445 = 119@ // (int) 
008A: $6446 = 120@ // (int) 
008A: $6447 = 121@ // (int) 
008A: $6448 = 122@ // (int) 
008A: $6449 = 123@ // (int) 
008A: $6450 = 124@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[8]" 
065D: NOP $6444 "BALL_IS_STATIONARY[9]" 
065D: NOP $6445 "BALL_IS_STATIONARY[10]" 
065D: NOP $6446 "BALL_IS_STATIONARY[11]" 
065D: NOP $6447 "BALL_IS_STATIONARY[12]" 
065D: NOP $6448 "BALL_IS_STATIONARY[13]" 
065D: NOP $6449 "BALL_IS_STATIONARY[14]" 
065D: NOP $6450 "BALL_IS_STATIONARY[15]" 

:POOL2_4847
if 
  212@ == 10 
else_jump @POOL2_5105 
0088: $6451 = 48@ // (float) 
0088: $6452 = 49@ // (float) 
0088: $6453 = 50@ // (float) 
0088: $6454 = 51@ // (float) 
0088: $6455 = 98@ // (float) 
0088: $6456 = 99@ // (float) 
0088: $6457 = 100@ // (float) 
0088: $6458 = 101@ // (float) 
065E: NOP $6451 "CUE_BALL_SPEED" 
065E: NOP $6452 "CUE_BALL_ROT_X" 
065E: NOP $6453 "CUE_BALL_ROT_Y" 
065E: NOP $6454 "CUE_BALL_ROT_Z" 
065E: NOP $6455 "POOL_TABLE_MIN_X" 
065E: NOP $6456 "POOL_TABLE_MAX_X" 
065E: NOP $6457 "POOL_TABLE_MIN_Y" 
065E: NOP $6458 "POOL_TABLE_MAX_Y" 

:POOL2_5105
if 
  212@ == 11 
else_jump @POOL2_5304 
008A: $6443 = 32@ // (int) 
008A: $6444 = 33@ // (int) 
0088: $6453 = 650@ // (float) 
0088: $6454 = 203@ // (float) 
0088: $6455 = 204@ // (float) 
008A: $6448 = 277@ // (int) 
065D: NOP $6443 "TIMERA" 
065D: NOP $6444 "TIMERB" 
065E: NOP $6453 "BALL_TURN_MASS" 
065E: NOP $6454 "POOL_STOP_VELOCITY" 
065E: NOP $6455 "POOL_STOP_ROTATION_VELOCITY" 
065D: NOP $6448 "BALL_STRIKES_CUSHION" 

:POOL2_5304
if 
0736:   NOP_false 65 
else_jump @POOL2_5408 
if 
  219@ == 1 
else_jump @POOL2_5378 
219@ = 0 
0662: NOP "CHEAT_PLAYER1_NOT_HUMAN" 
jump @POOL2_5408 

:POOL2_5378
219@ = 1 
0662: NOP "CHEAT_PLAYER1_HUMAN" 

:POOL2_5408
return 

:POOL2_5410
if 
  35@ == -1 
else_jump @POOL2_5450 
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)

:POOL2_5450
if 
  35@ == 0 
else_jump @POOL2_7124 
0826: enable_hud 1 
0581: enable_radar 0 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
001C:   $9460 > $BJACK_PLAYER_CASH // (int) 
else_jump @POOL2_5523 
108@ = 1 
00BE: text_clear_all 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @POOL2_7078 

:POOL2_5523
0395: clear_area 1 at 102@ 103@ 104@ radius 15.0 
Object.PutAt(163@, 102@, 103@, 104@)
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.9098 -0.4589 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.9242 0.4809 0.7 
if 
0025:   98@ > 99@ // (float) 
else_jump @POOL2_5656 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $TEMPVAR_FLOAT_1 // (float) 

:POOL2_5656
if 
0025:   100@ > 101@ // (float) 
else_jump @POOL2_5699 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_5699
0830: unknown_rectangle_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3 
0400: store_coords_to 175@ 176@ 177@ from_object 163@ with_offset 0.0 0.0 1.5 
0509: 42@ = distance_between_XY 98@ 100@ and_XY 99@ 100@ 
0509: 43@ = distance_between_XY 98@ 100@ and_XY 98@ 101@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_5866 
0087: 42@ = 98@ // (float) 
005B: 42@ += 99@ // (float) 
42@ /= 2.0 
0087: 55@ = 42@ // (float) 
0087: 61@ = 100@ // (float) 
0087: 58@ = 42@ // (float) 
0087: 64@ = 101@ // (float) 
jump @POOL2_5924 

:POOL2_5866
0087: 42@ = 100@ // (float) 
005B: 42@ += 101@ // (float) 
42@ /= 2.0 
0087: 55@ = 98@ // (float) 
0087: 61@ = 42@ // (float) 
0087: 58@ = 99@ // (float) 
0087: 64@ = 42@ // (float) 

:POOL2_5924
0087: 54@ = 98@ // (float) 
0087: 60@ = 100@ // (float) 
0087: 56@ = 98@ // (float) 
0087: 62@ = 101@ // (float) 
0087: 57@ = 99@ // (float) 
0087: 63@ = 101@ // (float) 
0087: 59@ = 99@ // (float) 
0087: 65@ = 100@ // (float) 
52@ = 0.037 
0087: 53@ = 52@ // (float) 
53@ *= 2.0 
39@ = 0 

:POOL2_6023
if 
  16 > 39@ 
else_jump @POOL2_6084 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_6070 
Object.Destroy(82@(39@,16i))

:POOL2_6070
39@ += 1 
jump @POOL2_6023 

:POOL2_6084
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.Angle(82@) = $TEMPVAR_ANGLE
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
561@ = Object.Angle(163@)
561@ += 90.0 
83@ = Object.Init(#K_POOLBALLSPT01, 558@, 559@, 560@)
84@ = Object.Init(#K_POOLBALLSPT02, 0.0, 0.0, 0.0)
85@ = Object.Init(#K_POOLBALLSPT03, 0.0, 0.0, 0.0)
86@ = Object.Init(#K_POOLBALLSPT04, 0.0, 0.0, 0.0)
87@ = Object.Init(#K_POOLBALLSPT05, 0.0, 0.0, 0.0)
88@ = Object.Init(#K_POOLBALLSPT06, 0.0, 0.0, 0.0)
89@ = Object.Init(#K_POOLBALLSPT07, 0.0, 0.0, 0.0)
90@ = Object.Init(#K_POOLBALL8, 0.0, 0.0, 0.0)
91@ = Object.Init(#K_POOLBALLSTP01, 0.0, 0.0, 0.0)
92@ = Object.Init(#K_POOLBALLSTP02, 0.0, 0.0, 0.0)
93@ = Object.Init(#K_POOLBALLSTP03, 0.0, 0.0, 0.0)
94@ = Object.Init(#K_POOLBALLSTP04, 0.0, 0.0, 0.0)
95@ = Object.Init(#K_POOLBALLSTP05, 0.0, 0.0, 0.0)
96@ = Object.Init(#K_POOLBALLSTP06, 0.0, 0.0, 0.0)
97@ = Object.Init(#K_POOLBALLSTP07, 0.0, 0.0, 0.0)
gosub @POOL2_50546 
0581: enable_radar 0 
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.0746 -1.0853 1.5092 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
   not Actor.Dead(164@)
else_jump @POOL2_6892 
0792: disembark_instantly_actor 164@ 
070B: set_actor 164@ onbone_attached_object_operation 0 
if 
03CA:   object $9459 exists 
else_jump @POOL2_6692 
Object.Destroy($9459)

:POOL2_6692
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0219 -1.1236 0.0363 
Actor.PutAt(164@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 42@ = 105@ // (float) 
42@ += 130.0 
Actor.Angle(164@) = 42@
0615: define_AS_pack_begin 47@ 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms 
if 
  108@ == 0 
else_jump @POOL2_6874 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:POOL2_6874
0616: define_AS_pack_end 47@ 
0618: assign_actor 164@ to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_6892
if 
83CA:   not object 107@ exists 
else_jump @POOL2_6937 
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
Object.CollisionDetection(107@) = False

:POOL2_6937
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_7051 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -1.9295 -2.2083 0.0363 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 221@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 222@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 223@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 42@ = 105@ // (float) 
42@ += 390.0 
Actor.Angle($PLAYER_ACTOR) = 42@

:POOL2_7051
0085: 358@ = 164@ // (int) 
0085: 359@ = 107@ // (int) 
gosub @POOL2_30670 
0A3F: unknown_flag 0 

:POOL2_7078
create_thread @CLEANAU 
fade 1 1000 

:POOL2_7093
if 
fading 
else_jump @POOL2_7117 
wait 0 
jump @POOL2_7093 

:POOL2_7117
35@ += 1 

:POOL2_7124
if 
  35@ == 1 
else_jump @POOL2_7557 
if 
   not Actor.Dead(164@)
else_jump @POOL2_7539 
if 
   Actor.Model(164@) == #BMYPOL1
else_jump @POOL2_7361 
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7335 jumps 0 @POOL2_7248 1 @POOL2_7277 2 @POOL2_7306 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 -1 @POOL2_7335 

:POOL2_7248
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1'  // ~z~Let's make a little wager.
04AE: $ACTOR_SPEECH_WAV_FILE = 31600 // $ = any 
jump @POOL2_7335 

:POOL2_7277
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2'  // ~z~Game of pool ain't the same without a little money involved.
04AE: $ACTOR_SPEECH_WAV_FILE = 31601 // $ = any 
jump @POOL2_7335 

:POOL2_7306
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3'  // ~z~Show me the color of your money
04AE: $ACTOR_SPEECH_WAV_FILE = 31602 // $ = any 
jump @POOL2_7335 

:POOL2_7335
create_thread @AUDIOL 164@ 0 1 1 0 
jump @POOL2_7539 

:POOL2_7361
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_7520 jumps 0 @POOL2_7433 1 @POOL2_7462 2 @POOL2_7491 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 -1 @POOL2_7520 

:POOL2_7433
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4'  // ~z~I'll only play you if you want to make it interesting.
04AE: $ACTOR_SPEECH_WAV_FILE = 31603 // $ = any 
jump @POOL2_7520 

:POOL2_7462
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5'  // ~z~You want to place a small wager?
04AE: $ACTOR_SPEECH_WAV_FILE = 31604 // $ = any 
jump @POOL2_7520 

:POOL2_7491
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6'  // ~z~C'mon, put your money where your mouth is playa.
04AE: $ACTOR_SPEECH_WAV_FILE = 31605 // $ = any 
jump @POOL2_7520 

:POOL2_7520
create_thread @AUDIOL 164@ 0 1 1 0 

:POOL2_7539
03F0: enable_text_draw 1 
32@ = 0 
35@ += 1 

:POOL2_7557
if 
  35@ == 2 
else_jump @POOL2_7717 
if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
else_jump @POOL2_7717 
00BE: text_clear_all 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_7620 
159@ = Player.Money($PLAYER_CHAR)

:POOL2_7620
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'PL_H1'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
$9460 = 50 
$9461 = 1000 
008B: 161@ = $9460 // (int) 
008B: 162@ = $9460 // (int) 
008B: 155@ = $9460 // (int) 
008B: 39@ = $9460 // (int) 
39@ *= -1 
Player.Money($PLAYER_CHAR) += 39@
02A3: enable_widescreen 0 
create_thread @CLEANAU 
35@ += 1 

:POOL2_7717
if 
  35@ == 3 
else_jump @POOL2_8897 
gosub @POOL2_54522 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
00E1:   player 0 pressed_key 14 
else_jump @POOL2_8176 
if and
   not 126@ == 1 
   not 126@ == -1 
else_jump @POOL2_8125 
if 
  155@ >= 10000 
else_jump @POOL2_7826 
160@ = 1000 
jump @POOL2_7930 

:POOL2_7826
if 
  155@ >= 1000 
else_jump @POOL2_7859 
160@ = 100 
jump @POOL2_7930 

:POOL2_7859
if 
  155@ >= 100 
else_jump @POOL2_7891 
160@ = 10 
jump @POOL2_7930 

:POOL2_7891
if 
  155@ == 0 
else_jump @POOL2_7923 
160@ = 2 
jump @POOL2_7930 

:POOL2_7923
160@ = 1 

:POOL2_7930
if 
001F:   160@ > $BJACK_PLAYER_CASH // (int) 
else_jump @POOL2_7957 
008B: 160@ = $BJACK_PLAYER_CASH // (int) 

:POOL2_7957
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
if 
001F:   39@ > $9461 // (int) 
else_jump @POOL2_8008 
008B: 160@ = $9461 // (int) 
0062: 160@ -= 155@ // (int) 

:POOL2_8008
if 
  0 > 160@ 
else_jump @POOL2_8033 
160@ *= -1 

:POOL2_8033
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
160@ *= -1 
Player.Money($PLAYER_CHAR) += 160@
126@ += 1 
if 
  126@ > 1 
else_jump @POOL2_8111 
126@ = 2 
jump @POOL2_8118 

:POOL2_8111
32@ = 0 

:POOL2_8118
jump @POOL2_8169 

:POOL2_8125
if 
  126@ == 1 
else_jump @POOL2_8169 
if 
  32@ > 500 
else_jump @POOL2_8169 
126@ = 2 

:POOL2_8169
jump @POOL2_8550 

:POOL2_8176
if 
   not 126@ == 0 
else_jump @POOL2_8201 
126@ = 0 

:POOL2_8201
if 
00E1:   player 0 pressed_key 17 
else_jump @POOL2_8525 
if 
   not 128@ == 1 
else_jump @POOL2_8492 
if 
  155@ > 10000 
else_jump @POOL2_8270 
160@ = -1000 
jump @POOL2_8342 

:POOL2_8270
if 
  155@ > 1000 
else_jump @POOL2_8303 
160@ = -100 
jump @POOL2_8342 

:POOL2_8303
if 
  155@ > 100 
else_jump @POOL2_8335 
160@ = -10 
jump @POOL2_8342 

:POOL2_8335
160@ = -1 

:POOL2_8342
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
if 
001E:   $9460 > 39@ // (int) 
else_jump @POOL2_8400 
0085: 160@ = 155@ // (int) 
0064: 160@ -= $9460 // (int) 
160@ *= -1 

:POOL2_8400
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
160@ *= -1 
Player.Money($PLAYER_CHAR) += 160@
128@ += 1 
if 
  128@ > 1 
else_jump @POOL2_8478 
128@ = 2 
jump @POOL2_8485 

:POOL2_8478
32@ = 0 

:POOL2_8485
jump @POOL2_8518 

:POOL2_8492
if 
  32@ > 500 
else_jump @POOL2_8518 
128@ = 2 

:POOL2_8518
jump @POOL2_8550 

:POOL2_8525
if 
   not 128@ == 0 
else_jump @POOL2_8550 
128@ = 0 

:POOL2_8550
if 
00E1:   player 0 pressed_key 16 
else_jump @POOL2_8619 
if 
   not Actor.Dead(164@)
else_jump @POOL2_8591 
03FE: set_actor 164@ money 162@ 

:POOL2_8591
161@ = 0 
178@ = 0 
35@ = 99 
jump @POOL2_8680 

:POOL2_8619
if 
00E1:   player 1 pressed_key 12 
else_jump @POOL2_8680 
09D8: NOP 1 
0A3F: unknown_flag 1 
$1904 = 1 
Player.Money($PLAYER_CHAR) += 161@
161@ = 0 
178@ = 1 
35@ = 99 

:POOL2_8680
if 
00E1:   player 0 pressed_key 15 
else_jump @POOL2_8872 
if 
  127@ == 0 
else_jump @POOL2_8865 
if 
   not Actor.Dead(213@)
else_jump @POOL2_8782 
223@ += 1.1 
0792: disembark_instantly_actor 213@ 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_8782
if 
   not Actor.Dead(214@)
else_jump @POOL2_8849 
227@ += 1.1 
0792: disembark_instantly_actor 214@ 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_8849
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_8865
jump @POOL2_8897 

:POOL2_8872
if 
  127@ == 1 
else_jump @POOL2_8897 
127@ = 0 

:POOL2_8897
if 
  35@ == 99 
else_jump @POOL2_8956 
if 
   not Actor.Dead(164@)
else_jump @POOL2_8936 
0647: unknown_actor 164@ look_task 

:POOL2_8936
0826: enable_hud 0 
03E6: remove_text_box 
35@ = 0 
34@ += 1 

:POOL2_8956
return 

:POOL2_8958
if 
  35@ == -1 
else_jump @POOL2_9114 
213@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
214@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
215@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
106@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
216@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)

:POOL2_9114
if 
  35@ == 0 
else_jump @POOL2_9673 
if 
  178@ == 0 
else_jump @POOL2_9185 
217@ = -1 
218@ = -1 
219@ = 1 
220@ = 0 
jump @POOL2_9213 

:POOL2_9185
217@ = -1 
218@ = -1 
219@ = 1 
220@ = 1 

:POOL2_9213
0400: store_coords_to 221@ 222@ 223@ from_object 163@ with_offset 0.0 1.8 0.0 
0087: 224@ = 105@ // (float) 
224@ += 180.0 
0400: store_coords_to 225@ 226@ 227@ from_object 163@ with_offset 0.0 -1.8 0.0 
0087: 228@ = 105@ // (float) 
008B: 213@ = $PLAYER_ACTOR // (int) 
0085: 214@ = 164@ // (int) 
if 
83CA:   not object 106@ exists 
else_jump @POOL2_9358 
106@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
Object.CollisionDetection(106@) = False

:POOL2_9358
if 
83CA:   not object 107@ exists 
else_jump @POOL2_9403 
107@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)
Object.CollisionDetection(107@) = False

:POOL2_9403
if 
   not Actor.Dead(213@)
else_jump @POOL2_9448 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@
06AB: set_actor 213@ all_weapons_hidden 1 

:POOL2_9448
if 
   not Actor.Dead(214@)
else_jump @POOL2_9493 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@
06AB: set_actor 214@ all_weapons_hidden 1 

:POOL2_9493
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0085: 231@ = 217@ // (int) 
232@ = 1 
04AF: 180@ = 0 // @ = any 
278@ = -1 
279@ = 0 
236@ = 1 
if 
  236@ == 0 
else_jump @POOL2_9622 
242@ = 10.0 
243@ = 0.02 
244@ = 0.0 
jump @POOL2_9652 

:POOL2_9622
242@ = 22.5 
243@ = 0.02 
244@ = 0.0 

:POOL2_9652
184@ = 1 
35@ = 0 
34@ += 1 

:POOL2_9673
return 

:POOL2_9675
if 
  233@ == 0 
else_jump @POOL2_10212 
if 
  35@ == 0 
else_jump @POOL2_10060 
if 
   not Actor.Dead(213@)
else_jump @POOL2_9773 
223@ += 1.0 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_9773
if 
   not Actor.Dead(214@)
else_jump @POOL2_9835 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_9835
if 
   not Actor.Dead(215@)
else_jump @POOL2_10060 
070B: set_actor 215@ onbone_attached_object_operation 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.OnPed(215@, 15, 2)
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP_file "POOL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_10041 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_10041
061B: remove_references_to_AS_pack 47@ 
32@ = 0 
35@ += 1 

:POOL2_10060
if 
  35@ == 1 
else_jump @POOL2_10138 
if 
   not Actor.Dead(215@)
else_jump @POOL2_10138 
062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if or
04A4:   39@ == 7 // @ == any 
  32@ > 3000 
else_jump @POOL2_10138 
35@ = 99 

:POOL2_10138
if 
  32@ > 500 
else_jump @POOL2_10205 
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_10205 
if 
   not Actor.Dead(215@)
else_jump @POOL2_10205 
126@ = 1 
35@ = 99 

:POOL2_10205
jump @POOL2_10235 

:POOL2_10212
if 
   not Actor.Dead(215@)
else_jump @POOL2_10235 
35@ = 99 

:POOL2_10235
if 
  35@ == 99 
else_jump @POOL2_10280 
040D: unload_wav 4 
03E6: remove_text_box 
32@ = 0 
34@ += 1 
35@ = 0 

:POOL2_10280
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_10471 
if and
  127@ == 0 
  183@ > 1000 
else_jump @POOL2_10464 
if 
   not Actor.Dead(213@)
else_jump @POOL2_10386 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_10386
if 
   not Actor.Dead(214@)
else_jump @POOL2_10448 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_10448
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_10464
jump @POOL2_10503 

:POOL2_10471
if 
  127@ == 1 
else_jump @POOL2_10496 
127@ = 0 

:POOL2_10496
183@ = 0 

:POOL2_10503
return 

:POOL2_10505
if and
   not 232@ == 0 
  230@ == 1 
else_jump @POOL2_10537 
gosub @POOL2_59389 

:POOL2_10537
if 
   not 232@ == 0 
else_jump @POOL2_10821 
if 
  66@ == 1 
else_jump @POOL2_10706 
if 
83CA:   not object 82@ exists 
else_jump @POOL2_10699 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.9296875 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.Angle(82@) = $TEMPVAR_ANGLE

:POOL2_10699
66@ = 0 

:POOL2_10706
if 
00E1:   player 180@ pressed_key 14 
else_jump @POOL2_10796 
if 
  128@ == 0 
else_jump @POOL2_10789 
if 
  198@ == 2 
else_jump @POOL2_10774 
198@ = 0 
jump @POOL2_10782 

:POOL2_10774
205@ = 3001 

:POOL2_10782
128@ = 1 

:POOL2_10789
jump @POOL2_10821 

:POOL2_10796
if 
  128@ == 1 
else_jump @POOL2_10821 
128@ = 0 

:POOL2_10821
if 
  232@ == 1 
else_jump @POOL2_11055 
if 
  35@ == 0 
else_jump @POOL2_11055 
if 
  230@ == 1 
else_jump @POOL2_10972 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
32@ = 0 
35@ = 99 
jump @POOL2_12101 
jump @POOL2_11055 

:POOL2_10972
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
35@ = 99 
jump @POOL2_12101 

:POOL2_11055
if 
  232@ == 2 
else_jump @POOL2_11846 
if 
  35@ == 0 
else_jump @POOL2_11471 
if 
  230@ == 1 
else_jump @POOL2_11349 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
32@ = 0 
35@ += 1 
198@ = 0 
205@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
jump @POOL2_11471 

:POOL2_11349
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.35 0.0 0.0 
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)
Object.Angle(82@) = $TEMPVAR_ANGLE
35@ = 99 
jump @POOL2_12101 

:POOL2_11471
if 
  35@ == 1 
else_jump @POOL2_11846 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
39@ = 0 
if or
00E1:   player 180@ pressed_key 0 
00E1:   player 180@ pressed_key 1 
else_jump @POOL2_11542 
39@ = 1 

:POOL2_11542
if 
  39@ == 1 
else_jump @POOL2_11757 
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 235@ = integer $MOVE_AXIS_X to_float 
008F: 234@ = integer $MOVE_AXIS_Y to_float 
235@ /= 128.0 
234@ /= -128.0 
235@ *= 0.01 
234@ *= 0.01 
gosub @POOL2_54371 
006D: $6466 *= 234@ // (float) 
006D: $6468 *= 234@ // (float) 
0059: $TEMPVAR_FLOAT_1 += $6466 // (float) 
0059: $TEMPVAR_FLOAT_2 += $6468 // (float) 
006D: $6467 *= 235@ // (float) 
006D: $6469 *= 235@ // (float) 
0059: $TEMPVAR_FLOAT_1 += $6467 // (float) 
0059: $TEMPVAR_FLOAT_2 += $6469 // (float) 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
gosub @POOL2_54002 
0088: $TEMPVAR_FLOAT_1 = 627@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 628@ // (float) 
Object.PutAt(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 560@)

:POOL2_11757
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_11821 
if 
  126@ == 0 
else_jump @POOL2_11814 
35@ = 99 
126@ = 1 
jump @POOL2_12101 

:POOL2_11814
jump @POOL2_11846 

:POOL2_11821
if 
  126@ == 1 
else_jump @POOL2_11846 
126@ = 0 

:POOL2_11846
if 
  232@ == 0 
else_jump @POOL2_11878 
35@ = 99 
jump @POOL2_12101 

:POOL2_11878
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_12069 
if and
  127@ == 0 
  183@ > 1000 
else_jump @POOL2_12062 
if 
   not Actor.Dead(213@)
else_jump @POOL2_11984 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_11984
if 
   not Actor.Dead(214@)
else_jump @POOL2_12046 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_12046
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_12062
jump @POOL2_12101 

:POOL2_12069
if 
  127@ == 1 
else_jump @POOL2_12094 
127@ = 0 

:POOL2_12094
183@ = 0 

:POOL2_12101
if 
  35@ == 99 
else_jump @POOL2_12135 
34@ += 1 
35@ = 0 
03E6: remove_text_box 

:POOL2_12135
return 

:POOL2_12137
if 
  230@ == 1 
else_jump @POOL2_15142 
gosub @POOL2_57034 
if 
  35@ == -1 
else_jump @POOL2_12202 
238@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:POOL2_12202
if 
  35@ == 0 
else_jump @POOL2_13396 
if 
   not Actor.Dead(213@)
else_jump @POOL2_12282 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_12282
if 
   not Actor.Dead(214@)
else_jump @POOL2_12344 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_12344
if 
   not Actor.Dead(215@)
else_jump @POOL2_12405 
Actor.StorePos(215@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += -10.0 
Actor.PutAt(215@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.LockInCurrentPosition(215@) = True

:POOL2_12405
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
if 
03CA:   object 82@ exists 
else_jump @POOL2_12505 
$TEMPVAR_ANGLE = Object.Angle(82@)
0453: set_object 82@ XY_rotation 0.0 0.0 angle $TEMPVAR_ANGLE 

:POOL2_12505
if 
83CA:   not object 238@ exists 
else_jump @POOL2_12594 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.0 -10.0 
238@ = Object.Init(#K_POOLQ2, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(238@) = False
Object.CollisionDetection(238@) = False
0418: unknown_object 238@ flag 1 
jump @POOL2_12615 

:POOL2_12594
Object.ToggleInMovingList(238@) = False
Object.CollisionDetection(238@) = False
0418: unknown_object 238@ flag 1 

:POOL2_12615
205@ = 0 
198@ = 0 
if 
  245@ == 0 
else_jump @POOL2_13348 
239@ = -1 
42@ = 99999.9 
if 
03CA:   object 82@ exists 
else_jump @POOL2_13197 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  231@ == -1 
else_jump @POOL2_12848 
39@ = 1 

:POOL2_12719
if 
  16 > 39@ 
else_jump @POOL2_12841 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_12827 
Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_12827 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_12827
39@ += 1 
jump @POOL2_12719 

:POOL2_12841
jump @POOL2_13197 

:POOL2_12848
if 
  231@ == 0 
else_jump @POOL2_13002 
39@ = 1 

:POOL2_12873
if 
  8 > 39@ 
else_jump @POOL2_12995 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_12981 
Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_12981 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_12981
39@ += 1 
jump @POOL2_12873 

:POOL2_12995
jump @POOL2_13197 

:POOL2_13002
if 
  231@ == 1 
else_jump @POOL2_13156 
39@ = 9 

:POOL2_13027
if 
  16 > 39@ 
else_jump @POOL2_13149 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_13135 
Object.StorePos(82@(39@,16i), 165@, 166@, 167@)
0509: 43@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_13135 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_13135
39@ += 1 
jump @POOL2_13027 

:POOL2_13149
jump @POOL2_13197 

:POOL2_13156
if 
  231@ == 2 
else_jump @POOL2_13197 
if 
03CA:   object 90@ exists 
else_jump @POOL2_13197 
239@ = 8 

:POOL2_13197
if and
   not 239@ == -1 
  16 > 239@ 
else_jump @POOL2_13341 
if 
03CA:   object 82@ exists 
else_jump @POOL2_13341 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 82@(239@,16i) exists 
else_jump @POOL2_13290 
Object.StorePos(82@(239@,16i), 165@, 166@, 167@)

:POOL2_13290
0087: 169@ = 165@ // (float) 
0065: 169@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 42@ 
Object.Angle(82@) = 42@

:POOL2_13341
jump @POOL2_13355 

:POOL2_13348
245@ = 0 

:POOL2_13355
240@ = 0 
gosub @POOL2_28396 
199@ = 0.0 
200@ = 0.0 
35@ += 1 

:POOL2_13396
if 
  35@ == 1 
else_jump @POOL2_13627 
if 
00E1:   player 180@ pressed_key 13 
else_jump @POOL2_13602 
if 
  237@ == 0 
else_jump @POOL2_13510 
if 
  236@ == 0 
else_jump @POOL2_13489 
236@ = 1 
237@ = 1 
jump @POOL2_13503 

:POOL2_13489
236@ = 0 
237@ = 1 

:POOL2_13503
205@ = 0 

:POOL2_13510
if 
  236@ == 0 
else_jump @POOL2_13565 
242@ = 10.0 
243@ = 0.02 
244@ = 0.0 
jump @POOL2_13595 

:POOL2_13565
242@ = 22.5 
243@ = 0.02 
244@ = 0.0 

:POOL2_13595
jump @POOL2_13627 

:POOL2_13602
if 
  237@ == 1 
else_jump @POOL2_13627 
237@ = 0 

:POOL2_13627
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
if or
00E1:   player 180@ pressed_key 0 
  201@ > 0.01 
  -0.01 > 201@ 
else_jump @POOL2_13780 
$TEMPVAR_ANGLE = Object.Angle(82@)
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 42@ = integer $MOVE_AXIS_X to_float 
42@ /= 128.0 
42@ *= 1.0 
005F: $TEMPVAR_ANGLE += 42@ // (float) 
201@ *= -0.4 
005F: $TEMPVAR_ANGLE += 201@ // (float) 
0453: set_object 82@ XY_rotation 0.0 0.0 angle 0.0 
Object.Angle(82@) = $TEMPVAR_ANGLE

:POOL2_13780
if 
  236@ == 0 
else_jump @POOL2_13895 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 -0.001 2.5 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.0 0.001 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_13895
if 
  236@ == 1 
else_jump @POOL2_14010 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 -0.5 0.3 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.5 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_14010
if 
  236@ == 0 
else_jump @POOL2_14143 
if 
00E1:   player 180@ pressed_key 14 
else_jump @POOL2_14118 
if 
  128@ == 0 
else_jump @POOL2_14111 
if 
  198@ == 2 
else_jump @POOL2_14096 
198@ = 0 
jump @POOL2_14104 

:POOL2_14096
205@ = 3001 

:POOL2_14104
128@ = 1 

:POOL2_14111
jump @POOL2_14143 

:POOL2_14118
if 
  128@ == 1 
else_jump @POOL2_14143 
128@ = 0 

:POOL2_14143
if 
03CA:   object 238@ exists 
else_jump @POOL2_14282 
if 
  236@ == 0 
else_jump @POOL2_14209 
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 
jump @POOL2_14234 

:POOL2_14209
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 

:POOL2_14234
$TEMPVAR_ANGLE = Object.Angle(82@)
$TEMPVAR_ANGLE += 180.0 
Object.PutAt(238@, 165@, 166@, 167@)
0453: set_object 238@ XY_rotation 242@ 0.0 angle $TEMPVAR_ANGLE 

:POOL2_14282
if 
80E1:   not player 180@ pressed_key 0 
else_jump @POOL2_14321 
240@ = 0 
gosub @POOL2_28396 
jump @POOL2_14421 

:POOL2_14321
if 
   not 240@ == 0 
else_jump @POOL2_14407 
39@ = 0 

:POOL2_14346
if 
  10 > 39@ 
else_jump @POOL2_14407 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_14393 
Object.Destroy(347@(39@,10i))

:POOL2_14393
39@ += 1 
jump @POOL2_14346 

:POOL2_14407
240@ = 0 
32@ = 0 

:POOL2_14421
if 
0736:   NOP_false 131 
else_jump @POOL2_14447 
242@ += 0.5 

:POOL2_14447
if 
0736:   NOP_false 130 
else_jump @POOL2_14473 
242@ += -0.5 

:POOL2_14473
if 
0736:   NOP_false 87 
else_jump @POOL2_14498 
243@ += 0.001 

:POOL2_14498
if 
0736:   NOP_false 83 
else_jump @POOL2_14523 
243@ += -0.001 

:POOL2_14523
if 
0736:   NOP_false 128 
else_jump @POOL2_14549 
244@ += 0.0001 

:POOL2_14549
if 
0736:   NOP_false 129 
else_jump @POOL2_14575 
244@ += -0.0001 

:POOL2_14575
if 
0736:   NOP_false 137 
else_jump @POOL2_15002 
03A9: NOP 
05B6: 17 // BUTT_ANGLE = 
03A8: NOP 242@ 
03A9: NOP 
05B6: 18 // RAISE_CUE = 
03A8: NOP 243@ 
03A9: NOP 
05B6: 19 // CUE_X_CORRECTION = 
03A8: NOP 244@ 

:POOL2_15002
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_15080 
if 
  126@ == 0 
else_jump @POOL2_15073 
if 
03CA:   object 238@ exists 
else_jump @POOL2_15059 
Object.Destroy(238@)

:POOL2_15059
35@ = 99 
126@ = 1 

:POOL2_15073
jump @POOL2_15105 

:POOL2_15080
if 
  126@ == 1 
else_jump @POOL2_15105 
126@ = 0 

:POOL2_15105
if 
0735:   NOP_false 72 
else_jump @POOL2_15135 
gosub @POOL2_33712 
Object.Angle(82@) = 363@

:POOL2_15135
jump @POOL2_15164 

:POOL2_15142
gosub @POOL2_33712 
Object.Angle(82@) = 363@
35@ = 99 

:POOL2_15164
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_15355 
if and
  127@ == 0 
  183@ > 1000 
else_jump @POOL2_15348 
if 
   not Actor.Dead(213@)
else_jump @POOL2_15270 
223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
Actor.PutAt(213@, 221@, 222@, 223@)
Actor.Angle(213@) = 224@

:POOL2_15270
if 
   not Actor.Dead(214@)
else_jump @POOL2_15332 
227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
Actor.PutAt(214@, 225@, 226@, 227@)
Actor.Angle(214@) = 228@

:POOL2_15332
03E6: remove_text_box 
108@ = 1 
127@ = 1 

:POOL2_15348
jump @POOL2_15387 

:POOL2_15355
if 
  127@ == 1 
else_jump @POOL2_15380 
127@ = 0 

:POOL2_15380
183@ = 0 

:POOL2_15387
if 
  35@ == 99 
else_jump @POOL2_15509 
39@ = 0 

:POOL2_15412
if 
  10 > 39@ 
else_jump @POOL2_15473 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_15459 
Object.Destroy(347@(39@,10i))

:POOL2_15459
39@ += 1 
jump @POOL2_15412 

:POOL2_15473
199@ = 0.0 
200@ = 0.0 
34@ += 2 
35@ = 0 
03E6: remove_text_box 

:POOL2_15509
return 

:POOL2_15511
return 

:POOL2_15513
gosub @POOL2_57034 
if 
  230@ == 1 
else_jump @POOL2_16275 
if 
00E1:   player 180@ pressed_key 15 
else_jump @POOL2_15609 
if 
  127@ == 0 
else_jump @POOL2_15602 
34@ = 5 
35@ = 0 
127@ = 1 
245@ = 1 

:POOL2_15602
jump @POOL2_16268 

:POOL2_15609
if 
  127@ == 1 
else_jump @POOL2_15634 
127@ = 0 

:POOL2_15634
if 
  35@ == 0 
else_jump @POOL2_15666 
gosub @POOL2_18801 
35@ += 1 

:POOL2_15666
if 
  250@ == 0 
else_jump @POOL2_15691 
gosub @POOL2_53449 

:POOL2_15691
if 
  250@ == 0 
else_jump @POOL2_15993 
gosub @POOL2_16733 
if 
  252@ == 1 
else_jump @POOL2_15983 
if 
0A4B:   controls_set_to_joystick 
else_jump @POOL2_15852 
if 
00E1:   player 180@ pressed_key 3 
else_jump @POOL2_15835 
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 42@ = integer $SPECIAL_AXIS_Y to_float 
42@ /= 128.0 
42@ *= -0.2 
246@ = 0.2 
005B: 246@ += 42@ // (float) 
jump @POOL2_15845 

:POOL2_15835
246@ = 0.2 

:POOL2_15845
jump @POOL2_15976 

:POOL2_15852
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
005B: 200@ += 202@ // (float) 
if 
  200@ > 128.0 
else_jump @POOL2_15899 
200@ = 128.0 

:POOL2_15899
if 
  -128.0 > 200@ 
else_jump @POOL2_15930 
200@ = -128.0 

:POOL2_15930
0087: 42@ = 200@ // (float) 
42@ /= 128.0 
42@ *= -0.2 
246@ = 0.2 
005B: 246@ += 42@ // (float) 

:POOL2_15976
jump @POOL2_15993 

:POOL2_15983
246@ = 0.0 

:POOL2_15993
if 
  250@ == 0 
else_jump @POOL2_16053 
if 
  246@ > 0.25 
else_jump @POOL2_16046 
gosub @POOL2_19798 
jump @POOL2_16053 

:POOL2_16046
gosub @POOL2_18640 

:POOL2_16053
if 
  35@ == 1 
else_jump @POOL2_16101 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16101 
gosub @POOL2_18983 
35@ += 1 

:POOL2_16101
if 
  35@ == 2 
else_jump @POOL2_16126 
gosub @POOL2_16987 

:POOL2_16126
if 
  35@ == 3 
else_jump @POOL2_16227 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16227 
592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
Actor.PutAt(215@, 584@, 588@, 592@)
Actor.Angle(215@) = 596@
0619: enable_actor 215@ collision_detection 1 
32@ = 0 
35@ = 99 

:POOL2_16227
if 
  35@ == 99 
else_jump @POOL2_16268 
03E6: remove_text_box 
32@ = 0 
34@ += 1 
35@ = 0 

:POOL2_16268
jump @POOL2_16731 

:POOL2_16275
if 
  35@ == 0 
else_jump @POOL2_16307 
gosub @POOL2_18801 
35@ += 1 

:POOL2_16307
if 
  250@ == 0 
else_jump @POOL2_16456 
gosub @POOL2_16733 
if 
  252@ == 1 
else_jump @POOL2_16439 
if 
  2000 > 32@ 
else_jump @POOL2_16386 
246@ = 0.2 
jump @POOL2_16432 

:POOL2_16386
if 
  3000 > 32@ 
else_jump @POOL2_16422 
246@ = 0.0 
jump @POOL2_16432 

:POOL2_16422
246@ = 1.0 

:POOL2_16432
jump @POOL2_16456 

:POOL2_16439
32@ = 0 
246@ = 0.0 

:POOL2_16456
if 
  250@ == 0 
else_jump @POOL2_16516 
if 
  246@ > 0.25 
else_jump @POOL2_16509 
gosub @POOL2_19798 
jump @POOL2_16516 

:POOL2_16509
gosub @POOL2_18640 

:POOL2_16516
if 
  35@ == 1 
else_jump @POOL2_16564 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16564 
gosub @POOL2_18983 
35@ += 1 

:POOL2_16564
if 
  35@ == 2 
else_jump @POOL2_16589 
gosub @POOL2_16987 

:POOL2_16589
if 
  35@ == 3 
else_jump @POOL2_16690 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16690 
592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
Actor.PutAt(215@, 584@, 588@, 592@)
Actor.Angle(215@) = 596@
0619: enable_actor 215@ collision_detection 1 
32@ = 0 
35@ = 99 

:POOL2_16690
if 
  35@ == 99 
else_jump @POOL2_16731 
03E6: remove_text_box 
32@ = 0 
34@ += 1 
35@ = 0 

:POOL2_16731
return 

:POOL2_16733
252@ = 0 
if 
   not Actor.Dead(215@)
else_jump @POOL2_16985 
if 
  600@ == 1 
else_jump @POOL2_16814 
if 
   Actor.Animation(215@) == "POOL_SHORT_SHOT"
else_jump @POOL2_16814 
252@ = 1 

:POOL2_16814
if 
  600@ == 2 
else_jump @POOL2_16870 
if 
   Actor.Animation(215@) == "POOL_MED_SHOT"
else_jump @POOL2_16870 
252@ = 1 

:POOL2_16870
if 
  600@ == 3 
else_jump @POOL2_16927 
if 
   Actor.Animation(215@) == "POOL_LONG_SHOT"
else_jump @POOL2_16927 
252@ = 1 

:POOL2_16927
if 
  600@ == 4 
else_jump @POOL2_16985 
if 
   Actor.Animation(215@) == "POOL_XLONG_SHOT"
else_jump @POOL2_16985 
252@ = 1 

:POOL2_16985
return 

:POOL2_16987
if 
   not Actor.Dead(215@)
else_jump @POOL2_17598 
if 
  251@ == 0 
else_jump @POOL2_17598 
if 
  600@ == 1 
else_jump @POOL2_17165 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_SHORT_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17160 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17160
061B: remove_references_to_AS_pack 47@ 

:POOL2_17165
if 
  600@ == 2 
else_jump @POOL2_17305 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_MED_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_MED_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17300 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17300
061B: remove_references_to_AS_pack 47@ 

:POOL2_17305
if 
  600@ == 3 
else_jump @POOL2_17447 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_LONG_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17442 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17442
061B: remove_references_to_AS_pack 47@ 

:POOL2_17447
if 
  600@ == 4 
else_jump @POOL2_17591 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_XLONG_START" IFP_file "POOL" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_17586 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_17586
061B: remove_references_to_AS_pack 47@ 

:POOL2_17591
251@ += 1 

:POOL2_17598
if 
  251@ == 1 
else_jump @POOL2_18116 
if 
  250@ == 0 
else_jump @POOL2_18102 
if 
   not Actor.Dead(215@)
else_jump @POOL2_18095 
062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if 
84A4:   not  39@ == 7 // @ == any 
else_jump @POOL2_18081 
if 
  600@ == 1 
else_jump @POOL2_17780 
if 
   Actor.Animation(215@) == "POOL_SHORT_SHOT"
else_jump @POOL2_17780 
0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_17780
if 
  600@ == 2 
else_jump @POOL2_17875 
if 
   Actor.Animation(215@) == "POOL_MED_SHOT"
else_jump @POOL2_17875 
0614: set_actor 215@ animation "POOL_MED_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_17875
if 
  600@ == 3 
else_jump @POOL2_17973 
if 
   Actor.Animation(215@) == "POOL_LONG_SHOT"
else_jump @POOL2_17973 
0614: set_actor 215@ animation "POOL_LONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_17973
if 
  600@ == 4 
else_jump @POOL2_18074 
if 
   Actor.Animation(215@) == "POOL_XLONG_SHOT"
else_jump @POOL2_18074 
0614: set_actor 215@ animation "POOL_XLONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18074
jump @POOL2_18095 

:POOL2_18081
32@ = 0 
251@ += 1 

:POOL2_18095
jump @POOL2_18116 

:POOL2_18102
32@ = 0 
251@ += 1 

:POOL2_18116
if 
  251@ == 2 
else_jump @POOL2_18535 
if 
   not Actor.Dead(215@)
else_jump @POOL2_18535 
062E: unknown_get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
if and
84A4:   not  39@ == 7 // @ == any 
  5000 > 32@ 
else_jump @POOL2_18528 
42@ = 1.0 
0063: 42@ -= 248@ // (float) 
42@ /= 20.0 
005B: 248@ += 42@ // (float) 
if 
  0.8 > 248@ 
else_jump @POOL2_18254 
248@ += 0.01 

:POOL2_18254
if and
  1.2 > 248@ 
  248@ > 0.8 
else_jump @POOL2_18295 
248@ = 1.0 

:POOL2_18295
if 
   Actor.Animation(215@) == "POOL_SHORT_SHOT"
else_jump @POOL2_18353 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_18353
if 
   Actor.Animation(215@) == "POOL_MED_SHOT"
else_jump @POOL2_18407 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_18407
if 
   Actor.Animation(215@) == "POOL_LONG_SHOT"
else_jump @POOL2_18463 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_18463
if 
   Actor.Animation(215@) == "POOL_XLONG_SHOT"
else_jump @POOL2_18521 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_18521
jump @POOL2_18535 

:POOL2_18528
251@ += 1 

:POOL2_18535
if 
  251@ == 3 
else_jump @POOL2_18638 
if 
   not Actor.Dead(215@)
else_jump @POOL2_18631 
if 
  108@ == 0 
else_jump @POOL2_18631 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:POOL2_18631
35@ += 1 

:POOL2_18638
return 

:POOL2_18640
0087: 42@ = 246@ // (float) 
0063: 42@ -= 247@ // (float) 
if or
  42@ >= 0.05 
  -0.05 >= 42@ 
else_jump @POOL2_18791 
42@ /= 3.0 
if and
  0.01 > 42@ 
  42@ > -0.01 
else_jump @POOL2_18776 
if 
  42@ > 0.0 
else_jump @POOL2_18766 
42@ = 0.01 
jump @POOL2_18776 

:POOL2_18766
42@ = -0.01 

:POOL2_18776
005B: 247@ += 42@ // (float) 
jump @POOL2_18799 

:POOL2_18791
0087: 247@ = 246@ // (float) 

:POOL2_18799
return 

:POOL2_18801
250@ = 0 
251@ = 0 
618@ = 565.0 
619@ = 386.0 
0087: 622@ = 618@ // (float) 
0087: 623@ = 619@ // (float) 
621@ = 67.0 
620@ = 78.0 
624@ = 19.0 
625@ = 16.0 
248@ = 0.0 
247@ = 0.0 
248@ = 0.0 
246@ = 0.0 
32@ = 0 
33@ = 0 
if 
   not 230@ == 0 
else_jump @POOL2_18974 
0512: show_permanent_text_box 'PL_H4'  // Use the view controls to strike the cue ball.~N~Use the movement controls to position cue tip.~N~~k~~VEHICLE_ENTER_EXIT~ Back to aiming.

:POOL2_18974
gosub @POOL2_51426 
return 

:POOL2_18983
0619: enable_actor 215@ collision_detection 0 
0087: 42@ = 104@ // (float) 
42@ += 1.0 
02CE: 594@ = ground_z_at 102@ 103@ 42@ 
Actor.PutAt(215@, 586@, 590@, 594@)
Actor.Angle(215@) = 598@
if 
003B:   213@ == 215@ // (int) 
else_jump @POOL2_19249 
if 
   not Actor.Dead(213@)
else_jump @POOL2_19242 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset 0.0 -1.5 0.0 
if 
   not Actor.Dead(214@)
else_jump @POOL2_19242 
Actor.PutAt(214@, 225@, 226@, 227@)
if 
00EC:   actor 214@ 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
else_jump @POOL2_19215 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset -2.0 0.0 -1.0 
Actor.PutAt(214@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:POOL2_19215
if 
03CA:   object 82@ exists 
else_jump @POOL2_19242 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_19242
jump @POOL2_19428 

:POOL2_19249
if 
   not Actor.Dead(214@)
else_jump @POOL2_19428 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 214@ with_offset 0.0 -1.5 0.0 
if 
   not Actor.Dead(213@)
else_jump @POOL2_19428 
Actor.PutAt(213@, 221@, 222@, 223@)
if 
00EC:   actor 213@ 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 2.0 2.0 
else_jump @POOL2_19428 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 213@ with_offset -2.0 0.0 -1.0 
Actor.PutAt(213@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 82@ exists 
else_jump @POOL2_19428 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_19428
if 
  600@ == 1 
else_jump @POOL2_19543 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 0.1532 -0.9733 1.1819 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset -0.0267 -0.3468 0.4236 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_19543
if 
  600@ == 2 
else_jump @POOL2_19591 
$TEMPVAR_FLOAT_1 = 0.4 
$TEMPVAR_FLOAT_2 = -1.0 
$TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19591
if 
  600@ == 3 
else_jump @POOL2_19639 
$TEMPVAR_FLOAT_1 = 0.3 
$TEMPVAR_FLOAT_2 = -0.5 
$TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19639
if 
  600@ == 4 
else_jump @POOL2_19687 
$TEMPVAR_FLOAT_1 = 0.3 
$TEMPVAR_FLOAT_2 = -0.5 
$TEMPVAR_FLOAT_3 = 1.0 

:POOL2_19687
if 
   not 600@ == 1 
else_jump @POOL2_19796 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 82@ with_offset 0.0 0.3 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:POOL2_19796
return 

:POOL2_19798
if 
  230@ == 1 
else_jump @POOL2_19898 
0087: 249@ = 246@ // (float) 
0063: 249@ -= 247@ // (float) 
249@ /= 0.1 
0087: 248@ = 249@ // (float) 
248@ *= 2.0 
if 
  0.6 > 248@ 
else_jump @POOL2_19891 
248@ = 0.6 

:POOL2_19891
jump @POOL2_19955 

:POOL2_19898
0087: 248@ = 364@ // (float) 
248@ *= 2.0 
if 
  0.6 > 248@ 
else_jump @POOL2_19947 
248@ = 0.6 

:POOL2_19947
0087: 249@ = 364@ // (float) 

:POOL2_19955
if 
03CA:   object 82@ exists 
else_jump @POOL2_20844 
$TEMPVAR_ANGLE = Object.Angle(82@)
02F6: 42@ = cosine $TEMPVAR_ANGLE // (float) 
0087: 169@ = 42@ // (float) 
169@ *= -1.0 
02F7: 42@ = sine $TEMPVAR_ANGLE // (float) 
0087: 170@ = 42@ // (float) 
171@ = 0.0 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 165@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 165@ += 169@ // (float) 
0089: 166@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 166@ += 170@ // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 249@ // (float) 
006B: 170@ *= 249@ // (float) 
Object.KeepInMemory(82@) = False
Object.CollisionDetection(82@) = False
Object.ToggleInMovingList(82@) = False
Object.Throw(82@, 169@, 170@, 171@)
278@ = -1 
279@ = 0 
277@ = 0 
206@ = 0 
39@ = 0 

:POOL2_20196
if 
  16 > 39@ 
else_jump @POOL2_20239 
109@(39@,16i) = 0 
39@ += 1 
jump @POOL2_20196 

:POOL2_20239
097B: play_audio_at_object 82@ event 1014 
253@ = 0.0 
254@ = 0.0 
0088: $TEMPVAR_FLOAT_1 = 622@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 618@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 623@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 619@ // (float) 
0075: $TEMPVAR_FLOAT_1 /= 620@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 621@ // (float) 
if 
  230@ == 0 
else_jump @POOL2_20363 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -0.2 0.2 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -0.2 0.2 

:POOL2_20363
if or
  $TEMPVAR_FLOAT_1 > 0.2 
  -0.2 > $TEMPVAR_FLOAT_1 
  $TEMPVAR_FLOAT_2 > 0.2 
  -0.2 > $TEMPVAR_FLOAT_2 
  230@ == 0 
else_jump @POOL2_20534 
006D: $TEMPVAR_FLOAT_1 *= 249@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 249@ // (float) 
0089: 253@ = $TEMPVAR_FLOAT_1 // (float) 
253@ *= 0.5 
0089: 254@ = $TEMPVAR_FLOAT_2 // (float) 
254@ *= -0.5 
$TEMPVAR_FLOAT_1 *= 10.0 
$TEMPVAR_FLOAT_2 *= 10.0 
if 
  230@ == 1 
else_jump @POOL2_20527 
05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass 

:POOL2_20527
jump @POOL2_20554 

:POOL2_20534
253@ = 0.0 
254@ = 0.0 

:POOL2_20554
622@ = 559.0 
623@ = 381.0 
if 
  129@ == 1 
else_jump @POOL2_20744 
03A9: NOP 
05B6: 20 // CUE BALL DATA = 
03A8: NOP 249@ 
03A8: NOP $TEMPVAR_FLOAT_1 
03A8: NOP $TEMPVAR_FLOAT_2 
03A8: NOP $TEMPVAR_FLOAT_3 

:POOL2_20744
Object.CollisionDetection(82@) = True
Object.ToggleInMovingList(82@) = True
if 
   not Actor.Dead(213@)
else_jump @POOL2_20801 
if 
03CA:   object 82@ exists 
else_jump @POOL2_20801 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_20801
if 
   not Actor.Dead(214@)
else_jump @POOL2_20844 
if 
03CA:   object 82@ exists 
else_jump @POOL2_20844 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_20844
250@ = 1 
return 

:POOL2_20853
if 
  35@ == 0 
else_jump @POOL2_21171 
if 
   not Actor.Dead(215@)
else_jump @POOL2_21171 
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 584@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 588@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 169@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 170@ // (float) 
$TEMPVAR_FLOAT_3 += 2.5 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 0.5 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
32@ = 0 
04C4: store_coords_to 165@ 166@ 167@ from_actor 215@ with_offset 0.0 -0.2 0.0 
02CE: 167@ = ground_z_at 165@ 166@ 167@ 
$TEMPVAR_ANGLE = Actor.Angle(215@)
Actor.PutAt(215@, 610@, 611@, 612@)
Actor.Angle(215@) = $TEMPVAR_ANGLE
if 
  108@ == 0 
else_jump @POOL2_21164 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 1000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:POOL2_21164
35@ += 1 

:POOL2_21171
if 
  35@ == 1 
else_jump @POOL2_21296 
39@ = 0 
40@ = 0 

:POOL2_21203
if 
  16 > 39@ 
else_jump @POOL2_21264 
if 
  109@(39@,16i) == 1 
else_jump @POOL2_21250 
40@ += 1 

:POOL2_21250
39@ += 1 
jump @POOL2_21203 

:POOL2_21264
if 
  40@ == 16 
else_jump @POOL2_21296 
35@ += 1 
32@ = 0 

:POOL2_21296
if 
  35@ == 2 
else_jump @POOL2_21340 
if 
  32@ > 700 
else_jump @POOL2_21340 
35@ = 99 

:POOL2_21340
if 
  35@ == 99 
else_jump @POOL2_21374 
03E6: remove_text_box 
34@ += 1 
35@ = 0 

:POOL2_21374
return 

:POOL2_21376
if 
  35@ == 0 
else_jump @POOL2_21408 
274@ = 0 
35@ += 1 

:POOL2_21408
if 
  35@ == 1 
else_jump @POOL2_21458 
if 
  278@ == -1 
else_jump @POOL2_21451 
274@ = 1 

:POOL2_21451
35@ += 1 

:POOL2_21458
if 
  35@ == 2 
else_jump @POOL2_21694 
if 
   not 278@ == -1 
else_jump @POOL2_21687 
if 
  231@ == -1 
else_jump @POOL2_21544 
if 
  278@ == 8 
else_jump @POOL2_21537 
274@ = 2 

:POOL2_21537
jump @POOL2_21687 

:POOL2_21544
if 
  231@ == 0 
else_jump @POOL2_21594 
if 
  278@ >= 8 
else_jump @POOL2_21587 
274@ = 2 

:POOL2_21587
jump @POOL2_21687 

:POOL2_21594
if 
  231@ == 1 
else_jump @POOL2_21644 
if 
  8 >= 278@ 
else_jump @POOL2_21637 
274@ = 2 

:POOL2_21637
jump @POOL2_21687 

:POOL2_21644
if 
  231@ == 2 
else_jump @POOL2_21687 
if 
   not 278@ == 8 
else_jump @POOL2_21687 
274@ = 2 

:POOL2_21687
35@ += 1 

:POOL2_21694
if 
  35@ == 3 
else_jump @POOL2_21744 
if 
  255@ == 1 
else_jump @POOL2_21737 
274@ = 3 

:POOL2_21737
35@ += 1 

:POOL2_21744
if 
  35@ == 4 
else_jump @POOL2_22338 
if 
  271@ == 1 
else_jump @POOL2_22016 
if 
   not 274@ == 3 
else_jump @POOL2_22009 
if 
  231@ == -1 
else_jump @POOL2_21859 
if 
   not 263@ == 1 
else_jump @POOL2_21852 
if 
  184@ == 0 
else_jump @POOL2_21852 

:POOL2_21852
jump @POOL2_22009 

:POOL2_21859
if 
  231@ == 0 
else_jump @POOL2_21909 
if 
  273@ > 0 
else_jump @POOL2_21902 
274@ = 4 

:POOL2_21902
jump @POOL2_22009 

:POOL2_21909
if 
  231@ == 1 
else_jump @POOL2_21959 
if 
  272@ > 0 
else_jump @POOL2_21952 
274@ = 4 

:POOL2_21952
jump @POOL2_22009 

:POOL2_21959
if 
  231@ == 2 
else_jump @POOL2_22009 
if or
  272@ > 0 
  273@ > 0 
else_jump @POOL2_22009 
274@ = 4 

:POOL2_22009
jump @POOL2_22331 

:POOL2_22016
if 
  271@ > 1 
else_jump @POOL2_22331 
if 
  231@ == -1 
else_jump @POOL2_22181 
if and
  272@ > 0 
  273@ == 0 
else_jump @POOL2_22113 
if 
   not 263@ == 1 
else_jump @POOL2_22113 
if 
  184@ == 0 
else_jump @POOL2_22113 

:POOL2_22113
if and
  272@ == 0 
  273@ > 0 
else_jump @POOL2_22174 
if 
   not 263@ == 1 
else_jump @POOL2_22174 
if 
  184@ == 0 
else_jump @POOL2_22174 

:POOL2_22174
jump @POOL2_22331 

:POOL2_22181
if 
  231@ == 0 
else_jump @POOL2_22231 
if 
  273@ > 0 
else_jump @POOL2_22224 
274@ = 4 

:POOL2_22224
jump @POOL2_22331 

:POOL2_22231
if 
  231@ == 1 
else_jump @POOL2_22281 
if 
  272@ > 0 
else_jump @POOL2_22274 
274@ = 4 

:POOL2_22274
jump @POOL2_22331 

:POOL2_22281
if 
  231@ == 2 
else_jump @POOL2_22331 
if or
  273@ > 0 
  272@ > 0 
else_jump @POOL2_22331 
274@ = 4 

:POOL2_22331
35@ += 1 

:POOL2_22338
if 
  35@ == 5 
else_jump @POOL2_22456 
if 
   not 231@ == 2 
else_jump @POOL2_22406 
if 
  263@ == 1 
else_jump @POOL2_22399 
274@ = 5 

:POOL2_22399
jump @POOL2_22449 

:POOL2_22406
if 
  263@ == 1 
else_jump @POOL2_22449 
if 
   not 274@ == 0 
else_jump @POOL2_22449 
274@ = 5 

:POOL2_22449
35@ += 1 

:POOL2_22456
if 
  35@ == 6 
else_jump @POOL2_22542 
if 
  274@ == 0 
else_jump @POOL2_22535 
if 
  271@ == 0 
else_jump @POOL2_22535 
if 
  277@ == 0 
else_jump @POOL2_22535 
274@ = 6 

:POOL2_22535
35@ = 99 

:POOL2_22542
if 
  35@ == 99 
else_jump @POOL2_22766 
if and
  274@ == 0 
  184@ == 0 
  271@ > 0 
  231@ == -1 
else_jump @POOL2_22750 
if 
001D:   272@ > 273@ // (int) 
else_jump @POOL2_22678 
if 
  229@ == 1 
else_jump @POOL2_22657 
217@ = 0 
218@ = 1 
jump @POOL2_22671 

:POOL2_22657
217@ = 1 
218@ = 0 

:POOL2_22671
jump @POOL2_22750 

:POOL2_22678
if 
001D:   273@ > 272@ // (int) 
else_jump @POOL2_22750 
if 
  229@ == 1 
else_jump @POOL2_22736 
217@ = 1 
218@ = 0 
jump @POOL2_22750 

:POOL2_22736
217@ = 0 
218@ = 1 

:POOL2_22750
03E6: remove_text_box 
35@ = 0 
34@ += 1 

:POOL2_22766
return 

:POOL2_22768
if 
  35@ == 0 
else_jump @POOL2_24594 
32@ = 0 
if and
  67@ == 1 
  68@ == 1 
  69@ == 1 
  70@ == 1 
  71@ == 1 
else_jump @POOL2_22914 
if and
  72@ == 1 
  73@ == 1 
else_jump @POOL2_22914 
if 
  217@ == 0 
else_jump @POOL2_22889 
217@ = 2 

:POOL2_22889
if 
  218@ == 0 
else_jump @POOL2_22914 
218@ = 2 

:POOL2_22914
if and
  75@ == 1 
  76@ == 1 
  77@ == 1 
  78@ == 1 
  79@ == 1 
else_jump @POOL2_23035 
if and
  80@ == 1 
  81@ == 1 
else_jump @POOL2_23035 
if 
  217@ == 1 
else_jump @POOL2_23010 
217@ = 2 

:POOL2_23010
if 
  218@ == 1 
else_jump @POOL2_23035 
218@ = 2 

:POOL2_23035
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_24479 jumps 0 @POOL2_23098 1 @POOL2_23429 2 @POOL2_23627 3 @POOL2_23825 4 @POOL2_24023 5 @POOL2_24221 6 @POOL2_24281 

:POOL2_23098
if 
  271@ > 0 
else_jump @POOL2_23231 
if 
   not 74@ == 1 
else_jump @POOL2_23203 
232@ = 0 
233@ = 1 
if 
  229@ == 1 
else_jump @POOL2_23181 
0085: 231@ = 217@ // (int) 
jump @POOL2_23189 

:POOL2_23181
0085: 231@ = 218@ // (int) 

:POOL2_23189
35@ = 99 
jump @POOL2_23224 

:POOL2_23203
276@ = 1 
275@ = 1 
35@ = 99 

:POOL2_23224
jump @POOL2_23422 

:POOL2_23231
if 
  229@ == 1 
else_jump @POOL2_23355 
232@ = 0 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23334 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23341 

:POOL2_23334
04AF: 180@ = 0 // @ = any 

:POOL2_23341
35@ = 99 
jump @POOL2_23422 

:POOL2_23355
232@ = 0 
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_23422
jump @POOL2_24479 

:POOL2_23429
if 
  229@ == 1 
else_jump @POOL2_23553 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23532 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23539 

:POOL2_23532
04AF: 180@ = 0 // @ = any 

:POOL2_23539
35@ = 99 
jump @POOL2_23620 

:POOL2_23553
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_23620
jump @POOL2_24479 

:POOL2_23627
if 
  229@ == 1 
else_jump @POOL2_23751 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23730 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23737 

:POOL2_23730
04AF: 180@ = 0 // @ = any 

:POOL2_23737
35@ = 99 
jump @POOL2_23818 

:POOL2_23751
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_23818
jump @POOL2_24479 

:POOL2_23825
if 
  229@ == 1 
else_jump @POOL2_23949 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_23928 
04AF: 180@ = 1 // @ = any 
jump @POOL2_23935 

:POOL2_23928
04AF: 180@ = 0 // @ = any 

:POOL2_23935
35@ = 99 
jump @POOL2_24016 

:POOL2_23949
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_24016
jump @POOL2_24479 

:POOL2_24023
if 
  229@ == 1 
else_jump @POOL2_24147 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_24126 
04AF: 180@ = 1 // @ = any 
jump @POOL2_24133 

:POOL2_24126
04AF: 180@ = 0 // @ = any 

:POOL2_24133
35@ = 99 
jump @POOL2_24214 

:POOL2_24147
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_24214
jump @POOL2_24479 

:POOL2_24221
if 
  184@ == 0 
else_jump @POOL2_24253 
275@ = 0 
jump @POOL2_24260 

:POOL2_24253
275@ = 1 

:POOL2_24260
276@ = 1 
35@ = 99 
jump @POOL2_24479 

:POOL2_24281
if 
  229@ == 1 
else_jump @POOL2_24405 
229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 218@ // (int) 
if 
  220@ == 1 
else_jump @POOL2_24384 
04AF: 180@ = 1 // @ = any 
jump @POOL2_24391 

:POOL2_24384
04AF: 180@ = 0 // @ = any 

:POOL2_24391
35@ = 99 
jump @POOL2_24472 

:POOL2_24405
229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
232@ = 2 
233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // @ = any 
35@ = 99 

:POOL2_24472
jump @POOL2_24479 

:POOL2_24479
if 
  178@ == 0 
else_jump @POOL2_24533 
if 
  230@ == 1 
else_jump @POOL2_24526 
0512: show_permanent_text_box 'PL_H5'  // ~k~~PED_SPRINT~ Continue.

:POOL2_24526
jump @POOL2_24580 

:POOL2_24533
if 
04A4:   180@ == 0 // @ == any 
else_jump @POOL2_24569 
0512: show_permanent_text_box 'PL_H8'  // Player 1 press ~k~~PED_SPRINT~ to continue.
jump @POOL2_24580 

:POOL2_24569
0512: show_permanent_text_box 'PL_H9'  // Player 2 press ~k~~PED_SPRINT~ to continue.

:POOL2_24580
32@ = 0 
33@ = 0 

:POOL2_24594
if 
  35@ == 99 
else_jump @POOL2_24702 
gosub @POOL2_54829 
if 
  230@ == 1 
else_jump @POOL2_24669 
if 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_24662 
35@ += 1 

:POOL2_24662
jump @POOL2_24702 

:POOL2_24669
if or
  33@ > 2000 
00E1:   player 180@ pressed_key 16 
else_jump @POOL2_24702 
35@ += 1 

:POOL2_24702
if 
  35@ == 100 
else_jump @POOL2_24864 
03E6: remove_text_box 
39@ = 0 
271@ = 0 

:POOL2_24736
if 
  16 > 39@ 
else_jump @POOL2_24779 
255@(39@,16i) = 0 
39@ += 1 
jump @POOL2_24736 

:POOL2_24779
272@ = 0 
273@ = 0 
if 
  276@ == 1 
else_jump @POOL2_24839 
184@ = 1 
34@ += 1 
35@ = 0 
jump @POOL2_24860 

:POOL2_24839
184@ = 0 
34@ = 3 
35@ = 0 

:POOL2_24860
wait 0 

:POOL2_24864
return 

:POOL2_24866
if 
  35@ == 0 
else_jump @POOL2_25319 
if 
  275@ == 0 
else_jump @POOL2_24966 
if 
  229@ == 1 
else_jump @POOL2_24943 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
jump @POOL2_24959 

:POOL2_24943
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 

:POOL2_24959
jump @POOL2_25023 

:POOL2_24966
if 
  229@ == 1 
else_jump @POOL2_25007 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
jump @POOL2_25023 

:POOL2_25007
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 

:POOL2_25023
if 
   not Actor.Dead(215@)
else_jump @POOL2_25319 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 2.0 0.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.OnPed(215@, 15, 2)
if 
  178@ == 0 
else_jump @POOL2_25247 
if 
003B:   215@ == 213@ // (int) 
else_jump @POOL2_25209 
0085: 39@ = 162@ // (int) 
39@ *= 2 
Player.Money($PLAYER_CHAR) += 39@
create_thread @CASHWIN 39@ 5000 80 
if 
   not Actor.Dead(164@)
else_jump @POOL2_25202 
03FE: set_actor 164@ money 0 

:POOL2_25202
jump @POOL2_25240 

:POOL2_25209
0085: 39@ = 162@ // (int) 
39@ *= -1 
create_thread @CASHWIN 39@ 5000 80 

:POOL2_25240
jump @POOL2_25305 

:POOL2_25247
if 
003B:   215@ == 213@ // (int) 
else_jump @POOL2_25289 
00BA: show_text_styled GXT 'PL_08' time 5000 style 1  // Player 1 Wins!
jump @POOL2_25305 

:POOL2_25289
00BA: show_text_styled GXT 'PL_09' time 5000 style 1  // Player 2 Wins!

:POOL2_25305
32@ = 0 
35@ += 1 

:POOL2_25319
if 
  35@ == 1 
else_jump @POOL2_25363 
if 
  32@ > 5000 
else_jump @POOL2_25363 
35@ += 1 

:POOL2_25363
if 
  35@ == 2 
else_jump @POOL2_25936 
fade 0 500 

:POOL2_25388
if 
fading 
else_jump @POOL2_25412 
wait 0 
jump @POOL2_25388 

:POOL2_25412
39@ = 0 

:POOL2_25419
if 
  16 > 39@ 
else_jump @POOL2_25480 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_25466 
Object.Destroy(82@(39@,16i))

:POOL2_25466
39@ += 1 
jump @POOL2_25419 

:POOL2_25480
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
82@ = Object.Init(#K_POOLBALLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(163@)
$TEMPVAR_ANGLE += 270.0 
Object.Angle(82@) = $TEMPVAR_ANGLE
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
561@ = Object.Angle(163@)
561@ += 90.0 
83@ = Object.Init(#K_POOLBALLSPT01, 558@, 559@, 560@)
84@ = Object.Init(#K_POOLBALLSPT02, 0.0, 0.0, 0.0)
85@ = Object.Init(#K_POOLBALLSPT03, 0.0, 0.0, 0.0)
86@ = Object.Init(#K_POOLBALLSPT04, 0.0, 0.0, 0.0)
87@ = Object.Init(#K_POOLBALLSPT05, 0.0, 0.0, 0.0)
88@ = Object.Init(#K_POOLBALLSPT06, 0.0, 0.0, 0.0)
89@ = Object.Init(#K_POOLBALLSPT07, 0.0, 0.0, 0.0)
90@ = Object.Init(#K_POOLBALL8, 0.0, 0.0, 0.0)
91@ = Object.Init(#K_POOLBALLSTP01, 0.0, 0.0, 0.0)
92@ = Object.Init(#K_POOLBALLSTP02, 0.0, 0.0, 0.0)
93@ = Object.Init(#K_POOLBALLSTP03, 0.0, 0.0, 0.0)
94@ = Object.Init(#K_POOLBALLSTP04, 0.0, 0.0, 0.0)
95@ = Object.Init(#K_POOLBALLSTP05, 0.0, 0.0, 0.0)
96@ = Object.Init(#K_POOLBALLSTP06, 0.0, 0.0, 0.0)
97@ = Object.Init(#K_POOLBALLSTP07, 0.0, 0.0, 0.0)
gosub @POOL2_50546 
35@ = 99 

:POOL2_25936
if 
  35@ == 99 
else_jump @POOL2_25970 
03E6: remove_text_box 
34@ += 1 
35@ = 0 

:POOL2_25970
return 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
return 

:POOL2_26060
275@ = 0 
271@ = 0 
272@ = 0 
273@ = 0 
274@ = 0 
39@ = 0 

:POOL2_26102
if 
  16 > 39@ 
else_jump @POOL2_26156 
255@(39@,16i) = 0 
66@(39@,16i) = 0 
39@ += 1 
jump @POOL2_26102 

:POOL2_26156
232@ = 0 
276@ = 0 
34@ = 1 
35@ = 0 
return 

:POOL2_26186
if 
03CA:   object 163@ exists 
else_jump @POOL2_26234 
Object.StorePos(163@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0395: clear_area 1 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 10.0 

:POOL2_26234
if 
03CA:   object 82@ exists 
else_jump @POOL2_26272 
05A8: get_object 82@ speed_to 48@ 
05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body 

:POOL2_26272
if 
  206@ > 2000 
else_jump @POOL2_26762 
0088: $TEMPVAR_FLOAT_1 = 204@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
39@ = 0 

:POOL2_26316
if 
  16 > 39@ 
else_jump @POOL2_26762 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_26737 
05A8: get_object 82@(39@,16i) speed_to 42@ 
if 
0025:   203@ > 42@ // (float) 
else_jump @POOL2_26719 
if 
  0.005 > 42@ 
else_jump @POOL2_26635 
05A6: get_object 82@(39@,16i) rotation_velocity_about_an_axis_X 42@ axis_Y 43@ axis_Z 44@ through_center_of_body 
40@ = 0 
if or
0025:   42@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 42@ // (float) 
else_jump @POOL2_26465 
40@ = 1 

:POOL2_26465
if or
0025:   43@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 43@ // (float) 
else_jump @POOL2_26499 
40@ = 1 

:POOL2_26499
if or
0025:   44@ > 204@ // (float) 
0026:   $TEMPVAR_FLOAT_1 > 44@ // (float) 
else_jump @POOL2_26533 
40@ = 1 

:POOL2_26533
if 
  40@ == 0 
else_jump @POOL2_26617 
Object.Throw(82@(39@,16i), 0.0, 0.0, 0.0)
05A2: set_object 82@(39@,16i) rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 
109@(39@,16i) = 1 
jump @POOL2_26628 

:POOL2_26617
109@(39@,16i) = 0 

:POOL2_26628
jump @POOL2_26712 

:POOL2_26635
059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_1 *= 0.9 
$TEMPVAR_FLOAT_2 *= 0.9 
$TEMPVAR_FLOAT_3 *= 0.9 
Object.Throw(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
109@(39@,16i) = 0 

:POOL2_26712
jump @POOL2_26730 

:POOL2_26719
109@(39@,16i) = 0 

:POOL2_26730
jump @POOL2_26748 

:POOL2_26737
109@(39@,16i) = 1 

:POOL2_26748
39@ += 1 
jump @POOL2_26316 

:POOL2_26762
if 
   not 108@ == 1 
else_jump @POOL2_26826 
0085: 358@ = 213@ // (int) 
0085: 359@ = 106@ // (int) 
gosub @POOL2_30670 
0085: 358@ = 214@ // (int) 
0085: 359@ = 107@ // (int) 
gosub @POOL2_30670 

:POOL2_26826
253@ *= 0.98 
254@ *= 0.98 
39@ = 0 

:POOL2_26853
if 
  16 > 39@ 
else_jump @POOL2_27127 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_27113 
Object.StorePos(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 43@ = 52@ // (float) 
43@ *= 2.0 
0087: 42@ = 560@ // (float) 
0063: 42@ -= 43@ // (float) 
if 
0027:   42@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @POOL2_27113 
if 
  66@(39@,16i) == 0 
else_jump @POOL2_27113 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1017 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_27027 
Object.Destroy(82@(39@,16i))

:POOL2_27027
66@(39@,16i) = 1 
255@(39@,16i) = 1 
271@ += 1 
if and
  39@ > 0 
  8 > 39@ 
else_jump @POOL2_27088 
272@ += 1 

:POOL2_27088
if 
  39@ > 8 
else_jump @POOL2_27113 
273@ += 1 

:POOL2_27113
39@ += 1 
jump @POOL2_26853 

:POOL2_27127
39@ = 0 

:POOL2_27134
if 
  16 > 39@ 
else_jump @POOL2_27513 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_27499 
if 
08FF:   object 82@(39@,16i) received_damage_type 54 
else_jump @POOL2_27226 
277@ += 1 
if 
  39@ == 0 
else_jump @POOL2_27226 
279@ = 1 

:POOL2_27226
if 
  278@ == -1 
else_jump @POOL2_27342 
if 
  39@ > 0 
else_jump @POOL2_27342 
if 
08FF:   object 82@(39@,16i) received_damage_type 53 
else_jump @POOL2_27342 
0085: 278@ = 39@ // (int) 
if 
  279@ == 0 
else_jump @POOL2_27342 
if 
03CA:   object 82@ exists 
else_jump @POOL2_27342 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_27342
if 
08FF:   object 82@(39@,16i) received_damage_type 50 
else_jump @POOL2_27490 
277@ += 1 
if 
  39@ == 0 
else_jump @POOL2_27396 
279@ = 1 

:POOL2_27396
if 
  278@ == -1 
else_jump @POOL2_27490 
if 
  39@ > 0 
else_jump @POOL2_27490 
0085: 278@ = 39@ // (int) 
if 
  279@ == 0 
else_jump @POOL2_27490 
if 
03CA:   object 82@ exists 
else_jump @POOL2_27490 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_27490
0900: unknown_set_object 82@(39@,16i) 

:POOL2_27499
39@ += 1 
jump @POOL2_27134 

:POOL2_27513
if 
0736:   NOP_false 68 
else_jump @POOL2_27604 
if 
  129@ == 1 
else_jump @POOL2_27579 
129@ = 0 
0662: NOP "OUTPUT_TEXT_OFF" 
jump @POOL2_27604 

:POOL2_27579
129@ = 1 
0662: NOP "OUTPUT_TEXT_ON" 

:POOL2_27604
if 
83CA:   not object 163@ exists 
else_jump @POOL2_27627 
34@ = 99 

:POOL2_27627
if 
   not Actor.Dead(164@)
else_jump @POOL2_27651 
$6459 = Actor.Health(164@)

:POOL2_27651
if 
   Actor.Dead(164@)
else_jump @POOL2_27674 
34@ = 99 

:POOL2_27674
if 
  108@ == 1 
else_jump @POOL2_28237 
0826: enable_hud 1 
if 
  161@ > 0 
else_jump @POOL2_27722 
Player.Money($PLAYER_CHAR) += 161@

:POOL2_27722
if 
   not Actor.Dead(164@)
else_jump @POOL2_27794 
Actor.LockInCurrentPosition(164@) = False
065C: release_decision_maker 207@ 
060A: create_decision_maker_type 2 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 
0619: enable_actor 164@ collision_detection 1 
Actor.SetImmunities(164@, 0, 0, 0, 0, 0)
06AB: set_actor 164@ all_weapons_hidden 1 

:POOL2_27794
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
0581: enable_radar 1 
39@ = 0 

:POOL2_27816
if 
  16 > 39@ 
else_jump @POOL2_27857 
Object.RemoveReferences(82@(39@,16i))
39@ += 1 
jump @POOL2_27816 

:POOL2_27857
Camera.Restore_WithJumpCut
if 
03CA:   object 238@ exists 
else_jump @POOL2_27880 
Object.Destroy(238@)

:POOL2_27880
104@ += 0.1 
Object.PutAt(163@, 102@, 103@, 104@)
0400: store_coords_to 98@ 100@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset -0.96 -0.49 0.7 
0400: store_coords_to 99@ 101@ $TEMPVAR_FLOAT_3 from_object 163@ with_offset 0.96 0.49 0.7 
if 
0025:   98@ > 99@ // (float) 
else_jump @POOL2_28005 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $TEMPVAR_FLOAT_1 // (float) 

:POOL2_28005
if 
0025:   100@ > 101@ // (float) 
else_jump @POOL2_28048 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_28048
0830: unknown_rectangle_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMPVAR_FLOAT_3 
39@ = 0 

:POOL2_28075
if 
  16 > 39@ 
else_jump @POOL2_28173 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_28159 
Object.StorePos(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += 0.1 
Object.PutAt(82@(39@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:POOL2_28159
39@ += 1 
jump @POOL2_28075 

:POOL2_28173
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_28215 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_28215
Object.Destroy(106@)
Object.Destroy(107@)
Model.Destroy(#K_POOLQ)
04EF: release_animation "POOL" 

:POOL2_28237
if and
  34@ == 99 
  108@ == 0 
else_jump @POOL2_28282 
03F0: enable_text_draw 0 
0581: enable_radar 1 
34@ = 0 
wait 500 

:POOL2_28282
if 
0736:   NOP_false 73 
else_jump @POOL2_28394 
if 
03CA:   object 82@ exists 
else_jump @POOL2_28394 
Object.KeepInMemory(82@) = False
Object.CollisionDetection(82@) = False
Object.ToggleInMovingList(82@) = False
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges -5.0 5.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges -5.0 5.0 
Object.Throw(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 0.0)
Object.CollisionDetection(82@) = True
Object.ToggleInMovingList(82@) = True

:POOL2_28394
return 

:POOL2_28396
281@ = 0 
280@ = 1.7 
if 
03CA:   object 82@ exists 
else_jump @POOL2_28619 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 42@ = 98@ // (float) 
42@ += 0.02 
if 
0027:   42@ > $TEMPVAR_FLOAT_1 // (float) 
else_jump @POOL2_28487 
281@ = 99 

:POOL2_28487
0087: 42@ = 99@ // (float) 
42@ -= 0.02 
if 
0026:   $TEMPVAR_FLOAT_1 > 42@ // (float) 
else_jump @POOL2_28531 
281@ = 99 

:POOL2_28531
0087: 42@ = 100@ // (float) 
42@ += 0.02 
if 
0027:   42@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_28575 
281@ = 99 

:POOL2_28575
0087: 42@ = 101@ // (float) 
42@ -= 0.02 
if 
0026:   $TEMPVAR_FLOAT_2 > 42@ // (float) 
else_jump @POOL2_28619 
281@ = 99 

:POOL2_28619
if 
   not 281@ == 99 
else_jump @POOL2_30668 
if 
   not 240@ == 0 
else_jump @POOL2_28662 
281@ = 2 

:POOL2_28662
if 
  281@ == 0 
else_jump @POOL2_29271 
if 
03CA:   object 82@ exists 
else_jump @POOL2_29271 
39@ = 0 

:POOL2_28703
if 
  3 > 39@ 
else_jump @POOL2_28847 
304@(39@,3f) = -999999.9 
307@(39@,3f) = -999999.9 
310@(39@,3f) = -999999.9 
313@(39@,3f) = -999999.9 
316@(39@,3f) = -999999.9 
319@(39@,3f) = -999999.9 
322@(39@,3f) = -999999.9 
325@(39@,3f) = -999999.9 
39@ += 1 
jump @POOL2_28703 

:POOL2_28847
0087: 301@ = 280@ // (float) 
0087: 301@ = 280@ // (float) 
0087: 300@ = 280@ // (float) 
300@ /= 10.0 
$TEMPVAR_ANGLE = Object.Angle(82@)
0453: set_object 82@ XY_rotation 0.0 0.0 angle $TEMPVAR_ANGLE 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
else_jump @POOL2_28958 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
$TEMPVAR_FLOAT_1 += 0.01 

:POOL2_28958
if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
else_jump @POOL2_28995 
0088: $TEMPVAR_FLOAT_1 = 99@ // (float) 
$TEMPVAR_FLOAT_1 -= 0.01 

:POOL2_28995
if 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_29032 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
$TEMPVAR_FLOAT_2 += 0.01 

:POOL2_29032
if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
else_jump @POOL2_29069 
0088: $TEMPVAR_FLOAT_2 = 101@ // (float) 
$TEMPVAR_FLOAT_2 -= 0.01 

:POOL2_29069
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 0.0 1.0 0.0 
0087: 282@ = 165@ // (float) 
0065: 282@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 283@ = 166@ // (float) 
0065: 283@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 165@ 166@ 
0073: 282@ /= 42@ // (float) 
0073: 283@ /= 42@ // (float) 
006B: 282@ *= 301@ // (float) 
006B: 283@ *= 301@ // (float) 
0089: 487@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 488@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 304@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 307@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 483@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 483@ += 282@ // (float) 
0089: 484@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 484@ += 283@ // (float) 
284@ = 0 
328@ = 0 
515@ = 0 
281@ += 1 

:POOL2_29271
if 
  281@ == 1 
else_jump @POOL2_29690 
241@ = 0 

:POOL2_29296
if and
  301@ > 0.0 
  3 > 284@ 
else_jump @POOL2_29676 
gosub @POOL2_48189 
0087: 310@(284@,3f) = 505@ // (float) 
0087: 313@(284@,3f) = 506@ // (float) 
0085: 39@ = 284@ // (int) 
39@ += 1 
if 
  3 > 39@ 
else_jump @POOL2_29412 
0087: 304@(39@,3f) = 505@ // (float) 
0087: 307@(39@,3f) = 506@ // (float) 

:POOL2_29412
0509: 42@ = distance_between_XY 304@(284@,3f) 307@(284@,3f) and_XY 310@(284@,3f) 313@(284@,3f) 
0063: 301@ -= 42@ // (float) 
if 
  485@ == 0 
else_jump @POOL2_29662 
if 
   not 504@ == -1 
else_jump @POOL2_29506 
301@ *= 0.5 
jump @POOL2_29516 

:POOL2_29506
301@ *= 0.75 

:POOL2_29516
if 
  328@ == 0 
else_jump @POOL2_29584 
if 
   not 504@ == -1 
else_jump @POOL2_29584 
0085: 328@ = 504@ // (int) 
0087: 329@ = 301@ // (float) 
0087: 330@ = 509@ // (float) 
0087: 331@ = 510@ // (float) 

:POOL2_29584
0087: 487@ = 505@ // (float) 
0087: 488@ = 506@ // (float) 
006B: 507@ *= 301@ // (float) 
006B: 508@ *= 301@ // (float) 
0087: 483@ = 487@ // (float) 
005B: 483@ += 507@ // (float) 
0087: 484@ = 488@ // (float) 
005B: 484@ += 508@ // (float) 
284@ += 1 
jump @POOL2_29669 

:POOL2_29662
284@ = 3 

:POOL2_29669
jump @POOL2_29296 

:POOL2_29676
240@ += 1 
281@ += 1 

:POOL2_29690
if 
  281@ == 2 
else_jump @POOL2_30636 
39@ = 0 

:POOL2_29715
if 
  10 > 39@ 
else_jump @POOL2_29827 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_29762 
Object.Destroy(347@(39@,10i))

:POOL2_29762
347@(39@,10i) = Object.Create(#K_POOLBALLCUE, 0.0, 0.0, 0.0)
Object.CollisionDetection(347@(39@,10i)) = False
08D2: object 347@(39@,10i) scale_model 0.3 
39@ += 1 
jump @POOL2_29715 

:POOL2_29827
357@ = 0 
343@ = 0.005 
007B: 342@ += unknown_float * 343@ // (float) 
if 
0025:   342@ > 300@ // (float) 
else_jump @POOL2_29879 
0063: 342@ -= 300@ // (float) 

:POOL2_29879
346@ = 0.0 
39@ = 0 

:POOL2_29896
if 
  3 > 39@ 
else_jump @POOL2_30629 
if and
  304@(39@,3f) > -9999.9 
  307@(39@,3f) > -9999.9 
  310@(39@,3f) > -9999.9 
  313@(39@,3f) > -9999.9 
else_jump @POOL2_30615 
0509: 42@ = distance_between_XY 304@(39@,3f) 307@(39@,3f) and_XY 310@(39@,3f) 313@(39@,3f) 
0087: 169@ = 310@(39@,3f) // (float) 
0063: 169@ -= 304@(39@,3f) // (float) 
0087: 170@ = 313@(39@,3f) // (float) 
0063: 170@ -= 307@(39@,3f) // (float) 
0087: 43@ = 42@ // (float) 
0073: 43@ /= 300@ // (float) 
0092: 40@ = float 43@ to_integer 
40@ += 1 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
0087: 344@ = 169@ // (float) 
0087: 345@ = 170@ // (float) 
006B: 344@ *= 342@ // (float) 
006B: 345@ *= 342@ // (float) 
006B: 169@ *= 300@ // (float) 
006B: 170@ *= 300@ // (float) 
if 
03CA:   object 82@ exists 
else_jump @POOL2_30335 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
else_jump @POOL2_30224 
0088: $TEMPVAR_FLOAT_1 = 98@ // (float) 
$TEMPVAR_FLOAT_1 += 0.01 

:POOL2_30224
if 
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
else_jump @POOL2_30261 
0088: $TEMPVAR_FLOAT_1 = 99@ // (float) 
$TEMPVAR_FLOAT_1 -= 0.01 

:POOL2_30261
if 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_30298 
0088: $TEMPVAR_FLOAT_2 = 100@ // (float) 
$TEMPVAR_FLOAT_2 += 0.01 

:POOL2_30298
if 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
else_jump @POOL2_30335 
0088: $TEMPVAR_FLOAT_2 = 101@ // (float) 
$TEMPVAR_FLOAT_2 -= 0.01 

:POOL2_30335
0087: 196@ = 304@(39@,3f) // (float) 
0063: 196@ -= 169@ // (float) 
0087: 197@ = 307@(39@,3f) // (float) 
0063: 197@ -= 170@ // (float) 
005B: 196@ += 344@ // (float) 
005B: 197@ += 345@ // (float) 
005A: 40@ += 357@ // (int) 

:POOL2_30399
if and
001D:   40@ > 357@ // (int) 
  10 > 357@ 
else_jump @POOL2_30615 
0088: $TEMPVAR_FLOAT_1 = 196@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 169@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 197@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 170@ // (float) 
0089: 196@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 197@ = $TEMPVAR_FLOAT_2 // (float) 
if 
03CA:   object 347@(357@,10i) exists 
else_jump @POOL2_30601 
if or
0026:   $TEMPVAR_FLOAT_1 > 99@ // (float) 
0027:   98@ > $TEMPVAR_FLOAT_1 // (float) 
0026:   $TEMPVAR_FLOAT_2 > 101@ // (float) 
0027:   100@ > $TEMPVAR_FLOAT_2 // (float) 
else_jump @POOL2_30572 
0750: set_object 347@(357@,10i) visibility 0 
Object.PutAt(347@(357@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
jump @POOL2_30601 

:POOL2_30572
0750: set_object 347@(357@,10i) visibility 1 
Object.PutAt(347@(357@,10i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:POOL2_30601
357@ += 1 
jump @POOL2_30399 

:POOL2_30615
39@ += 1 
jump @POOL2_29896 

:POOL2_30629
281@ += 1 

:POOL2_30636
if 
  281@ == 3 
else_jump @POOL2_30661 
281@ = 99 

:POOL2_30661
jump @POOL2_28619 

:POOL2_30668
return 

:POOL2_30670
if 
   not Actor.Dead(358@)
else_jump @POOL2_33710 
if 
07D6:   358@ == $PLAYER_ACTOR // integer vars 
else_jump @POOL2_30719 
360@ = 0 
jump @POOL2_30726 

:POOL2_30719
360@ = 1 

:POOL2_30726
if 
   Actor.Animation(358@) == "POOL_XLONG_SHOT"
else_jump @POOL2_30992 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_30819 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_30819
0613: 42@ = actor 358@ animation "POOL_XLONG_SHOT" time 
if 
0837:   object 359@ animation == "POOL_XLONG_SHOT_O" 
else_jump @POOL2_30913 
083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 
jump @POOL2_30992 

:POOL2_30913
if 
075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_30992 
0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_30992
if and
   Actor.Animation(358@) == "POOL_XLONG_START"
   not Actor.Animation(358@) == "POOL_XLONG_SHOT"
else_jump @POOL2_31286 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31108 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31108
0613: 42@ = actor 358@ animation "POOL_XLONG_START" time 
if 
0837:   object 359@ animation == "POOL_XLONG_START_O" 
else_jump @POOL2_31205 
083A: set_object 359@ animation "POOL_XLONG_START_O" progress_to 42@ 
jump @POOL2_31286 

:POOL2_31205
if 
075A: set_object 359@ animation "POOL_XLONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_31286 
0836: set_object 359@ animation "POOL_XLONG_START_O" at 0.0 times_normal_rate 

:POOL2_31286
if 
   Actor.Animation(358@) == "POOL_LONG_SHOT"
else_jump @POOL2_31546 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31378 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31378
0613: 42@ = actor 358@ animation "POOL_LONG_SHOT" time 
if 
0837:   object 359@ animation == "POOL_LONG_SHOT_O" 
else_jump @POOL2_31469 
083A: set_object 359@ animation "POOL_LONG_SHOT_O" progress_to 42@ 
jump @POOL2_31546 

:POOL2_31469
if 
075A: set_object 359@ animation "POOL_LONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_31546 
0836: set_object 359@ animation "POOL_LONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_31546
if and
   Actor.Animation(358@) == "POOL_LONG_START"
   not Actor.Animation(358@) == "POOL_LONG_SHOT"
else_jump @POOL2_31833 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31660 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31660
0613: 42@ = actor 358@ animation "POOL_LONG_START" time 
if 
0837:   object 359@ animation == "POOL_LONG_START_O" 
else_jump @POOL2_31754 
083A: set_object 359@ animation "POOL_LONG_START_O" progress_to 42@ 
jump @POOL2_31833 

:POOL2_31754
if 
075A: set_object 359@ animation "POOL_LONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_31833 
0836: set_object 359@ animation "POOL_LONG_START_O" at 0.0 times_normal_rate 

:POOL2_31833
if 
   Actor.Animation(358@) == "POOL_MED_SHOT"
else_jump @POOL2_32087 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_31924 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_31924
0613: 42@ = actor 358@ animation "POOL_MED_SHOT" time 
if 
0837:   object 359@ animation == "POOL_MED_SHOT_O" 
else_jump @POOL2_32012 
083A: set_object 359@ animation "POOL_MED_SHOT_O" progress_to 42@ 
jump @POOL2_32087 

:POOL2_32012
if 
075A: set_object 359@ animation "POOL_MED_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32087 
0836: set_object 359@ animation "POOL_MED_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32087
if and
   Actor.Animation(358@) == "POOL_MED_START"
   not Actor.Animation(358@) == "POOL_MED_SHOT"
else_jump @POOL2_32367 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_32199 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32199
0613: 42@ = actor 358@ animation "POOL_MED_START" time 
if 
0837:   object 359@ animation == "POOL_MED_START_O" 
else_jump @POOL2_32290 
083A: set_object 359@ animation "POOL_MED_START_O" progress_to 42@ 
jump @POOL2_32367 

:POOL2_32290
if 
075A: set_object 359@ animation "POOL_MED_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32367 
0836: set_object 359@ animation "POOL_MED_START_O" at 0.0 times_normal_rate 

:POOL2_32367
if 
   Actor.Animation(358@) == "POOL_SHORT_SHOT"
else_jump @POOL2_32633 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_32460 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32460
0613: 42@ = actor 358@ animation "POOL_SHORT_SHOT" time 
if 
0837:   object 359@ animation == "POOL_SHORT_SHOT_O" 
else_jump @POOL2_32554 
083A: set_object 359@ animation "POOL_SHORT_SHOT_O" progress_to 42@ 
jump @POOL2_32633 

:POOL2_32554
if 
075A: set_object 359@ animation "POOL_SHORT_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32633 
0836: set_object 359@ animation "POOL_SHORT_SHOT_O" at 0.0 times_normal_rate 

:POOL2_32633
if and
   Actor.Animation(358@) == "POOL_SHORT_START"
   not Actor.Animation(358@) == "POOL_SHORT_SHOT"
else_jump @POOL2_32927 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_32749 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_32749
0613: 42@ = actor 358@ animation "POOL_SHORT_START" time 
if 
0837:   object 359@ animation == "POOL_SHORT_START_O" 
else_jump @POOL2_32846 
083A: set_object 359@ animation "POOL_SHORT_START_O" progress_to 42@ 
jump @POOL2_32927 

:POOL2_32846
if 
075A: set_object 359@ animation "POOL_SHORT_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
else_jump @POOL2_32927 
0836: set_object 359@ animation "POOL_SHORT_START_O" at 0.0 times_normal_rate 

:POOL2_32927
if 
   Actor.Animation(358@) == "POOL_CHALKCUE"
else_jump @POOL2_33130 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33018 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33018
0613: 42@ = actor 358@ animation "POOL_CHALKCUE" time 
if 
  42@ > 0.28 
else_jump @POOL2_33123 
if 
   not 361@(360@,2i) == 1 
else_jump @POOL2_33123 
Object.StorePos(359@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1018 
361@(360@,2i) = 1 

:POOL2_33123
jump @POOL2_33163 

:POOL2_33130
if 
   not 361@(360@,2i) == 0 
else_jump @POOL2_33163 
361@(360@,2i) = 0 

:POOL2_33163
if 
   Actor.Animation(358@) == "POOL_IDLE_STANCE"
else_jump @POOL2_33257 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33257 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33257
if 
   Actor.Animation(358@) == "POOL_WALK"
else_jump @POOL2_33344 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33344 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33344
if 
   Actor.Animation(358@) == "POOL_WALK_START"
else_jump @POOL2_33437 
if 
8737:   not actor 358@ lifting_object 359@ 
else_jump @POOL2_33437 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_33437
39@ = 0 
if and
   Actor.Animation(358@) == "IDLE_STANCE"
803B:   not  215@ == 358@ // (int) 
else_jump @POOL2_33488 
39@ = 1 

:POOL2_33488
if and
   Actor.Animation(358@) == "IDLE_STANCE"
  35@ == 6 
else_jump @POOL2_33531 
39@ = 1 

:POOL2_33531
if 
  39@ == 1 
else_jump @POOL2_33710 
062E: unknown_get_actor 358@ task 1560 status_store_to 40@ // ret 7 if not found 
if 
04A4:   40@ == 7 // @ == any 
else_jump @POOL2_33710 
070B: set_actor 358@ onbone_attached_object_operation 0 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
if 
  108@ == 0 
else_jump @POOL2_33705 
0618: assign_actor 358@ to_AS_pack 47@ 

:POOL2_33705
061B: remove_references_to_AS_pack 47@ 

:POOL2_33710
return 

:POOL2_33712
369@ = 99999.9 
370@ = 99999.9 
371@ = 99999.9 
363@ = 99999.9 
365@ = 0.0 
364@ = 99999.9 
366@ = 0 

:POOL2_33779
if 
  6 > 366@ 
else_jump @POOL2_34021 
382@(366@,6f) = 0.0 
388@(366@,6f) = 0.0 
394@(366@,6f) = 0.0 
400@(366@,6f) = 0.0 
406@(366@,6f) = 0.0 
412@(366@,6f) = 0.0 
418@(366@,6f) = 0.0 
424@(366@,6f) = 0.0 
430@(366@,6f) = 0.0 
436@(366@,6f) = 0.0 
442@(366@,6f) = 0.0 
448@(366@,6f) = 0.0 
454@(366@,6f) = 0.0 
460@(366@,6f) = 0.0 
466@(366@,6f) = 0.0 
366@ += 1 
jump @POOL2_33779 

:POOL2_34021
366@ = 1 

:POOL2_34028
if 
  16 > 366@ 
else_jump @POOL2_38299 
wait 0 
381@ = 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_37232 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_37218 
if 
  8 > 366@ 
else_jump @POOL2_34131 
368@ = 0 
jump @POOL2_34170 

:POOL2_34131
if 
  366@ == 8 
else_jump @POOL2_34163 
368@ = 2 
jump @POOL2_34170 

:POOL2_34163
368@ = 1 

:POOL2_34170
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_37204 
if and
  231@ == -1 
  368@ == 2 
else_jump @POOL2_34235 
381@ = 1 
jump @POOL2_37197 

:POOL2_34235
if 
  129@ == 1 
else_jump @POOL2_34392 
03A9: NOP 
03A9: NOP 
05B6: 21 // BALL 
03A7: NOP 366@ 

:POOL2_34392
367@ = 0 

:POOL2_34399
if 
  6 > 367@ 
else_jump @POOL2_37197 
if 
  129@ == 1 
else_jump @POOL2_34572 
03A9: NOP 
05B6: 22 // POCKET 
03A7: NOP 367@ 

:POOL2_34572
0085: 516@ = 82@(366@,16i) // (int) 
0085: 517@ = 367@ // (int) 
gosub @POOL2_48775 
if 
  129@ == 1 
else_jump @POOL2_34754 
03A9: NOP 
05B6: 23 //  REQUIRED ANGLE = 
03A8: NOP 519@ 

:POOL2_34754
if 
  518@ == 1 
else_jump @POOL2_36740 
0085: 481@ = 82@(366@,16i) // (int) 
482@ = 0 
0087: 483@ = 54@(367@,6f) // (float) 
0087: 484@ = 60@(367@,6f) // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_34857 
473@ = 1.0 
jump @POOL2_34903 

:POOL2_34857
if 
003B:   486@ == 368@ // (int) 
else_jump @POOL2_34893 
473@ = 0.2 
jump @POOL2_34903 

:POOL2_34893
473@ = 0.1 

:POOL2_34903
if 
  129@ == 1 
else_jump @POOL2_35058 
03A9: NOP 
05B6: 24 //  POCKET_PATH_SCORE = 
03A8: NOP 473@ 

:POOL2_35058
Object.StorePos(82@(366@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(367@,6f) 60@(367@,6f) 
475@ = 2.3 
0063: 475@ -= 42@ // (float) 
475@ /= 2.3 
if 
  129@ == 1 
else_jump @POOL2_35284 
03A9: NOP 
05B6: 25 //  POCKET_DIST_SCORE = 
03A8: NOP 475@ 

:POOL2_35284
476@ = 90.0 
0063: 476@ -= 519@ // (float) 
476@ /= 90.0 
if 
  129@ == 1 
else_jump @POOL2_35467 
03A9: NOP 
05B6: 26 //  POCKET_ANGLE_SCORE = 
03A8: NOP 476@ 

:POOL2_35467
0085: 481@ = 82@ // (int) 
0085: 482@ = 82@(366@,16i) // (int) 
0087: 483@ = 526@ // (float) 
0087: 484@ = 527@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_35545 
474@ = 1.0 
jump @POOL2_35776 

:POOL2_35545
if 
  129@ == 1 
else_jump @POOL2_35695 
03A9: NOP 
05B6: 27 //    (PATH NOT CLEAR FROM CUE BALL TO THIS BALL) 

:POOL2_35695
if 
  231@ == -1 
else_jump @POOL2_35730 
474@ = 0.05 
jump @POOL2_35776 

:POOL2_35730
if 
003B:   486@ == 231@ // (int) 
else_jump @POOL2_35766 
474@ = 0.05 
jump @POOL2_35776 

:POOL2_35766
474@ = -1000.0 

:POOL2_35776
if 
  129@ == 1 
else_jump @POOL2_35931 
03A9: NOP 
05B6: 28 //  CUE_PATH_SCORE = 
03A8: NOP 474@ 

:POOL2_35931
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 526@ 527@ 
if 
  0.3 > 42@ 
else_jump @POOL2_36019 
43@ = 0.3 
0063: 43@ -= 42@ // (float) 
42@ = 0.3 
005B: 42@ += 43@ // (float) 

:POOL2_36019
42@ += -0.3 
43@ = 2.0 
0063: 43@ -= 42@ // (float) 
43@ /= 2.0 
0087: 472@ = 43@ // (float) 
if 
  129@ == 1 
else_jump @POOL2_36220 
03A9: NOP 
05B6: 29 //  CUE_DIST_SCORE = 
03A8: NOP 472@ 

:POOL2_36220
473@ *= 1.0 
474@ *= 1.0 
472@ *= 0.3 
475@ *= 0.4 
476@ *= 0.8 
0087: 477@ = 473@ // (float) 
005B: 477@ += 474@ // (float) 
005B: 477@ += 472@ // (float) 
005B: 477@ += 475@ // (float) 
005B: 477@ += 476@ // (float) 
477@ /= 5.0 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_36733 jumps 1 @POOL2_36448 2 @POOL2_36467 3 @POOL2_36486 4 @POOL2_36505 5 @POOL2_36524 6 @POOL2_36543 7 @POOL2_36562 
0872: jump_table_jumps 8 @POOL2_36581 9 @POOL2_36600 10 @POOL2_36619 11 @POOL2_36638 12 @POOL2_36657 13 @POOL2_36676 14 @POOL2_36695 15 @POOL2_36714 -1 @POOL2_36733 

:POOL2_36448
0087: 382@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36467
0087: 388@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36486
0087: 394@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36505
0087: 400@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36524
0087: 406@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36543
0087: 412@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36562
0087: 418@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36581
0087: 424@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36600
0087: 430@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36619
0087: 436@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36638
0087: 442@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36657
0087: 448@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36676
0087: 454@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36695
0087: 460@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36714
0087: 466@(367@,6f) = 477@ // (float) 
jump @POOL2_36733 

:POOL2_36733
jump @POOL2_37183 

:POOL2_36740
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_37183 jumps 1 @POOL2_36868 2 @POOL2_36889 3 @POOL2_36910 4 @POOL2_36931 5 @POOL2_36952 6 @POOL2_36973 7 @POOL2_36994 
0872: jump_table_jumps 8 @POOL2_37015 9 @POOL2_37036 10 @POOL2_37057 11 @POOL2_37078 12 @POOL2_37099 13 @POOL2_37120 14 @POOL2_37141 15 @POOL2_37162 -1 @POOL2_37183 

:POOL2_36868
382@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36889
388@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36910
394@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36931
400@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36952
406@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36973
412@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_36994
418@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37015
424@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37036
430@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37057
436@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37078
442@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37099
448@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37120
454@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37141
460@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37162
466@(367@,6f) = -1.0 
jump @POOL2_37183 

:POOL2_37183
367@ += 1 
jump @POOL2_34399 

:POOL2_37197
jump @POOL2_37211 

:POOL2_37204
381@ = 1 

:POOL2_37211
jump @POOL2_37225 

:POOL2_37218
381@ = 1 

:POOL2_37225
jump @POOL2_37239 

:POOL2_37232
381@ = 1 

:POOL2_37239
if 
  381@ == 1 
else_jump @POOL2_38285 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_38285 jumps 1 @POOL2_37385 2 @POOL2_37445 3 @POOL2_37505 4 @POOL2_37565 5 @POOL2_37625 6 @POOL2_37685 7 @POOL2_37745 
0872: jump_table_jumps 8 @POOL2_37805 9 @POOL2_37865 10 @POOL2_37925 11 @POOL2_37985 12 @POOL2_38045 13 @POOL2_38105 14 @POOL2_38165 15 @POOL2_38225 -1 @POOL2_38285 

:POOL2_37385
367@ = 0 

:POOL2_37392
if 
  6 > 367@ 
else_jump @POOL2_37438 
382@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37392 

:POOL2_37438
jump @POOL2_38285 

:POOL2_37445
367@ = 0 

:POOL2_37452
if 
  6 > 367@ 
else_jump @POOL2_37498 
388@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37452 

:POOL2_37498
jump @POOL2_38285 

:POOL2_37505
367@ = 0 

:POOL2_37512
if 
  6 > 367@ 
else_jump @POOL2_37558 
394@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37512 

:POOL2_37558
jump @POOL2_38285 

:POOL2_37565
367@ = 0 

:POOL2_37572
if 
  6 > 367@ 
else_jump @POOL2_37618 
400@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37572 

:POOL2_37618
jump @POOL2_38285 

:POOL2_37625
367@ = 0 

:POOL2_37632
if 
  6 > 367@ 
else_jump @POOL2_37678 
406@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37632 

:POOL2_37678
jump @POOL2_38285 

:POOL2_37685
367@ = 0 

:POOL2_37692
if 
  6 > 367@ 
else_jump @POOL2_37738 
412@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37692 

:POOL2_37738
jump @POOL2_38285 

:POOL2_37745
367@ = 0 

:POOL2_37752
if 
  6 > 367@ 
else_jump @POOL2_37798 
418@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37752 

:POOL2_37798
jump @POOL2_38285 

:POOL2_37805
367@ = 0 

:POOL2_37812
if 
  6 > 367@ 
else_jump @POOL2_37858 
424@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37812 

:POOL2_37858
jump @POOL2_38285 

:POOL2_37865
367@ = 0 

:POOL2_37872
if 
  6 > 367@ 
else_jump @POOL2_37918 
430@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37872 

:POOL2_37918
jump @POOL2_38285 

:POOL2_37925
367@ = 0 

:POOL2_37932
if 
  6 > 367@ 
else_jump @POOL2_37978 
436@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37932 

:POOL2_37978
jump @POOL2_38285 

:POOL2_37985
367@ = 0 

:POOL2_37992
if 
  6 > 367@ 
else_jump @POOL2_38038 
442@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_37992 

:POOL2_38038
jump @POOL2_38285 

:POOL2_38045
367@ = 0 

:POOL2_38052
if 
  6 > 367@ 
else_jump @POOL2_38098 
448@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38052 

:POOL2_38098
jump @POOL2_38285 

:POOL2_38105
367@ = 0 

:POOL2_38112
if 
  6 > 367@ 
else_jump @POOL2_38158 
454@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38112 

:POOL2_38158
jump @POOL2_38285 

:POOL2_38165
367@ = 0 

:POOL2_38172
if 
  6 > 367@ 
else_jump @POOL2_38218 
460@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38172 

:POOL2_38218
jump @POOL2_38285 

:POOL2_38225
367@ = 0 

:POOL2_38232
if 
  6 > 367@ 
else_jump @POOL2_38278 
466@(367@,6f) = -1.0 
367@ += 1 
jump @POOL2_38232 

:POOL2_38278
jump @POOL2_38285 

:POOL2_38285
366@ += 1 
jump @POOL2_34028 

:POOL2_38299
478@ = -9999.9 
479@ = -1 
480@ = -1 
366@ = 0 
if 
  129@ == 1 
else_jump @POOL2_38480 
03A9: NOP 
05B6: 30 // POOL AI POTENTIAL SHOT SCORES

:POOL2_38480
if 
  6 > 366@ 
else_jump @POOL2_41804 
if 
  129@ == 1 
else_jump @POOL2_38794 
03A9: NOP 
05B6: 31 // POCKET
03A7: NOP 366@ 
03A9: NOP 
05B6: 32 // BALL 01 = 
03A8: NOP 382@(366@,6f) 

:POOL2_38794
if 
0025:   382@(366@,6f) > 478@ // (float) 
else_jump @POOL2_38844 
0087: 478@ = 382@(366@,6f) // (float) 
479@ = 1 
0085: 480@ = 366@ // (int) 

:POOL2_38844
if 
  129@ == 1 
else_jump @POOL2_39003 
03A9: NOP 
05B6: 33 // BALL 02 = 
03A8: NOP 388@(366@,6f) 

:POOL2_39003
if 
0025:   388@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39053 
0087: 478@ = 388@(366@,6f) // (float) 
479@ = 2 
0085: 480@ = 366@ // (int) 

:POOL2_39053
if 
  129@ == 1 
else_jump @POOL2_39212 
03A9: NOP 
05B6: 34 // BALL 03 = 
03A8: NOP 394@(366@,6f) 

:POOL2_39212
if 
0025:   394@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39262 
0087: 478@ = 394@(366@,6f) // (float) 
479@ = 3 
0085: 480@ = 366@ // (int) 

:POOL2_39262
if 
  129@ == 1 
else_jump @POOL2_39421 
03A9: NOP 
05B6: 35 // BALL 04 = 
03A8: NOP 400@(366@,6f) 

:POOL2_39421
if 
0025:   400@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39471 
0087: 478@ = 400@(366@,6f) // (float) 
479@ = 4 
0085: 480@ = 366@ // (int) 

:POOL2_39471
if 
  129@ == 1 
else_jump @POOL2_39630 
03A9: NOP 
05B6: 36 // BALL 05 = 
03A8: NOP 406@(366@,6f) 

:POOL2_39630
if 
0025:   406@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39680 
0087: 478@ = 406@(366@,6f) // (float) 
479@ = 5 
0085: 480@ = 366@ // (int) 

:POOL2_39680
if 
  129@ == 1 
else_jump @POOL2_39839 
03A9: NOP 
05B6: 37 // BALL 06 = 
03A8: NOP 412@(366@,6f) 

:POOL2_39839
if 
0025:   412@(366@,6f) > 478@ // (float) 
else_jump @POOL2_39889 
0087: 478@ = 412@(366@,6f) // (float) 
479@ = 6 
0085: 480@ = 366@ // (int) 

:POOL2_39889
if 
  129@ == 1 
else_jump @POOL2_40048 
03A9: NOP 
05B6: 38 // BALL 07 = 
03A8: NOP 418@(366@,6f) 

:POOL2_40048
if 
0025:   418@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40098 
0087: 478@ = 418@(366@,6f) // (float) 
479@ = 7 
0085: 480@ = 366@ // (int) 

:POOL2_40098
if 
  129@ == 1 
else_jump @POOL2_40257 
03A9: NOP 
05B6: 39 // BALL 08 = 
03A8: NOP 424@(366@,6f) 

:POOL2_40257
if 
0025:   424@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40307 
0087: 478@ = 424@(366@,6f) // (float) 
479@ = 8 
0085: 480@ = 366@ // (int) 

:POOL2_40307
if 
  129@ == 1 
else_jump @POOL2_40466 
03A9: NOP 
05B6: 40 // BALL 09 = 
03A8: NOP 430@(366@,6f) 

:POOL2_40466
if 
0025:   430@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40516 
0087: 478@ = 430@(366@,6f) // (float) 
479@ = 9 
0085: 480@ = 366@ // (int) 

:POOL2_40516
if 
  129@ == 1 
else_jump @POOL2_40675 
03A9: NOP 
05B6: 41 // BALL 10 = 
03A8: NOP 436@(366@,6f) 

:POOL2_40675
if 
0025:   436@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40725 
0087: 478@ = 436@(366@,6f) // (float) 
479@ = 10 
0085: 480@ = 366@ // (int) 

:POOL2_40725
if 
  129@ == 1 
else_jump @POOL2_40884 
03A9: NOP 
05B6: 42 // BALL 11 = 
03A8: NOP 442@(366@,6f) 

:POOL2_40884
if 
0025:   442@(366@,6f) > 478@ // (float) 
else_jump @POOL2_40934 
0087: 478@ = 442@(366@,6f) // (float) 
479@ = 11 
0085: 480@ = 366@ // (int) 

:POOL2_40934
if 
  129@ == 1 
else_jump @POOL2_41093 
03A9: NOP 
05B6: 43 // BALL 12 = 
03A8: NOP 448@(366@,6f) 

:POOL2_41093
if 
0025:   448@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41143 
0087: 478@ = 448@(366@,6f) // (float) 
479@ = 12 
0085: 480@ = 366@ // (int) 

:POOL2_41143
if 
  129@ == 1 
else_jump @POOL2_41302 
03A9: NOP 
05B6: 44 // BALL 13 = 
03A8: NOP 454@(366@,6f) 

:POOL2_41302
if 
0025:   454@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41352 
0087: 478@ = 454@(366@,6f) // (float) 
479@ = 13 
0085: 480@ = 366@ // (int) 

:POOL2_41352
if 
  129@ == 1 
else_jump @POOL2_41511 
03A9: NOP 
05B6: 45 // BALL 14 = 
03A8: NOP 460@(366@,6f) 

:POOL2_41511
if 
0025:   460@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41561 
0087: 478@ = 460@(366@,6f) // (float) 
479@ = 14 
0085: 480@ = 366@ // (int) 

:POOL2_41561
if 
  129@ == 1 
else_jump @POOL2_41720 
03A9: NOP 
05B6: 46 // BALL 15 = 
03A8: NOP 466@(366@,6f) 

:POOL2_41720
if 
0025:   466@(366@,6f) > 478@ // (float) 
else_jump @POOL2_41770 
0087: 478@ = 466@(366@,6f) // (float) 
479@ = 15 
0085: 480@ = 366@ // (int) 

:POOL2_41770
if 
  129@ == 1 
else_jump @POOL2_41790 
03A9: NOP 

:POOL2_41790
366@ += 1 
jump @POOL2_38480 

:POOL2_41804
if 
  478@ > 0.0 
else_jump @POOL2_42225 
Object.StorePos(82@(479@,16i), 372@, 373@, 374@)
Object.StorePos(82@, 378@, 379@, 380@)
0087: 375@ = 54@(480@,6f) // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 60@(480@,6f) // (float) 
0063: 376@ -= 373@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 54@(480@,6f) 60@(480@,6f) 
0073: 375@ /= 42@ // (float) 
0073: 376@ /= 42@ // (float) 
0087: 43@ = 52@ // (float) 
43@ *= -2.0 
006B: 375@ *= 43@ // (float) 
006B: 376@ *= 43@ // (float) 
0087: 369@ = 372@ // (float) 
005B: 369@ += 375@ // (float) 
0087: 370@ = 373@ // (float) 
005B: 370@ += 376@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 372@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 369@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 373@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 370@ // (float) 
0087: 169@ = 369@ // (float) 
0063: 169@ -= 378@ // (float) 
0087: 170@ = 370@ // (float) 
0063: 170@ -= 379@ // (float) 
05A4: get_angle_between_vectors_origin_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_origin_to 169@ 170@ store_to 365@ 
0087: 42@ = 365@ // (float) 
42@ /= 90.0 
42@ *= 0.25 
006D: $TEMPVAR_FLOAT_1 *= 42@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 42@ // (float) 
005D: 369@ += $TEMPVAR_FLOAT_1 // (float) 
005D: 370@ += $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY 378@ 379@ and_XY 369@ 370@ 
0509: 43@ = distance_between_XY 372@ 373@ and_XY 369@ 370@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 2.0 6.0 
006B: 371@ *= 42@ // (float) 
jump @POOL2_46712 

:POOL2_42225
if 
  129@ == 1 
else_jump @POOL2_42375 
03A9: NOP 
05B6: 47 // HIT AND HOPE

:POOL2_42375
366@ = 1 

:POOL2_42382
if 
  16 > 366@ 
else_jump @POOL2_42981 
wait 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_42967 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_42967 
if 
  366@ == 0 
else_jump @POOL2_42478 
368@ = 3 
jump @POOL2_42549 

:POOL2_42478
if 
  8 > 366@ 
else_jump @POOL2_42510 
368@ = 0 
jump @POOL2_42549 

:POOL2_42510
if 
  366@ == 8 
else_jump @POOL2_42542 
368@ = 2 
jump @POOL2_42549 

:POOL2_42542
368@ = 1 

:POOL2_42549
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_42967 
if and
  231@ == 0 
  368@ == 2 
else_jump @POOL2_42607 
jump @POOL2_42967 

:POOL2_42607
0085: 528@ = 82@ // (int) 
0085: 529@ = 82@(366@,16i) // (int) 
gosub @POOL2_49095 
if 
   not 530@ == 0 
else_jump @POOL2_42967 
if 
  530@ == 1 
else_jump @POOL2_42693 
0087: 369@ = 539@ // (float) 
0087: 370@ = 540@ // (float) 
jump @POOL2_42898 

:POOL2_42693
if 
  530@ == 2 
else_jump @POOL2_42734 
0087: 369@ = 541@ // (float) 
0087: 370@ = 542@ // (float) 
jump @POOL2_42898 

:POOL2_42734
0088: $TEMPVAR_FLOAT_1 = 541@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 539@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 542@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 540@ // (float) 
0509: 42@ = distance_between_XY 539@ 540@ and_XY 541@ 542@ 
0075: $TEMPVAR_FLOAT_1 /= 42@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 42@ // (float) 
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
42@ *= 0.8 
42@ *= 2.0 
0208: 43@ = random_float_in_ranges 0.0 42@ 
006D: $TEMPVAR_FLOAT_1 *= 43@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 43@ // (float) 
0087: 369@ = 539@ // (float) 
005D: 369@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 370@ = 540@ // (float) 
005D: 370@ += $TEMPVAR_FLOAT_2 // (float) 

:POOL2_42898
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 369@ 370@ 
0208: 43@ = random_float_in_ranges 2.0 5.0 
0087: 371@ = 42@ // (float) 
006B: 371@ *= 43@ // (float) 
366@ = 16 

:POOL2_42967
366@ += 1 
jump @POOL2_42382 

:POOL2_42981
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_45009 
if 
  129@ == 1 
else_jump @POOL2_43162 
03A9: NOP 
05B6: 48 // BOUNCE OFF CUSHION

:POOL2_43162
366@ = 1 

:POOL2_43169
if 
  16 > 366@ 
else_jump @POOL2_45009 
wait 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_44995 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_44995 
if 
  366@ == 0 
else_jump @POOL2_43265 
368@ = 3 
jump @POOL2_43336 

:POOL2_43265
if 
  8 > 366@ 
else_jump @POOL2_43297 
368@ = 0 
jump @POOL2_43336 

:POOL2_43297
if 
  366@ == 8 
else_jump @POOL2_43329 
368@ = 2 
jump @POOL2_43336 

:POOL2_43329
368@ = 1 

:POOL2_43336
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_44995 
if and
  231@ == -1 
  368@ == 2 
else_jump @POOL2_43394 
jump @POOL2_44995 

:POOL2_43394
Object.StorePos(82@, 372@, 373@, 374@)
Object.StorePos(82@(366@,16i), 375@, 376@, 377@)
if 
  129@ == 1 
else_jump @POOL2_43576 
03A9: NOP 
05B6: 49 //   CUSHION 1 DATA = 

:POOL2_43576
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_43808 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_43808 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_43808
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_44195 
if 
  129@ == 1 
else_jump @POOL2_43989 
03A9: NOP 
05B6: 50 //   CUSHION 2 DATA = 

:POOL2_43989
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_44195 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_44195 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_44195
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_44608 
if 
  129@ == 1 
else_jump @POOL2_44376 
03A9: NOP 
05B6: 51 //   CUSHION 3 DATA = 

:POOL2_44376
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_44608 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_44608 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_44608
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_44995 
if 
  129@ == 1 
else_jump @POOL2_44789 
03A9: NOP 
05B6: 52 //   CUSHION 4 DATA = 

:POOL2_44789
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_44995 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
gosub @POOL2_49954 
if 
  553@ == 1 
else_jump @POOL2_44995 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_44995
366@ += 1 
jump @POOL2_43169 

:POOL2_45009
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46481 
if 
  129@ == 1 
else_jump @POOL2_45190 
03A9: NOP 
05B6: 53 // SNOOKER - BOUNCE 2

:POOL2_45190
366@ = 1 

:POOL2_45197
if 
  16 > 366@ 
else_jump @POOL2_46481 
wait 0 
if 
03CA:   object 82@(366@,16i) exists 
else_jump @POOL2_46467 
if 
  66@(366@,16i) == 0 
else_jump @POOL2_46467 
if 
  366@ == 0 
else_jump @POOL2_45293 
368@ = 3 
jump @POOL2_45364 

:POOL2_45293
if 
  8 > 366@ 
else_jump @POOL2_45325 
368@ = 0 
jump @POOL2_45364 

:POOL2_45325
if 
  366@ == 8 
else_jump @POOL2_45357 
368@ = 2 
jump @POOL2_45364 

:POOL2_45357
368@ = 1 

:POOL2_45364
if or
003B:   368@ == 231@ // (int) 
  231@ == -1 
else_jump @POOL2_46467 
if and
  231@ == -1 
  368@ == 2 
else_jump @POOL2_45422 
jump @POOL2_46467 

:POOL2_45422
Object.StorePos(82@, 372@, 373@, 374@)
Object.StorePos(82@(366@,16i), 375@, 376@, 377@)
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_45697 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_45697 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_45697
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_45945 
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_45945 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_45945 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_45945
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46219 
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_46219 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_46219 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_46219
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46467 
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
gosub @POOL2_49698 
if 
  545@ == 0 
else_jump @POOL2_46467 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
gosub @POOL2_50474 
if 
  557@ == 1 
else_jump @POOL2_46467 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
366@ = 16 

:POOL2_46467
366@ += 1 
jump @POOL2_45197 

:POOL2_46481
if and
  369@ == 99999.9 
  370@ == 99999.9 
else_jump @POOL2_46712 
if 
  129@ == 1 
else_jump @POOL2_46662 
03A9: NOP 
05B6: 54 // SNOOKER - LAST RESORT

:POOL2_46662
0208: 363@ = random_float_in_ranges 0.0 360.0 
0208: 364@ = random_float_in_ranges 4.0 8.0 
369@ = 0.0 
370@ = 0.0 

:POOL2_46712
if and
  363@ == 99999.9 
  364@ == 99999.9 
else_jump @POOL2_46875 
Object.StorePos(82@, 372@, 373@, 374@)
0087: 375@ = 369@ // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 370@ // (float) 
0063: 376@ -= 373@ // (float) 
0604: get_Z_angle_for_point 375@ 376@ store_to 363@ 
0087: 364@ = 371@ // (float) 
364@ *= 1.0 
if 
  90.0 > 365@ 
else_jump @POOL2_46875 
0087: 42@ = 365@ // (float) 
42@ /= 90.0 
42@ *= 2.0 
005B: 364@ += 42@ // (float) 

:POOL2_46875
if 
  0.7 > 364@ 
else_jump @POOL2_46906 
364@ = 0.7 

:POOL2_46906
if 
  364@ > 4.0 
else_jump @POOL2_46937 
364@ = 4.0 

:POOL2_46937
return 

:POOL2_46939
jump @POOL2_46990 
481@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
482@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:POOL2_46990
485@ = 1 
504@ = -1 
if 
03CA:   object 481@ exists 
else_jump @POOL2_47083 
Object.StorePos(481@, 487@, 488@, $TEMPVAR_FLOAT_3)
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
0509: 497@ = distance_between_XY 487@ 488@ and_XY 483@ 484@ 

:POOL2_47083
wait 0 
if or
  231@ == -1 
  231@ == 2 
  231@ == 1 
else_jump @POOL2_47172 
501@ = 1 

:POOL2_47126
if 
  16 > 501@ 
else_jump @POOL2_47165 
gosub @POOL2_47267 
501@ += 1 
jump @POOL2_47126 

:POOL2_47165
jump @POOL2_47258 

:POOL2_47172
503@ = 1 

:POOL2_47179
if 
  16 > 503@ 
else_jump @POOL2_47258 
0085: 501@ = 503@ // (int) 
501@ += 7 
if 
  501@ > 15 
else_jump @POOL2_47237 
501@ += -15 

:POOL2_47237
gosub @POOL2_47267 
503@ += 1 
jump @POOL2_47179 

:POOL2_47258
482@ = 0 
return 

:POOL2_47267
if 
03CA:   object 82@(501@,16i) exists 
else_jump @POOL2_48187 
if 
  66@(501@,16i) == 0 
else_jump @POOL2_48187 
if 
803B:   not  82@(501@,16i) == 481@ // (int) 
else_jump @POOL2_48187 
502@ = 0 
if 
03CA:   object 482@ exists 
else_jump @POOL2_47385 
if 
003B:   82@(501@,16i) == 482@ // (int) 
else_jump @POOL2_47385 
502@ = 1 

:POOL2_47385
if 
  502@ == 0 
else_jump @POOL2_48187 
Object.StorePos(82@(501@,16i), 489@, 490@, $TEMPVAR_FLOAT_3)
0087: 493@ = 489@ // (float) 
0063: 493@ -= 487@ // (float) 
0087: 494@ = 490@ // (float) 
0063: 494@ -= 488@ // (float) 
0509: 498@ = distance_between_XY 487@ 488@ and_XY 489@ 490@ 
05A4: get_angle_between_vectors_origin_to 491@ 492@ and_origin_to 493@ 494@ store_to 42@ 
0509: 499@ = distance_between_XY 489@ 490@ and_XY 483@ 484@ 
if 
0025:   53@ > 499@ // (float) 
else_jump @POOL2_47817 
if 
  501@ == 0 
else_jump @POOL2_47555 
486@ = 3 
jump @POOL2_47626 

:POOL2_47555
if 
  8 > 501@ 
else_jump @POOL2_47587 
486@ = 0 
jump @POOL2_47626 

:POOL2_47587
if 
  501@ == 8 
else_jump @POOL2_47619 
486@ = 2 
jump @POOL2_47626 

:POOL2_47619
486@ = 1 

:POOL2_47626
if 
  129@ == 1 
else_jump @POOL2_47781 
03A9: NOP 
05B6: 55 //     BALL OBSTRUCTING PATH (TOO CLOSE TO TARGET DESTINATION) = 
03A7: NOP 501@ 

:POOL2_47781
0085: 504@ = 501@ // (int) 
485@ = 0 
501@ = 16 
503@ = 16 
jump @POOL2_48187 

:POOL2_47817
if 
  90.0 >= 42@ 
else_jump @POOL2_48187 
if 
0025:   497@ > 498@ // (float) 
else_jump @POOL2_48187 
02F6: 500@ = cosine 42@ // (float) 
0087: 42@ = 500@ // (float) 
006B: 42@ *= 498@ // (float) 
if 
0025:   53@ > 42@ // (float) 
else_jump @POOL2_48187 
if 
  501@ == 0 
else_jump @POOL2_47932 
486@ = 3 
jump @POOL2_48003 

:POOL2_47932
if 
  8 > 501@ 
else_jump @POOL2_47964 
486@ = 0 
jump @POOL2_48003 

:POOL2_47964
if 
  501@ == 8 
else_jump @POOL2_47996 
486@ = 2 
jump @POOL2_48003 

:POOL2_47996
486@ = 1 

:POOL2_48003
if 
  129@ == 1 
else_jump @POOL2_48158 
03A9: NOP 
05B6: 56 //     BALL OBSTRUCTING PATH (OVERLAPPING PATH) = 
03A7: NOP 501@ 

:POOL2_48158
0085: 504@ = 501@ // (int) 
485@ = 0 
501@ = 16 
503@ = 16 

:POOL2_48187
return 

:POOL2_48189
485@ = 1 
504@ = -1 
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
if or
0025:   98@ > 483@ // (float) 
0025:   483@ > 99@ // (float) 
0025:   100@ > 484@ // (float) 
0025:   484@ > 101@ // (float) 
else_jump @POOL2_48750 
505@ = -99999.9 
506@ = -99999.9 
39@ = 0 
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET 
   not 515@ == 1 
else_jump @POOL2_48369 
39@ = 1 
jump @POOL2_48554 

:POOL2_48369
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 99@ 100@ 99@ 101@ store_to 505@ 506@ // IF and SET 
   not 515@ == 2 
else_jump @POOL2_48433 
39@ = 2 
jump @POOL2_48554 

:POOL2_48433
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 99@ 100@ store_to 505@ 506@ // IF and SET 
   not 515@ == 3 
else_jump @POOL2_48497 
39@ = 3 
jump @POOL2_48554 

:POOL2_48497
if and
05B0:   unknown_calculate 487@ 488@ 483@ 484@ 98@ 101@ 99@ 101@ store_to 505@ 506@ // IF and SET 
   not 515@ == 4 
else_jump @POOL2_48554 
39@ = 4 

:POOL2_48554
0509: 42@ = distance_between_XY 483@ 484@ and_XY 487@ 488@ 
if 
  42@ > 0.0 
else_jump @POOL2_48608 
0073: 491@ /= 42@ // (float) 
0073: 492@ /= 42@ // (float) 

:POOL2_48608
if or
  39@ == 1 
  39@ == 2 
else_jump @POOL2_48659 
0087: 507@ = 491@ // (float) 
507@ *= -1.0 
0087: 508@ = 492@ // (float) 

:POOL2_48659
if or
  39@ == 3 
  39@ == 4 
else_jump @POOL2_48710 
0087: 507@ = 491@ // (float) 
0087: 508@ = 492@ // (float) 
508@ *= -1.0 

:POOL2_48710
if 
   not 39@ == 0 
else_jump @POOL2_48736 
0085: 515@ = 39@ // (int) 

:POOL2_48736
485@ = 0 
jump @POOL2_48773 

:POOL2_48750
0087: 505@ = 483@ // (float) 
0087: 506@ = 484@ // (float) 
485@ = 1 

:POOL2_48773
return 

:POOL2_48775
if 
03CA:   object 516@ exists 
else_jump @POOL2_48845 
Object.StorePos(516@, 526@, 527@, $TEMPVAR_FLOAT_3)
0087: 520@ = 54@(517@,6f) // (float) 
0063: 520@ -= 526@ // (float) 
0087: 521@ = 60@(517@,6f) // (float) 
0063: 521@ -= 527@ // (float) 

:POOL2_48845
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 54@(517@,6f) 60@(517@,6f) 
0087: 522@ = 520@ // (float) 
0073: 522@ /= 42@ // (float) 
0087: 523@ = 521@ // (float) 
0073: 523@ /= 42@ // (float) 
522@ *= -1.0 
523@ *= -1.0 
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
006B: 522@ *= 42@ // (float) 
006B: 523@ *= 42@ // (float) 
005B: 526@ += 522@ // (float) 
005B: 527@ += 523@ // (float) 
if 
03CA:   object 82@ exists 
else_jump @POOL2_49034 
Object.StorePos(82@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 524@ = 526@ // (float) 
0065: 524@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 525@ = 527@ // (float) 
0065: 525@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_49034
05A4: get_angle_between_vectors_origin_to 520@ 521@ and_origin_to 524@ 525@ store_to 519@ 
if 
  90.0 > 519@ 
else_jump @POOL2_49086 
518@ = 1 
jump @POOL2_49093 

:POOL2_49086
518@ = 0 

:POOL2_49093
return 

:POOL2_49095
530@ = 0 
531@ = 0 
532@ = 0 
if and
03CA:   object 528@ exists 
03CA:   object 529@ exists 
else_jump @POOL2_49696 
Object.StorePos(528@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(529@, 537@, 538@, $TEMPVAR_FLOAT_3)
0087: 533@ = 537@ // (float) 
0065: 533@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 534@ = 538@ // (float) 
0065: 534@ -= $TEMPVAR_FLOAT_2 // (float) 
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 537@ 538@ 
0073: 533@ /= 42@ // (float) 
0073: 534@ /= 42@ // (float) 
0087: 535@ = 534@ // (float) 
0087: 536@ = 533@ // (float) 
536@ *= -1.0 
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
42@ *= 0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 539@ = 537@ // (float) 
005B: 539@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 540@ = 538@ // (float) 
005B: 540@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 539@ // (float) 
0087: 484@ = 540@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_49412 
531@ = 1 

:POOL2_49412
0087: 42@ = 52@ // (float) 
42@ *= 2.0 
42@ *= -0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 541@ = 537@ // (float) 
005B: 541@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 542@ = 538@ // (float) 
005B: 542@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 541@ // (float) 
0087: 484@ = 542@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_49568 
532@ = 1 

:POOL2_49568
if and
  531@ == 0 
  532@ == 0 
else_jump @POOL2_49600 
530@ = 0 

:POOL2_49600
if and
  531@ == 1 
  532@ == 0 
else_jump @POOL2_49632 
530@ = 1 

:POOL2_49632
if and
  531@ == 0 
  532@ == 1 
else_jump @POOL2_49664 
530@ = 2 

:POOL2_49664
if and
  531@ == 1 
  532@ == 1 
else_jump @POOL2_49696 
530@ = 3 

:POOL2_49696
return 

:POOL2_49698
545@ = 0 
547@ = 2.5 
006B: 547@ *= 52@ // (float) 
548@ = 0 

:POOL2_49730
if 
  6 > 548@ 
else_jump @POOL2_49952 
0509: 546@ = distance_between_XY 543@ 544@ and_XY 54@(548@,6f) 60@(548@,6f) 
if 
0025:   547@ > 546@ // (float) 
else_jump @POOL2_49938 
03A9: NOP 
05B6: 57 //     POINT LIES ON POCKET
545@ = 1 
548@ = 6 

:POOL2_49938
548@ += 1 
jump @POOL2_49730 

:POOL2_49952
return 

:POOL2_49954
553@ = 0 
03A9: NOP 
05B6: 58 //        BOUNCE_SHOT_PATH_CLEAR DATA = 
0085: 481@ = 549@ // (int) 
482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_50472 
05B6: 59 // 1ST PATH CLEAR 
0085: 481@ = 550@ // (int) 
482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_50472 
05B6: 60 // 2ND PATH CLEAR 
553@ = 1 

:POOL2_50472
return 

:POOL2_50474
557@ = 0 
0085: 481@ = 549@ // (int) 
482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
gosub @POOL2_46939 
if 
  485@ == 1 
else_jump @POOL2_50544 
557@ = 1 

:POOL2_50544
return 

:POOL2_50546
0087: 565@ = 52@ // (float) 
565@ *= 2.0 
0087: 562@ = 52@ // (float) 
562@ *= -1.0 
0087: 566@ = 565@ // (float) 
566@ *= -1.0 
0087: 42@ = 565@ // (float) 
006B: 42@ *= 565@ // (float) 
0087: 43@ = 52@ // (float) 
006B: 43@ *= 52@ // (float) 
0087: 563@ = 42@ // (float) 
0063: 563@ -= 43@ // (float) 
01FB: 563@ = square_root 563@ 
0087: 564@ = 563@ // (float) 
564@ *= -1.0 
567@ = 1 

:POOL2_50681
if 
  15 > 567@ 
else_jump @POOL2_50724 
Object.KeepInMemory(82@(567@,16i)) = False
567@ += 1 
jump @POOL2_50681 

:POOL2_50724
Object.PutAt(83@, 558@, 559@, 560@)
Object.Angle(83@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 83@ with_offset 562@ 564@ 0.0 
Object.PutAt(91@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(91@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 565@ 0.0 0.0 
Object.PutAt(85@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(85@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 91@ with_offset 562@ 564@ 0.0 
Object.PutAt(89@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(89@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 565@ 0.0 0.0 
Object.PutAt(90@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(90@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 90@ with_offset 565@ 0.0 0.0 
Object.PutAt(92@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(92@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 89@ with_offset 562@ 564@ 0.0 
Object.PutAt(93@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(93@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 565@ 0.0 0.0 
Object.PutAt(84@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(84@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 84@ with_offset 565@ 0.0 0.0 
Object.PutAt(97@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(97@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 97@ with_offset 565@ 0.0 0.0 
Object.PutAt(87@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(87@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 93@ with_offset 562@ 564@ 0.0 
Object.PutAt(88@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(88@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 88@ with_offset 565@ 0.0 0.0 
Object.PutAt(94@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(94@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 94@ with_offset 565@ 0.0 0.0 
Object.PutAt(95@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(95@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 95@ with_offset 565@ 0.0 0.0 
Object.PutAt(86@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(86@) = 561@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 86@ with_offset 565@ 0.0 0.0 
Object.PutAt(96@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(96@) = 561@
return 

:POOL2_51426
602@ = -0.96 
603@ = 0.49 
604@ = 0.97 
605@ = 0.49 
606@ = 0.97 
607@ = -0.49 
608@ = -0.96 
609@ = -0.49 
0400: store_coords_to 571@ 572@ 573@ from_object 82@ with_offset 0.0 -5.0 0.0 
Object.StorePos(82@, 574@, 575@, 576@)
02CE: $TEMPVAR_FLOAT_3 = ground_z_at 574@ 575@ 576@ 
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 604@ 605@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_51712 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 604@ // (float) 
0063: 616@ -= 602@ // (float) 
0087: 617@ = 605@ // (float) 
0063: 617@ -= 603@ // (float) 

:POOL2_51712
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 606@ 607@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_51836 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 606@ // (float) 
0063: 616@ -= 604@ // (float) 
0087: 617@ = 607@ // (float) 
0063: 617@ -= 605@ // (float) 

:POOL2_51836
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 608@ 609@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_51960 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 608@ // (float) 
0063: 616@ -= 606@ // (float) 
0087: 617@ = 609@ // (float) 
0063: 617@ -= 607@ // (float) 

:POOL2_51960
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
if 
05B0:   unknown_calculate 571@ 572@ 574@ 575@ 577@ 578@ 580@ 581@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 // IF and SET 
else_jump @POOL2_52084 
0089: 585@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 589@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 593@ = $TEMPVAR_FLOAT_3 // (float) 
0087: 616@ = 602@ // (float) 
0063: 616@ -= 608@ // (float) 
0087: 617@ = 603@ // (float) 
0063: 617@ -= 609@ // (float) 

:POOL2_52084
0087: 614@ = 574@ // (float) 
0063: 614@ -= 571@ // (float) 
0087: 615@ = 575@ // (float) 
0063: 615@ -= 572@ // (float) 
05A4: get_angle_between_vectors_origin_to 614@ 615@ and_origin_to 616@ 617@ store_to 613@ 
if 
  613@ > 90.0 
else_jump @POOL2_52174 
613@ += -180.0 
613@ *= -1.0 

:POOL2_52174
0087: 169@ = 574@ // (float) 
0063: 169@ -= 585@ // (float) 
0087: 170@ = 575@ // (float) 
0063: 170@ -= 589@ // (float) 
0087: 171@ = 576@ // (float) 
0063: 171@ -= 593@ // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 597@ 
0087: 595@ = 597@ // (float) 
0087: 596@ = 597@ // (float) 
0087: 598@ = 597@ // (float) 
0087: 594@ = 593@ // (float) 
0087: 591@ = 593@ // (float) 
0087: 592@ = 593@ // (float) 
0509: 599@ = distance_between_XY 574@ 575@ and_XY 585@ 589@ 
0073: 169@ /= 599@ // (float) 
0073: 170@ /= 599@ // (float) 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 3.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 3.0 
0087: 583@ = 585@ // (float) 
0065: 583@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 587@ = 589@ // (float) 
0065: 587@ -= $TEMPVAR_FLOAT_2 // (float) 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.0 
0087: 610@ = 585@ // (float) 
0065: 610@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 611@ = 589@ // (float) 
0065: 611@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 612@ = 593@ // (float) 
if 
  0.25 > 599@ 
else_jump @POOL2_52493 
600@ = 1 
jump @POOL2_52570 

:POOL2_52493
if 
  0.65 > 599@ 
else_jump @POOL2_52528 
600@ = 2 
jump @POOL2_52570 

:POOL2_52528
if 
  1.1 > 599@ 
else_jump @POOL2_52563 
600@ = 3 
jump @POOL2_52570 

:POOL2_52563
600@ = 4 

:POOL2_52570
if 
  613@ > 70.0 
else_jump @POOL2_52623 
600@ += 1 
if 
  600@ > 4 
else_jump @POOL2_52623 
600@ = 4 

:POOL2_52623
if 
  600@ == 1 
else_jump @POOL2_52709 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.615 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 0.615 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52709
if 
  600@ == 2 
else_jump @POOL2_52795 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.0 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52795
if 
  600@ == 3 
else_jump @POOL2_52881 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.6 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.6 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52881
if 
  600@ == 4 
else_jump @POOL2_52967 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 2.1 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 2.1 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_52967
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY 574@ 575@ and_XY 584@ 588@ 
0087: 42@ = 599@ // (float) 
42@ += 0.3 
if 
0027:   42@ > $DISTANCE_BETWEEN_POINTS // (float) 
else_jump @POOL2_53103 
0087: 42@ = 599@ // (float) 
42@ += 0.3 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 42@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
006D: $TEMPVAR_FLOAT_2 *= 42@ // (float) 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53103
if 
  600@ == 1 
else_jump @POOL2_53189 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.655 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 0.655 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53189
if 
  600@ == 2 
else_jump @POOL2_53275 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.0 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.0 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53275
if 
  600@ == 3 
else_jump @POOL2_53361 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 1.6 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 1.6 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53361
if 
  600@ == 4 
else_jump @POOL2_53447 
0088: $TEMPVAR_FLOAT_1 = 169@ // (float) 
$TEMPVAR_FLOAT_1 *= 2.1 
0088: $TEMPVAR_FLOAT_2 = 170@ // (float) 
$TEMPVAR_FLOAT_2 *= 2.1 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $TEMPVAR_FLOAT_2 // (float) 

:POOL2_53447
return 

:POOL2_53449
038D: draw_texture 1 position 618@ 619@ size 620@ 621@ RGBA 128 128 128 255 
038D: draw_texture 2 position 622@ 623@ size 624@ 625@ RGBA 128 128 128 255 
if or
00E1:   player 180@ pressed_key 1 
00E1:   player 180@ pressed_key 0 
else_jump @POOL2_54000 
0494: get_joystick 180@ data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $TEMPVAR_FLOAT_1 = integer $MOVE_AXIS_X to_float 
008D: $TEMPVAR_FLOAT_2 = integer $MOVE_AXIS_Y to_float 
$TEMPVAR_FLOAT_1 /= 128.0 
$TEMPVAR_FLOAT_2 /= 128.0 
$TEMPVAR_FLOAT_1 *= 5.0 
$TEMPVAR_FLOAT_2 *= 5.0 
0087: 42@ = 622@ // (float) 
005D: 42@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 44@ = 620@ // (float) 
44@ /= 2.0 
0087: 43@ = 618@ // (float) 
005B: 43@ += 44@ // (float) 
if 
0025:   43@ > 42@ // (float) 
else_jump @POOL2_53715 
0087: 43@ = 618@ // (float) 
0063: 43@ -= 44@ // (float) 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_53715 
0088: $TEMPVAR_FLOAT_1 = 42@ // (float) 

:POOL2_53715
0087: 42@ = 623@ // (float) 
005D: 42@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 44@ = 621@ // (float) 
44@ /= 2.0 
0087: 43@ = 619@ // (float) 
005B: 43@ += 44@ // (float) 
if 
0025:   43@ > 42@ // (float) 
else_jump @POOL2_53827 
0087: 43@ = 619@ // (float) 
0063: 43@ -= 44@ // (float) 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_53827 
0088: $TEMPVAR_FLOAT_2 = 42@ // (float) 

:POOL2_53827
0509: 42@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 618@ 619@ 
0087: 43@ = 620@ // (float) 
43@ /= 3.2 
if 
0025:   42@ > 43@ // (float) 
else_jump @POOL2_53984 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 618@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 619@ // (float) 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 43@ // (float) 
006B: 170@ *= 43@ // (float) 
0087: 622@ = 618@ // (float) 
005B: 622@ += 169@ // (float) 
0087: 623@ = 619@ // (float) 
005B: 623@ += 170@ // (float) 
jump @POOL2_54000 

:POOL2_53984
0089: 622@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 623@ = $TEMPVAR_FLOAT_2 // (float) 

:POOL2_54000
return 

:POOL2_54002
0087: 631@ = 52@ // (float) 
631@ *= 2.0 
629@ = 1 

:POOL2_54027
if 
  16 > 629@ 
else_jump @POOL2_54229 
if 
03CA:   object 82@(629@,16i) exists 
else_jump @POOL2_54215 
Object.StorePos(82@(629@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 630@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 627@ 628@ 
if 
0025:   631@ > 630@ // (float) 
else_jump @POOL2_54215 
0087: 632@ = 627@ // (float) 
0065: 632@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 633@ = 628@ // (float) 
0065: 633@ -= $TEMPVAR_FLOAT_2 // (float) 
0073: 632@ /= 630@ // (float) 
0073: 633@ /= 630@ // (float) 
006B: 632@ *= 631@ // (float) 
006B: 633@ *= 631@ // (float) 
0089: 627@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 627@ += 632@ // (float) 
0089: 628@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 628@ += 633@ // (float) 

:POOL2_54215
629@ += 1 
jump @POOL2_54027 

:POOL2_54229
0087: 630@ = 98@ // (float) 
if 
0025:   630@ > 627@ // (float) 
else_jump @POOL2_54264 
0087: 627@ = 630@ // (float) 

:POOL2_54264
0087: 630@ = 99@ // (float) 
if 
0025:   627@ > 630@ // (float) 
else_jump @POOL2_54299 
0087: 627@ = 630@ // (float) 

:POOL2_54299
0087: 630@ = 100@ // (float) 
if 
0025:   630@ > 628@ // (float) 
else_jump @POOL2_54334 
0087: 628@ = 630@ // (float) 

:POOL2_54334
0087: 630@ = 101@ // (float) 
if 
0025:   628@ > 630@ // (float) 
else_jump @POOL2_54369 
0087: 628@ = 630@ // (float) 

:POOL2_54369
return 

:POOL2_54371
0400: store_coords_to $6460 $6461 $6462 from_object 163@ with_offset 0.0 0.0 0.0 
0400: store_coords_to $6463 $6464 $6465 from_object 163@ with_offset 0.0 -1.0 0.0 
0086: $6466 = $6460 // (float) 
0061: $6466 -= $6463 // (float) 
0086: $6468 = $6461 // (float) 
0061: $6468 -= $6464 // (float) 
0509: $6470 = distance_between_XY $6460 $6461 and_XY $6463 $6464 
0071: $6466 /= $6470 // (float) 
0071: $6468 /= $6470 // (float) 
0086: $6467 = $6468 // (float) 
0086: $6469 = $6466 // (float) 
$6469 *= -1.0 
return 

:POOL2_54522
0937: text_draw_box_cornerA 29.0 220.0 cornerB 641@ 647@ GXT_reference 'BJ_TITL' style 2  // Wager
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 240.0 GXT 'BJ_01'  // Total Wager
gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 155@  // $~1~
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9460  // $~1~
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
gosub @POOL2_60436 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number $9461  // $~1~
return 

:POOL2_54829
if and
  274@ == 0 
  271@ == 0 
else_jump @POOL2_54875 
635@ = 1 
gosub @POOL2_57034 
jump @POOL2_56226 

:POOL2_54875
0937: text_draw_box_cornerA 29.0 220.0 cornerB 637@ 643@ GXT_reference 'SCORE' style 2  // Info
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Player 1
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  217@ == 0 
else_jump @POOL2_55000 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Solids

:POOL2_55000
if 
  217@ == 1 
else_jump @POOL2_55039 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_55039
if 
  217@ == -1 
else_jump @POOL2_55078 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_55078
if 
  217@ == 2 
else_jump @POOL2_55117 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

:POOL2_55117
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
if 
  178@ == 1 
else_jump @POOL2_55184 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Player 2
jump @POOL2_55205 

:POOL2_55184
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_55205
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  218@ == 0 
else_jump @POOL2_55259 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_55259
if 
  218@ == 1 
else_jump @POOL2_55298 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_55298
if 
  218@ == -1 
else_jump @POOL2_55337 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_55337
if 
  218@ == 2 
else_jump @POOL2_55376 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_55376
if 
  274@ > 0 
else_jump @POOL2_55696 
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_04'  // Foul!
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_55689 jumps 0 @POOL2_55514 1 @POOL2_55521 2 @POOL2_55549 3 @POOL2_55577 4 @POOL2_55605 5 @POOL2_55633 6 @POOL2_55661 

:POOL2_55514
jump @POOL2_55689 

:POOL2_55521
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL1'  // Missed all balls
jump @POOL2_55689 

:POOL2_55549
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL2'  // Hit wrong ball first!
jump @POOL2_55689 

:POOL2_55577
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL3'  // Pocketed white!
jump @POOL2_55689 

:POOL2_55605
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL4'  // Pocketed wrong color!
jump @POOL2_55689 

:POOL2_55633
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL5'  // Pocketed black out of turn!
jump @POOL2_55689 

:POOL2_55661
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL6'  // No balls hit the rail!
jump @POOL2_55689 

:POOL2_55689
jump @POOL2_56226 

:POOL2_55696
if 
  271@ > 0 
else_jump @POOL2_56226 
if 
  271@ == 1 
else_jump @POOL2_55888 
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_05'  // Pocketed Ball!
39@ = 1 

:POOL2_55781
if 
  16 > 39@ 
else_jump @POOL2_55881 
if 
   not 255@(39@,16i) == 0 
else_jump @POOL2_55867 
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 36.0 360.0 GXT 'NUM' number 39@  // ~1~
39@ = 16 

:POOL2_55867
39@ += 1 
jump @POOL2_55781 

:POOL2_55881
jump @POOL2_56226 

:POOL2_55888
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_06'  // Pocketed Balls!
39@ = 1 
0085: 40@ = 271@ // (int) 
42@ = 36.0 

:POOL2_55955
if 
  40@ > 0 
else_jump @POOL2_56226 

:POOL2_55973
if 
  16 > 39@ 
else_jump @POOL2_56219 
if 
   not 255@(39@,16i) == 0 
else_jump @POOL2_56180 
if 
  40@ > 1 
else_jump @POOL2_56122 
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@  // ~1~,
0093: 43@ = integer 41@ to_float 
045A: draw_text_1number 42@ 360.0 GXT 'COMMA' number 39@  // ~1~,
005B: 42@ += 43@ // (float) 
39@ += 1 
40@ -= 1 
jump @POOL2_56173 

:POOL2_56122
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 42@ 360.0 GXT 'NUM' number 39@  // ~1~
40@ = -1 
39@ = 16 

:POOL2_56173
jump @POOL2_56187 

:POOL2_56180
39@ += 1 

:POOL2_56187
if 
  39@ >= 16 
else_jump @POOL2_56212 
40@ = -1 

:POOL2_56212
jump @POOL2_55973 

:POOL2_56219
jump @POOL2_55955 

:POOL2_56226
return 
if or
0736:   NOP_false 131 
0736:   NOP_false 87 
else_jump @POOL2_56258 
621@ += 1.0 

:POOL2_56258
if or
0736:   NOP_false 130 
0736:   NOP_false 90 
else_jump @POOL2_56288 
621@ += -1.0 

:POOL2_56288
if or
0736:   NOP_false 128 
0736:   NOP_false 68 
else_jump @POOL2_56318 
620@ += 1.0 

:POOL2_56318
if or
0736:   NOP_false 129 
0736:   NOP_false 65 
else_jump @POOL2_56348 
620@ += -1.0 

:POOL2_56348
if or
0736:   NOP_false 145 
0736:   NOP_false 87 
else_jump @POOL2_56378 
624@ += 1.0 

:POOL2_56378
if or
0736:   NOP_false 139 
0736:   NOP_false 90 
else_jump @POOL2_56408 
624@ += -1.0 

:POOL2_56408
if or
0736:   NOP_false 143 
0736:   NOP_false 68 
else_jump @POOL2_56438 
625@ += 1.0 

:POOL2_56438
if or
0736:   NOP_false 141 
0736:   NOP_false 65 
else_jump @POOL2_56468 
625@ += -1.0 

:POOL2_56468
if 
0736:   NOP_false 137 
else_jump @POOL2_57032 
03A9: NOP 
05B6: 61 // BALL_SPRITE_HEIGHT = 
03A8: NOP 621@ 
03A9: NOP 
05B6: 62 // BALL_SPRITE_WIDTH = 
03A8: NOP 620@ 
03A9: NOP 
05B6: 63 // NIB_SPRITE_HEIGHT = 
03A8: NOP 624@ 
03A9: NOP 
05B6: 64 // NIB_SPRITE_WIDTH = 
03A8: NOP 625@ 

:POOL2_57032
return 

:POOL2_57034
if 
  635@ == 0 
else_jump @POOL2_57283 
39@ = 0 
if 
  3000 > 205@ 
else_jump @POOL2_57085 
39@ = 1 

:POOL2_57085
if 
  236@ == 1 
else_jump @POOL2_57142 
205@ = 0 
39@ = 1 
if 
  198@ > 1 
else_jump @POOL2_57142 
198@ = 0 

:POOL2_57142
if 
  198@ == 0 
else_jump @POOL2_57187 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H3'  // Use movement controls to aim the cue.~N~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change view. ~N~~k~~PED_SPRINT~ Proceed to shooting.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to quit.
205@ = 0 
198@ += 1 

:POOL2_57187
if 
  34@ == 5 
else_jump @POOL2_57269 
if 
  198@ == 1 
else_jump @POOL2_57262 
if 
  205@ > 3000 
else_jump @POOL2_57262 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Display information.
198@ += 1 

:POOL2_57262
jump @POOL2_57276 

:POOL2_57269
39@ = 1 

:POOL2_57276
jump @POOL2_57297 

:POOL2_57283
39@ = 1 
635@ = 0 

:POOL2_57297
if 
  39@ == 1 
else_jump @POOL2_57816 
0937: text_draw_box_cornerA 29.0 270.0 cornerB 638@ 644@ GXT_reference 'SCORE' style 2  // Info
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_01'  // Player 1
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  217@ == 0 
else_jump @POOL2_57440 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_57440
if 
  217@ == 1 
else_jump @POOL2_57479 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_57479
if 
  217@ == -1 
else_jump @POOL2_57518 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_57518
if 
  217@ == 2 
else_jump @POOL2_57557 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_57557
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
if 
  178@ == 1 
else_jump @POOL2_57624 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_02'  // Player 2
jump @POOL2_57645 

:POOL2_57624
033E: set_draw_text_position 36.0 340.0 GXT 'PL_03'  // CPU

:POOL2_57645
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  218@ == 0 
else_jump @POOL2_57699 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_12'  // Solids

:POOL2_57699
if 
  218@ == 1 
else_jump @POOL2_57738 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_13'  // Stripes

:POOL2_57738
if 
  218@ == -1 
else_jump @POOL2_57777 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_15'  // Open Table

:POOL2_57777
if 
  218@ == 2 
else_jump @POOL2_57816 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_14'  // Black

:POOL2_57816
return 

:POOL2_57818
636@ = 0.4753 
642@ = 2.3176 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 4 default_jump 1 @POOL2_58009 jumps 1 @POOL2_57901 2 @POOL2_57955 3 @POOL2_57982 4 @POOL2_57928 -1 @POOL2_58036 -1 @POOL2_58036 -1 @POOL2_58036 

:POOL2_57901
637@ = 210.6556 
643@ = 426.4957 
jump @POOL2_58036 

:POOL2_57928
637@ = 175.0805 
643@ = 426.4957 
jump @POOL2_58036 

:POOL2_57955
637@ = 190.782 
643@ = 409.0 
jump @POOL2_58036 

:POOL2_57982
637@ = 214.9799 
643@ = 409.0 
jump @POOL2_58036 

:POOL2_58009
637@ = 174.4835 
643@ = 409.0 
jump @POOL2_58036 

:POOL2_58036
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 3 default_jump 1 @POOL2_58180 jumps 2 @POOL2_58126 3 @POOL2_58153 4 @POOL2_58099 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 -1 @POOL2_58207 

:POOL2_58099
638@ = 179.098 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58126
638@ = 166.0992 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58153
638@ = 205.4915 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58180
638@ = 157.0 
644@ = 396.8582 
jump @POOL2_58207 

:POOL2_58207
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58295 jumps 3 @POOL2_58270 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 -1 @POOL2_58322 

:POOL2_58270
0087: 639@ = 638@ // (float) 
645@ = 394.4953 
jump @POOL2_58322 

:POOL2_58295
639@ = 168.1938 
645@ = 394.4953 
jump @POOL2_58322 

:POOL2_58322
640@ = 0.4914 
646@ = 2.3977 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @POOL2_58432 jumps 3 @POOL2_58405 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 -1 @POOL2_58459 

:POOL2_58405
641@ = 178.0981 
647@ = 409.0 
jump @POOL2_58459 

:POOL2_58432
641@ = 157.0 
647@ = 409.0 
jump @POOL2_58459 

:POOL2_58459
return 
if 
0736:   NOP_false 67 
else_jump @POOL2_58526 
648@ += 1 
if 
  648@ > 5 
else_jump @POOL2_58508 
648@ = 0 

:POOL2_58508
0663: NOP "SCREEN_EDIT" 648@ 

:POOL2_58526
if 
0736:   NOP_false 131 
else_jump @POOL2_58556 
642@(648@,6f) += -0.1 

:POOL2_58556
if 
0736:   NOP_false 130 
else_jump @POOL2_58586 
642@(648@,6f) += 0.1 

:POOL2_58586
if 
0736:   NOP_false 128 
else_jump @POOL2_58616 
636@(648@,6f) += 0.1 

:POOL2_58616
if 
0736:   NOP_false 129 
else_jump @POOL2_58646 
636@(648@,6f) += -0.1 

:POOL2_58646
if 
0736:   NOP_false 137 
else_jump @POOL2_59387 
03A9: NOP 
05B6: 65 // POOL - SCREEN_COORDS
03A9: NOP 
39@ = 0 

:POOL2_58803
if 
  6 > 39@ 
else_jump @POOL2_59387 
05B6: 66 // SCREEN_COORD_X[
03A7: NOP 39@ 
05B6: 67 // ] = 
03A8: NOP 636@(39@,6f) 
03A9: NOP 
05B6: 68 // SCREEN_COORD_Y[
03A7: NOP 39@ 
05B6: 69 // ] = 
03A8: NOP 642@(39@,6f) 
03A9: NOP 
39@ += 1 
jump @POOL2_58803 

:POOL2_59387
return 

:POOL2_59389
39@ = 0 
if 
  3000 > 205@ 
else_jump @POOL2_59422 
39@ = 1 

:POOL2_59422
if 
  198@ == 0 
else_jump @POOL2_59467 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H6'  // Use the movement controls to position the cue ball.~N~~k~~PED_SPRINT~ Continue.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to QUIT.
205@ = 0 
198@ += 1 

:POOL2_59467
if 
  34@ == 4 
else_jump @POOL2_59542 
if 
  198@ == 1 
else_jump @POOL2_59542 
if 
  205@ > 3000 
else_jump @POOL2_59542 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Display information.
198@ += 1 

:POOL2_59542
if 
  39@ == 1 
else_jump @POOL2_60139 
0937: text_draw_box_cornerA 29.0 220.0 cornerB 639@ 645@ GXT_reference 'SCORE' style 2  // Info
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Player 1
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  217@ == 0 
else_jump @POOL2_59685 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Solids

:POOL2_59685
if 
  217@ == 1 
else_jump @POOL2_59724 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_59724
if 
  217@ == -1 
else_jump @POOL2_59763 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_59763
if 
  217@ == 2 
else_jump @POOL2_59802 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

:POOL2_59802
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
if 
  178@ == 1 
else_jump @POOL2_59869 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Player 2
jump @POOL2_59890 

:POOL2_59869
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_59890
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
if 
  218@ == 0 
else_jump @POOL2_59944 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_59944
if 
  218@ == 1 
else_jump @POOL2_59983 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_59983
if 
  218@ == -1 
else_jump @POOL2_60022 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_60022
if 
  218@ == 2 
else_jump @POOL2_60061 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_60061
gosub @POOL2_60436 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_16'  // Scratch
gosub @POOL2_60436 
033F: set_text_draw_letter_size 636@ 642@ 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_17'  // Ball in hand

:POOL2_60139
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
03E4: enable_text_draw_align_right 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.405 1.08 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 81 25 29 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:POOL2_60436
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 640@ 646@ 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0087: 649@ = 637@ // (float) 
649@ -= 20.0 
0343: set_text_draw_linewidth 649@ 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
if 
0736:   NOP_false 130 
else_jump @POOL2_60600 
650@ += -0.0001 
39@ = 0 

:POOL2_60536
if 
  16 > 39@ 
else_jump @POOL2_60600 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_60586 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_60586
39@ += 1 
jump @POOL2_60536 

:POOL2_60600
if 
0736:   NOP_false 137 
else_jump @POOL2_60680 

:POOL2_60616
if 
  16 > 39@ 
else_jump @POOL2_60680 
if 
03CA:   object 82@(39@,16i) exists 
else_jump @POOL2_60666 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_60666
39@ += 1 
jump @POOL2_60616 

:POOL2_60680
if 
0736:   NOP_false 145 
else_jump @POOL2_60696 

:POOL2_60696
if 
0736:   NOP_false 139 
else_jump @POOL2_60722 
203@ += -0.001 

:POOL2_60722
if 
0736:   NOP_false 143 
else_jump @POOL2_60748 
204@ += 0.001 

:POOL2_60748
if 
0736:   NOP_false 141 
else_jump @POOL2_60774 
204@ += -0.001 

:POOL2_60774
return 

:POOL2_60776
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:POOL2_60794
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:POOL2_60828
08F6: restore_player_group 
09D8: NOP 0 
0A3F: unknown_flag 0 
$1904 = 0 
040D: unload_wav 4 
39@ = 0 

:POOL2_60856
if 
  10 > 39@ 
else_jump @POOL2_60917 
if 
03CA:   object 347@(39@,10i) exists 
else_jump @POOL2_60903 
Object.Destroy(347@(39@,10i))

:POOL2_60903
39@ += 1 
jump @POOL2_60856 

:POOL2_60917
if 
   not Actor.Dead($9458)
else_jump @POOL2_60982 
0647: unknown_actor $9458 look_task 
Actor.StorePos($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 223@ = $TEMPVAR_FLOAT_3 // (float) 
0089: 227@ = $TEMPVAR_FLOAT_3 // (float) 

:POOL2_60982
if 
   not Actor.Dead($9458)
else_jump @POOL2_61026 
Actor.StorePos($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.PutAt($9458, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, 227@)

:POOL2_61026
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61151 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.PutAt($PLAYER_ACTOR, 221@, 222@, 223@)
if 
   not Actor.Dead($9458)
else_jump @POOL2_61100 
Actor.StorePos($9458, 165@, 166@, 167@)

:POOL2_61100
0087: 169@ = 165@ // (float) 
0065: 169@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to $TEMPVAR_ANGLE 
Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE

:POOL2_61151
Model.Load(#POOLCUE)

:POOL2_61156
if 
   not Model.Available(#POOLCUE)
else_jump @POOL2_61183 
wait 0 
jump @POOL2_61156 

:POOL2_61183
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61223 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 9999 // Load the weapon model before using this 

:POOL2_61223
if 
03CA:   object 106@ exists 
else_jump @POOL2_61244 
Object.Destroy(106@)

:POOL2_61244
if 
03CA:   object 107@ exists 
else_jump @POOL2_61265 
Object.Destroy(107@)

:POOL2_61265
if 
03CA:   object 238@ exists 
else_jump @POOL2_61286 
Object.Destroy(238@)

:POOL2_61286
if 
03CA:   object $9459 exists 
else_jump @POOL2_61307 
Object.Destroy($9459)

:POOL2_61307
Model.Destroy(#POOLCUE)
Model.Destroy(#K_POOLQ)
04EF: release_animation "POOL" 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61352 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_61352
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
03E6: remove_text_box 
$ONMISSION = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL2_61458 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: unknown_actor $PLAYER_ACTOR look_task 
0615: define_AS_pack_begin 47@ 
05BA: AS_actor -1 move_mouth 1 ms 
05B9: AS_actor -1 stay_idle 1 ms 
0616: define_AS_pack_end 47@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_61458
mission_cleanup 
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 163@ exists 
else_jump @POOL2_61511 
Object.StorePos(163@, 165@, 166@, 167@)
$TEMPVAR_ANGLE = Object.Angle(163@)

:POOL2_61511
$TEMPVAR_ANGLE *= -1.0 
02F7: 42@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = cosine $TEMPVAR_ANGLE // (float) 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 70 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 71 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
056D:   actor 215@ defined 
else_jump @POOL2_62165 
if 
   not Actor.Dead(215@)
else_jump @POOL2_62165 
Actor.StorePos(215@, 165@, 166@, 167@)
$TEMPVAR_ANGLE = Actor.Angle(215@)

:POOL2_62165
$TEMPVAR_ANGLE *= -1.0 
02F7: 42@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 43@ = cosine $TEMPVAR_ANGLE // (float) 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 72 // FIXED_CAMERA_POSITION - OFFSET FROM CHAR = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 169@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: NOP 
05B6: 73 // CAMERA_POINT_AT -       OFFSET FROM CHAR = 
03A8: NOP 172@ 
03A8: NOP 173@ 
03A8: NOP 171@ 
return 

//-------------Mission 9---------------
// Originally: Lowrider (Bet And Dance)

:LOWR
thread 'LOWR' 
gosub @LOWR_47 
if 
wasted_or_busted 
else_jump @LOWR_38 
gosub @LOWR_27250 

:LOWR_38
gosub @LOWR_27254 
end_thread 

:LOWR_47
$ONMISSION = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:LOWR_145
wait 0 
if 
0736:   NOP_false 83 
else_jump @LOWR_171 
36@ = 1 

:LOWR_171
39@ += 1 
if 
  39@ > 22 
else_jump @LOWR_203 
39@ = 0 

:LOWR_203
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 133@ += 42@ // (int) 
005A: 134@ += 42@ // (int) 
005A: 135@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
077E: get_active_interior_to 43@ 
if 
  43@ == 0 
else_jump @LOWR_319 
005E: $6471 += 42@ // (int) 

:LOWR_319
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @LOWR_466 jumps 0 @LOWR_382 1 @LOWR_396 2 @LOWR_403 3 @LOWR_410 4 @LOWR_424 5 @LOWR_438 6 @LOWR_452 

:LOWR_382
gosub @LOWR_619 
jump @LOWR_466 

:LOWR_396
jump @LOWR_466 

:LOWR_403
jump @LOWR_466 

:LOWR_410
gosub @LOWR_962 
jump @LOWR_466 

:LOWR_424
gosub @LOWR_9455 
jump @LOWR_466 

:LOWR_438
gosub @LOWR_12559 
jump @LOWR_466 

:LOWR_452
gosub @LOWR_17601 
jump @LOWR_466 

:LOWR_466
gosub @LOWR_19756 
if 
0736:   NOP_false 80 
else_jump @LOWR_495 
gosub @LOWR_26533 

:LOWR_495
if 
0736:   NOP_false 79 
else_jump @LOWR_517 
gosub @LOWR_26635 

:LOWR_517
if 
  38@ == 0 
else_jump @LOWR_617 
if 
  37@ == 0 
else_jump @LOWR_601 
if 
  36@ == 0 
else_jump @LOWR_585 
jump @LOWR_145 
jump @LOWR_594 

:LOWR_585
gosub @LOWR_27252 
return 

:LOWR_594
jump @LOWR_610 

:LOWR_601
gosub @LOWR_27250 
return 

:LOWR_610
jump @LOWR_619 

:LOWR_617
return 

:LOWR_619
if 
  35@ == -1 
else_jump @LOWR_748 
69@ = Car.Create(#PONY, 0.0, 0.0, 0.0)
77@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
99@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)

:LOWR_748
271@ = 50 
272@ = 1000 
104@ = 0 
43@ = 0 

:LOWR_777
if 
  22 > 43@ 
else_jump @LOWR_820 
105@(43@,22i) = 0 
43@ += 1 
jump @LOWR_777 

:LOWR_820
127@ = 0 
128@ = 0 
129@ = 0 
130@ = 0 
132@ = 0 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
132@ = 0 
269@ = 0.01 
if 
  35@ == -1 
else_jump @LOWR_930 

:LOWR_930
054C: use_GXT_table 'LOWR' 
0732: random_car_generator_disable_model #SAVANNA 
gosub @LOWR_27192 
34@ = 3 
return 

:LOWR_962
if 
  35@ == 0 
else_jump @LOWR_2161 
042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0 
127@ = 0 
128@ = 0 
138@ = 1796.947 
145@ = -1924.376 
152@ = 13.2937 
159@ = 60.9627 
139@ = 1802.865 
146@ = -1918.742 
153@ = 13.2965 
160@ = 357.6195 
140@ = 1788.992 
147@ = -1924.501 
154@ = 13.2937 
161@ = 305.5176 
141@ = 1784.189 
148@ = -1913.44 
155@ = 13.2957 
162@ = 188.9639 
142@ = 1790.964 
149@ = -1913.898 
156@ = 13.2985 
163@ = 266.2616 
143@ = 1799.899 
150@ = -1906.425 
157@ = 13.3025 
164@ = 184.4735 
144@ = 1785.94 
151@ = -1904.839 
158@ = 13.297 
165@ = 152.5742 
166@ = 1798.603 
188@ = -1908.26 
210@ = 12.4388 
232@ = 102.3995 
167@ = 1798.887 
189@ = -1907.668 
211@ = 12.4399 
233@ = 174.1189 
168@ = 1798.834 
190@ = -1911.782 
212@ = 12.4374 
234@ = 158.2591 
169@ = 1799.584 
191@ = -1912.795 
213@ = 12.4368 
235@ = 74.6392 
170@ = 1800.902 
192@ = -1918.714 
214@ = 12.4331 
236@ = 256.6391 
171@ = 1798.166 
193@ = -1920.427 
215@ = 12.4321 
237@ = 19.6592 
172@ = 1796.811 
194@ = -1920.426 
216@ = 12.4321 
238@ = 331.8393 
173@ = 1787.78 
195@ = -1919.071 
217@ = 12.4329 
239@ = 331.8393 
174@ = 1786.71 
196@ = -1917.982 
218@ = 12.4332 
240@ = 285.8198 
175@ = 1786.194 
197@ = -1907.356 
219@ = 12.4327 
241@ = 260.4003 
176@ = 1786.898 
198@ = -1906.531 
220@ = 12.4335 
242@ = 141.9807 
177@ = 1786.23 
199@ = -1908.622 
221@ = 12.4328 
243@ = 327.1608 
178@ = 1789.188 
200@ = -1919.665 
222@ = 12.4325 
244@ = 357.2196 
179@ = 1788.103 
201@ = -1907.949 
223@ = 12.4352 
245@ = 200.9411 
180@ = 1797.997 
202@ = -1912.74 
224@ = 12.4368 
246@ = 312.2806 
181@ = 1796.46 
203@ = -1908.882 
225@ = 12.4368 
247@ = 312.2806 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#BFYPRO)
Model.Load(#HFYST)
Model.Load(#SAVANNA)
Model.Load(#REMINGTN)
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_1990
if or
   not Model.Available(#VLA1)
   not Model.Available(#VLA2)
   not Model.Available(#VLA3)
   not Model.Available(#BFYPRO)
   not Model.Available(#HFYST)
else_jump @LOWR_2032 
wait 0 
jump @LOWR_1990 

:LOWR_2032
if or
   not Model.Available(#SAVANNA)
   not Model.Available(#REMINGTN)
else_jump @LOWR_2064 
wait 0 
jump @LOWR_2032 

:LOWR_2064
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWR_2098 
wait 0 
jump @LOWR_2064 

:LOWR_2098
if 
875C:   not marker 102@ enabled 
else_jump @LOWR_2134 
018A: 102@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:LOWR_2134
0917: audio_zone 'LOWRIDE' enable_sound 1 
$6471 = 0 
35@ += 1 

:LOWR_2161
if 
  35@ == 1 
else_jump @LOWR_9428 
if 
  128@ == 0 
else_jump @LOWR_3625 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @LOWR_3618 
69@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
70@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
71@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
72@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
73@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 69@ action 3 
03A2: set_car 73@ action 3 
03A2: set_car 72@ action 3 
Car.ToggleHydraulics(69@) = True
Car.ToggleHydraulics(73@) = True
Car.ToggleHydraulics(72@) = True
Car.ImmuneToNonPlayer(69@) = True
Car.ImmuneToNonPlayer(73@) = True
Car.ImmuneToNonPlayer(72@) = True
43@ = 0 

:LOWR_2529
if 
  7 > 43@ 
else_jump @LOWR_2618 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)
Car.DoorStatus(69@(43@,7i)) = 3
43@ += 1 
jump @LOWR_2529 

:LOWR_2618
wait 0 
77@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
79@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
80@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
wait 0 
83@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
wait 0 
78@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
wait 0 
93@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
98@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
43@ = 0 

:LOWR_3169
if 
  16 > 43@ 
else_jump @LOWR_3287 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_3273 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_3273 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)

:LOWR_3273
43@ += 1 
jump @LOWR_3169 

:LOWR_3287
wait 0 
43@ = 0 

:LOWR_3298
if 
  22 > 43@ 
else_jump @LOWR_3362 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_3348 
060B: set_actor 77@(43@,22i) decision_maker_to 67@ 

:LOWR_3348
43@ += 4 
jump @LOWR_3298 

:LOWR_3362
if 
   not Actor.Dead(93@)
else_jump @LOWR_3402 
if 
   not Car.Wrecked(70@)
else_jump @LOWR_3402 
036A: put_actor 93@ in_car 70@ 

:LOWR_3402
if 
   not Actor.Dead(94@)
else_jump @LOWR_3442 
if 
   not Car.Wrecked(71@)
else_jump @LOWR_3442 
036A: put_actor 94@ in_car 71@ 

:LOWR_3442
if 
   not Actor.Dead(95@)
else_jump @LOWR_3482 
if 
   not Car.Wrecked(73@)
else_jump @LOWR_3482 
036A: put_actor 95@ in_car 73@ 

:LOWR_3482
if 
   not Actor.Dead(96@)
else_jump @LOWR_3522 
if 
   not Car.Wrecked(69@)
else_jump @LOWR_3522 
036A: put_actor 96@ in_car 69@ 

:LOWR_3522
if 
   not Actor.Dead(97@)
else_jump @LOWR_3562 
if 
   not Car.Wrecked(72@)
else_jump @LOWR_3562 
036A: put_actor 97@ in_car 72@ 

:LOWR_3562
if 
   not Actor.Dead(98@)
else_jump @LOWR_3604 
if 
   not Car.Wrecked(71@)
else_jump @LOWR_3604 
0430: put_actor 98@ into_car 71@ passenger_seat 0 

:LOWR_3604
128@ = 1 
$1906 = 1 

:LOWR_3618
jump @LOWR_3766 

:LOWR_3625
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
else_jump @LOWR_3766 
43@ = 0 

:LOWR_3670
if 
  7 > 43@ 
else_jump @LOWR_3711 
Car.Destroy(69@(43@,7i))
43@ += 1 
jump @LOWR_3670 

:LOWR_3711
43@ = 0 

:LOWR_3718
if 
  22 > 43@ 
else_jump @LOWR_3759 
Actor.DestroyInstantly(77@(43@,22i))
43@ += 1 
jump @LOWR_3718 

:LOWR_3759
128@ = 0 

:LOWR_3766
if 
  128@ == 1 
else_jump @LOWR_9015 
if 
  127@ == 0 
else_jump @LOWR_8729 
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_8009 jumps 0 @LOWR_3995 1 @LOWR_4371 2 @LOWR_4747 3 @LOWR_4897 4 @LOWR_5047 5 @LOWR_5162 6 @LOWR_5312 
0872: jump_table_jumps 7 @LOWR_5462 8 @LOWR_5578 9 @LOWR_5694 10 @LOWR_6070 11 @LOWR_6253 12 @LOWR_6369 13 @LOWR_6485 14 @LOWR_6792 15 @LOWR_7117 
0872: jump_table_jumps 16 @LOWR_7401 17 @LOWR_7510 18 @LOWR_7619 19 @LOWR_7826 20 @LOWR_8002 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 -1 @LOWR_8009 

:LOWR_3995
if 
   not Actor.Dead(77@)
else_jump @LOWR_4364 
062E: unknown_get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_4269 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4203 
if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4155 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @LOWR_4196 

:LOWR_4155
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4196
jump @LOWR_4244 

:LOWR_4203
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4244
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @LOWR_4364 

:LOWR_4269
if 
   Actor.Animation(77@) == "M_SMKLEAN_LOOP"
else_jump @LOWR_4364 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4364 
if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4364 
0687: clear_actor 77@ task 

:LOWR_4364
jump @LOWR_8009 

:LOWR_4371
if 
   not Actor.Dead(78@)
else_jump @LOWR_4740 
062E: unknown_get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_4645 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4579 
if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4531 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @LOWR_4572 

:LOWR_4531
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4572
jump @LOWR_4620 

:LOWR_4579
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4620
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @LOWR_4740 

:LOWR_4645
if 
   Actor.Animation(78@) == "F_SMKLEAN_LOOP"
else_jump @LOWR_4740 
if 
   not Car.Wrecked(74@)
else_jump @LOWR_4740 
if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
else_jump @LOWR_4740 
0687: clear_actor 78@ task 

:LOWR_4740
jump @LOWR_8009 

:LOWR_4747
if 
   not Actor.Dead(79@)
else_jump @LOWR_4890 
062E: unknown_get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_4890 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(80@)
else_jump @LOWR_4831 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_4872 

:LOWR_4831
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_4872
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_4890
jump @LOWR_8009 

:LOWR_4897
if 
   not Actor.Dead(80@)
else_jump @LOWR_5040 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5040 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(79@)
else_jump @LOWR_4981 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_5022 

:LOWR_4981
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5022
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5040
jump @LOWR_8009 

:LOWR_5047
if 
   not Actor.Dead(81@)
else_jump @LOWR_5155 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5155 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5155
jump @LOWR_8009 

:LOWR_5162
if 
   not Actor.Dead(82@)
else_jump @LOWR_5305 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5305 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(83@)
else_jump @LOWR_5246 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_5287 

:LOWR_5246
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5287
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5305
jump @LOWR_8009 

:LOWR_5312
if 
   not Actor.Dead(83@)
else_jump @LOWR_5455 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5455 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(82@)
else_jump @LOWR_5396 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_5437 

:LOWR_5396
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5437
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5455
jump @LOWR_8009 

:LOWR_5462
if 
   not Actor.Dead(84@)
else_jump @LOWR_5571 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5571 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5571
jump @LOWR_8009 

:LOWR_5578
if 
   not Actor.Dead(85@)
else_jump @LOWR_5687 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5687 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_5687
jump @LOWR_8009 

:LOWR_5694
if 
   not Actor.Dead(86@)
else_jump @LOWR_6063 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_5968 
0615: define_AS_pack_begin 49@ 
if 
   not Car.Wrecked(75@)
else_jump @LOWR_5902 
if 
01AF:   car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
else_jump @LOWR_5854 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
jump @LOWR_5895 

:LOWR_5854
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5895
jump @LOWR_5943 

:LOWR_5902
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 

:LOWR_5943
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
jump @LOWR_6063 

:LOWR_5968
if 
   Actor.Animation(86@) == "M_SMKLEAN_LOOP"
else_jump @LOWR_6063 
if 
   not Car.Wrecked(75@)
else_jump @LOWR_6063 
if 
81AF:   not car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
else_jump @LOWR_6063 
0687: clear_actor 86@ task 

:LOWR_6063
jump @LOWR_8009 

:LOWR_6070
if 
   not Actor.Dead(87@)
else_jump @LOWR_6246 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6246 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6246
jump @LOWR_8009 

:LOWR_6253
if 
   not Actor.Dead(88@)
else_jump @LOWR_6362 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6362 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6362
jump @LOWR_8009 

:LOWR_6369
if 
   not Actor.Dead(89@)
else_jump @LOWR_6478 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6478 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6478
jump @LOWR_8009 

:LOWR_6485
if 
   not Actor.Dead(90@)
else_jump @LOWR_6785 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_6785 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 60000 ms // versionA 
05D3: AS_actor -1 goto_point 179@ 201@ 223@ mode 4 60000 ms // versionA 
if 
   not Actor.Dead(86@)
else_jump @LOWR_6726 
0639: AS_actor -1 rotate_to_actor 86@ 

:LOWR_6726
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_6785
jump @LOWR_8009 

:LOWR_6792
if 
   not Actor.Dead(91@)
else_jump @LOWR_7110 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7110 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 1 1 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7110
jump @LOWR_8009 

:LOWR_7117
if 
   not Actor.Dead(92@)
else_jump @LOWR_7394 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7394 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 60000 ms // versionA 
05D3: AS_actor -1 goto_point 181@ 203@ 225@ mode 4 60000 ms // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7394
jump @LOWR_8009 

:LOWR_7401
if 
   not Actor.Dead(93@)
else_jump @LOWR_7503 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7503 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7503
jump @LOWR_8009 

:LOWR_7510
if 
   not Actor.Dead(94@)
else_jump @LOWR_7612 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_7612 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_7612
jump @LOWR_8009 

:LOWR_7619
43@ = 0 

:LOWR_7626
if 
  7 > 43@ 
else_jump @LOWR_7819 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_7805 
if 
   not Car.Wrecked(69@(43@,7i))
else_jump @LOWR_7775 
if 
051C:   car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWR_7768 
44@ = Car.Health(69@(43@,7i))
if 
  950 > 44@ 
else_jump @LOWR_7768 
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
127@ = 1 
43@ = 7 

:LOWR_7768
jump @LOWR_7805 

:LOWR_7775
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
127@ = 1 
43@ = 7 

:LOWR_7805
43@ += 1 
jump @LOWR_7626 

:LOWR_7819
jump @LOWR_8009 

:LOWR_7826
43@ = 0 

:LOWR_7833
if 
  22 > 43@ 
else_jump @LOWR_7995 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_7981 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_7951 
if 
051A:   actor 77@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWR_7944 
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
127@ = 1 
43@ = 22 

:LOWR_7944
jump @LOWR_7981 

:LOWR_7951
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
127@ = 1 
43@ = 22 

:LOWR_7981
43@ += 1 
jump @LOWR_7833 

:LOWR_7995
jump @LOWR_8009 

:LOWR_8002
jump @LOWR_8009 

:LOWR_8009
if 
  300 > 133@ 
else_jump @LOWR_8075 
254@ = 1.0 
257@ = 1.0 
260@ = 0.0 
263@ = 0.0 
jump @LOWR_8148 

:LOWR_8075
if 
  133@ > 500 
else_jump @LOWR_8108 
133@ = 0 
jump @LOWR_8148 

:LOWR_8108
254@ = 0.0 
257@ = 0.0 
260@ = 0.0 
263@ = 0.0 

:LOWR_8148
if 
  134@ > 2000 
else_jump @LOWR_8222 
0209: 283@ = random_int_in_ranges 0 16 
gosub @LOWR_20100 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
134@ = 0 

:LOWR_8222
if 
  135@ > 300 
else_jump @LOWR_8296 
0209: 283@ = random_int_in_ranges 0 16 
gosub @LOWR_20100 
0087: 256@ = 281@ // (float) 
0087: 259@ = 279@ // (float) 
0087: 262@ = 282@ // (float) 
0087: 265@ = 280@ // (float) 
135@ = 0 

:LOWR_8296
if 
   not Car.Wrecked(69@)
else_jump @LOWR_8438 
if 
   Car.HasHydraulics(69@)
else_jump @LOWR_8438 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
Car.StorePos(69@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 138@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8438
if 
   not Car.Wrecked(72@)
else_jump @LOWR_8580 
if 
   Car.HasHydraulics(72@)
else_jump @LOWR_8580 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
Car.StorePos(72@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8580
if 
   not Car.Wrecked(73@)
else_jump @LOWR_8722 
if 
   Car.HasHydraulics(73@)
else_jump @LOWR_8722 
07F5: car 73@ control_hydraulics 259@ 265@ 256@ 262@ 
Car.StorePos(73@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 142@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 149@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 73@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_8722
jump @LOWR_9015 

:LOWR_8729
if 
  127@ == 1 
else_jump @LOWR_9015 
43@ = 0 

:LOWR_8754
if 
  12 > 43@ 
else_jump @LOWR_8815 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_8801 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_8801
43@ += 1 
jump @LOWR_8754 

:LOWR_8815
if 
   not 37@ == 1 
else_jump @LOWR_8905 
43@ = 0 

:LOWR_8840
if 
  22 > 43@ 
else_jump @LOWR_8905 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_8891 
077A: set_actor 77@(43@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:LOWR_8891
43@ += 1 
jump @LOWR_8840 

:LOWR_8905
43@ = 0 

:LOWR_8912
if 
  22 > 43@ 
else_jump @LOWR_8953 
Actor.RemoveReferences(77@(43@,22i))
43@ += 1 
jump @LOWR_8912 

:LOWR_8953
43@ = 0 

:LOWR_8960
if 
  7 > 43@ 
else_jump @LOWR_9001 
Car.RemoveReferences(69@(43@,7i))
43@ += 1 
jump @LOWR_8960 

:LOWR_9001
37@ = 1 
127@ += 1 

:LOWR_9015
if 
  $6471 > 120000 
else_jump @LOWR_9066 
00BC: show_text_highpriority GXT 'LOW_35' time 5000 flag 1  // ~r~The lowrider meeting has dispersed.
37@ = 1 
jump @LOWR_9428 

:LOWR_9066
if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @LOWR_9403 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
096E:   car $TEMPVAR_ACTOR_CAR lowrider 
else_jump @LOWR_9355 
if 
   Car.HasHydraulics($TEMPVAR_ACTOR_CAR)
else_jump @LOWR_9307 
43@ = Player.Money($PLAYER_CHAR)
if 
002D:   43@ >= 271@ // (int) 
else_jump @LOWR_9256 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 
35@ = 99 
Player.CanMove($PLAYER_CHAR) = False
68@ = Actor.Car($PLAYER_ACTOR)
fade 0 500 

:LOWR_9225
if 
fading 
else_jump @LOWR_9249 
wait 0 
jump @LOWR_9225 

:LOWR_9249
jump @LOWR_9300 

:LOWR_9256
if 
  62@ == 0 
else_jump @LOWR_9300 
01E5: show_text_1number_highpriority GXT 'LOW_38' number 271@ time 5000 flag 1  // ~s~You need $~1~ to compete.
62@ += 1 

:LOWR_9300
jump @LOWR_9348 

:LOWR_9307
if 
  62@ == 0 
else_jump @LOWR_9348 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
62@ += 1 

:LOWR_9348
jump @LOWR_9396 

:LOWR_9355
if 
  62@ == 0 
else_jump @LOWR_9396 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
62@ += 1 

:LOWR_9396
jump @LOWR_9428 

:LOWR_9403
if 
   not 62@ == 0 
else_jump @LOWR_9428 
62@ = 0 

:LOWR_9428
if 
  35@ == 99 
else_jump @LOWR_9453 
gosub @LOWR_27192 

:LOWR_9453
return 

:LOWR_9455
if 
  35@ == 0 
else_jump @LOWR_10048 
fade 0 500 

:LOWR_9480
if 
fading 
else_jump @LOWR_9504 
wait 0 
jump @LOWR_9480 

:LOWR_9504
if 
   not Car.Wrecked(68@)
else_jump @LOWR_9525 
09FE: unknown_car 68@ 

:LOWR_9525
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
if 
075C:   marker 102@ enabled 
else_jump @LOWR_9584 
Marker.Disable(102@)

:LOWR_9584
if 
   not Car.Wrecked(68@)
else_jump @LOWR_9630 
Car.PutAt(68@, 1793.068, -1904.254, 12.3989)
Car.Angle(68@) = 171.6728

:LOWR_9630
43@ = 0 

:LOWR_9637
if 
  16 > 43@ 
else_jump @LOWR_9698 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_9684 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_9684
43@ += 1 
jump @LOWR_9637 

:LOWR_9698
43@ = 0 

:LOWR_9705
if 
  22 > 43@ 
else_jump @LOWR_9769 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_9755 
060B: set_actor 77@(43@,22i) decision_maker_to 66@ 

:LOWR_9755
43@ += 1 
jump @LOWR_9705 

:LOWR_9769
43@ = 0 

:LOWR_9776
if 
  16 > 43@ 
else_jump @LOWR_9874 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_9860 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)

:LOWR_9860
43@ += 1 
jump @LOWR_9776 

:LOWR_9874
43@ = 0 

:LOWR_9881
if 
  7 > 43@ 
else_jump @LOWR_9979 
if 
   not Car.Wrecked(69@(43@,7i))
else_jump @LOWR_9965 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)

:LOWR_9965
43@ += 1 
jump @LOWR_9881 

:LOWR_9979
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(1796.749, -1916.961, 13.8583, 0.0, 0.0, 0.0)
Camera.PointAt(1796.125, -1916.181, 13.807, 2)
35@ += 1 

:LOWR_10048
if 
  35@ == 1 
else_jump @LOWR_10073 
35@ += 1 

:LOWR_10073
if 
  35@ == 2 
else_jump @LOWR_10231 
if 
   not Actor.Dead(95@)
else_jump @LOWR_10231 
0792: disembark_instantly_actor 95@ 
Actor.PutAt(95@, 1792.631, -1909.274, 12.4371)
Actor.Angle(95@) = 331.0204
Camera.SetPosition(1793.816, -1910.713, 14.0346, 0.0, 0.0, 0.0)
Camera.PointAt(1793.453, -1909.801, 13.8451, 2)
fade 1 500 

:LOWR_10200
if 
fading 
else_jump @LOWR_10224 
wait 0 
jump @LOWR_10200 

:LOWR_10224
35@ += 1 

:LOWR_10231
if 
  35@ == 3 
else_jump @LOWR_10698 
if 
   not Actor.Dead(95@)
else_jump @LOWR_10698 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKD" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKE" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKF" IFP_file "LOWRIDER" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PRTIAL_GNGTLKG" IFP_file "LOWRIDER" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0209: 43@ = random_int_in_ranges 0 3 
0871: init_jump_table 43@ total_jumps 3 default_jump 0 @LOWR_10684 jumps 0 @LOWR_10540 1 @LOWR_10588 2 @LOWR_10636 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 -1 @LOWR_10684 

:LOWR_10540
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA'  // ~z~So you think you can lowride? Well let's see what you can do.
04AE: $ACTOR_SPEECH_WAV_FILE = 22808 // $ = any 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10588
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB'  // ~z~You up for a bounce, homie?
04AE: $ACTOR_SPEECH_WAV_FILE = 22809 // $ = any 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10636
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC'  // ~z~Alright homie let's see if you got what it takes.
04AE: $ACTOR_SPEECH_WAV_FILE = 22810 // $ = any 
create_thread @AUDIOL 95@ 0 1 1 0 
jump @LOWR_10684 

:LOWR_10684
32@ = 0 
35@ += 1 

:LOWR_10698
if 
  35@ == 4 
else_jump @LOWR_10812 
if 
  32@ > 1000 
else_jump @LOWR_10812 
if or
  $AUDIO_LINE_IS_ACTIVE == 0 
00E1:   player 0 pressed_key 16 
else_jump @LOWR_10812 
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
35@ += 1 
131@ = 1 
if 
   not Actor.Dead(95@)
else_jump @LOWR_10812 
0687: clear_actor 95@ task 

:LOWR_10812
if 
  35@ == 5 
else_jump @LOWR_10944 
00BE: text_clear_all 
02A3: enable_widescreen 0 
Camera.SetPosition(1793.485, -1907.354, 13.4436, 0.0, 0.0, 0.0)
Camera.PointAt(1793.129, -1908.289, 13.4481, 2)
0085: 273@ = 271@ // (int) 
0085: 43@ = 273@ // (int) 
43@ *= -1 
Player.Money($PLAYER_CHAR) += 43@
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit
03F0: enable_text_draw 1 
wait 1 
35@ += 1 

:LOWR_10944
if 
  35@ == 6 
else_jump @LOWR_12351 
if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
else_jump @LOWR_10990 
03E6: remove_text_box 
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit

:LOWR_10990
if 
00E1:   player 0 pressed_key 14 
else_jump @LOWR_11416 
if and
   not 274@ == 1 
   not 274@ == -1 
else_jump @LOWR_11365 
if 
  273@ >= 10000 
else_jump @LOWR_11066 
270@ = 1000 
jump @LOWR_11170 

:LOWR_11066
if 
  273@ >= 1000 
else_jump @LOWR_11099 
270@ = 100 
jump @LOWR_11170 

:LOWR_11099
if 
  273@ >= 100 
else_jump @LOWR_11131 
270@ = 10 
jump @LOWR_11170 

:LOWR_11131
if 
  273@ == 0 
else_jump @LOWR_11163 
270@ = 2 
jump @LOWR_11170 

:LOWR_11163
270@ = 1 

:LOWR_11170
43@ = Player.Money($PLAYER_CHAR)
if 
001D:   270@ > 43@ // (int) 
else_jump @LOWR_11205 
0085: 270@ = 43@ // (int) 

:LOWR_11205
0085: 43@ = 273@ // (int) 
005A: 43@ += 270@ // (int) 
if 
001D:   43@ > 272@ // (int) 
else_jump @LOWR_11256 
0085: 270@ = 272@ // (int) 
0062: 270@ -= 273@ // (int) 

:LOWR_11256
if 
  0 > 270@ 
else_jump @LOWR_11281 
270@ *= -1 

:LOWR_11281
005A: 273@ += 270@ // (int) 
005A: 275@ += 270@ // (int) 
270@ *= -1 
Player.Money($PLAYER_CHAR) += 270@
274@ += 1 
if 
  274@ > 1 
else_jump @LOWR_11351 
274@ = 2 
jump @LOWR_11358 

:LOWR_11351
32@ = 0 

:LOWR_11358
jump @LOWR_11409 

:LOWR_11365
if 
  274@ == 1 
else_jump @LOWR_11409 
if 
  32@ > 500 
else_jump @LOWR_11409 
274@ = 2 

:LOWR_11409
jump @LOWR_11807 

:LOWR_11416
if 
   not 274@ == 0 
else_jump @LOWR_11441 
274@ = 0 

:LOWR_11441
if 
00E1:   player 0 pressed_key 17 
else_jump @LOWR_11782 
if 
   not 276@ == 1 
else_jump @LOWR_11749 
if 
  273@ > 10000 
else_jump @LOWR_11510 
270@ = -1000 
jump @LOWR_11582 

:LOWR_11510
if 
  273@ > 1000 
else_jump @LOWR_11543 
270@ = -100 
jump @LOWR_11582 

:LOWR_11543
if 
  273@ > 100 
else_jump @LOWR_11575 
270@ = -10 
jump @LOWR_11582 

:LOWR_11575
270@ = -1 

:LOWR_11582
0085: 43@ = 273@ // (int) 
005A: 273@ += 270@ // (int) 
if 
001D:   271@ > 273@ // (int) 
else_jump @LOWR_11639 
273@ = 0 
0085: 270@ = 43@ // (int) 
270@ *= -1 

:LOWR_11639
if 
001D:   271@ > 273@ // (int) 
else_jump @LOWR_11673 
0085: 273@ = 271@ // (int) 
jump @LOWR_11696 

:LOWR_11673
270@ *= -1 
0062: 275@ -= 270@ // (int) 
Player.Money($PLAYER_CHAR) += 270@

:LOWR_11696
276@ += 1 
if 
  276@ > 1 
else_jump @LOWR_11735 
276@ = 2 
jump @LOWR_11742 

:LOWR_11735
32@ = 0 

:LOWR_11742
jump @LOWR_11775 

:LOWR_11749
if 
  32@ > 500 
else_jump @LOWR_11775 
276@ = 2 

:LOWR_11775
jump @LOWR_11807 

:LOWR_11782
if 
   not 276@ == 0 
else_jump @LOWR_11807 
276@ = 0 

:LOWR_11807
gosub @LOWR_26737 
if 
  131@ == 0 
else_jump @LOWR_11883 
if 
00E1:   player 0 pressed_key 16 
else_jump @LOWR_11876 
0093: 46@ = integer 273@ to_float 
46@ *= 0.1 
03E6: remove_text_box 
35@ += 1 

:LOWR_11876
jump @LOWR_11907 

:LOWR_11883
if 
80E1:   not player 0 pressed_key 16 
else_jump @LOWR_11907 
131@ = 0 

:LOWR_11907
if 
00E1:   player 0 pressed_key 15 
else_jump @LOWR_12351 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
056E:   car 70@ defined 
else_jump @LOWR_11960 
Car.Destroy(70@)

:LOWR_11960
if 
056E:   car 73@ defined 
else_jump @LOWR_11981 
Car.Destroy(73@)

:LOWR_11981
if 
056E:   car 71@ defined 
else_jump @LOWR_12002 
Car.Destroy(71@)

:LOWR_12002
if 
056E:   car 74@ defined 
else_jump @LOWR_12023 
Car.Destroy(74@)

:LOWR_12023
if 
056E:   car 72@ defined 
else_jump @LOWR_12044 
Car.Destroy(72@)

:LOWR_12044
if 
056D:   actor 78@ defined 
else_jump @LOWR_12065 
Actor.DestroyInstantly(78@)

:LOWR_12065
if 
056D:   actor 80@ defined 
else_jump @LOWR_12086 
Actor.DestroyInstantly(80@)

:LOWR_12086
if 
056D:   actor 93@ defined 
else_jump @LOWR_12107 
Actor.DestroyInstantly(93@)

:LOWR_12107
if 
056D:   actor 83@ defined 
else_jump @LOWR_12128 
Actor.DestroyInstantly(83@)

:LOWR_12128
if 
056D:   actor 84@ defined 
else_jump @LOWR_12149 
Actor.DestroyInstantly(84@)

:LOWR_12149
if 
056D:   actor 86@ defined 
else_jump @LOWR_12170 
Actor.DestroyInstantly(86@)

:LOWR_12170
if 
056D:   actor 87@ defined 
else_jump @LOWR_12191 
Actor.DestroyInstantly(87@)

:LOWR_12191
if 
056D:   actor 89@ defined 
else_jump @LOWR_12212 
Actor.DestroyInstantly(89@)

:LOWR_12212
if 
056D:   actor 97@ defined 
else_jump @LOWR_12233 
Actor.DestroyInstantly(97@)

:LOWR_12233
if 
056D:   actor 90@ defined 
else_jump @LOWR_12254 
Actor.DestroyInstantly(90@)

:LOWR_12254
if 
   not Actor.Dead(99@)
else_jump @LOWR_12313 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_12313 
if 
   Actor.InCar(99@, 68@)
else_jump @LOWR_12313 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_12313
fade 1 500 

:LOWR_12320
if 
fading 
else_jump @LOWR_12344 
wait 0 
jump @LOWR_12320 

:LOWR_12344
37@ = 1 

:LOWR_12351
if 
  35@ == 7 
else_jump @LOWR_12380 
03F0: enable_text_draw 0 
35@ += 1 

:LOWR_12380
if 
  35@ == 8 
else_jump @LOWR_12405 
35@ += 1 

:LOWR_12405
if 
  35@ == 9 
else_jump @LOWR_12430 
35@ += 1 

:LOWR_12430
if 
  35@ == 10 
else_jump @LOWR_12507 
if 
  32@ > 2000 
else_jump @LOWR_12507 
00BE: text_clear_all 
fade 0 500 

:LOWR_12476
if 
fading 
else_jump @LOWR_12500 
wait 0 
jump @LOWR_12476 

:LOWR_12500
35@ = 99 

:LOWR_12507
if 
   not 37@ == 1 
else_jump @LOWR_12532 
gosub @LOWR_21030 

:LOWR_12532
if 
  35@ == 99 
else_jump @LOWR_12557 
gosub @LOWR_27192 

:LOWR_12557
return 

:LOWR_12559
if 
  35@ == 0 
else_jump @LOWR_12665 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
00BE: text_clear_all 
Camera.SetPosition(1788.107, -1903.804, 13.3553, 0.0, 0.0, 0.0)
Camera.PointAt(1788.944, -1904.343, 13.2601, 2)
Camera.SetAtPos(1788.944, -1904.343, 13.2601)
35@ += 1 

:LOWR_12665
if 
  35@ == 1 
else_jump @LOWR_15486 
Model.Load(#VLA1)
Model.Load(#VLA2)
Model.Load(#VLA3)
Model.Load(#BFYPRO)
Model.Load(#HFYST)
Model.Load(#SAVANNA)
Model.Load(#REMINGTN)
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_12727
if 
   not Model.Available(#VLA1)
else_jump @LOWR_12753 
wait 0 
jump @LOWR_12727 

:LOWR_12753
if 
   not Model.Available(#VLA2)
else_jump @LOWR_12779 
wait 0 
jump @LOWR_12753 

:LOWR_12779
if 
   not Model.Available(#VLA3)
else_jump @LOWR_12805 
wait 0 
jump @LOWR_12779 

:LOWR_12805
if 
   not Model.Available(#BFYPRO)
else_jump @LOWR_12831 
wait 0 
jump @LOWR_12805 

:LOWR_12831
if 
   not Model.Available(#HFYST)
else_jump @LOWR_12857 
wait 0 
jump @LOWR_12831 

:LOWR_12857
if or
   not Model.Available(#SAVANNA)
   not Model.Available(#REMINGTN)
else_jump @LOWR_12889 
wait 0 
jump @LOWR_12857 

:LOWR_12889
if 
84EE:   not animation "LOWRIDER" loaded 
else_jump @LOWR_12923 
wait 0 
jump @LOWR_12889 

:LOWR_12923
138@ = 1798.203 
145@ = -1926.222 
152@ = 12.3895 
159@ = 73.1404 
139@ = 1802.864 
146@ = -1918.741 
153@ = 12.3931 
160@ = 357.6193 
140@ = 1784.635 
147@ = -1924.968 
154@ = 12.3901 
161@ = 305.062 
141@ = 1784.188 
148@ = -1913.439 
155@ = 12.3923 
162@ = 183.5814 
142@ = 1792.318 
149@ = -1919.513 
156@ = 12.3928 
163@ = 8.2504 
143@ = 1801.462 
150@ = -1905.691 
157@ = 12.3995 
164@ = 189.9314 
144@ = 1787.642 
151@ = -1901.136 
158@ = 12.3949 
165@ = 145.4181 
166@ = 1800.0 
188@ = -1907.83 
210@ = 12.4398 
232@ = 73.7198 
167@ = 1799.846 
189@ = -1912.124 
211@ = 12.4582 
233@ = 48.2386 
168@ = 1800.086 
190@ = -1910.434 
212@ = 12.4372 
234@ = 83.7398 
169@ = 1801.321 
191@ = -1916.427 
213@ = 12.4343 
235@ = 83.7398 
170@ = 1798.541 
192@ = -1922.18 
214@ = 12.431 
236@ = 46.5794 
171@ = 1799.49 
193@ = -1920.617 
215@ = 12.4322 
237@ = 46.5794 
172@ = 1787.255 
194@ = -1926.597 
216@ = 12.4283 
238@ = 323.6194 
173@ = 1786.442 
195@ = -1920.201 
217@ = 12.4322 
239@ = 306.1995 
174@ = 1785.824 
196@ = -1919.162 
218@ = 12.4324 
240@ = 294.6196 
175@ = 1786.102 
197@ = -1913.833 
219@ = 12.4327 
241@ = 280.7204 
176@ = 1786.806 
198@ = -1905.246 
220@ = 12.4342 
242@ = 262.8214 
177@ = 1788.693 
199@ = -1902.139 
221@ = 12.4348 
243@ = 247.161 
178@ = 1794.616 
200@ = -1899.608 
222@ = 12.4398 
244@ = 191.0618 
179@ = 1799.135 
201@ = -1902.488 
223@ = 12.4431 
245@ = 157.4622 
180@ = 1795.674 
202@ = -1899.569 
224@ = 12.4407 
246@ = 162.6424 
181@ = 1800.369 
203@ = -1907.003 
225@ = 12.4403 
247@ = 77.6197 
182@ = 1800.826 
204@ = -1917.325 
226@ = 12.434 
248@ = 36.1793 
183@ = 1785.85 
205@ = -1917.955 
227@ = 12.4324 
249@ = 287.0602 
184@ = 1788.538 
206@ = -1927.091 
228@ = 12.428 
250@ = 345.1206 
185@ = 1787.323 
207@ = -1904.11 
229@ = 12.4337 
251@ = 263.3813 
186@ = 1798.39 
208@ = -1901.733 
230@ = 12.4429 
252@ = 142.4208 
$1020 = -1 
$1021 = -1 
269@ = 0.01 
43@ = 0 

:LOWR_14074
if 
  7 > 43@ 
else_jump @LOWR_14135 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_14121 
Car.Destroy(69@(43@,7i))

:LOWR_14121
43@ += 1 
jump @LOWR_14074 

:LOWR_14135
43@ = 0 

:LOWR_14142
if 
  22 > 43@ 
else_jump @LOWR_14203 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_14189 
Actor.DestroyInstantly(77@(43@,22i))

:LOWR_14189
43@ += 1 
jump @LOWR_14142 

:LOWR_14203
if 
856E:   not car 68@ defined 
else_jump @LOWR_14264 
68@ = Car.Create(#SAVANNA, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231
09FE: unknown_car 68@ 
jump @LOWR_14310 

:LOWR_14264
if 
   not Car.Wrecked(68@)
else_jump @LOWR_14310 
Car.PutAt(68@, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231

:LOWR_14310
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_14382 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" IFP_file "LOWRIDER" 4.0 loop 1 0 0 1 time -1 // versionA 

:LOWR_14382
69@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
70@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
71@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
72@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
73@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
43@ = 0 

:LOWR_14613
if 
  7 > 43@ 
else_jump @LOWR_14713 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)
Car.LockInCurrentPosition(69@(43@,7i)) = True
Car.DoorStatus(69@(43@,7i)) = 3
43@ += 1 
jump @LOWR_14613 

:LOWR_14713
Car.LockInCurrentPosition(73@) = False
03A2: set_car 73@ action 3 
Car.ToggleHydraulics(73@) = True
Car.ImmuneToNonPlayer(73@) = True
Car.SetImmunities(73@, 1, 1, 1, 1, 1)
77@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
78@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
79@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
80@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
83@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
93@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
43@ = 0 

:LOWR_15279
if 
  21 > 43@ 
else_jump @LOWR_15357 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)
43@ += 1 
jump @LOWR_15279 

:LOWR_15357
99@ = Actor.Create(Mission1, #BFYPRO, 1788.273, -1903.364, 12.4345)
Actor.Angle(99@) = 232.5412
if 
  $6472 == 0 
else_jump @LOWR_15427 
0952: load_soundtrack 13 
$6472 += 1 
jump @LOWR_15438 

:LOWR_15427
0952: load_soundtrack 0 
$6472 = 0 

:LOWR_15438
43@ = 0 

:LOWR_15445
if 
84A4:   not  43@ == 2 // @ == any 
else_jump @LOWR_15479 
wait 0 
0953: get_soundtrack_status_to 43@ 
jump @LOWR_15445 

:LOWR_15479
35@ += 1 

:LOWR_15486
if 
  35@ == 2 
else_jump @LOWR_15610 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @LOWR_15610 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @LOWR_15577 
if 
8431:   not car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 
else_jump @LOWR_15577 
0432: 277@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
Actor.DestroyInstantly(277@)

:LOWR_15577
if 
   not Actor.Dead(99@)
else_jump @LOWR_15610 
0430: put_actor 99@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 
35@ += 1 

:LOWR_15610
if 
  35@ == 3 
else_jump @LOWR_16181 
02A3: enable_widescreen 0 
Camera.SetPosition(1788.516, -1910.318, 14.8901, 0.0, 0.0, 0.0)
Camera.PointAt(1789.355, -1909.843, 14.6269, 2)
0581: enable_radar 0 
0826: enable_hud 0 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_15736 
Car.DoorStatus(68@) = 4
0221: set_player $PLAYER_CHAR trapped_in_car 1 
Car.SetImmunities(68@, 1, 1, 1, 1, 1)

:LOWR_15736
266@ = 0.62 
267@ = 0.31 
268@ = -0.167 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_15848 
if 
   not Actor.Dead(99@)
else_jump @LOWR_15848 
if 
   Car.Model(68@) == #SAVANNA
else_jump @LOWR_15848 
0792: disembark_instantly_actor 99@ 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_15848
0615: define_AS_pack_begin 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP_file "LOWRIDER" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 49@ 
if 
   not Actor.Dead(99@)
else_jump @LOWR_15983 
if 
0A32:   unknown_actor 99@ in_car 
else_jump @LOWR_15983 
0618: assign_actor 99@ to_AS_pack 49@ 

:LOWR_15983
061B: remove_references_to_AS_pack 49@ 
32@ = 0 
$1020 = -1 
$1021 = -1 
if 
  1 > $1022 
else_jump @LOWR_16034 
$1022 = 1 

:LOWR_16034
0093: 46@ = integer 273@ to_float 
0093: 47@ = integer 272@ to_float 
0073: 46@ /= 47@ // (float) 
46@ *= 4.0 
0092: 43@ = float 46@ to_integer 
005E: $1022 += 43@ // (int) 
if 
  $1022 > 5 
else_jump @LOWR_16109 
$1022 = 5 

:LOWR_16109
if 
  1 > $1022 
else_jump @LOWR_16134 
$1022 = 1 

:LOWR_16134
wait 500 
fade 1 500 

:LOWR_16146
if 
fading 
else_jump @LOWR_16170 
wait 0 
jump @LOWR_16146 

:LOWR_16170
00BE: text_clear_all 
0954: start_playing_loaded_soundtrack 
35@ += 1 

:LOWR_16181
if 
  35@ == 4 
else_jump @LOWR_16295 
Player.CanMove($PLAYER_CHAR) = True
create_thread @BDISPLY 
create_thread @LOWGAME 68@ 73@ 99@ 
32@ = 0 
136@ = 0 
130@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'LOW_26'  // Push the suspension controls in the direction shown.
65@ = 0 
63@ = 0 
32@ = 0 
35@ += 1 

:LOWR_16295
if 
  35@ == 5 
else_jump @LOWR_16338 
if 
  $1017 == 1 
else_jump @LOWR_16338 
35@ += 1 

:LOWR_16338
if 
  35@ == 6 
else_jump @LOWR_17504 
if 
  $1017 == 1 
else_jump @LOWR_17497 
if 
  132@ == 0 
else_jump @LOWR_16815 
if or
  136@ > 5000 
00E1:   player 0 pressed_key 13 
else_jump @LOWR_16808 
130@ += 1 
if 
  130@ >= 5 
else_jump @LOWR_16449 
130@ = 0 

:LOWR_16449
if 
   not Car.Wrecked(68@)
else_jump @LOWR_16479 
Car.StorePos(68@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:LOWR_16479
if 
  130@ == 0 
else_jump @LOWR_16542 
Camera.SetPosition(1803.978, -1909.369, 15.0671, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16542
if 
  130@ == 1 
else_jump @LOWR_16605 
Camera.SetPosition(1795.369, -1900.999, 14.1795, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16605
if 
  130@ == 2 
else_jump @LOWR_16668 
Camera.SetPosition(1788.793, -1902.99, 13.7203, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16668
if 
  130@ == 3 
else_jump @LOWR_16731 
Camera.SetPosition(1789.377, -1912.195, 14.0671, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16731
if 
  130@ == 4 
else_jump @LOWR_16794 
Camera.SetPosition(1796.409, -1912.231, 13.8316, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:LOWR_16794
132@ += 1 
136@ = 0 

:LOWR_16808
jump @LOWR_16839 

:LOWR_16815
if 
80E1:   not player 0 pressed_key 13 
else_jump @LOWR_16839 
132@ = 0 

:LOWR_16839
if 
0736:   NOP_false 67 
else_jump @LOWR_17490 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_16903 
Car.StorePos(68@, 56@, 57@, 58@)
$TEMPVAR_ANGLE = Car.Angle(68@)

:LOWR_16903
$TEMPVAR_ANGLE *= -1.0 
02F7: 46@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 47@ = cosine $TEMPVAR_ANGLE // (float) 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: NOP 
05B6: 74 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: NOP 53@ 
03A8: NOP 54@ 
03A8: NOP 52@ 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 50@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $TEMPVAR_FLOAT_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: NOP 
05B6: 75 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: NOP 53@ 
03A8: NOP 54@ 
03A8: NOP 52@ 

:LOWR_17490
jump @LOWR_17504 

:LOWR_17497
35@ += 1 

:LOWR_17504
if 
  35@ == 7 
else_jump @LOWR_17567 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:LOWR_17536
if 
fading 
else_jump @LOWR_17560 
wait 0 
jump @LOWR_17536 

:LOWR_17560
35@ = 99 

:LOWR_17567
gosub @LOWR_23874 
if 
  35@ == 99 
else_jump @LOWR_17599 
gosub @LOWR_27192 

:LOWR_17599
return 

:LOWR_17601
if 
  35@ == 0 
else_jump @LOWR_17639 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = False
35@ += 1 

:LOWR_17639
if 
  35@ == 1 
else_jump @LOWR_19108 
43@ = 0 

:LOWR_17664
if 
  7 > 43@ 
else_jump @LOWR_17725 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_17711 
Car.Destroy(69@(43@,7i))

:LOWR_17711
43@ += 1 
jump @LOWR_17664 

:LOWR_17725
43@ = 0 

:LOWR_17732
if 
  22 > 43@ 
else_jump @LOWR_17793 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_17779 
Actor.DestroyInstantly(77@(43@,22i))

:LOWR_17779
43@ += 1 
jump @LOWR_17732 

:LOWR_17793
if 
056D:   actor 99@ defined 
else_jump @LOWR_17814 
Actor.DestroyInstantly(99@)

:LOWR_17814
if 
856E:   not car 68@ defined 
else_jump @LOWR_17870 
68@ = Car.Create(#SAVANNA, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231
jump @LOWR_17916 

:LOWR_17870
if 
   not Car.Wrecked(68@)
else_jump @LOWR_17916 
Car.PutAt(68@, 1793.496, -1907.423, 12.3992)
Car.Angle(68@) = 181.5231

:LOWR_17916
69@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
70@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
71@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
72@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
73@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
74@ = Car.Create(#SAVANNA, 0.0, 0.0, 0.0)
75@ = Car.Create(#REMINGTN, 0.0, 0.0, 0.0)
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
43@ = 0 

:LOWR_18147
if 
  7 > 43@ 
else_jump @LOWR_18247 
Car.PutAt(69@(43@,7i), 138@(43@,7f), 145@(43@,7f), 152@(43@,7f))
Car.Angle(69@(43@,7i)) = 159@(43@,7f)
Car.LockInCurrentPosition(69@(43@,7i)) = True
Car.DoorStatus(69@(43@,7i)) = 3
43@ += 1 
jump @LOWR_18147 

:LOWR_18247
Car.LockInCurrentPosition(73@) = False
03A2: set_car 73@ action 3 
Car.ToggleHydraulics(73@) = True
Car.ImmuneToNonPlayer(73@) = True
Car.SetImmunities(73@, 1, 1, 1, 1, 1)
77@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
78@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
79@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
80@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
81@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
82@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
83@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
84@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
85@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
86@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
87@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
88@ = Actor.Create(Mission1, #VLA3, 0.0, 0.0, 0.0)
89@ = Actor.Create(Mission1, #VLA1, 0.0, 0.0, 0.0)
90@ = Actor.Create(Mission1, #VLA2, 0.0, 0.0, 0.0)
91@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
92@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
93@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
94@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
95@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
96@ = Actor.Create(Mission1, #BFYPRO, 0.0, 0.0, 0.0)
97@ = Actor.Create(Mission1, #HFYST, 0.0, 0.0, 0.0)
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
43@ = 0 

:LOWR_18813
if 
  21 > 43@ 
else_jump @LOWR_18891 
Actor.PutAt(77@(43@,22i), 166@(43@,22f), 188@(43@,22f), 210@(43@,22f))
Actor.Angle(77@(43@,22i)) = 232@(43@,22f)
43@ += 1 
jump @LOWR_18813 

:LOWR_18891
99@ = Actor.Create(Mission1, #BFYPRO, 1788.273, -1903.364, 12.4345)
Actor.Angle(99@) = 232.5412
if 
   not Car.Wrecked(68@)
else_jump @LOWR_19005 
09FE: unknown_car 68@ 
if 
8431:   not car 68@ passenger_seat_free 0 
else_jump @LOWR_18979 
0432: 277@ = get_actor_handle_from_car 68@ passenger_seat 0 
Actor.DestroyInstantly(277@)

:LOWR_18979
if 
   not Actor.Dead(99@)
else_jump @LOWR_19005 
0430: put_actor 99@ into_car 68@ passenger_seat 0 

:LOWR_19005
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_19077 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation_sequence "SIT_RELAXED" IFP_file "LOWRIDER" 4.0 loop 1 0 0 1 time -1 // versionA 

:LOWR_19077
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
35@ = 99 

:LOWR_19108
if 
  35@ == 99 
else_jump @LOWR_19747 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
wait 500 
if 
056E:   car 70@ defined 
else_jump @LOWR_19191 
Car.Destroy(70@)

:LOWR_19191
if 
056E:   car 73@ defined 
else_jump @LOWR_19212 
Car.Destroy(73@)

:LOWR_19212
if 
056E:   car 71@ defined 
else_jump @LOWR_19233 
Car.Destroy(71@)

:LOWR_19233
if 
056E:   car 74@ defined 
else_jump @LOWR_19254 
Car.Destroy(74@)

:LOWR_19254
if 
056E:   car 72@ defined 
else_jump @LOWR_19275 
Car.Destroy(72@)

:LOWR_19275
if 
056D:   actor 78@ defined 
else_jump @LOWR_19296 
Actor.DestroyInstantly(78@)

:LOWR_19296
if 
056D:   actor 80@ defined 
else_jump @LOWR_19317 
Actor.DestroyInstantly(80@)

:LOWR_19317
if 
056D:   actor 93@ defined 
else_jump @LOWR_19338 
Actor.DestroyInstantly(93@)

:LOWR_19338
if 
056D:   actor 83@ defined 
else_jump @LOWR_19359 
Actor.DestroyInstantly(83@)

:LOWR_19359
if 
056D:   actor 84@ defined 
else_jump @LOWR_19380 
Actor.DestroyInstantly(84@)

:LOWR_19380
if 
056D:   actor 86@ defined 
else_jump @LOWR_19401 
Actor.DestroyInstantly(86@)

:LOWR_19401
if 
056D:   actor 87@ defined 
else_jump @LOWR_19422 
Actor.DestroyInstantly(87@)

:LOWR_19422
if 
056D:   actor 89@ defined 
else_jump @LOWR_19443 
Actor.DestroyInstantly(89@)

:LOWR_19443
if 
056D:   actor 97@ defined 
else_jump @LOWR_19464 
Actor.DestroyInstantly(97@)

:LOWR_19464
if 
056D:   actor 90@ defined 
else_jump @LOWR_19485 
Actor.DestroyInstantly(90@)

:LOWR_19485
if 
   not Actor.Dead(81@)
else_jump @LOWR_19530 
if 
   not Car.Wrecked(69@)
else_jump @LOWR_19530 
0792: disembark_instantly_actor 81@ 
036A: put_actor 81@ in_car 69@ 

:LOWR_19530
if 
   not Actor.Dead(88@)
else_jump @LOWR_19575 
if 
   not Car.Wrecked(75@)
else_jump @LOWR_19575 
0792: disembark_instantly_actor 88@ 
036A: put_actor 88@ in_car 75@ 

:LOWR_19575
if 
   not Actor.Dead(99@)
else_jump @LOWR_19615 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_19615 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_19615
fade 1 500 

:LOWR_19622
if 
fading 
else_jump @LOWR_19646 
wait 0 
jump @LOWR_19622 

:LOWR_19646
if 
001C:   $LOWR_PLAYER_POINTS > $LOWR_OPPOSITION_POINTS // (int) 
else_jump @LOWR_19713 
273@ *= 2 
01E3: show_text_1number_styled GXT 'WINNER' number 273@ time 5000 style 1  // WINNER!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 273@
36@ = 1 
jump @LOWR_19736 

:LOWR_19713
00BC: show_text_highpriority GXT 'LOW_33' time 5000 flag 1  // ~r~You lost the lowrider challenge.
37@ = 1 

:LOWR_19736
wait 0 
gosub @LOWR_27192 

:LOWR_19747
gosub @LOWR_23874 
return 

:LOWR_19756
if 
0736:   NOP_false 52 
else_jump @LOWR_19781 
269@ += 0.01 

:LOWR_19781
if 
0736:   NOP_false 53 
else_jump @LOWR_19806 
269@ += -0.01 

:LOWR_19806
if 
056E:   car 68@ defined 
else_jump @LOWR_19861 
if 
   Car.Wrecked(68@)
else_jump @LOWR_19861 
00BC: show_text_highpriority GXT 'LOW_34' time 5000 flag 1  // ~r~Your lowrider is history.
37@ = 1 

:LOWR_19861
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWR_20038 
if 
  34@ > 2 
else_jump @LOWR_20038 
if 
  278@ == 0 
else_jump @LOWR_19979 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
else_jump @LOWR_19972 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
278@ = 1 

:LOWR_19972
jump @LOWR_20038 

:LOWR_19979
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
else_jump @LOWR_20038 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
278@ = 0 

:LOWR_20038
return 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_20098 
if 
   not Actor.Dead(99@)
else_jump @LOWR_20098 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_20098
return 

:LOWR_20100
if 
  283@ == 0 
else_jump @LOWR_20158 
279@ = 0.0 
280@ = 0.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20158
if 
  283@ == 1 
else_jump @LOWR_20216 
279@ = 0.0 
280@ = 0.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20216
if 
  283@ == 2 
else_jump @LOWR_20274 
279@ = 0.0 
280@ = 0.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20274
if 
  283@ == 3 
else_jump @LOWR_20332 
279@ = 0.0 
280@ = 0.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_20332
if 
  283@ == 4 
else_jump @LOWR_20390 
279@ = 0.0 
280@ = 1.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20390
if 
  283@ == 5 
else_jump @LOWR_20448 
279@ = 0.0 
280@ = 1.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20448
if 
  283@ == 6 
else_jump @LOWR_20506 
279@ = 0.0 
280@ = 1.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20506
if 
  283@ == 7 
else_jump @LOWR_20564 
279@ = 0.0 
280@ = 1.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_20564
if 
  283@ == 8 
else_jump @LOWR_20622 
279@ = 1.0 
280@ = 0.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20622
if 
  283@ == 9 
else_jump @LOWR_20680 
279@ = 1.0 
280@ = 0.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20680
if 
  283@ == 10 
else_jump @LOWR_20738 
279@ = 1.0 
280@ = 0.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20738
if 
  283@ == 11 
else_jump @LOWR_20796 
279@ = 1.0 
280@ = 0.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_20796
if 
  283@ == 12 
else_jump @LOWR_20854 
279@ = 1.0 
280@ = 1.0 
281@ = 0.0 
282@ = 0.0 

:LOWR_20854
if 
  283@ == 13 
else_jump @LOWR_20912 
279@ = 1.0 
280@ = 1.0 
281@ = 0.0 
282@ = 1.0 

:LOWR_20912
if 
  283@ == 14 
else_jump @LOWR_20970 
279@ = 1.0 
280@ = 1.0 
281@ = 1.0 
282@ = 0.0 

:LOWR_20970
if 
  283@ == 15 
else_jump @LOWR_21028 
279@ = 1.0 
280@ = 1.0 
281@ = 1.0 
282@ = 1.0 

:LOWR_21028
return 

:LOWR_21030
if 
  300 > 133@ 
else_jump @LOWR_21096 
254@ = 1.0 
257@ = 1.0 
260@ = 0.0 
263@ = 0.0 
jump @LOWR_21169 

:LOWR_21096
if 
  133@ > 500 
else_jump @LOWR_21129 
133@ = 0 
jump @LOWR_21169 

:LOWR_21129
254@ = 0.0 
257@ = 0.0 
260@ = 0.0 
263@ = 0.0 

:LOWR_21169
if 
  134@ > 2000 
else_jump @LOWR_21243 
0209: 283@ = random_int_in_ranges 0 16 
gosub @LOWR_20100 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
134@ = 0 

:LOWR_21243
if 
   not Car.Wrecked(69@)
else_jump @LOWR_21385 
if 
   Car.HasHydraulics(69@)
else_jump @LOWR_21385 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
Car.StorePos(69@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 138@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21385
if 
   not Car.Wrecked(72@)
else_jump @LOWR_21527 
if 
   Car.HasHydraulics(72@)
else_jump @LOWR_21527 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
Car.StorePos(72@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 50@ = 141@ // (float) 
0065: 50@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $TEMPVAR_FLOAT_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_21527
0871: init_jump_table 39@ total_jumps 18 default_jump 0 @LOWR_23872 jumps 0 @LOWR_21720 1 @LOWR_21840 2 @LOWR_21960 3 @LOWR_22076 4 @LOWR_22192 5 @LOWR_22307 6 @LOWR_22423 
0872: jump_table_jumps 7 @LOWR_22539 8 @LOWR_22655 9 @LOWR_22771 10 @LOWR_22891 11 @LOWR_23074 12 @LOWR_23190 13 @LOWR_23306 14 @LOWR_23422 15 @LOWR_23538 
0872: jump_table_jumps 16 @LOWR_23654 17 @LOWR_23763 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 -1 @LOWR_23872 

:LOWR_21720
if 
   not Actor.Dead(77@)
else_jump @LOWR_21833 
062E: unknown_get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_21833 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_21833
jump @LOWR_23872 

:LOWR_21840
if 
   not Actor.Dead(78@)
else_jump @LOWR_21953 
062E: unknown_get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_21953 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "F_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_21953
jump @LOWR_23872 

:LOWR_21960
if 
   not Actor.Dead(79@)
else_jump @LOWR_22069 
062E: unknown_get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22069 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(80@)
else_jump @LOWR_22044 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_22051 

:LOWR_22044
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22051
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22069
jump @LOWR_23872 

:LOWR_22076
if 
   not Actor.Dead(80@)
else_jump @LOWR_22185 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22185 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(79@)
else_jump @LOWR_22160 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_22167 

:LOWR_22160
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22167
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22185
jump @LOWR_23872 

:LOWR_22192
if 
   not Actor.Dead(81@)
else_jump @LOWR_22300 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22300 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "CAR_HOOKERTALK" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22300
jump @LOWR_23872 

:LOWR_22307
if 
   not Actor.Dead(82@)
else_jump @LOWR_22416 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22416 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(83@)
else_jump @LOWR_22391 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
jump @LOWR_22398 

:LOWR_22391
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22398
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22416
jump @LOWR_23872 

:LOWR_22423
if 
   not Actor.Dead(83@)
else_jump @LOWR_22532 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22532 
0615: define_AS_pack_begin 49@ 
if 
   not Actor.Dead(82@)
else_jump @LOWR_22507 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
jump @LOWR_22514 

:LOWR_22507
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_22514
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22532
jump @LOWR_23872 

:LOWR_22539
if 
   not Actor.Dead(84@)
else_jump @LOWR_22648 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22648 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22648
jump @LOWR_23872 

:LOWR_22655
if 
   not Actor.Dead(85@)
else_jump @LOWR_22764 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22764 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22764
jump @LOWR_23872 

:LOWR_22771
if 
   not Actor.Dead(86@)
else_jump @LOWR_22884 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_22884 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_22884
jump @LOWR_23872 

:LOWR_22891
if 
   not Actor.Dead(87@)
else_jump @LOWR_23067 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23067 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23067
jump @LOWR_23872 

:LOWR_23074
if 
   not Actor.Dead(88@)
else_jump @LOWR_23183 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23183 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23183
jump @LOWR_23872 

:LOWR_23190
if 
   not Actor.Dead(89@)
else_jump @LOWR_23299 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23299 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 1 1 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23299
jump @LOWR_23872 

:LOWR_23306
if 
   not Actor.Dead(90@)
else_jump @LOWR_23415 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23415 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23415
jump @LOWR_23872 

:LOWR_23422
if 
   not Actor.Dead(91@)
else_jump @LOWR_23531 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23531 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23531
jump @LOWR_23872 

:LOWR_23538
if 
   not Actor.Dead(92@)
else_jump @LOWR_23647 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23647 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23647
jump @LOWR_23872 

:LOWR_23654
if 
   not Actor.Dead(93@)
else_jump @LOWR_23756 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23756 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23756
jump @LOWR_23872 

:LOWR_23763
if 
   not Actor.Dead(94@)
else_jump @LOWR_23865 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_23865 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "TAP_HAND" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_23865
jump @LOWR_23872 

:LOWR_23872
return 

:LOWR_23874
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_26531 jumps 0 @LOWR_24067 1 @LOWR_24187 2 @LOWR_24303 3 @LOWR_24419 4 @LOWR_24539 5 @LOWR_24659 6 @LOWR_24775 
0872: jump_table_jumps 7 @LOWR_24895 8 @LOWR_25011 9 @LOWR_25127 10 @LOWR_25247 11 @LOWR_25363 12 @LOWR_25483 13 @LOWR_25603 14 @LOWR_25719 15 @LOWR_25835 
0872: jump_table_jumps 16 @LOWR_25951 17 @LOWR_26067 18 @LOWR_26183 19 @LOWR_26299 20 @LOWR_26415 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 -1 @LOWR_26531 

:LOWR_24067
if 
   not Actor.Dead(77@)
else_jump @LOWR_24180 
062E: unknown_get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24180 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24180
jump @LOWR_26531 

:LOWR_24187
if 
   not Actor.Dead(78@)
else_jump @LOWR_24296 
062E: unknown_get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24296 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24296
jump @LOWR_26531 

:LOWR_24303
if 
   not Actor.Dead(79@)
else_jump @LOWR_24412 
062E: unknown_get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24412 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24412
jump @LOWR_26531 

:LOWR_24419
if 
   not Actor.Dead(80@)
else_jump @LOWR_24532 
062E: unknown_get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24532 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24532
jump @LOWR_26531 

:LOWR_24539
if 
   not Actor.Dead(81@)
else_jump @LOWR_24652 
062E: unknown_get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24652 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24652
jump @LOWR_26531 

:LOWR_24659
if 
   not Actor.Dead(82@)
else_jump @LOWR_24768 
062E: unknown_get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24768 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24768
jump @LOWR_26531 

:LOWR_24775
if 
   not Actor.Dead(83@)
else_jump @LOWR_24888 
062E: unknown_get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_24888 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_24888
jump @LOWR_26531 

:LOWR_24895
if 
   not Actor.Dead(84@)
else_jump @LOWR_25004 
062E: unknown_get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25004 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25004
jump @LOWR_26531 

:LOWR_25011
if 
   not Actor.Dead(85@)
else_jump @LOWR_25120 
062E: unknown_get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25120 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25120
jump @LOWR_26531 

:LOWR_25127
if 
   not Actor.Dead(86@)
else_jump @LOWR_25240 
062E: unknown_get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25240 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25240
jump @LOWR_26531 

:LOWR_25247
if 
   not Actor.Dead(87@)
else_jump @LOWR_25356 
062E: unknown_get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25356 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25356
jump @LOWR_26531 

:LOWR_25363
if 
   not Actor.Dead(88@)
else_jump @LOWR_25476 
062E: unknown_get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25476 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25476
jump @LOWR_26531 

:LOWR_25483
if 
   not Actor.Dead(89@)
else_jump @LOWR_25596 
062E: unknown_get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25596 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25596
jump @LOWR_26531 

:LOWR_25603
if 
   not Actor.Dead(90@)
else_jump @LOWR_25712 
062E: unknown_get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25712 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25712
jump @LOWR_26531 

:LOWR_25719
if 
   not Actor.Dead(91@)
else_jump @LOWR_25828 
062E: unknown_get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25828 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25828
jump @LOWR_26531 

:LOWR_25835
if 
   not Actor.Dead(92@)
else_jump @LOWR_25944 
062E: unknown_get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_25944 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_25944
jump @LOWR_26531 

:LOWR_25951
if 
   not Actor.Dead(93@)
else_jump @LOWR_26060 
062E: unknown_get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26060 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_C_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26060
jump @LOWR_26531 

:LOWR_26067
if 
   not Actor.Dead(94@)
else_jump @LOWR_26176 
062E: unknown_get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26176 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26176
jump @LOWR_26531 

:LOWR_26183
if 
   not Actor.Dead(95@)
else_jump @LOWR_26292 
062E: unknown_get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26292 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26292
jump @LOWR_26531 

:LOWR_26299
if 
   not Actor.Dead(96@)
else_jump @LOWR_26408 
062E: unknown_get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26408 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26408
jump @LOWR_26531 

:LOWR_26415
if 
   not Actor.Dead(97@)
else_jump @LOWR_26524 
062E: unknown_get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
if 
04A4:   43@ == 7 // @ == any 
else_jump @LOWR_26524 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_26524
jump @LOWR_26531 

:LOWR_26531
return 

:LOWR_26533
43@ = 0 

:LOWR_26540
if 
  22 > 43@ 
else_jump @LOWR_26633 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_26619 
Actor.DestroyInstantly(77@(43@,22i))
0663: NOP "PED_DELETED" 43@ 
43@ = 22 
jump @LOWR_26626 

:LOWR_26619
43@ += 1 

:LOWR_26626
jump @LOWR_26540 

:LOWR_26633
return 

:LOWR_26635
43@ = 0 

:LOWR_26642
if 
  7 > 43@ 
else_jump @LOWR_26735 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_26721 
Car.Destroy(69@(43@,7i))
0663: NOP "CAR_DELETED" 43@ 
43@ = 7 
jump @LOWR_26728 

:LOWR_26721
43@ += 1 

:LOWR_26728
jump @LOWR_26642 

:LOWR_26735
return 

:LOWR_26737
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @LOWR_26840 jumps 3 @LOWR_26800 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 -1 @LOWR_26880 

:LOWR_26800
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
jump @LOWR_26880 

:LOWR_26840
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
jump @LOWR_26880 

:LOWR_26880
gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 273@  // $~1~
gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number 271@  // $~1~
gosub @LOWR_27137 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
gosub @LOWR_27137 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 272@  // $~1~
return 

:LOWR_27137
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:LOWR_27192
34@ += 1 
35@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
32@ = 0 
33@ = 0 
return 

:LOWR_27250
return 

:LOWR_27252
return 

:LOWR_27254
0917: audio_zone 'LOWRIDE' enable_sound 0 
if 
056E:   car 68@ defined 
else_jump @LOWR_27390 
if 
   not Car.Wrecked(68@)
else_jump @LOWR_27390 
03A2: set_car 68@ action 4 
Car.LockInCurrentPosition(68@) = False
Car.SetImmunities(68@, 0, 0, 0, 0, 0)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWR_27351 
0221: set_player $PLAYER_CHAR trapped_in_car 0 

:LOWR_27351
Car.DoorStatus(68@) = 1
if 
   Actor.InCar($PLAYER_ACTOR, 68@)
else_jump @LOWR_27390 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 68@ 

:LOWR_27390
43@ = 0 

:LOWR_27397
if 
  7 > 43@ 
else_jump @LOWR_27581 
if 
056E:   car 69@(43@,7i) defined 
else_jump @LOWR_27567 
if 
   not Car.Wrecked(69@(43@,7i))
else_jump @LOWR_27558 
if or
  43@ == 0 
  43@ == 3 
  43@ == 4 
else_jump @LOWR_27536 
if 
   Car.HasHydraulics(69@(43@,7i))
else_jump @LOWR_27536 
07F5: car 69@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:LOWR_27536
03A2: set_car 69@(43@,7i) action 2 
Car.ToggleHydraulics(69@(43@,7i)) = False

:LOWR_27558
Car.RemoveReferences(69@(43@,7i))

:LOWR_27567
43@ += 1 
jump @LOWR_27397 

:LOWR_27581
43@ = 0 

:LOWR_27588
if 
  22 > 43@ 
else_jump @LOWR_27669 
if 
056D:   actor 77@(43@,22i) defined 
else_jump @LOWR_27655 
if 
   not Actor.Dead(77@(43@,22i))
else_jump @LOWR_27646 

:LOWR_27646
Actor.RemoveReferences(77@(43@,22i))

:LOWR_27655
43@ += 1 
jump @LOWR_27588 

:LOWR_27669
if 
056D:   actor 99@ defined 
else_jump @LOWR_27690 
Actor.RemoveReferences(99@)

:LOWR_27690
Model.Destroy(#WMYMECH)
Model.Destroy(#SAVANNA)
Model.Destroy(#VLA1)
Model.Destroy(#VLA2)
Model.Destroy(#VLA3)
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYST)
Model.Destroy(#SAVANNA)
Model.Destroy(#REMINGTN)
Model.Destroy(#SAVANNA)
04EF: release_animation "LOWRIDER" 
Marker.Disable(102@)
0581: enable_radar 1 
0953: get_soundtrack_status_to 43@ 
if 
84A4:   not  43@ == 0 // @ == any 
else_jump @LOWR_27780 
0955: end_playing_loaded_soundtrack 

:LOWR_27780
0733: random_car_generator_enable_model #SAVANNA 
$1044 = 1 
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 10---------------
// Originally: Beefy Baron

:MISSN_03
thread 'MISSN_03' 
054C: use_GXT_table 'JABM02' 
02A3: enable_widescreen true 
$ONMISSION = 1
Model.Load(#COPCARLA)
:MISSN_03_LOAD
wait 0
if 
Model.Available(#COPCARLA)
jf @MISSN_03_LOAD

0@ =  Car.Create(#COPCARLA, 1591.9401, -1711.5687, 5.5248)
Car.Angle(0@) = 180.0

03CB: set_rendering_origin_at 1596.5952 -1697.3671 5.8906 
0160: set_camera_point_at 1594.3073 -1711.5427 5.8906 mode 2 
0920: point_camera 1594.3073 -1711.5427 5.8906 transverse_to 1597.0402 -1701.7198 5.897 time 8000 mode 1 
0936: set_camera 1596.5952 -1697.3671 5.8906 position_to 1572.8158 -1709.4338 9.8906 time 8000 drop_mode 1 
00BC: show_text_highpriority GXT 'INFO1' time 15000 flag 1 

:MISSN_03_100 
wait 0
if 
8934:   not camera_target_point_manipulated 
else_jump @MISSN_03_100 

fade 0 0
03CB: set_rendering_origin_at 1050.902 -1316.6875 13.3828 
0160: set_camera_point_at 1034.1705 -1339.2589 14.7266 mode 2 
00A1: put_actor $PLAYER_ACTOR at 1050.902 -1340.6875 13.3828
wait 1000
fade 1 0
0920: point_camera 1034.1705 -1339.2589 14.7266 transverse_to 1034.1705 -1339.2589 19.7266 time 8000 mode 1 
0936: set_camera 1050.902 -1316.6875 13.3828 position_to 1062.2179 -1325.1675 30.3828 time 8000 drop_mode 1 
00BC: show_text_highpriority GXT 'INFO2' time 15000 flag 1 
:MISSN_03_200 
wait 0
if 
8934:   not camera_target_point_manipulated 
else_jump @MISSN_03_200
fade 0 0

Car.Destroy(0@)
02A3: enable_widescreen false
03CB: set_rendering_origin_at 1550.68 -1675.49 14.51
Actor.PutAt($PLAYER_ACTOR, 1550.68, -1675.49, 14.51)
00BE: text_clear_all 
wait 1000
016A: fade 1 time 1500 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$ONMISSION = 0
$INTRO_TOTAL_PASSED_MISSIONS += 1
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
$DONUT_SHOP = Marker.CreateIconAndSphere(61, 1036.2006, -1330.3483, 13.7266)
$SUPPORT = 0
end_thread 

//--------------------------Catch Carl----------------------

:MISSN_02
thread 'MISSN_02' 
054C: use_GXT_table 'JABM02' 

gosub @MISSN_02_010

00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MISSN_02_900

0050: gosub @MISSN_02_800

jump @MISSN_02_900

:MISSN_02_010 
$ONMISSION = 1
100@ = 0 
//Load Models 
023C: load_special_actor 'PULASKI' as 2 
023C: load_special_actor 'HERN' as 3
Model.Load(#TAXI)
Model.Load(#COPCARLA)
Model.Load(#HMYRI)
Model.Load(#DESERT_EAGLE)
Model.Load(#COLT45)
038B: load_requested_models 
//Check for Models Loading
:MISSN_02_110
if or
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
not Model.Available(#TAXI)
not Model.Available(#COPCARLA)
not Model.Available(#DESERT_EAGLE)
not Model.Available(#COLT45)
not Model.Available(#HMYRI)
else_jump @MISSN_02_120
wait 0
jump @MISSN_02_110 

//Setup Bikes Cars and Peds
:MISSN_02_120
0110: clear_player $PLAYER_CHAR wanted_level 
18@ = Actor.Create(24, #SPECIAL02, 1737.5, -2242.0, -2.6953)
Actor.Health(18@) = 1500
Actor.Angle(18@) = 130.0
039E: set_actor 18@ locked 1 while_in_car 
0526: set_actor 18@ stay_in_car 1 
//Define and place Hernandez 8 is GROVE
17@ = Actor.Create(24, #SPECIAL03, 1737.5, -2244.0, -2.6868)
Actor.Health(17@) = 1500
Actor.Angle(17@) = 45.0 
039E: set_actor 17@ locked 1 while_in_car 
0526: set_actor 17@ stay_in_car 1
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 // see ped.dat 
01B2: give_actor 18@ weapon 22 ammo 170
01B2: give_actor 17@ weapon 22 ammo 170

14@ = Car.Create(#TAXI, 1799.6714, -2271.1714, 7.0299)
Car.SetImmunities(14@, 0, 0, 0, 0, 0)
Car.Angle(14@) = 0.0
Car.Health(14@) = 1500
0129: 15@ = create_actor_pedtype 4 model #HMYRI in_car 14@ driverseat 
05D1: AS_actor 15@ drive_car 14@ to 1690.1462 -2256.9854 -3.2283 speed 20.0 0 model #NULL 1
16@ = Actor.Create(4, #NULL, 1643.0645, -2239.4258, -2.7024)
Actor.Health(16@) = 100
Actor.Angle(16@) = 185.0
01F7: set_player $PLAYER_CHAR ignored_by_cops true
0@ = Actor.Car($PLAYER_ACTOR)
Player.CanMove($PLAYER_CHAR) = False
03E5: show_text_box 'CCJ01' 
$7613 = 0
99@ = 1

//Start Mission Play
:MISSN_02_150
068B: set_car 0@ all_disembark 
05CA: AS_actor $PLAYER_ACTOR enter_car 0@ passenger_seat 0 -1 ms
05CA: AS_actor 17@ enter_car 0@ passenger_seat 2 -1 ms
wait 1500
05CB: AS_actor 18@ enter_car 0@ as_driver -1 ms
:MISSN_02_160
wait 0
if and
Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
Actor.DrivingPoliceVehicle(18@)
jf @MISSN_02_160

Actor.DestroyInstantly(18@)
01C8: 18@ = create_actor_pedtype 24 model #SPECIAL01 in_car 0@ passenger_seat 0 
039E: set_actor 18@ locked 1 while_in_car 
0526: set_actor 18@ stay_in_car 1 
072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat 
0430: put_actor 18@ into_car 0@ passenger_seat 0 
09C7: change_player $PLAYER_CHAR model_to 291 
Player.CanMove($PLAYER_CHAR) = True 

//Mission Loop
:MISSN_02_190
 
if or
Car.Wrecked(14@)
Car.Wrecked(0@)
then
gosub @MISSN_02_600
return
end

//This part checks distance between you and CJ
Actor.StorePos($PLAYER_ACTOR, 57@, 58@, 59@)
Actor.StorePos(16@, 60@, 61@, 62@)
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
//I zero the meter at 60m anything closer and CJ becomes aware.
000F: 72@ -= 60.0 
if and
72@ < 0.0 
32@ >= 50   //32@ is a timer every 1/20th of a second 
then
32@ = 0 
$7613 += 1  //we add to the awareness.
end
if and
72@ > 0.0   //If you back off
$7613 > 0
32@ >= 10
then
32@ = 0
$7613 -= 1  //we drop the awareness.
end
if 
72@ < 100.0  
then
    98@ = 0  //Reset the message tag.
end
if and
98@ == 0
72@ > 100.0 
then
    03E5: show_text_box 'CCJ09' //You are falling behind.
    98@ = 1
end
if and
98@ == 1
72@ > 200.0 
then
    03E5: show_text_box 'CCJ10' //Close the gap or you will lose him.
    98@ = 2
end
if  or
    72@ >= 250.0    //Quarter kilometer is too much distance and you lose
    $7613 >= 100
then
    03E5: show_text_box 'CCJ06' //You lost him.
    wait 2000
    gosub @MISSN_02_600  //Bad Guy got away!
    return
end
if and
00E1:   player 0 pressed_key 18   //Hit the siren!
00EE:   actor 15@ 0 near_point 2599.8701 -1731.3571 radius 25.0 25.0 in_car 
then
    03E6: remove_text_box 
    jump @MISSN_02_400
end

if and
99@ == 3
72@ <= 100.0  // Cars are within 100m of each other
00EE:   actor 15@ 0 near_point 2599.8701 -1731.3571 radius 25.0 25.0 in_car  //cab on the bridge
then
    99@ = 4
    if 
    $7613 <= 0
    then
    03E5: show_text_box 'CCJ05' //Hit the siren and pull him over!
    else
    03E5: show_text_box 'CCJ04' //You've been spotted pull him over!
    end 
end

if and
99@ == 4
72@ <= 100.0  // Cars are within 100m of each other
80EE:  not actor 15@ 0 near_point 2599.8701 -1731.3571 radius 25.0 25.0 in_car  
then
    99@ = 0
    0397: enable_car 0@ siren true 
    wait 5000
    03E6: remove_text_box
    jump @MISSN_02_400
end 

wait 0 

if  and
    99@ == 1  
    00EE:   actor 15@ 0 near_point 1690.1462 -2256.9854 radius 5.0 5.0 in_car 
then
    99@ = 2
    03E5: show_text_box 'CCJ02' //Pendelbury's note
    05D1: AS_actor 15@ drive_car 14@ to 1644.0234 -2251.3909 -3.2139 speed 20.0 0 model #NULL 0
    067C: put_camera_on_actor 16@ with_offset 0.0 2.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
    wait 3000
    Camera.Restore_WithJumpCut 
    Camera.SetBehindPlayer       
end
//CJ gets in cab
if 
    00EE:   actor 15@ 0 near_point 1644.0234 -2251.3909 radius 5.0 5.0 in_car 
then    
    if
        not Actor.InCar(16@ 14@)
    then
        05CA: AS_actor 16@ enter_car 14@ passenger_seat 2 -1 ms
        0526: set_actor 16@ stay_in_car 1 
        wait 2000
    else
        05D1: AS_actor 15@ drive_car 14@ to 1582.1906 -2250.7629 -3.2166 speed 20.0 0 model #NULL 0
        0187: 90@ = create_marker_above_actor 16@
        07E0: set_marker 90@ type_to 0
        0165: set_marker 90@ color_to 0 
    end
end
//Follow him - sets up Spook-o-meter
if and
    99@ == 2
    00EE:   actor 15@ 0 near_point 1582.1906 -2250.7629 radius 5.0 5.0 in_car
then
    99@ = 3
    05D1: AS_actor 15@ drive_car 14@ to 1574.6929 -2281.6812 -3.3396 speed 20.0 3 model #NULL 0
    03E5: show_text_box 'CCJ03'
    03C4: set_status_text $7613 type 1 GXT 'CCJ08'       
end
if
    00EE:   actor 15@ 0 near_point 1574.6929 -2281.6812 radius 5.0 5.0 in_car
then
    05D1: AS_actor 15@ drive_car 14@ to  1525.8585 -2284.6538 -3.358   speed 20.0 3 model #NULL 0
end
if
    00EE:   actor 15@ 0 near_point 1525.8585 -2284.6538 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1469.524 -2238.1492 -3.3573   speed 20.0 3 model #NULL 0
end
if
    00EE:   actor 15@ 0 near_point 1469.524 -2238.1492 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1425.4841 -2306.5234 -2.5092  speed 20.0 3 model #NULL 0
end
if
    00EE:   actor 15@ 0 near_point 1425.4841 -2306.5234 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1413.7415 -2436.7915 5.7157   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1413.7415 -2436.7915 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1359.2112 -2434.5842 8.0555   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1359.2112 -2434.5842 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1347.7893 -2317.927 13.0194   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1347.7893 -2317.927 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1358.9454 -2191.8879 13.0331  speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1358.9454 -2191.8879 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1530.0697 -2131.3728 13.8876  speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1530.0697 -2131.3728 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1652.3665 -2051.2178 21.3076  speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1652.3665 -2051.2178 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1612.8522 -1649.199 28.2051   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1612.8522 -1649.199 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1670.9551 -1557.9021 23.9628  speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1670.9551 -1557.9021 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  1819.3809 -1517.3971 5.3928   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 1819.3809 -1517.3971 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  2110.5933 -1535.0817 2.0947   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 2110.5933 -1535.0817 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  2342.1223 -1619.6182 6.1786   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 2342.1223 -1619.6182 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  2708.0864 -1628.4835 12.9286  speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 2708.0864 -1628.4835 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  2721.2412 -1643.2512 12.6293  speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 2721.2412 -1643.2512 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  2652.9104 -1657.0725 10.3364  speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 2652.9104 -1657.0725 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  2640.5854 -1718.923 10.3577   speed 35.0 3 model #NULL 1
end
if
    00EE:   actor 15@ 0 near_point 2640.5854 -1718.923 radius 5.0 5.0 in_car
then
05D1: AS_actor 15@ drive_car 14@ to  2486.5171 -1730.9998 13.0176  speed 20.0 3 model #NULL 1
end
if 
    00EE:   actor 15@ 0 near_point 2486.5171 -1730.9998 radius 5.0 5.0 in_car 
then
    05D1: AS_actor 15@ drive_car 14@ to 2483.7603 -1675.0305 12.9709 speed 20.0 3 model #NULL 1
end
if 
    00EE:   actor 15@ 0 near_point 2483.7603 -1675.0305 radius 5.0 5.0 in_car 
then
    gosub @MISSN_02_600  //Bad Guy got away!
    return
end

if
Actor.Dead($PLAYER_ACTOR)
jf @MISSN_02_190
return

:MISSN_02_400
016A: fade 0 time 1000 
gosub @MISSN_02_800  //Sucess!
return
 
:MISSN_02_600
0151: remove_status_text $7613
09C7: change_player $PLAYER_CHAR model_to 290 //Change into Tenpenny
034F: destroy_actor_with_fade 17@             //Ghost the help
034F: destroy_actor_with_fade 18@ 

00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
//$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1728.5, -2251.8508, -3.2548)
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1694.5817, -2251.8508, -3.2548)

return

:MISSN_02_800
wait 0
if
816B:   not fading 
jf @MISSN_02_800
09C7: change_player $PLAYER_CHAR model_to 290 
034F: destroy_actor_with_fade 17@ 
034F: destroy_actor_with_fade 18@ 

0151: remove_status_text $7613
Car.PutAt(14@,-673.0, 2705.0, 700.0)
Actor.PutAt(15@,-673.0, 2705.0, 700.0)
Actor.PutAt(16@,-673.0, 2705.0, 700.0)
set_weather 14 
054C: use_GXT_table 'INTRO1' 

select_interior 0 
02E4: load_cutscene_data 'PROLOG3' 

:MISSN_02_810
wait 0
if 
06B9:   cutscene_data_loaded 
jf @MISSN_02_810 

Model.Load(#GWFORUM1_LAE)

:MISSN_02_815
wait 0 
if 
   Model.Available(#GWFORUM1_LAE)
jf @MISSN_02_815

0A0B: set_rendering_origin_at_3D_coord 2493.362 -1734.295 12.3828 angle 258.7583 
0395: clear_area 1 at 2482.582 -1729.642 12.3906 radius 500.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:MISSN_02_820
wait 0
if 
02E9:   cutscene_reached_end 
jf @MISSN_02_820

02EA: end_cutscene 
Model.Destroy(#GWFORUM1_LAE)
03CB: set_rendering_origin_at 1550.68 -1675.49 14.51
Actor.PutAt($PLAYER_ACTOR, 1550.68, -1675.49, 14.51)
016A: fade 1 time 1500 

:MISSN_02_840
wait 0
if
816B:   not fading 
jf @MISSN_02_840

$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 2000
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
return 

:MISSN_02_900
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker 90@
Model.Destroy(#TAXI)
Model.Destroy(#HMYRI)
Model.Destroy(#COPCARLA)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#COLT45)
mission_cleanup 
end_thread 

//-------------Mission 12---------------
// Originally: Ryder
//This is "Path of the Snake" a very different mission where you get a chance to play all 3
//CRASH members.  The player will begin as Hernandez and depending on random chance (1 in 3 odds) could end
//up playing as all 3. This mission is so random I don't know the outcome.  There is one or two things
//I never figured out but are minor. The vans although immune to EVERTHING will still flip and explode but
//not often enough to make major changes. 
:MISSN_08
thread 'MISSN_08' 
$ONMISSION = 1

gosub @MISSN_08_100                 //Begin Mission
if 
    wasted_or_busted  
jf @MISSN_08_END          

$CRASH_MARKER = Marker.CreateIconAndSphere(16, 2026.8145, 1109.2987, 10.813)

:MISSN_08_END

gosub @MISSN_08_CLEANUP             // End Mission Destroy All

end_thread 

:MISSN_08_100
054C: use_GXT_table 'JABM09'
Model.Load(#WMYBU)
038B: load_requested_models 
:MISSN_08_105
wait 0
if
Model.Available(#WMYBU)
jf @MISSN_08_105

//Dress CJ for cut scene
09C7: change_player $PLAYER_CHAR model_to #NULL 
Player.SetClothes($PLAYER_CHAR, "bbjersey", "sleevt", Torso)
Player.SetClothes($PLAYER_CHAR, "shortsgang", "shorts", Legs)
Player.SetClothes($PLAYER_CHAR, "convheatred", "conv", Shoes)
Player.SetClothes($PLAYER_CHAR, "goatee", "HEAD", Head)  
Player.Build($PLAYER_CHAR)
//Changes the player to ped model 290 Tenpenny
09C7: change_player $PLAYER_CHAR model_to 290 

009A: 1@ = create_actor_pedtype 4 model #WMYBU at 235.5933 76.7614 1005.0391
Actor.Angle(1@) = 184.0
0860: link_actor 1@ to_interior 6 

fade 1 1500
:MISSN_08_fade
wait 0
if
not fading
jf @MISSN_08_fade

//Tenpenny walks into the PD
02A3: enable_widescreen 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1554.7235 -1674.9316 16.1953 mode 4 -1 ms 
:MISSN_08_wait1
wait 0
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 246.784 63.9002 radius 1.0 1.0 on_foot
jf @MISSN_08_wait1
//Inside the building
0707: start_scene_skip_to @MISSN_08_skip_cut
05D3: AS_actor $PLAYER_ACTOR goto_point 245.8201 75.7424 1003.6406 mode 4 -1 ms 
0605: actor 1@ perform_animation_sequence "SEAT_IDLE" IFP_file "PED" 4.0 loop 1 0 0 0 time -1
:MISSN_08_wait2
wait 0

if 
00ED:   actor $PLAYER_ACTOR 0 near_point 245.8201 75.7424 radius 1.0 1.0 on_foot
jf @MISSN_08_wait2
05D3: AS_actor $PLAYER_ACTOR goto_point 236.7984 76.1412 1005.0391 mode 4 -1 ms 
:MISSN_08_wait3
wait 0

if 
00ED:   actor $PLAYER_ACTOR 0 near_point 236.7984 76.1412 radius 1.0 1.0 on_foot
jf @MISSN_08_wait3 
05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor 1@ perform_animation_sequence "SEAT_TALK_01" IFP_file "MISC" 4.0 loop 0 0 0 0 time 10000 
2@ = 44816
jump @MISSN_08_playwav
:MISSN_08_First
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 1 0 0 0 time 5000 
2@ = 45252
jump @MISSN_08_playwav
:MISSN_08_Second
0605: actor 1@ perform_animation_sequence "SEAT_WATCH" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 
2@ = 44818
jump @MISSN_08_playwav
:MISSN_08_Third
05D3: AS_actor $PLAYER_ACTOR goto_point 247.0 75.7424 1003.6406 mode 4 -1 ms 
:MISSN_08_wait4
wait 0

if 
00ED:   actor $PLAYER_ACTOR 0 near_point 247.0 75.7424 radius 1.0 1.0 on_foot
jf @MISSN_08_wait4

05D3: AS_actor $PLAYER_ACTOR goto_point 246.0 62.3 1003.6406 mode 4 -1 ms 

jump @MISSN_08_wait5

:MISSN_08_skip_cut    //At the Exit
0701: end_scene_skip 

Actor.PutAt($PLAYER_ACTOR, 246.0, 62.3, 1003.6406)
Actor.DestroyInstantly(1@)

:MISSN_08_wait5
wait 0
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 1552.45 -1674.99 radius 1.0 1.0 on_foot
jf @MISSN_08_wait5
wait 1000

01B4: set_player $PLAYER_CHAR can_move false 
00C0: set_current_time_hours_to 13 minutes_to 30 
0395: clear_area 1 at 1535.743 -1678.094 13.09914 radius 100.0 

fade 0 500
:MISSN_08_wait6
wait 0
if
not fading
jf @MISSN_08_wait6
//Setup
023C: load_special_actor 'PULASKI' as 2 
023C: load_special_actor 'HERN' as 3
Model.Load(#LAPD1)
Model.Load(#COPCARLA)
Model.Load(#DESERT_EAGLE)
Model.Load(#COLT45)
Model.Load(#PONY)
Model.Load(#PCJ600) 
Model.Load(#CHEETAH)
Model.Load(#YOSEMITE)
038B: load_requested_models 

:MISSN_08_110
wait 0
if and
    Model.Available(#LAPD1)          
    Model.Available(#COPCARLA)       
    Model.Available(#DESERT_EAGLE)   
    Model.Available(#COLT45)    
else_jump @MISSN_08_110     

:MISSN_08_120
wait 0
if and        
    Model.Available(#PONY)  
    Model.Available(#PCJ600) 
    Model.Available(#CHEETAH)
    Model.Available(#YOSEMITE)        
023D:   special_actor 2 loaded 
023D:   special_actor 3 loaded 
else_jump @MISSN_08_120 
//Three black pony vans
00A5: 11@ = create_car #PONY at 1477.906 -1735.2297 13.0046 
00A5: 12@ = create_car #PONY at 1487.906 -1735.2297 13.0046 
00A5: 13@ = create_car #PONY at 1497.906 -1735.2297 13.0046 
0229: set_car 11@ primary_color_to 0 secondary_color_to 0 
0229: set_car 12@ primary_color_to 0 secondary_color_to 0 
0229: set_car 13@ primary_color_to 0 secondary_color_to 0 
Car.Angle(11@) = 90.0
Car.Angle(12@) = 90.0
Car.Angle(13@) = 90.0
//Vans are immune to all and cannot be flipped
Car.SetImmunities(11@,1,1,1,1,1)
Car.SetImmunities(12@,1,1,1,1,1)
Car.SetImmunities(13@,1,1,1,1,1)
0190: add_car 11@ to_flipped_check 
0190: add_car 12@ to_flipped_check 
0190: add_car 13@ to_flipped_check  

//Three drivers for vans
0129: 14@ = create_actor_pedtype 6 model #LAPD1 in_car 11@ driverseat 
0129: 15@ = create_actor_pedtype 6 model #LAPD1 in_car 12@ driverseat 
0129: 16@ = create_actor_pedtype 6 model #LAPD1 in_car 13@ driverseat
039E: set_actor 14@ locked 1 while_in_car 
039E: set_actor 15@ locked 1 while_in_car 
039E: set_actor 16@ locked 1 while_in_car 

00A5: 17@ = create_car #PCJ600 at 1527.6476 -1713.7321 13.0321     //Hernandez
00A5: 18@ = create_car #CHEETAH at 1527.6476 -1703.7321 13.0321    //Pulaski
00A5: 19@ = create_car #YOSEMITE at 1527.6476 -1693.7321 13.0321   //Tenpenny
                        
Car.Angle(17@) = 180.0
Car.Angle(18@) = 180.0
Car.Angle(19@) = 180.0

70@ = Marker.CreateAboveCar(11@)

0129: 21@ = create_actor_pedtype 24 model #SPECIAL02 in_car 18@ driverseat 
0129: 22@ = create_actor_pedtype 24 model #SPECIAL01 in_car 19@ driverseat 
039E: set_actor 21@ locked 1 while_in_car 
039E: set_actor 22@ locked 1 while_in_car 
09F6: set_actor 21@ unjackable_through_driver_seat 1 
09F6: set_actor 22@ unjackable_through_driver_seat 1 
//Slip into Hernandez
072A: put_actor $PLAYER_ACTOR into_car 17@ driverseat 
09C7: change_player $PLAYER_CHAR model_to 292 

//Cut Scene
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera 1500.0133 -1725.0502 13.5469  transverse_to 1487.906 -1735.2297 13.5469 time 24000 mode 1 
0936: set_camera 1508.917 -1713.3307 25.0  position_to 1471.0133 -1725.0502 13.5469  time 24000 drop_mode 1 
fade 1 2000

:MISSN_08_125
wait 0
if        
not fading
else_jump @MISSN_08_125 

0707: start_scene_skip_to @MISSN_08_CUT1
00BC: show_text_highpriority GXT 'POS01' time 8000 flag 1 
wait 8000
00BC: show_text_highpriority GXT 'POS02' time 8000 flag 1 
wait 8000
00BC: show_text_highpriority GXT 'POS03' time 8000 flag 1 
wait 8000
0920: point_camera 1527.6476 -1713.7321 13.0321 transverse_to 1527.6476 -1693.7321 13.0321 time 15000 mode 1 
0936: set_camera 1522.4 -1717.2471 16.5469  position_to 1522.4 -1706.278 16.5469  time 15000 drop_mode 1 
00BC: show_text_highpriority GXT 'POS04' time 8000 flag 1 
wait 8000
00BC: show_text_highpriority GXT 'POS05' time 10000 flag 1 
wait 10000
:MISSN_08_CUT1
0701: end_scene_skip 
//end cut scene

:MISSN_08_BEGIN
092F: lock_camera_target_point 0
0930: lock_camera_position 0 
015A: restore_camera 
02A3: enable_widescreen 0
00C0: set_current_time_hours_to 13 minutes_to 59
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer        
01B4: set_player $PLAYER_CHAR can_move true 

//Pulaski and Tenpenny are told to keep up with their vans
//I was going to leave it up to the AI but it doesn't work well.
07F8: car 18@ follow_car 12@ radius 50.0 
07F8: car 19@ follow_car 13@ radius 50.0 

76@ = 0                                 //Loop Counter
77@ = 0                                 //Random Trip Timer
80@ = 0                                 //30 second timer
0@ = 0                                  //Van Index
32@ = 0                                 //Internal Timer
100@ = Actor.Car($PLAYER_ACTOR)         //Player Vehicle Flag
$7613 = 0                               //100 second clock Change Car
0209: 75@ = random_int_in_ranges 0 2    //REAL VAN
03C4: set_status_text $7613 type 1 GXT 'POS12'   
//First main loop to eliminate the decoys
:MISSN_08_200
wait 0
if
77@ <= 0      
then
jump @MISSN_08_300   //Set vans to new destination
end
:MISSN_08_210
//Timers & Clocks
if
32@ >= 1000  //One second has passed
then
77@ -= 1     //Knock a second off the trip timer.
80@ -= 1     //Knock a second off the 30 second clock.
$7613 += 1   //Add to the ditch bar.
32@ = 0      //reset the internal timer.
end
//1st Van is the Real Van
if and
75@ == 0
76@ == 3
then
    0@ = 0
    jump @MISSN_08_240
end
//1st Decoy van eliminated
if and
75@ >= 1
76@ == 3
then 
jump @MISSN_08_310
:MISSN_08_220
76@ = 4
end
//2nd Van is the Real Van
if and
75@ == 1 
76@ == 6
then     
    0@ = 1
    jump @MISSN_08_240
end
//2nd Decoy van eliminated
//3rd Van is the Real Van
if and
75@ == 2 
76@ == 6
then 
jump @MISSN_08_320
end
//Ditch Car Timer at 50% Notice 
if 
$7613 == 50
then
00BC: show_text_highpriority GXT 'POS08' time 5000 flag 1 //Alert player with message
wait 1000  
end
//Ditch Timer Out Failed Mission
if 
$7613 < 100
jf @MISSN_08_400
//Player jumps out of car set 30 second count down
if and
80@ <= 0
not Actor.Driving($PLAYER_ACTOR)
then    
    $7613 = 70
    80@ = 30    
end
//Update 30 second count down
if and
80@ > 0
not Actor.Driving($PLAYER_ACTOR)
then
    01E5: show_text_1number_highpriority GXT 'POS09' number 80@ time 1000 flag 1  
end
//Player back in a car not his own
if 
Actor.Driving($PLAYER_ACTOR)
then
    99@ = Actor.Car($PLAYER_ACTOR)
end
if and
803B:   not  99@ == 100@ 
80@ >= 1
Actor.Driving($PLAYER_ACTOR)
then
    80@ = 0
    $7613 = 0
    100@ = Actor.Car($PLAYER_ACTOR)
end
//Loop the main if mission is possible
if or
Car.Wrecked(11@)
Car.Wrecked(12@)
Car.Wrecked(13@)
Actor.Dead($PLAYER_ACTOR)
jf @MISSN_08_200

jump @MISSN_08_400
//2nd Main Loop after Real Van is found.
:MISSN_08_240
00BC: show_text_highpriority GXT 'POS10' time 2000 flag 1   //Van is REAL 
0151: remove_status_text $7613                              //Remove the Ditch Timer
wait 2000
01EB: set_traffic_density_multiplier_to 0.3                 //Reduce Traffic

//Final Route to Mountian 
0615: define_AS_pack_begin 40@ 
05D1: AS_actor -1 drive_car -1 to 69.9967 -1264.9984 14.2374    speed -1 0 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -34.5788 -1347.3352 11.03     speed 40.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -295.5249 -1673.5956 14.9934  speed 40.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -360.8907 -2071.5735 27.9213  speed 40.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -32.6634 -2695.6592 42.1614   speed 40.0 3 model #NULL 5 
0616: define_AS_pack_end 40@ 
0618: assign_actor 14@(0@,3i) to_AS_pack 40@ 
061B: remove_references_to_AS_pack 40@

0615: define_AS_pack_begin 41@ 
05D1: AS_actor -1 drive_car -1 to -314.753 -2799.2463 57.5592   speed 40.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -686.8516 -2749.9993 71.7119  speed 40.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -958.7205 -2856.0054 67.8951  speed 40.0 3 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -1200.0046 -2857.2893 68.1651 speed 30.0 3 model #NULL 5
05D1: AS_actor -1 drive_car -1 to -1834.4307 -2528.8721 51.405  speed 20.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2323.5935 -2202.658 32.2548  speed -1 0 model #NULL 5 
0616: define_AS_pack_end 41@ 
99@ = 0
:MISSN_08_250
wait 0
//Change packs
if and
99@ == 0
00EC:   actor 14@(0@,3i) 0 near_point -32.6634 -2695.6592 radius 15.0 15.0
then
99@ = 1
0618: assign_actor 14@(0@,3i) to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
end

if
00FE:   actor 14@(0@,3i) sphere 0 in_sphere -2323.5935 -2202.658 32.2548 radius 45.0 45.0 45.0 
//00EC:   actor $PLAYER_ACTOR 1 near_point -2210.7866 -2267.5562 radius 10.0 10.0
then
    jump @MISSN_08_500   //Mission Completed
end

//1st Warning at 75 meters
if and
100@ = 0
80F2:   not actor $PLAYER_ACTOR near_actor 14@(0@,3i) radius 75.0 75.0 0 
then
00BC: show_text_highpriority GXT 'POS07' time 2000 flag 1   //Van is getting away! 
100@ == 1
end 
//2nd Warning at 100 meters
if and
100@ = 1
80F2:   not actor $PLAYER_ACTOR near_actor 14@(0@,3i) radius 100.0 100.0 0 
then
00BC: show_text_highpriority GXT 'POS07' time 2000 flag 1   //Van is getting away! 
03E7: flash_hud_component 8
wait 500
03E7: flash_hud_component -1 
100@ == 2
end
//Reset warning flag
if and
100@ > 0
00F2:   actor $PLAYER_ACTOR near_actor 14@(0@,3i) radius 70.0 70.0 0 
then
100@ == 0
end
if or
80F2:   not actor $PLAYER_ACTOR near_actor 14@(0@,3i) radius 150.1 150.1 0 
Actor.Dead($PLAYER_ACTOR)
Actor.Dead(14@(0@,3i))
Car.Wrecked(11@(0@,3i))
jf @MISSN_08_250

jump @MISSN_08_400

:MISSN_08_300
0209: 1@ = random_int_in_ranges 0 8
//8 false routes 0 to 7
//Example of nesting IF THEN ELSE END; when you compile this code then decompile it,
//you will see there are no THEN ELSE END statements just JUMP_FALSE and JUMP.
if
1@ == 0
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to 2295.2314 81.4567 26.3835 speed -1 0 model #NULL 1 
else
if
1@ == 1
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to 1337.0192 308.3812 19.4558 speed -1 0 model #NULL 1 
else
if
1@ == 2
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to 228.9058 -134.1119 1.4924 speed -1 0 model #NULL 1 
else
if
1@ == 3
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to 679.9637 -559.8632 16.2499 speed -1 0 model #NULL 1 
else
if
1@ == 4
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to 794.0325 -1134.7882 23.845 speed -1 0 model #NULL 1 
else
if
1@ == 5
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to 323.2133 -1628.9924 33.2131 speed -1 0 model #NULL 1 
else
if
1@ == 6
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to -467.3326 -2177.4775 59.6863 speed -1 0 model #NULL 1 
else
if
1@ == 7
then
05D1: AS_actor 14@(0@,3i) drive_car 11@(0@,3i) to -1532.7924 -1604.7435 37.8908 speed -1 0 model #NULL 1 
end // 7
end // 6
end // 5
end // 4
end // 3
end // 2
end // 1
end // 0
    
0@ += 1
if
0@ == 3
then
0@ = 0
0209: 77@ = random_int_in_ranges 60 120  //Trip timer in seconds 1 to 2 minutes 
76@ += 1
end
jump @MISSN_08_210 

:MISSN_08_310
02A3: enable_widescreen 1 
00BC: show_text_highpriority GXT 'POS06' time 2000 flag 1   //Van is a decoy. 
wait 2000
fade 0 1500
:MISSN_08_315
wait 0
if 
not fading
jf @MISSN_08_315
//Get the van postion and put the chase car behind it.
if 
80F2:   not actor 21@ near_actor 15@ radius 150.1 150.1 0 
then
00AA: store_car 12@ position_to 3@ 4@ 5@ 
6@ = Car.Angle(12@)
02F6: $TEMPVAR_FLOAT_1 = cosine 6@ 
02F7: $TEMPVAR_FLOAT_2 = sine 6@ 
$TEMPVAR_FLOAT_1 *= 5.0
$TEMPVAR_FLOAT_1 *= 5.0
0059: 3@ += $TEMPVAR_FLOAT_1 
0059: 4@ -= $TEMPVAR_FLOAT_2 
Car.PutAt(18@, 3@, 4@, 5@)
Car.Angle(18@) = 6@
end
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 21@
009B: destroy_actor 21@
072A: put_actor $PLAYER_ACTOR into_car 18@ driverseat 
09C7: change_player $PLAYER_CHAR model_to 291 
Marker.Disable(70@)
70@ = Marker.CreateAboveCar(12@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0
wait 1000
fade 1 1500
:MISSN_08_316
wait 0
if 
not fading
jf @MISSN_08_316
80@ = 0
$7613 = 0
jump @MISSN_08_220

:MISSN_08_320
02A3: enable_widescreen 1
00BC: show_text_highpriority GXT 'POS06' time 2000 flag 1   //Van is a decoy. 
wait 2000
fade 0 1500
:MISSN_08_325
wait 0
if 
not fading
jf @MISSN_08_325
//Get the van postion and put the chase car behind it.
if 
80F2:   not actor 22@ near_actor 16@ radius 150.1 150.1 0 
then
00AA: store_car 13@ position_to 3@ 4@ 5@ 
6@ = Car.Angle(13@)
02F6: $TEMPVAR_FLOAT_1 = cosine 6@ 
02F7: $TEMPVAR_FLOAT_2 = sine 6@ 
$TEMPVAR_FLOAT_1 *= 5.0
$TEMPVAR_FLOAT_1 *= 5.0
0059: 3@ += $TEMPVAR_FLOAT_1 
0059: 4@ -= $TEMPVAR_FLOAT_2 
Car.PutAt(19@, 3@, 4@, 5@)
Car.Angle(19@) = 6@
end
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 22@
009B: destroy_actor 22@
072A: put_actor $PLAYER_ACTOR into_car 19@ driverseat 
09C7: change_player $PLAYER_CHAR model_to 290 
Marker.Disable(70@)
70@ = Marker.CreateAboveCar(13@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0
wait 1000
fade 1 1500
:MISSN_08_326
wait 0
if 
not fading
jf @MISSN_08_326
77@ = 999
0@ = 2
jump @MISSN_08_240

:MISSN_08_400
0151: remove_status_text $7613         
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
$ONMISSION = 0 
wait 4000
fade 0 1000

:MISSN_08_410
wait 0
if 
not fading 
jf @MISSN_08_410
0164: disable_marker 70@ 
if
Actor.Driving($PLAYER_ACTOR)
then
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1550.68 -1675.49 14.51
else
00A1: put_actor $PLAYER_ACTOR at 1550.68 -1675.49 14.51 
end
03CB: set_rendering_origin_at 1550.68 -1675.49 14.51  
09C7: change_player $PLAYER_CHAR model_to 290 
fade 1 2000
:MISSN_08_420
wait 0
if 
not fading 
jf @MISSN_08_420
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$ONMISSION = 0 
mission_cleanup 
end_thread

:MISSN_08_playwav
03CF: load_wav 2@ as 1 
:MISSN_08_playwav1
wait 0
if 
03D0:   wav 1 loaded 
jf @MISSN_08_playwav1
03D1: play_wav 1 
:MISSN_08_playwav2
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_08_playwav2
040D: unload_wav 1 

if
2@ == 44816
then 
2@ = 45251
jump @MISSN_08_playwav 
else
if
2@ == 45251 
then 
2@ = 44817 
jump @MISSN_08_playwav 
else
if
2@ == 44817 
then 
jump @MISSN_08_First
else
if
2@ == 45252 
then 
jump @MISSN_08_Second
else
if
2@ == 44818
then 
jump @MISSN_08_Third
end
end
end
end
end

//Mission Complete
:MISSN_08_500
00BC: show_text_highpriority GXT 'POS11' time 5000 flag 1   
wait 6000
fade 0 0
02E4: load_cutscene_data 'BCRAS1' 
Camera.SetAtPos(-2011.438, -2501.287, 34.0624)
0395: clear_area 1 at -2011.438 -2501.287 34.0624 radius 100.0 
03E6: remove_text_box 
054C: use_GXT_table 'BCRASH1' 

:MISSN_08_510
wait 0
if 
06B9:   cutscene_data_loaded 
jf @MISSN_08_510

wait 1000 
02E7: start_cutscene 
fade 1 1000 

:MISSN_08_520
wait 0 
if 
02E9:   cutscene_reached_end 
jf @MISSN_08_520 

fade 0 0 

:MISSN_08_530
wait 0 
if 
not fading 
jf @MISSN_08_530 

02EA: end_cutscene 
02E4: load_cutscene_data 'BCRAS2' 

:MISSN_08_540
wait 0 
if 
06B9:   cutscene_data_loaded 
jf @MISSN_08_540 

02E7: start_cutscene 
fade 1 1000 

:MISSN_08_550
wait 0 
if 
02E9:   cutscene_reached_end 
jf @MISSN_08_550 

fade 0 0 

:MISSN_08_560
wait 0
if 
not fading 
jf @MISSN_08_560

02EA: end_cutscene 

09C7: change_player $PLAYER_CHAR model_to 290 
Actor.PutAt($PLAYER_ACTOR, -2011.7715, -2501.2871, 32.8047)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer        
fade 1 1000 
:MISSN_08_570
wait 0
if 
not fading 
jf @MISSN_08_570
0164: disable_marker 70@ 
$INTRO_TOTAL_PASSED_MISSIONS += 1
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1597.3431, -1515.3278, 13.5899)
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50 
return

:MISSN_08_CLEANUP
$ONMISSION = 0 
mission_cleanup 
return
//-------------Mission 13---------------
// Originally: Tagging Up Turf
//-----------------------------------------------------------------------
{Here Tenpenny tries to sell the drugs he found on "Cleaning the Hood" to make some cash.
Dollar Bill his connection tells him there is only one person interested in Federal drugs.
Originally called "Elusive as Bigfoot" this spoofs the Bigfoot myth in Back of Beyond.
This mission will show you how to use arrays in your coding. }
:MISSN_09
thread 'MISSN_09'
$ONMISSION = 1
gosub @MISSN_09_100

00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MISSN_09_105

0050: gosub @MISSN_09_800 //Mission Failed
 
:MISSN_09_105
0050: gosub @MISSN_09_900
004E: end_thread


:MISSN_09_100
Model.Load(#QUAD)
Model.Load(#BANDITO)
Model.Load(#BMYPIMP)
Model.Load(157)
Model.Load(158)
Model.Load(159)
Model.Load(160)
Model.Load(161)
Model.Load(162)
Model.Load(357)
023C: load_special_actor 'TRUTH' as 2 
038B: load_requested_models
054C: use_GXT_table 'JABM08' 

:MISSN_09_110
wait 0
if and
Model.Available(#QUAD)
Model.Available(#BANDITO)
Model.Available(#BMYPIMP)
Model.Available(157)    //#CWFYHB
Model.Available(158)    //#CWMOFR
jf @MISSN_09_110 

if and
Model.Available(159)    //#CWMOHB1
Model.Available(160)    //#CWMOHB2
Model.Available(161)    //#CWMYFR
Model.Available(162)    //#CWMYHB1
Model.Available(357)
023D:   special_actor 2 loaded 
jf @MISSN_09_110 

//Cut scene Dollar Bill and Tenpenny
//Conversation about the Truth
100@ = 0
41@ = Actor.Create(7, #BMYPIMP, 1580.9761, -1517.3043, 13.5531)
07CD: AS_actor 41@ walk_to 1595.2507 -1515.7296 13.5858 stop_with_angle 270.0 within_radius 1.0 
01B4: toggle_player $PLAYER_CHAR can_move false
Actor.Angle($PLAYER_ACTOR) = 88.5
02A3: enable_widescreen 1 
fade 1 1500
:MISSN_09_fade1
wait 0
if
not fading
jf @MISSN_09_fade1
wait 1000
0707: start_scene_skip_to @MISSN_09_140 

067E: put_camera_on_actor $PLAYER_ACTOR with_offset -7.0 3.0 1.0 point_to_actor 41@ 0.0 mode 2 

:MISSN_09_115               
wait 0
if
00FE:   actor 41@ sphere 0 in_sphere 1595.2507 -1515.7296 13.5858 radius 1.0 1.0 1.0 
jf @MISSN_09_115
100@ = 1
03CF: load_wav 45241 as 1  
0949: link_wav 1 to_actor $PLAYER_ACTOR 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -2.0 1.5 0.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT01' time 1500 flag 1  
jump @MISSN_09_PLAYSND //Play the line
:MISSN_09_121
0968: actor $PLAYER_ACTOR stop_mouth
100@ = 2
03CF: load_wav 45242 as 1
0949: link_wav 1 to_actor 41@
067C: put_camera_on_actor 41@ with_offset 2.0 1.5 0.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 41@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT02' time 3000 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_122
0968: actor 41@ stop_mouth
100@ = 3
03CF: load_wav 45243 as 1
0949: link_wav 1 to_actor 41@
067C: put_camera_on_actor 41@ with_offset 2.0 1.5 0.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 41@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT03' time 3000 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_123
0968: actor 41@ stop_mouth
100@ = 4
03CF: load_wav 45244 as 1
0949: link_wav 1 to_actor $PLAYER_ACTOR 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -2.0 1.5 0.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT04' time 2500 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_124
0968: actor $PLAYER_ACTOR stop_mouth
100@ = 5
03CF: load_wav 45247 as 1
0949: link_wav 1 to_actor 41@
067C: put_camera_on_actor 41@ with_offset 2.0 1.5 0.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 41@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT05' time 8000 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_125
0968: actor 41@ stop_mouth
100@ = 6
03CF: load_wav 45248 as 1
0949: link_wav 1 to_actor 41@
067C: put_camera_on_actor 41@ with_offset 2.0 1.5 0.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 41@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT06' time 7000 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_126
0968: actor 41@ stop_mouth
100@ = 7
03CF: load_wav 45246 as 1
0949: link_wav 1 to_actor $PLAYER_ACTOR 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.7 rotation 0.0 -45.0 0.0 0.0 2 
0967: actor $PLAYER_ACTOR move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT07' time 2000 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_127
0968: actor $PLAYER_ACTOR stop_mouth
100@ = 8
03CF: load_wav 45249 as 1
0949: link_wav 1 to_actor 41@
067C: put_camera_on_actor 41@ with_offset 1.0 1.5 1.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 41@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT08' time 8000 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_128
0968: actor 41@ stop_mouth
100@ = 9
03CF: load_wav 45250 as 1
0949: link_wav 1 to_actor 41@
067C: put_camera_on_actor 41@ with_offset 2.0 2.5 1.7 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 41@ move_mouth -1 ms
00BC: show_text_highpriority GXT 'SFT09' time 8000 flag 1  
jump @MISSN_09_PLAYSND 
:MISSN_09_129
0968: actor 41@ stop_mouth
jump @MISSN_09_140

:MISSN_09_PLAYSND
wait 0
if
03D0:   wav 1 loaded 
jf @MISSN_09_PLAYSND
03D1: play_wav 1 

:MISSN_09_ENDSND
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_09_ENDSND

040D: unload_wav 1
//I like this better than a jump table
if 
100@ == 1 
then
jump @MISSN_09_121
else
if 
100@ == 2 
then
jump @MISSN_09_122
else
if 
100@ == 3 
then
jump @MISSN_09_123
else
if 
100@ == 4 
then
jump @MISSN_09_124
else
if 
100@ == 5 
then
jump @MISSN_09_125
else
if 
100@ == 6
then
jump @MISSN_09_126
else
if 
100@ == 7
then
jump @MISSN_09_127
else
if 
100@ == 8 
then
jump @MISSN_09_128
else
if 
100@ == 9
then
jump @MISSN_09_129
end
end
end
end
end
end
end
end
end

:MISSN_09_140
0701: end_scene_skip 
02A3: enable_widescreen 0 
03E5: show_text_box 'SFT10'
01B4: toggle_player $PLAYER_CHAR can_move true
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
018A: 40@ = create_checkpoint_at 17.3053 -2646.5452 40.4639
10@ = Car.Create(#QUAD, 32.7485, -2661.6067, 40.5449)
Car.Angle(10@) = 82.0
11@ = Car.Create(#BANDITO, 26.7485, -2637.25, 40.4185)
Car.Angle(10@) = 97.0
70@ = Car.Create(#BANDITO, -393.5951, -2640.0105, 144.2136)

:MISSN_09_150
wait 0
if
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 17.3053 -2646.5452 40.4639 radius 1.0 1.0 1.0 
jf @MISSN_09_150
03E5: show_text_box 'SFT11'
060A: create_decision_maker_type 2 store_to 98@
01EB: set_traffic_density_multiplier_to 0.2 
0164: disable_marker 40@
32@ = 0                 //Timer
100@ = 0                //Marker Index
{This should help you understand how an array works better. All the checkpoints are
loaded into these variable sets to then be used.}
//Marker X Coords
101@ = -614.3694  
102@ = -393.5951  
103@ = -790.4372  
104@ = -1213.4271 
105@ = -1300.8    
106@ = -1161.4893 
107@ = -1005.3307 
108@ = -962.0974  
109@ = -831.3726  
110@ = -685.3581  
111@ = -443.2529  
//Marker Y Coords
112@ = -2413.2014
113@ = -2617.0105
114@ = -2694.6877
115@ = -2637.467 
116@ = -2392.9521
117@ = -2358.8281
118@ = -2420.0625
119@ = -2186.5151
120@ = -2025.8423
121@ = -1855.5834
122@ = -2023.8491
//Marker Z coords
123@ =  28.9264 
124@ =  144.2136  
125@ =  85.3182 
126@ =   9.7209 
127@ =  23.9784 
128@ =  21.7954 
129@ =  69.5961 
130@ =  40.9331 
131@ =  22.6301 
132@ =  13.9836 
133@ =  44.8267 
//Create the checkpoints
:MISSN_09_180
wait 0
{Notice 101@ is the first variable in our array above? Look at the line below, 100@ is the index offset.
and the 11f just tells it to expect 11 floating point variables in the whole array 11i is integer.
Another way to look at this 43@(100@,11i) we are not increasing the values inside the varible but the
name of the varible 43@(1,11i) = 44@ and 43@(10,11i) = 53@ so this loop assigns values to 43@ to 53@. }
018A: 43@(100@,11i) = create_checkpoint_at 101@(100@,11f) 112@(100@,11f) 123@(100@,11f)
100@ += 1
if
100@ >= 11
jf @MISSN_09_180
//Pick the one the Truth is hanging out.
0209: 99@ = random_int_in_ranges 0 10 
42@ = Actor.Create(24, #SPECIAL02, 101@(99@,11f), 112@(99@,11f), 123@(99@,11f))
100@ = 0
:MISSN_09_190
wait 0
if 
803B:   not  99@ == 100@ // (int) 
jf @MISSN_09_195 
//Create a random hillbilly moonshiner 157 to 162
0209: 40@ = random_int_in_ranges 157 163 
41@ = Actor.Create(16, 40@, 101@(100@,11f), 112@(100@,11f), 123@(100@,11f))
01B2: give_actor 41@ weapon 33 ammo 999 
060B: set_actor 41@ decision_maker_to 98@
Actor.WeaponAccuracy(41@) = 50 
//This section defines the hillbilly's actions
0615: define_AS_pack_begin 1@ 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0
0812: AS_actor -1 perform_animation "XPRESSSCRATCH" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1500  
0643: set_AS_pack 1@ loop 1 
0616: define_AS_pack_end 1@ 
0618: assign_actor 41@ to_AS_pack 1@ 
061B: remove_references_to_AS_pack 1@

:MISSN_09_195
100@ += 1
if
100@ >= 11
jf @MISSN_09_190

//Loop through all points
:MISSN_09_200
wait 0
100@ += 1
if
100@ >= 11
then
100@ = 0
end
//Disable Markers as you near them within 15 meters.
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 101@(100@,11f) 112@(100@,11f) 123@(100@,11f) radius 15.0 15.0 15.0 
jf @MISSN_09_210
0164: disable_marker 43@(100@,11i)

//Found the Truth
:MISSN_09_210
if
00F3:   actor $PLAYER_ACTOR near_actor 42@ radius 15.0 15.0 0 on_foot
jf @MISSN_09_200
03E5: show_text_box 'SFT12'
//Kill all the Markers
100@ = 0
:MISSN_09_220
wait 0
0164: disable_marker 43@(100@,11i)
100@ += 1
if
100@ >= 11
jf @MISSN_09_220

:MISSN_09_250
43@ = Marker.CreateAboveActor(42@)

:MISSN_09_285
wait 0
0751: AS_actor 42@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 unknown 1 3000 5000 away_radius 50.0 

//IF the Truth dies you fail mission
if  
not Actor.Dead(42@)
jf @MISSN_09_800
if
04AD:   actor 42@ in_water 
then
0321: kill_actor 42@  
end
//If the Truth is getting up then you must have knocked him down.
if or
0611:   actor 42@ performing_animation "GETUP" 
0611:   actor 42@ performing_animation "GETUP_FRONT" 
then
    if
    00F3:   actor $PLAYER_ACTOR near_actor 42@ radius 3.0 3.0 0 on_foot 
    then
        03E5: show_text_box 'SFT13'
        wait 3000
        fade 0 1000
        :MISSN_09_300
        wait 0
        if
        not fading
        jf @MISSN_09_300
        00BE: text_clear_all 
        jump @MISSN_09_700  //Caught the Truth 
    end
end

if
Actor.Dead($PLAYER_ACTOR)
jf @MISSN_09_285
return

:MISSN_09_700
054C: use_GXT_table 'TRU1' 
wait 0 
select_interior 12 
02E4: load_cutscene_data 'TRUTH_1' 

:MISSN_09_710
if 
86B9:   not cutscene_data_loaded 
else_jump @MISSN_09_720 
wait 0 
jump @MISSN_09_710 

:MISSN_09_720
02E7: start_cutscene 
fade 1 1000 

:MISSN_09_730
02E8: $129 = cutscenetime 
//Here we play only the first 90 seconds of the cut scene. 
if
$129 < 90000
jf @MISSN_09_740

if 
82E9:   not cutscene_reached_end 
jf @MISSN_09_740 
wait 0 
jump @MISSN_09_730 

:MISSN_09_740
02EA: end_cutscene 
fade 0 0
:MISSN_09_750
wait 0
if
not fading
jf @MISSN_09_750
select_interior 0 
0169: set_fade_color_RGB 0 0 0 
Camera.Restore_WithJumpCut

02A3: enable_widescreen 0 
Actor.PutAt($PLAYER_ACTOR, -2195.9, -2258.029, 30.0)
Actor.Angle($PLAYER_ACTOR) = 141.0
 
fade 1 500 
:MISSN_09_760
wait 0
if
not fading
jf @MISSN_09_760
030C: progress_made += 1 
$INTRO_TOTAL_PASSED_MISSIONS += 1
Player.CanMove($PLAYER_CHAR) = True
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASS' number 14000 time 5000 style 1  
Player.Money($PLAYER_CHAR) += 14000
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 17.3053, -2646.5452, 40.4639)
return

:MISSN_09_800
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1597.3431, -1515.3278, 13.5899)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return

:MISSN_09_900
01EB: set_traffic_density_multiplier_to 1.0 
034F: destroy_actor_with_fade 41@
034F: destroy_actor_with_fade 42@
0164: disable_marker 40@
0164: disable_marker 43@
$ONMISSION = 0
mission_cleanup
return

//-------------Mission 14---------------
// This was an early attempt to remake a mission that already existed "Cleaning the Hood"
// I found out it is much easier just to make your own mission from scratch than it is
// to edit the ones that exist. As this turned out there is actually very little left of the
// original script. But you can compair them and see that I left much of the crack den alone.
:MISSN_04
03A4: name_thread 'MISSN_04' 

0050: gosub @MISSN_04_68  //Start Mission
00D6: if 
0112:   wasted_or_busted 
004D: jump_if_false @MISSN_04_61 
02A7: $CRASH_MARKER = create_icon_marker_and_sphere 16 at 1541.156 -1675.352 13.552 

:MISSN_04_61
0002: gosub @MISSN_04_7188  //Clean up
end_thread


:MISSN_04_68
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
054C: use_GXT_table 'JABM04' 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MISSN_04_140
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_140 
04BB: select_interior 0 
0247: load_model #COLT45 
023C: load_special_actor 'HERN' as 1 // models 290-299 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
0247: load_model #BMYDRUG 
0247: load_model #HMYCR 
0247: load_model #BAT 
04ED: load_animation "DEALER" 
04ED: load_animation "GANGS" 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 76@ // decision\allowed\m_.ped files 
03CF: load_wav 37472 as 1 
038B: load_requested_models 

:MISSN_04_243
0001: wait 0 ms 
00D6: if and
0248:   model #COLT45 available 
023D:   special_actor 1 loaded 
0248:   model #COPCARLA available 
0248:   model #BMYDRUG available 
0248:   model #HMYCR available 
0248:   model #BAT available 
04EE:   animation "DEALER" loaded 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @MISSN_04_243 
01F7: set_player $PLAYER_CHAR ignored_by_cops true 
009A: 69@ = create_actor_pedtype 24 model #SPECIAL01 at 1575.029 -1693.979 6.2187 
0173: set_actor 69@ Z_angle_to 270.7 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 // see ped.dat 
01B2: give_actor 69@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 75@ 
02A9: set_actor 69@ immune_to_nonplayer 1 
08AF: set_actor 69@ max_health_to 500 
0223: set_actor 69@ health_to 500 
0568: set_actor 69@ targetable 1 
0446: set_actor 69@ immune_to_headshots 1 
00A1: put_actor $PLAYER_ACTOR at 1577.431 -1694.384 6.2187 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.0 
02A3: enable_widescreen 1 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -1.0 2.0 2.0 rotation 0.0 0.0 0.0 0.0 2 
0001: wait 500 ms 
016A: fade 1 time 1000 

:MISSN_04_507
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_507 
018A: 38@ = create_checkpoint_at 2346.082 -1161.294 26.8562    //First Check Point LV Gang House
0395: clear_area 1 at 2346.082 -1161.294 26.8562 radius 20.0 
0006: 75@ = 0 

// Cut Scene Conversation - Crazy to be a cop.
0707: start_scene_skip_to @MISSN_04_1285
03CF: load_wav 45222 as 1 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -1.0 4.0 1.5 rotation 0.0 0.0 0.0 0.0 2 
0967: actor $PLAYER_ACTOR move_mouth -1 ms 
00BC: show_text_highpriority GXT 'CTH01' time 5000 flag 1  // ~z~Rule number one, you got to be crazy to be a cop?
jump @MISSN_04_7305

:MISSN_04_600 
0968: actor $PLAYER_ACTOR stop_mouth 
75@ = 1 
03CF: load_wav 45223 as 1 
067C: put_camera_on_actor 69@ with_offset 0.5 4.0 1.5 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 69@ move_mouth -1 ms 
00BC: show_text_highpriority GXT 'CTH02' time 5000 flag 1  // ~z~Yeah I know!
jump @MISSN_04_7305

:MISSN_04_601 
0968: actor 69@ stop_mouth 
75@ = 2
03CF: load_wav 45224 as 1 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -0.5 1.0 1.5 rotation 0.0 0.0 0.0 0.0 2 
0967: actor $PLAYER_ACTOR move_mouth -1 ms 
00BC: show_text_highpriority GXT 'CTH03' time 5000 flag 1  // ~z~You ever heard that old saying? Everybody runs away from a man with a gun, but a cop runs toward him.
jump @MISSN_04_7305

:MISSN_04_602 
0968: actor $PLAYER_ACTOR stop_mouth 
75@ = 3
03CF: load_wav 45225 as 1 
067C: put_camera_on_actor 69@ with_offset 0.5 1.0 1.5 rotation 0.0 0.0 0.0 0.0 2 
0967: actor 69@ move_mouth -1 ms 
00BC: show_text_highpriority GXT 'CTH04' time 5000 flag 1  // ~z~Yeah.
jump @MISSN_04_7305

:MISSN_04_603 
0968: actor 69@ stop_mouth 
75@ = 4
03CF: load_wav 45226 as 1 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.5 2.0 -0.5 rotation 0.0 0.0 0.0 0.0 2 
0967: actor $PLAYER_ACTOR move_mouth -1 ms 
00BC: show_text_highpriority GXT 'CTH05' time 5000 flag 1  // ~z~We're in this together now... partners.
jump @MISSN_04_7305

:MISSN_04_604 
0968: actor $PLAYER_ACTOR stop_mouth 
75@ = 5 
03CF: load_wav 45227 as 1 
067C: put_camera_on_actor 69@ with_offset 0.0 0.5 0.7 rotation 0.0 -45.0 0.0 0.0 2 
0967: actor 69@ move_mouth -1 ms 
00BC: show_text_highpriority GXT 'CTH06' time 5000 flag 1  // ~z~Yeah, whatever it takes!
jump @MISSN_04_7305

:MISSN_04_605 
0968: actor 69@ stop_mouth 
75@ = 6
03CF: load_wav 45228 as 1 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.7 rotation 0.0 -45.0 0.0 0.0 2 
0967: actor $PLAYER_ACTOR move_mouth -1 ms 
00BC: show_text_highpriority GXT 'CTH07' time 5000 flag 1  // ~z~And now you understand.
jump @MISSN_04_7305

:MISSN_04_606 
0968: actor $PLAYER_ACTOR stop_mouth 
// End of Cut Scene Conversation - Crazy to be a cop.
jump @MISSN_04_1285

:MISSN_04_7305
0001: wait 0 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MISSN_04_7305 
03D1: play_wav 1 

:MISSN_04_7363
wait 0
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MISSN_04_7363 

:MISSN_04_7378
040D: unload_wav 1 

if
75@ == 0
then
jump @MISSN_04_600
else 
if
75@ == 1
then
jump @MISSN_04_601
else 
if
75@ == 2
then
jump @MISSN_04_602
else 
if
75@ == 3
then
jump @MISSN_04_603
else 
if
75@ == 4
then
jump @MISSN_04_604
else 
if
75@ == 5
then
jump @MISSN_04_605
else 
if
75@ == 6
then
jump @MISSN_04_606
end
end
end
end
end
end
end

:MISSN_04_1285
0701: end_scene_skip 
02A3: enable_widescreen 0 
03E5: show_text_box 'CTH08'  // Get in the CRASH vehicle.
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor 69@ in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor 69@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
09DD: unknown_player_group 1 
09B5: unknown_actor 69@ flag 0 
009A: 48@ = create_actor_pedtype 25 model #HMYCR at 2375.2 -1141.005 28.5377 
060B: set_actor 48@ decision_maker_to 75@ 
009A: 35@ = create_actor_pedtype 25 model #BMYDRUG at 2376.578 -1141.211 28.5789 
08AF: set_actor 35@ max_health_to 120 
0223: set_actor 35@ health_to 120 
0173: set_actor 35@ Z_angle_to 89.7 
060B: set_actor 35@ decision_maker_to 75@ 
07DD: set_actor 35@ temper_to 75 // see pedstats.dat 
0A09: set_actor 35@ muted 1 // versionB 
0639: AS_actor 35@ rotate_to_actor 48@ 
0639: AS_actor 48@ rotate_to_actor 35@ 
0006: 75@ = 0 

:MISSN_04_1522
0001: wait 0 ms 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MISSN_04_7096 
00D6: if and
0039:   75@ == 0 
056C:   actor $PLAYER_ACTOR driving_police_car 
004D: jump_if_false @MISSN_04_1585 
03E6: remove_text_box 
03E5: show_text_box 'CTH09'  // Take Hernandez and introduce him to some street justice on some dealers.
0006: 75@ = 1 

:MISSN_04_1585
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2346.082 -1161.294 26.8562 radius 4.0 4.0 4.0 
0104:   actor 69@ near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @MISSN_04_1522 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MISSN_04_1679 
0633: AS_actor $PLAYER_ACTOR exit_car 

:MISSN_04_1679
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 38@ 
0187: 44@ = create_marker_above_actor 35@ 
03E6: remove_text_box 
03E5: show_text_box 'CTH10'  // This dealer owes you money go make an example of him for the others.
067C: put_camera_on_actor 35@ with_offset 2.0 0.5 0.0 rotation 0.0 0.0 0.0 0.0 2 
0605: actor 35@ perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 0 0 0 0 time 1500 // versionA 
0001: wait 1500 ms 
0605: actor 35@ perform_animation_sequence "DEALER_DEAL" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 2000 // versionA 
0001: wait 2000 ms 
05BF: AS_actor 48@ look_at_actor 35@ 2000 ms 
05C9: AS_actor 35@ on_guard 2000 ms 
0001: wait 2000 ms 
0605: actor 35@ perform_animation_sequence "SHOP_PAY" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor 48@ perform_animation_sequence "DRUGS_BUY" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA 
0001: wait 1000 ms 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
01B2: give_actor 35@ weapon 22 ammo 99999 // Load the weapon model before using this 
087E: set_actor 35@ weapon_droppable 0 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 

:MISSN_04_1998
0001: wait 0 ms 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MISSN_04_6992 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @MISSN_04_1998 
016A: fade 0 time 1000 

:MISSN_04_2041
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_2041 
0164: disable_marker 44@ 
009B: destroy_actor 48@ 
009B: destroy_actor 35@ 
03CB: set_rendering_origin_at 2373.0 -1144.4 27.5 
0395: clear_area 1 at 2375.17 -1144.74 28.08 radius 4.0 
03BA: clear_cars_from_cube_cornerA 2378.28 -1148.13 28.0 cornerB 2274.92 -1141.33 28.31 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0860: link_actor 69@ to_interior 0 
06AB: set_actor 69@ all_weapons_hidden 1 
06C9: remove_actor 69@ from_group 
0792: disembark_instantly_actor 69@ 
0647: unknown_actor 69@ look_task 
0647: unknown_actor $PLAYER_ACTOR look_task 
0860: link_actor $PLAYER_ACTOR to_interior 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0001: wait 1000 ms 
0395: clear_area 1 at 2375.17 -1144.74 28.08 radius 5.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MISSN_04_2284 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2374.462 -1145.925 28.1362 

:MISSN_04_2284
00D6: if 
00DF:   actor 69@ driving 
004D: jump_if_false @MISSN_04_2320 
0362: remove_actor 69@ from_car_and_place_at 2360.27 -1145.8 28.15 

:MISSN_04_2320
00A1: put_actor $PLAYER_ACTOR at 2374.462 -1145.925 28.1362 
00A1: put_actor 69@ at 2360.27 -1145.8 28.15 
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 1.3 -1.3 rotation 0.0 0.0 0.0 0.0 2 
05D3: AS_actor 69@ goto_point 2373.27 -1145.8 28.15 mode 4 500 ms // versionA 

:MISSN_04_2437
0001: wait 0 ms 
00D6: if 
00EF:   actor 69@ 0 near_point 2373.27 -1145.8 radius 0.2 0.2 stopped 
004D: jump_if_false @MISSN_04_2437 
0173: set_actor 69@ Z_angle_to 310.0 
016A: fade 1 time 500 

:MISSN_04_2496
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_2496 
 
0707: start_scene_skip_to @MISSN_04_3073 
0006: 75@ = 7
0605: actor 69@ perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time 6000 // versionA 
0647: unknown_actor 69@ look_task 
00BC: show_text_highpriority GXT 'CTH11' time 10000 flag 1  // ~z~Look, I'm a good cop!
05BF: AS_actor 69@ look_at_actor $PLAYER_ACTOR -1 ms 
03CF: load_wav 45229 as 1 
0967: actor 69@ move_mouth 3000 ms 
jump @MISSN_04_7306 
:MISSN_04_2507
75@ = 8 
0647: unknown_actor $PLAYER_ACTOR look_task 
00BC: show_text_highpriority GXT 'CTH12' time 10000 flag 1  // ~z~Well I deal with drug dealers, gang bangers, and psychotics.
05BF: AS_actor $PLAYER_ACTOR look_at_actor 69@ -1 ms 
03CF: load_wav 45230 as 1 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
jump @MISSN_04_7306 
:MISSN_04_2508
75@ = 9 
0647: unknown_actor 69@ look_task 
00BC: show_text_highpriority GXT 'CTH13' time 10000 flag 1  // ~z~I didn't mean anything by it!
05BF: AS_actor 69@ look_at_actor $PLAYER_ACTOR -1 ms 
03CF: load_wav 45231 as 1 
0967: actor 69@ move_mouth 5000 ms 
jump @MISSN_04_7306 
:MISSN_04_2509
75@ = 10 
00BC: show_text_highpriority GXT 'CTH14' time 10000 flag 1  // ~z~Why the hell you want to be a cop anyway?  Ah, forget I asked.
0605: actor 69@ perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0647: unknown_actor $PLAYER_ACTOR look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2375.1 -1144.7 28.0 1000 ms 
0647: unknown_actor 69@ look_task 
06A9: AS_actor 69@ look_at_point 2375.1 -1144.7 28.0 3000 ms 
03CF: load_wav 45232 as 1 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
jump @MISSN_04_7306 
:MISSN_04_2510

0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FIGHTA_G" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0006: 110@ = 0 

:MISSN_04_2977
00D6: if 
0023:   0.351 > 110@ 
004D: jump_if_false @MISSN_04_3053 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIGHTA_G" 
004D: jump_if_false @MISSN_04_2977 
0613: 110@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 
0002: jump @MISSN_04_2977 

:MISSN_04_3053
097A: play_audio_at 2375.177 -1144.748 28.0885 event 1136 
jump @MISSN_04_3073

//Plays the audio in the cut scene.
:MISSN_04_7306
0001: wait 0 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MISSN_04_7306 
03D1: play_wav 1 

:MISSN_04_7366
wait 0
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MISSN_04_7366 

:MISSN_04_7379
040D: unload_wav 1 

if
75@ == 7
then
jump @MISSN_04_2507
else
if
75@ == 8
then
jump @MISSN_04_2508
else
if
75@ == 9
then
jump @MISSN_04_2509
else
jump @MISSN_04_2510
end
end
end 

:MISSN_04_3073
0701: end_scene_skip 

0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
043C: disable_sounds_after_fade 0 
016A: fade 0 time 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 69@ all_weapons_hidden 0 
0647: unknown_actor 69@ look_task 
0647: unknown_actor $PLAYER_ACTOR look_task 
04EF: release_animation "GANGS" 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2351.663 -1167.865 27.7891 
06C9: remove_actor 69@ from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor 69@ in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor 69@ supporting_fire 0 
0925: restore_camera_to_user_defined 
0173: set_actor $PLAYER_ACTOR Z_angle_to 152.235 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0213: 79@ = create_pickup #COLT45 type 3 at 2375.743 -1147.309 27.4782 
043C: disable_sounds_after_fade 1 
00BE: text_clear_all 
016A: fade 1 time 1000 

:MISSN_04_3248
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_3248 
03E5: show_text_box 'CTH15'  // Enter the local crack den and get paid one way or another.

:MISSN_04_3276
0001: wait 0 ms 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MISSN_04_6992 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2351.663 -1167.865 27.7891 radius 4.0 4.0 4.0 
0104:   actor 69@ near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @MISSN_04_3276 
016A: fade 0 time 1000 

:MISSN_04_3376
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_3376 
04BB: select_interior 5 
04F9: set_interior 1 color_to 0 
04E4: unknown_refresh_game_renderer_at 319.15 1120.89 
0581: enable_radar 0 
016A: fade 0 time 0 
0860: link_actor $PLAYER_ACTOR to_interior 5 
00A1: put_actor $PLAYER_ACTOR at 319.15 1114.89 1082.87 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
015F: set_camera_position 318.297 1115.438 1085.054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.7138 1116.318 1084.827 mode 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 319.15 1120.89 1082.87 radius 100.0 
0164: disable_marker 39@ 
0247: load_model #LSV1 
0247: load_model #HFYPRO 
0247: load_model #BFYPRO 
0247: load_model #BMYDRUG 
0247: load_model #CIGAR 
04ED: load_animation "CRACK" 
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "BASEBALL" 
038B: load_requested_models 

:MISSN_04_3608
0001: wait 0 ms 
00D6: if and
04EE:   animation "CRACK" loaded 
04EE:   animation "BLOWJOBZ" loaded 
04EE:   animation "BASEBALL" loaded 
004D: jump_if_false @MISSN_04_3608 

:MISSN_04_3656
0001: wait 0 ms 
00D6: if and
0248:   model #LSV1 available 
0248:   model #BFYPRO available 
0248:   model #HFYPRO available 
0248:   model #CIGAR available 
0248:   model #BMYDRUG available 
004D: jump_if_false @MISSN_04_3656 

0213: $DRUGS = create_pickup #CARDBOARDBOX2 type 3 at 331.101 1128.4114 1082.88             //Drugs Vagos
0615: define_AS_pack_begin 68@ 
05D3: AS_actor -1 goto_point 315.81 1122.3 1082.8 mode 6 10000 ms // versionA 
0605: actor -1 perform_animation_sequence "BBALBAT_IDLE_01" IFP_file "CRACK" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 68@ 
07FB: set_interior 'LACRAK' access 0  // Crack Den
009A: 61@ = create_actor_pedtype 5 model #HFYPRO at 309.77 1123.5 1082.87 
0860: link_actor 61@ to_interior 5 
0173: set_actor 61@ Z_angle_to 107.12 
0812: AS_actor 61@ perform_animation "CRCKIDLE4" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 61@ decision_maker_to 75@ 
009A: 36@ = create_actor_pedtype 25 model #HFYPRO at 317.5892 1124.777 1082.867 
0860: link_actor 36@ to_interior 5 
0173: set_actor 36@ Z_angle_to 180.0 
0812: AS_actor 36@ perform_animation "CRCKIDLE2" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 36@ decision_maker_to 75@ 
009A: 54@ = create_actor_pedtype 25 model #LSV1 at 325.0 1119.975 1082.875 
0860: link_actor 54@ to_interior 5 
0173: set_actor 54@ Z_angle_to 90.0 
0812: AS_actor 54@ perform_animation "CRCKIDLE1" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 54@ decision_maker_to 75@ 
0107: 80@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 54@ attach_to_object 80@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 49@ = create_actor_pedtype 25 model #LSV1 at 320.1898 1123.292 1082.875 
0860: link_actor 49@ to_interior 5 
0173: set_actor 49@ Z_angle_to 177.9659 
0812: AS_actor 49@ perform_animation "CRCKIDLE3" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 49@ decision_maker_to 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 49@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 62@ = create_actor_pedtype 25 model #LSV1 at 333.63 1124.51 1082.88 
08AF: set_actor 62@ max_health_to 70 
0223: set_actor 62@ health_to 70 
0860: link_actor 62@ to_interior 5 
0173: set_actor 62@ Z_angle_to 267.96 
060B: set_actor 62@ decision_maker_to 34@ 
077A: set_actor 62@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0107: 82@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 62@ attach_to_object 82@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0187: 88@ = create_marker_above_actor 62@ 
08DC: create_interior_marker 88@ at 2167.835 -1672.923 radius 2.0 
009A: 64@ = create_actor_pedtype 25 model #LSV1 at 325.0 1129.213 1082.883 
0860: link_actor 64@ to_interior 5 
0173: set_actor 64@ Z_angle_to 90.0 
0605: actor 64@ perform_animation_sequence "BJ_COUCH_LOOP_P" IFP_file "BLOWJOBZ" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 64@ decision_maker_to 34@ 
077A: set_actor 64@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 89@ = create_marker_above_actor 64@ 
08DC: create_interior_marker 89@ at 2167.835 -1672.923 radius 2.0 
009A: 65@ = create_actor_pedtype 5 model #BFYPRO at 324.0 1129.2 1082.883 
0860: link_actor 65@ to_interior 5 
0173: set_actor 65@ Z_angle_to 270.0 
0605: actor 65@ perform_animation_sequence "BJ_COUCH_LOOP_W" IFP_file "BLOWJOBZ" 4.0 loop 1 0 0 0 time -1 // versionA 
060B: set_actor 65@ decision_maker_to 75@ 
077A: set_actor 65@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
009A: 59@ = create_actor_pedtype 25 model #LSV1 at 333.4072 1124.462 1082.89 
0860: link_actor 59@ to_interior 5 
0173: set_actor 59@ Z_angle_to 83.6676 
0812: AS_actor 59@ perform_animation "CRCKIDLE3" IFP_file "CRACK" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 59@ decision_maker_to 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 59@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 37@ = create_actor_pedtype 25 model #BMYDRUG at 306.03 1121.86 1082.87 
0860: link_actor 37@ to_interior 5 
07DD: set_actor 37@ temper_to 80 // see pedstats.dat 
08AF: set_actor 37@ max_health_to 150 
0223: set_actor 37@ health_to 150 
0173: set_actor 37@ Z_angle_to 263.66 
01B2: give_actor 37@ weapon 5 ammo 3000 // Load the weapon model before using this 
060B: set_actor 37@ decision_maker_to 34@ 
077A: set_actor 37@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 45@ = create_marker_above_actor 37@ 
08DC: create_interior_marker 45@ at 2167.835 -1672.923 radius 2.0 
0006: 32@ = 0 
03CF: load_wav 45233 as 1 
03CF: load_wav 45234 as 2 
06C9: remove_actor 69@ from_group 
0792: disembark_instantly_actor 69@ 
0647: unknown_actor 69@ look_task 
00A1: put_actor 69@ at 318.599 1114.484 1082.89 
0173: set_actor 69@ Z_angle_to 7.0 
05D3: AS_actor 69@ goto_point 324.0 1122.3 1082.8 mode 4 6000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 320.0 1122.3 1082.8 mode 4 6000 ms // versionA 
016A: fade 1 time 2000 

:MISSN_04_5052
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_5052 

:MISSN_04_5069
0001: wait 0 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MISSN_04_5069 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CTH16' time 10000 flag 1  // ~z~All right everybody in here march over to that desk over there put your guns

:MISSN_04_5108
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MISSN_04_5108 
03CF: load_wav 4000 as 1 

:MISSN_04_5134
0001: wait 0 ms 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MISSN_04_5134 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CTH17' time 10000 flag 1  // ~z~ EVERYTHING on this desk and get out of here! Let's go. Move!

:MISSN_04_5173
0001: wait 0 ms 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MISSN_04_5173 
03CF: load_wav 10831 as 2 
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 10000 ms // versionA 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ Z_angle_to 246.147 
0605: actor 65@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ Z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_AS_pack 68@ 
015F: set_camera_position 319.2787 1121.339 1083.123 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.3951 1121.773 1083.297 mode 2 
0647: unknown_actor $PLAYER_ACTOR look_task 
0001: wait 3000 ms 
00A1: put_actor 62@ at 329.29 1122.13 1082.88 
0173: set_actor 62@ Z_angle_to 90.0 
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 6 10000 ms // versionA 
015F: set_camera_position 318.6783 1118.741 1084.642 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 319.4823 1119.317 1084.494 mode 2 

:MISSN_04_5501
0001: wait 0 ms 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MISSN_04_5501 
00BE: text_clear_all 
03D1: play_wav 2 

:MISSN_04_5526
0001: wait 0 ms 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MISSN_04_5526 
040D: unload_wav 1 
040D: unload_wav 2 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ Z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_AS_pack 68@ 
00A1: put_actor 64@ at 323.5565 1124.362 1082.883 
0173: set_actor 64@ Z_angle_to 132.073 
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 10000 ms // versionA 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ Z_angle_to 246.147 
0605: actor 65@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
00A1: put_actor 62@ at 326.96 1122.52 1082.89 
0173: set_actor 62@ Z_angle_to 90.0 
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 4 10000 ms // versionA 
0001: wait 1000 ms 
0647: unknown_actor $PLAYER_ACTOR look_task 
061B: remove_references_to_AS_pack 68@ 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 69@ kill_actor 62@ 
05E2: AS_actor 62@ kill_actor 69@ 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 // see ped.dat 
070B: set_actor 62@ onbone_attached_object_operation 1 
06C9: remove_actor 69@ from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor 69@ in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor 69@ supporting_fire 0 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 99@ = 0 
//Finding the drug stash.
:MISSN_04_5934
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MISSN_04_6992 
0001: wait 0 ms 
00D6: if 
0214:   pickup $DRUGS picked_up 
004D: jump_if_false @MISSN_04_6001 
0006: 99@ = 1 
00BC: show_text_highpriority GXT 'CTH19' time 5000 flag 1  // You found $5000 cash and some unidentified drugs.
0109: player $PLAYER_CHAR money += 5000 

:MISSN_04_6001
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @MISSN_04_6022 
0164: disable_marker 45@ 

:MISSN_04_6022
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @MISSN_04_6043 
0164: disable_marker 88@ 

:MISSN_04_6043
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @MISSN_04_6064 
0164: disable_marker 89@ 

:MISSN_04_6064
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @MISSN_04_6160 
00D6: if 
8184:   not actor 54@ health >= 80 
004D: jump_if_false @MISSN_04_6160 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @MISSN_04_6160 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
0006: 70@ = 2 

:MISSN_04_6160
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MISSN_04_6256 
00D6: if 
8184:   not actor 36@ health >= 80 
004D: jump_if_false @MISSN_04_6256 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @MISSN_04_6256 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
0006: 71@ = 2 

:MISSN_04_6256
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @MISSN_04_6352 
00D6: if 
8184:   not actor 61@ health >= 80 
004D: jump_if_false @MISSN_04_6352 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @MISSN_04_6352 
0829: actor 61@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
0006: 72@ = 2 

:MISSN_04_6352
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @MISSN_04_6448 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @MISSN_04_6448 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MISSN_04_6448 
0829: actor 59@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
0006: 73@ = 2 

:MISSN_04_6448
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @MISSN_04_6544 
00D6: if 
8184:   not actor 49@ health >= 80 
004D: jump_if_false @MISSN_04_6544 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @MISSN_04_6544 
0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 49@ onbone_attached_object_operation 1 
0006: 74@ = 2 

:MISSN_04_6544
00D6: if and
0118:   actor 37@ dead 
0118:   actor 62@ dead 
0118:   actor 64@ dead 
004D: jump_if_false @MISSN_04_5934 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @MISSN_04_6606 
0006: 99@ = 1 
03E5: show_text_box 'CTH18'  // Perform a search for their drugs.

:MISSN_04_6606
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 318.599 1114.484 1082.883 radius 1.0 1.0 2.0 on_foot  
004D: jump_if_false @MISSN_04_5934 

016A: fade 0 time 1000 
:MISSN_04_6671
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_6671 

0581: enable_radar 1 
03CB: set_rendering_origin_at 2375.743 -1147.309 28.0782 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 2352.483 -1170.936 27.9687 
0173: set_actor $PLAYER_ACTOR Z_angle_to 2.8 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03E5: show_text_box 'CTH20'  // Get Hernandez back to the station.
wait 1000
016A: fade 1 time 1500 

:MISSN_04_6850
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_6850 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 1534.972 -1674.875 12.9589 

:MISSN_04_6892
0001: wait 0 ms 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MISSN_04_7096 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1534.972 -1674.875 12.9589 radius 4.0 4.0 4.0 
0104:   actor 69@ near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @MISSN_04_6892 
0002: jump @MISSN_04_7209 

:MISSN_04_6992
016A: fade 0 time 1000 

:MISSN_04_6999
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_6999 
03CB: set_rendering_origin_at 2375.743 -1147.309 28.0782 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 2351.694 -1166.542 27.4443 
0173: set_actor $PLAYER_ACTOR Z_angle_to 2.8 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 

:MISSN_04_7096
0001: wait 0 ms 
00D6: if 
816B:   not fading 
004D: jump_if_false @MISSN_04_7096 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @MISSN_04_7150 
00BC: show_text_highpriority GXT 'CTH21' time 5000 flag 1  // Officer Hernandez is dead.

:MISSN_04_7150
02A7: $CRASH_MARKER = create_icon_marker_and_sphere 16 at 1541.156 -1675.352 13.552 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0001: wait 5000 ms 

:MISSN_04_7188
0004: $ONMISSION = 0 
0164: disable_marker 38@ 
04EF: release_animation "DEALER"
0249: release_model #BMYDRUG 
0249: release_model #LSV1 
0249: release_model #HFYPRO 
0249: release_model #BFYPRO 
0249: release_model #CIGAR 
00D8: mission_cleanup 
end_thread

:MISSN_04_7209
$INTRO_TOTAL_PASSED_MISSIONS += 1 
02A7: $CRASH_MARKER = create_icon_marker_and_sphere 16 at 2471.696 -1888.937 15.0156 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made += 1 
wait 5000
jump @MISSN_04_7188 

                     
//-------------Mission 15---------------
//Easy to follow mission "King of the Hill" - Based on The Warriors (also by Rockstar)
:MISSN_05
thread 'MISSN_05' 
$ONMISSION = 1

0050: gosub @MISSN_05_INT

00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MISSN_05_End
gosub @MISSN_05_LOSE

:MISSN_05_End
0050: gosub @MISSN_05_Cleanup
004E: end_thread

// Setup the mission  
:MISSN_05_INT
054C: use_GXT_table 'JABM05' 
0395: clear_area 1 at 2471.6958 -1888.9365 15.0156 radius 90.0 
1@ = 2452.9658
2@ = -1898.7666

wait 0
Model.Load(102)  //Notice I used the model numbers instead of names
Model.Load(103)  //I knew I was going to need to refference these so
Model.Load(104)  //I used the number so I wouldn't need to bounce between
Model.Load(331)  //this and help files.
Model.Load(333)
Model.Load(336)
Model.Load(337)
Model.Load(338)
if
Model.Available(102) //Ballas 1
Model.Available(103) //Ballas 2
Model.Available(104) //Ballas 3 
Model.Available(331) //#BRASSKNUCKLE
Model.Available(333) //#GOLFCLUB
Model.Available(336) //#BAT
Model.Available(337) //#SHOVEL
Model.Available(338) //#POOLCUE
jf @MISSN_05_INT

//Cut Scene 
00C0: set_current_time_hours_to 1 minutes_to 5 
02A3: enable_widescreen 1 
009A: 70@ = create_actor_pedtype 7 model 104 at 2481.6411 -1889.2788 25.55
Actor.Angle(70@) = 90.0 
//Fade In
fade 1 1500
:MISSN_05_FADE1
wait 0
if 
not fading
jf @MISSN_05_FADE1

03E5: show_text_box 'KOH01'  // The Ballas haven't paid rent for some time now. They must think you're a punk or something.
wait 5000
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
068E: get_camera_target_point_to $TEMPVAR_FLOAT_4 $TEMPVAR_FLOAT_5 $TEMPVAR_FLOAT_6 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
03CB: set_rendering_origin_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0160: set_camera_point_at $TEMPVAR_FLOAT_4 $TEMPVAR_FLOAT_5 $TEMPVAR_FLOAT_6  mode 2 
0920: point_camera $TEMPVAR_FLOAT_4 $TEMPVAR_FLOAT_5 $TEMPVAR_FLOAT_6  transverse_to 2481.6411 -1889.2788 25.55  time 5000 mode 1 
0936: set_camera $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3  position_to 2471.6411 -1889.2788 18.55  time 5000 drop_mode 1 

00BC: show_text_highpriority GXT 'KOH02' time 15000 flag 1 // ~z~Tenpenny! You came here tonight to get paid, tonight the Ballas pay will pay you...
03CF: load_wav 45235 as 1
//Play Audio
:MISSN_05_PLAY1
wait 0
if  
03D0:   wav 1 loaded 
jf @MISSN_05_PLAY1

03D1: play_wav 1

:MISSN_05_UNLOAD1 
wait 0

if 
03D2:   wav 1 ended 
jf @MISSN_05_UNLOAD1
040D: unload_wav 1

00BC: show_text_highpriority GXT 'KOH03' time 10000 flag 1 // ~z~in BLOOD!  
//Vincent did this voice for the mod himself.
03CF: load_wav 45236 as 1
//Play Audio
:MISSN_05_PLAY2
wait 0
if  
03D0:   wav 1 loaded 
jf @MISSN_05_PLAY2

03D1: play_wav 1

:MISSN_05_UNLOAD2 
wait 0

if 
03D2:   wav 1 ended 
jf @MISSN_05_UNLOAD2 
040D: unload_wav 1

00BE: text_clear_all 
03E5: show_text_box 'KOH04' // Keep the hill for 3 minutes and survive at all costs!
wait 5000
060A: create_decision_maker_type 2 store_to 34@  //This makes the actor ignore guns.
Actor.Angle($PLAYER_ACTOR) = 90.0
01F7: set_player $PLAYER_CHAR ignored_by_cops true  //No Cops
03DE: set_pedestrians_density_multiplier_to 0.0     //No Peds
01EB: set_traffic_density_multiplier_to 0.0         //No Cars
4@ = 0                                              //Index
//Build an Army of 20 men with weapon
:MISSN_05_ARMY
wait 0
0209: 28@ = random_int_in_ranges 0 5             //Random number 0 to 5
if                                               //Change it to 0 1 2 6 7 8 
28@ >= 3
then 
28@ += 3
end   
0209: 13@ = random_int_in_ranges 102 105         //Ballas models 102 103 104
0208: 12@ = random_float_in_ranges 1.2 3.5       
009A: 70@ = create_actor_pedtype 7 model 13@ at 1@ 2@ 13.5469
Actor.Angle(70@) = 270.0
01B2: give_actor 70@ weapon 28@ ammo 999999      //Handout weapons
087E: set_actor 70@ weapon_droppable 0           //Weapons dissapear when dead
060B: set_actor 70@ decision_maker_to 34@        //Pissed off!! (see above)
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR      //Kill Tenpenny
005B: 2@ += 12@
4@ += 1
if 
    2@ >= -1883.1393
then
    2@ = -1898.7666
005B: 1@ += 12@
end
if 
4@ >= 20
jf @MISSN_05_ARMY
//Setup a 3 minute countdown timer
Fade 1 0
$7234 = 180000 
7@ = 10 
50@ = 0
51@ = 0
014E: set_timer_to $7234 type 1 
0890: enable_sound_when_timer $7234 reach 10 seconds
02A3: enable_widescreen 0
092F: lock_camera_target_point 0 
0930: lock_camera_position 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
//Start the WAR
:MISSN_05_WARS
wait 0

if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2471.6958 -1888.9365 15.0156 radius 10.0 10.0 10.0 
then
7@ = 10 
jump @MISSN_05_TIME
end

01BD: 50@ = current_time_in_ms
50@ /= 1000 

if
003B: 50@ == 51@
jf @MISSN_05_86
jump @MISSN_05_TIME

:MISSN_05_86
0085: 51@ = 50@
01E5: show_text_1number_highpriority GXT 'KOH05' number 7@ time 1000 flag 1  // ~s~You have ~1~ seconds to return to the hill or be counted out!
7@ -= 1
//Ten second time out.
if
    7@ >= 0
jf @MISSN_05_LOSE
 
:MISSN_05_TIME
if 
    $7234 <= 0
jf @MISSN_05_WARS

:MISSN_05_WIN
03E5: show_text_box 'KOH06'  // Now the Ballas know you are not a punk and paid the rent.
01E3: show_text_1number_styled GXT 'M_PASS' number 2500 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money += 2500 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
$INTRO_TOTAL_PASSED_MISSIONS += 1
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
jump @MISSN_05_End

:MISSN_05_LOSE
00BE: text_clear_all
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 2471.6958, -1888.9365, 15.0156)
return

:MISSN_05_Cleanup
// This section is where you clean up the contents of your mission so you can end it
$ONMISSION = 0  
014F: stop_timer $7234 
wait 5000
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00D8: mission_cleanup 
end_thread

//-------------Mission 16---------------
// Originally: Nines And AK's
//--------------------------High Speed Chase "Double Boom"----------------------
//This is where the Vagos are taking revenge for the crack house masacar.
//Back on mission "Cleaning the Hood"
:MISSN_07
03A4: name_thread 'MISSN_07' 

gosub @MISSN_07_77 
  
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MISSN_07_68 

02A7: $CRASH_MARKER = create_icon_marker_and_sphere 16 at 1541.156 -1675.352 13.552 

:MISSN_07_68
0050: gosub @MISSN_07_2985 
004E: end_thread 

:MISSN_07_77
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $ONMISSION = 1 
0006: 100@ = 0 
00C0: set_current_time_hours_to 1 minutes_to 35 
0395: clear_area 1 at 2692.854 -1607.947 14.052 radius 50.0 
00A1: put_actor $PLAYER_ACTOR at 2692.854 -1607.947 14.052 
023C: load_special_actor 'PULASKI' as 2 // models 290-299 
023C: load_special_actor 'HERN' as 3 // models 290-299 
0247: load_model #HERMES 
0247: load_model #COPBIKE 
0247: load_model #COPCARLA 
0247: load_model #DESERT_EAGLE 
0247: load_model #COLT45 
0247: load_model #TEC9 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #LAPDM1 
0247: load_model #LAPD1 
038B: load_requested_models 
060A: create_decision_maker_type 0 store_to 75@ 
054C: use_GXT_table 'JABM07' 

:MISSN_07_224
00D6: if or
8248:   not model #HERMES available 
8248:   not model #COPBIKE available 
8248:   not model #COPCARLA available 
8248:   not model #DESERT_EAGLE available 
8248:   not model #COLT45 available 
8248:   not model #TEC9 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
004D: jump_if_false @MISSN_07_284 
0001: wait 0 ms 
0002: jump @MISSN_07_224 

:MISSN_07_284
00D6: if or
8248:   not model #LAPDM1 available 
8248:   not model #LAPD1 available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @MISSN_07_324 
0001: wait 0 ms 
0002: jump @MISSN_07_284 

:MISSN_07_324
03CB: set_rendering_origin_at 2591.984 -1608.153 18.9816 
00A5: 12@ = create_car #HERMES at 2591.984 -1608.153 18.9816 
02AC: set_car 12@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0175: set_car 12@ Z_angle_to 90.0 
0224: set_car 12@ health_to 3000 
0129: 13@ = create_actor_pedtype 9 model #LSV2 in_car 12@ driverseat 
0446: set_actor 13@ immune_to_headshots 0 
01C8: 14@ = create_actor_pedtype 9 model #LSV3 in_car 12@ passenger_seat 0 
0446: set_actor 14@ immune_to_headshots 0 
01B2: give_actor 14@ weapon 32 ammo 999999 // Load the weapon model before using this 
01B9: set_actor 14@ armed_weapon_to 32 
0713: actor 14@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 4 0 firing_rate 90 
0187: 90@ = create_marker_above_actor 13@ 
07E0: set_marker 90@ type_to 0 
0165: set_marker 90@ color_to 0 
0674: set_car_model #COPCARLA numberplate "_CRASH_" 
00A5: 15@ = create_car #COPCARLA at 2720.819 -1302.769 52.944 
0175: set_car 15@ Z_angle_to 185.0 
020A: set_car 15@ door_status_to 0 
053F: set_car 15@ tires_vulnerability 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops true 
036A: put_actor $PLAYER_ACTOR in_car 15@ 
01C8: 16@ = create_actor_pedtype 24 model #SPECIAL02 in_car 15@ passenger_seat 0 
0223: set_actor 16@ health_to 1500 
01B2: give_actor 16@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor 16@ decision_maker_to 75@      
0631: put_actor 16@ in_group $PLAYER_GROUP
01C8: 17@ = create_actor_pedtype 24 model #SPECIAL03 in_car 15@ passenger_seat 1 
0223: set_actor 17@ health_to 1500 
01B2: give_actor 17@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor 17@ decision_maker_to 75@      
0631: put_actor 17@ in_group $PLAYER_GROUP 
0713: actor 16@ driveby_actor 13@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0713: actor 17@ driveby_actor 13@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
05D1: AS_actor $PLAYER_ACTOR drive_car 15@ to 2691.867 -1607.949 14.1903 speed -1 0 model #COPCARLA 1 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.5 2.0 1.2 rotation 0.0 0.0 0.0 0.0 2 
03CB: set_rendering_origin_at 2692.854 -1607.947 14.052 
03E6: remove_text_box 
0707: start_scene_skip_to @MISSN_07_1239 
02A3: enable_widescreen 1 
016A: fade 1 time 1000 
99@ = 0 //Audio counter
:MISSN_07_500
0001: wait 0 ms 
00D6: if
not fading
jf @MISSN_07_500

:MISSN_07_854
0001: wait 0 ms 
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 near_point 2725.715 -1337.201 radius 15.0 15.0 in_car 
004D: jump_if_false @MISSN_07_854 
067C: put_camera_on_actor 17@ with_offset -2.5 1.0 0.5 rotation 0.0 0.0 0.0 0.0 2 

:MISSN_07_938
0001: wait 0 ms 
00D6: if 
gosub @MISSN_07_PLAY
00EE:   actor $PLAYER_ACTOR 0 near_point 2725.63 -1363.813 radius 15.0 15.0 in_car 
004D: jump_if_false @MISSN_07_938 
067C: put_camera_on_actor 16@ with_offset 0.5 0.0 0.75 rotation 0.0 0.0 0.0 0.0 2 

:MISSN_07_1022
0001: wait 0 ms 
gosub @MISSN_07_PLAY
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 near_point 2725.717 -1382.928 radius 15.0 15.0 in_car 
004D: jump_if_false @MISSN_07_1022 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -7.0 -10.0 20.0 rotation 0.0 0.0 0.0 0.0 2 

:MISSN_07_1106
0001: wait 0 ms 
gosub @MISSN_07_PLAY
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 near_point 2725.317 -1583.443 radius 15.0 15.0 in_car 
004D: jump_if_false @MISSN_07_1106 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.5 -5.0 0.5 rotation 0.0 0.0 0.0 0.0 2 
0397: enable_car 15@ siren 1 

:MISSN_07_1197
0001: wait 0 ms 
gosub @MISSN_07_PLAY
00D6: if 
00EE:   actor $PLAYER_ACTOR 0 near_point 2691.867 -1607.949 radius 4.0 4.0 in_car 
004D: jump_if_false @MISSN_07_1197 

:MISSN_07_1239
0701: end_scene_skip 
00D6: if 
80EE:   not actor $PLAYER_ACTOR 0 near_point 2691.867 -1607.949 radius 4.0 4.0 in_car 
004D: jump_if_false @MISSN_07_1316 
0397: enable_car 15@ siren 1 
00AB: put_car 15@ at 2663.736 -1607.672 17.308 
0175: set_car 15@ Z_angle_to 90.0 

:MISSN_07_1316
02A3: enable_widescreen 0 
03A2: set_car 15@ action 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04BA: set_car 15@ speed_to 25.0 
00A5: 21@ = create_car #COPBIKE at 2699.83 -1607.695 13.5927 
0129: 25@ = create_actor_pedtype 6 model #LAPDM1 in_car 21@ driverseat 
0223: set_actor 25@ health_to 100 
0397: enable_car 21@ siren 1 
00A5: 22@ = create_car #COPCARLA at 2710.455 -1612.568 12.6047 
0129: 26@ = create_actor_pedtype 6 model #LAPD1 in_car 22@ driverseat 
0223: set_actor 26@ health_to 100 
01C8: 27@ = create_actor_pedtype 6 model #LAPD1 in_car 22@ passenger_seat 0 
0223: set_actor 27@ health_to 100 
0397: enable_car 22@ siren 1 
01B2: give_actor 27@ weapon 32 ammo 999999 // Load the weapon model before using this 
01B9: set_actor 27@ armed_weapon_to 32 
0713: actor 27@ driveby_actor 13@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
00A5: 23@ = create_car #COPBIKE at 2699.83 -1611.289 13.5927 
0129: 28@ = create_actor_pedtype 6 model #LAPDM1 in_car 23@ driverseat 
0223: set_actor 28@ health_to 100 
0397: enable_car 23@ siren 1 
00A5: 24@ = create_car #COPCARLA at 2710.455 -1608.5 12.6047 
0129: 29@ = create_actor_pedtype 6 model #LAPD1 in_car 24@ driverseat 
0223: set_actor 29@ health_to 100 
01C8: 30@ = create_actor_pedtype 6 model #LAPD1 in_car 24@ passenger_seat 0 
0223: set_actor 30@ health_to 100 
0397: enable_car 24@ siren 1 
01B2: give_actor 30@ weapon 32 ammo 999999 // Load the weapon model before using this 
01B9: set_actor 30@ armed_weapon_to 32 
0713: actor 30@ driveby_actor 13@ car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 
0175: set_car 21@ Z_angle_to 90.0 
0175: set_car 22@ Z_angle_to 90.0 
0175: set_car 23@ Z_angle_to 90.0 
0175: set_car 24@ Z_angle_to 90.0 

jump @MISSN_07_1744 

//Play Audio Progressive Mode
:MISSN_07_PLAY
if 
99@ == 0
then 
03CF: load_wav 45238 as 1 
99@ += 1
98@ = 0  //Audio is not playing
00BC: show_text_highpriority GXT 'DB01' time 3000 flag 1  
end

if 
99@ == 2
then 
03CF: load_wav 45237 as 1 
99@ += 1
98@ = 0  //Audio is not playing
00BC: show_text_highpriority GXT 'DB02' time 9000 flag 1  
end

if 
99@ == 4
then 
03CF: load_wav 45239 as 1 
99@ += 1
98@ = 0  //Audio is not playing
00BC: show_text_highpriority GXT 'DB03' time 10000 flag 1  
end

if 
99@ == 6
then 
03CF: load_wav 45240 as 1 
99@ += 1
98@ = 0  //Audio is not playing
00BC: show_text_highpriority GXT 'DB04' time 3000 flag 1  
end

if  
03D0:   wav 1 loaded 
jf @MISSN_07_RET

if
98@ == 0 
then
03D1: play_wav 1
98@ = 1 
end

if 
03D2:   wav 1 ended 
jf @MISSN_07_RET
040D: unload_wav 1
99@ += 1
:MISSN_07_RET
return
//End of Audio 

:MISSN_07_1744
05D1: AS_actor 13@ drive_car 12@ to 2337.558 -1598.564 5.6505 speed 40.0 0 model #HERMES 8 

:MISSN_07_1779
0001: wait 0 ms 
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @MISSN_07_2871 
00D6: if or
8118:   not actor 13@ dead 
8118:   not actor 14@ dead 
004D: jump_if_false @MISSN_07_2871 
00AA: store_car 12@ position_to 8@ 9@ 10@ 
00D6: if or
00EE:   actor $PLAYER_ACTOR 0 near_point 8@ 9@ radius 40.0 40.0 in_car 
00EE:   actor 25@ 0 near_point 8@ 9@ radius 40.0 40.0 in_car 
00EE:   actor 26@ 0 near_point 8@ 9@ radius 40.0 40.0 in_car 
00EE:   actor 28@ 0 near_point 8@ 9@ radius 40.0 40.0 in_car 
00EE:   actor 29@ 0 near_point 8@ 9@ radius 40.0 40.0 in_car 
004D: jump_if_false @MISSN_07_2096 
0001: wait 1000 ms 
00D6: if 
00EE:   actor 13@ 0 near_point 8@ 9@ radius 8.0 8.0 in_car 
004D: jump_if_false @MISSN_07_2010 
0001: wait 0 ms 
0002: jump @MISSN_07_2096 

:MISSN_07_2010
0208: 80@ = random_float_in_ranges -2.0 2.0 
005B: 8@ += 80@ // (float) 
0208: 80@ = random_float_in_ranges -2.0 2.0 
005B: 9@ += 80@ // (float) 
0208: 80@ = random_float_in_ranges 0.0 1.5 
005B: 10@ += 80@ // (float) 
020C: create_explosion_with_radius 0 at 8@ 9@ 10@ 
0001: wait 50 ms 

:MISSN_07_2096
00AA: store_car 12@ position_to 8@ 9@ 10@ 
00D6: if and
8118:   not actor 25@ dead 
8119:   not car 21@ wrecked 
004D: jump_if_false @MISSN_07_2159 
05D1: AS_actor 25@ drive_car 21@ to 8@ 9@ 10@ speed 55.0 0 model #NULL 2 

:MISSN_07_2159
00D6: if and
8118:   not actor 26@ dead 
8119:   not car 22@ wrecked 
004D: jump_if_false @MISSN_07_2208 
05D1: AS_actor 26@ drive_car 22@ to 8@ 9@ 10@ speed 68.0 0 model #NULL 2 

:MISSN_07_2208
00D6: if and
8118:   not actor 28@ dead 
8119:   not car 23@ wrecked 
004D: jump_if_false @MISSN_07_2257 
05D1: AS_actor 28@ drive_car 23@ to 8@ 9@ 10@ speed 57.0 0 model #NULL 2 

:MISSN_07_2257
00D6: if and
8118:   not actor 29@ dead 
8119:   not car 24@ wrecked 
004D: jump_if_false @MISSN_07_2306 
05D1: AS_actor 29@ drive_car 24@ to 8@ 9@ 10@ speed 60.0 0 model #NULL 2 

:MISSN_07_2306
00D6: if 
00EE:   actor 13@ 0 near_point 2337.558 -1598.564 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2379 
05D1: AS_actor 13@ drive_car 12@ to 2035.26 -1501.371 2.9352 speed 35.0 0 model #HERMES 2 

:MISSN_07_2379
00D6: if 
00EE:   actor 13@ 0 near_point 2035.26 -1501.371 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2452 
05D1: AS_actor 13@ drive_car 12@ to 1746.327 -1501.749 15.0419 speed 30.0 0 model #HERMES 2 

:MISSN_07_2452
00D6: if 
00EE:   actor 13@ 0 near_point 1746.327 -1501.749 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2525 
05D1: AS_actor 13@ drive_car 12@ to 1606.646 -1364.238 28.4511 speed 35.0 0 model #HERMES 2 

:MISSN_07_2525
00D6: if 
00EE:   actor 13@ 0 near_point 1606.646 -1364.238 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2598 
05D1: AS_actor 13@ drive_car 12@ to 1721.626 -616.597 39.0376 speed 35.0 0 model #HERMES 2 

:MISSN_07_2598
00D6: if 
00EE:   actor 13@ 0 near_point 1721.626 -616.597 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2671 
05D1: AS_actor 13@ drive_car 12@ to 1638.32 -12.2125 36.2052 speed 40.0 0 model #HERMES 2 

:MISSN_07_2671
00D6: if 
00EE:   actor 13@ 0 near_point 1638.32 -12.2125 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2744 
05D1: AS_actor 13@ drive_car 12@ to 1620.893 132.0353 36.0613 speed 45.0 0 model #HERMES 2 

:MISSN_07_2744
00D6: if 
00EE:   actor 13@ 0 near_point 1620.893 132.0353 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2817 
05D1: AS_actor 13@ drive_car 12@ to 1777.511 620.8452 20.3403 speed 50.0 0 model #HERMES 2 

:MISSN_07_2817
00D6: if 
00EE:   actor 13@ 0 near_point 1777.511 620.8452 radius 5.0 5.0 in_car 
004D: jump_if_false @MISSN_07_2864 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
02A7: $CRASH_MARKER = create_icon_marker_and_sphere 16 at 1541.156 -1675.352 13.552 
0051: return

:MISSN_07_2864
0002: jump @MISSN_07_1779 

:MISSN_07_2871
00BE: text_clear_all 
03E6: remove_text_box 
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50  
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:MISSN_07_2985
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0164: disable_marker 90@ 
0249: release_model #HERMES 
0249: release_model #COPBIKE 
0249: release_model #COPCARLA 
0249: release_model #DESERT_EAGLE 
0249: release_model #COLT45 
0249: release_model #TEC9 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #LAPDM1 
0249: release_model #LAPD1 
034F: destroy_actor_with_fade 16@ 
034F: destroy_actor_with_fade 17@ 
00D8: mission_cleanup 
0051: return 

//-------------Mission 17---------------
// Originally: Drive-By
// Epsilon Cult - An agent only known as "Spooky" Molder contract the Truth and Tenpenny
// to recover the Epsilon Tract.                
:MISSN_10
thread 'MISSN_10' 
gosub @MISSN_10_70 
if 
wasted_or_busted 
jf @MISSN_10_61 

gosub @MISSN_10_6454

:MISSN_10_61
gosub @MISSN_10_6494 
end_thread 

:MISSN_10_70
fade 0 0 

:MISSN_10_76
wait 0 
if 
   not fading 
jf @MISSN_10_76 
00C0: set_current_time_hours_to 6 minutes_to 15 
set_weather 9 
0395: clear_area 1 at -939.0071 -2442.519 88.9969 radius 50.0 
Camera.SetAtPos(-939.5, -2442.0, 88.9969)
Actor.PutAt($PLAYER_ACTOR, -934.5698, -2431.392, 82.9687)
Actor.Angle($PLAYER_ACTOR) = 323.0
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 2.5 7.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
023C: load_special_actor 'TRUTH' as 2 // models 290-299 
Model.Load(#SADLSHIT)
Model.Load(#BAGBOXA)
Model.Load(#BAGGAGE)
Model.Load(#DWMOLC2)
Model.Load(#CWFYHB)
Model.Load(#CWMOFR)
Model.Load(#CWMOHB1)
Model.Load(#WMOMIB)
Model.Load(#CUNTGUN)
Model.Load(#WALTON)
Model.Load(#WMYBP)
038B: load_requested_models 

:MISSN_10_284
wait 0 
if and
   Model.Available(#SADLSHIT)
   Model.Available(#BAGBOXA)
   Model.Available(#BAGGAGE)
   Model.Available(#DWMOLC2)
   Model.Available(#WALTON)
   Model.Available(#WMYBP)
jf @MISSN_10_284 
if and
   Model.Available(#CWFYHB)
   Model.Available(#CWMOFR)
   Model.Available(#CWMOHB1)
   Model.Available(#WMOMIB)
   Model.Available(#CUNTGUN)
023D:   special_actor 2 loaded 
jf @MISSN_10_284 
17@ = Actor.Create(Mission1, #WMOMIB, -932.0044, -2432.423, 82.6937)
Actor.Health(17@) = 200
Actor.Angle(17@) = 323.0
15@ = Actor.Create(Mission1, #SPECIAL02, -935.3608, -2429.718, 82.3529)
Actor.Health(15@) = 200
Actor.Angle(15@) = 323.0
0631: put_actor 15@ in_group $PLAYER_GROUP 
054C: use_GXT_table 'JABM10' 
12@ = Car.Create(#SADLSHIT, -894.1255, -2375.919, 52.9778)
13@ = Car.Create(#BAGGAGE, -821.3815, -2442.865, 68.9761)
14@ = Car.Create(#BAGBOXA, -817.3062, -2452.05, 72.3128)
Car.Angle(12@) = 225.0
Car.Angle(13@) = 53.68
Car.Angle(14@) = 53.68
0229: set_car 12@ primary_color_to 3 secondary_color_to 0 //Red Truck - mythology spoof
0893: put_trailer 14@ on_cab 13@ 
0129: 16@ = create_actor_pedtype 5 model #DWMOLC2 in_car 13@ driverseat 
Actor.Health(16@) = 200
0615: define_AS_pack_begin 2@ 
05D1: AS_actor -1 drive_car -1 to -898.6368 -2382.527 52.8651 speed 10.0 2 model #BAGGAGE 5 
05D1: AS_actor -1 drive_car -1 to -1015.295 -2611.826 83.1478 speed 15.0 0 model #BAGGAGE 5 
05D1: AS_actor -1 drive_car -1 to -1142.317 -2283.812 36.0892 speed 20.0 0 model #BAGGAGE 5 
05D1: AS_actor -1 drive_car -1 to -855.9761 -1866.536 88.9344 speed 20.0 0 model #BAGGAGE 5 
05D1: AS_actor -1 drive_car -1 to -827.9308 -1813.534 91.5895 speed 20.0 2 model #BAGGAGE 5 
05D1: AS_actor -1 drive_car -1 to -1037.289 -1148.345 128.9824 speed 15.0 0 model #BAGGAGE 5 
0616: define_AS_pack_end 2@ 
0618: assign_actor 16@ to_AS_pack 2@ 
061B: remove_references_to_AS_pack 2@ 
wait 1000 
150@ = 0
02A3: enable_widescreen 1 
fade 1 500 
//Spooky's dialog - Spooky is also a modder of GTA. 
:MISSN_10_845
wait 0 
if 
   not fading 
jf @MISSN_10_845 
0707: start_scene_skip_to @MISSN_10_1268 
05BF: AS_actor 17@ look_at_actor 15@ 5000 ms 
00BC: show_text_highpriority GXT 'EC01' time 5000 flag 1  // Hey there Truth, is this the cop you were telling me about?
03CF: load_wav 44400 as 1 
:MISSN_10_846
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_846 
03D1: play_wav 1 

:MISSN_10_847
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_847
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'EC02' time 5000 flag 1  // Apparently.
03CF: load_wav 41411 as 1 
:MISSN_10_848
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_848 
03D1: play_wav 1 

:MISSN_10_849
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_849
05BF: AS_actor 17@ look_at_actor $PLAYER_ACTOR 5000 ms 
00BC: show_text_highpriority GXT 'EC03' time 5000 flag 1  // Ok here's the deal, you see this guy down in the pass?
03CF: load_wav 44401 as 1 
:MISSN_10_850
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_850 
03D1: play_wav 1 

:MISSN_10_851
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_851
067C: put_camera_on_actor 16@ with_offset 1.5 3.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
00BC: show_text_highpriority GXT 'EC04' time 5000 flag 1  // He picks up new people for this cult farm.
03CF: load_wav 44402 as 1 
:MISSN_10_852
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_852 
03D1: play_wav 1 

:MISSN_10_853
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_853
067C: put_camera_on_actor 15@ with_offset -5.5 5.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
00BC: show_text_highpriority GXT 'EC05' time 5000 flag 1  // I want the both of you to get me the evidence about the inner workings.
03CF: load_wav 44403 as 1 
:MISSN_10_854
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_855 
03D1: play_wav 1 

:MISSN_10_855
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_855
05BF: AS_actor 17@ look_at_actor 15@ 5000 ms 
00BC: show_text_highpriority GXT 'EC06' time 5000 flag 1  // I will pay you ten large for the Epsilon Tract.
03CF: load_wav 44404 as 1 
:MISSN_10_856
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_856 
03D1: play_wav 1 

:MISSN_10_857
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_857

:MISSN_10_1268
0701: end_scene_skip 
90@ = Marker.CreateAboveCar(13@)
07E0: set_marker 90@ type_to 2 
Marker.SetColor(90@, 0)
100@ = 99 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E5: show_text_box 'EC07'  // You and Truth need to follow this guy and find a way inside the cult farm.  Don't allow the Truth to be killed.
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
01EB: set_traffic_density_multiplier_to 0.3 
41@ = Actor.Create(Gang10, #CWFYHB, -1016.771, -2626.34, 96.769)
42@ = Actor.Create(Gang10, #CWMOFR, -960.157, -2615.855, 102.6525)
43@ = Actor.Create(Gang10, #CWMOHB1, -910.7773, -2591.279, 103.3707)
44@ = 0 
01B2: give_actor 41@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 98@ 
Actor.WeaponAccuracy(41@) = 50
01B2: give_actor 42@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 42@ decision_maker_to 98@ 
Actor.WeaponAccuracy(42@) = 75
01B2: give_actor 43@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 98@ 
Actor.WeaponAccuracy(43@) = 25
//This section defines the sniper's actions
0615: define_AS_pack_begin 1@ 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0643: set_AS_pack 1@ loop 1 
0616: define_AS_pack_end 1@ 
0618: assign_actor 41@ to_AS_pack 1@ 
0618: assign_actor 42@ to_AS_pack 1@ 
0618: assign_actor 43@ to_AS_pack 1@ 
061B: remove_references_to_AS_pack 1@ 
//Dialog Flags 
48@ = 0  //Sniper warning                    
49@ = 0  //In car = 1 Outside car = 0        
51@ = 0  //Car shot by sniper                
52@ = 0  //Car damaged by collision          
53@ = 0  //Truth falling behind              
54@ = 0  //Lost Trenchcoat                   
55@ = 0  //Ditched the Truth                 
Actor.DestroyWithFade(17@)
//Main Loop driving to the farm  
:MISSN_10_1786
wait 0 
//More Tuskin Raiders... LOL this part moves the same 3 snipers to the next location.
//If you read this code correctly there is a few simple ways to beat the snipers. You can simply avoid
//their locations by taking an altenate route or kill the 3 snipers.  The code is written in such a way 
//that it just seems there are 12 along your route. This is a "free thinking" mission.
if and
  44@ == 0 
00EE:   actor $PLAYER_ACTOR 0 near_point -1010.11 -2034.8 radius 250.0 250.0 in_car 
jf @MISSN_10_1909 
if 
not Actor.Dead(41@)
then
Actor.PutAt(41@, -983.9795, -1983.063, 83.0908)
end
if 
not Actor.Dead(42@)
then
Actor.PutAt(42@, -1011.406, -2038.512, 73.9969)
end
if 
not Actor.Dead(43@)
then
Actor.PutAt(43@, -1034.954, -2082.835, 67.6768)
end
44@ = 1 
51@ = 0 

:MISSN_10_1909
if and
  44@ == 1 
00EE:   actor $PLAYER_ACTOR 0 near_point -727.18 -1590.93 radius 250.0 250.0 in_car 
jf @MISSN_10_2028 
if 
not Actor.Dead(41@)
then
Actor.PutAt(41@, -780.774, -1644.634, 111.3823)
end
if 
not Actor.Dead(42@)
then
Actor.PutAt(42@, -704.2275, -1530.029, 56.7948)
end
if 
not Actor.Dead(43@)
then
Actor.PutAt(43@, -675.0509, -1574.371, 28.9919)
end
44@ = 2 
51@ = 0 

:MISSN_10_2028
if and
  44@ == 2 
00EE:   actor $PLAYER_ACTOR 0 near_point -879.22 -1145.97 radius 250.0 250.0 in_car 
jf @MISSN_10_2147 
Actor.PutAt(41@, -880.0371, -1334.419, 123.8063)
Actor.PutAt(42@, -860.2943, -1027.02, 90.9599)
Actor.PutAt(43@, -889.9305, -1068.75, 100.8111)
44@ = 3 
51@ = 0 
//sniper warning
:MISSN_10_2147
if and
  48@ == 0 
00EE:   actor $PLAYER_ACTOR 0 near_point -915.576 -2579.699 radius 40.0 40.0 in_car 
jf @MISSN_10_2210 
48@ = 1 
03E5: show_text_box 'EC08'  // There are cultist snipers on the ridge!

//This section is just the Truth's random dialog.
:MISSN_10_2210
if 
   not Actor.Driving($PLAYER_ACTOR)
jf @MISSN_10_2368 
if 
  49@ == 0 
jf @MISSN_10_2294 
49@ = 1 
51@ = 0 
52@ = 0 
0209: 50@ = random_int_in_ranges 41415 41418 //Truth tells you to get another car.
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 

:MISSN_10_2294
if and
  53@ == 0 
80F2:   not actor $PLAYER_ACTOR near_actor 15@ radius 10.0 10.0 0 
jf @MISSN_10_2368 
53@ = 1 
0209: 50@ = random_int_in_ranges 41407 41411 //Truth tells you to slow up.
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 

:MISSN_10_2368
if 
   Actor.Driving($PLAYER_ACTOR)
jf @MISSN_10_2544 
if 
  49@ == 1 
jf @MISSN_10_2424 
12@ = Actor.Car($PLAYER_ACTOR)
49@ = 0 
53@ = 0 

:MISSN_10_2424
if and
  51@ == 0 
031E:   car 12@ hit_by_weapon 33 
jf @MISSN_10_2485 
51@ = 1 
0209: 50@ = random_int_in_ranges 41418 41422 //Truth tell you to drive faster! You are being shot at.
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 

:MISSN_10_2485
if and
  52@ == 0 
03C9:   car 12@ damaged 
jf @MISSN_10_2544 
52@ = 1 
0209: 50@ = random_int_in_ranges 41422 41424 //Truth comments on your wreckless driving.
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 
//Make sure the Truth is alive.
:MISSN_10_2544
if 
   not Actor.Dead(15@)
jf @MISSN_10_6454 
//Lost Trenchcoat Man
if and
  54@ == 0 
80F2:   not actor $PLAYER_ACTOR near_actor 16@ radius 400.0 400.0 0 
jf @MISSN_10_2621 
54@ = 1 
03E5: show_text_box 'EC17'  // You lost the Trenchcoat Man. Can you find the cult farm on your own?
Marker.Disable(90@)
//Reality the trenchcoat man is still on the road taking the long route to the farm.

:MISSN_10_2621
if and
  55@ == 0 
80F2:   not actor $PLAYER_ACTOR near_actor 15@ radius 200.0 200.0 0 
jf @MISSN_10_2677 
55@ = 1 
03E5: show_text_box 'EC19'  // You ditched the Truth. You should go back for him.
//Reality you don't need the Truth, he finds you again later.

//Found the Farm
:MISSN_10_2677
if 
00EE:   actor $PLAYER_ACTOR 1 near_point -1065.514 -1361.391 radius 10.0 10.0 in_car 
jf @MISSN_10_1786 
03E5: show_text_box 'EC18'  // You found the farm, now find your way inside.
wait 1000 
fade 0 500 

:MISSN_10_2738
wait 0 
if 
   not fading 
jf @MISSN_10_2738 
068B: set_car 12@ all_disembark 
if 
  54@ == 0 
jf @MISSN_10_2783 
Marker.Disable(90@)

:MISSN_10_2783
Actor.DestroyWithFade(16@)
Car.Destroy(13@)
Car.Destroy(14@)
wait 1000 
00C0: set_current_time_hours_to 23 minutes_to 50 
fade 1 500 

:MISSN_10_2816
wait 0 
if 
   not fading 
jf @MISSN_10_2816 

:MISSN_10_2833
wait 0 
if 
00ED:   actor $PLAYER_ACTOR 1 near_point -1060.784 -1205.421 radius 1.0 1.0 on_foot 
jf @MISSN_10_2833 
fade 0 1500 

:MISSN_10_2882
wait 0 
if 
   not fading 
jf @MISSN_10_2882 
02A3: enable_widescreen 1 
Actor.PutAt($PLAYER_ACTOR, -79.5743, -103.2505, 6.4844)
Actor.Angle($PLAYER_ACTOR) = 260.0
Actor.PutAt(15@, -85.7385, -102.4936, 3.4844)
111@ = Object.Create(#WAREHOUSE_DOOR1, -70.99, -103.2, 6.8)
112@ = Object.Create(#WAREHOUSE_DOOR1, -71.38, -105.79, 6.8)
113@ = Object.Create(#WAREHOUSE_DOOR1, -70.99, -103.2, 9.6)
114@ = Object.Create(#WAREHOUSE_DOOR1, -71.38, -105.79, 9.6)
//Home made cross door in Blueberry barn loft.
:MISSN_10_3041
wait 0 
if and
03CA:   object 111@ exists 
03CA:   object 112@ exists 
03CA:   object 113@ exists 
03CA:   object 114@ exists 
jf @MISSN_10_3041 
Object.PutAt(111@, -70.99, -103.2, 6.8)
Object.PutAt(112@, -71.38, -105.79, 6.8)
Object.PutAt(113@, -70.99, -103.2, 9.6)
Object.PutAt(114@, -71.38, -105.79, 9.6)
0453: set_object 111@ XY_rotation 0.0 0.0 angle 260.0 
0453: set_object 112@ XY_rotation 0.0 0.0 angle 260.0 
0453: set_object 113@ XY_rotation 0.0 0.0 angle 260.0 
0453: set_object 114@ XY_rotation 0.0 0.0 angle 260.0 
21@ = Actor.Create(Mission1, #CWFYHB, -74.16, -103.0, 6.55)
Actor.Angle(21@) = 80.0
22@ = Actor.Create(Mission1, #DWMOLC2, -74.16, -104.0, 6.55)
Actor.Angle(22@) = 80.0
23@ = Actor.Create(Mission1, #WMYBP, -74.16, -105.0, 6.55)
Actor.Angle(23@) = 80.0
0605: actor 21@ perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0605: actor 22@ perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
0605: actor 23@ perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA 
05BA: AS_actor 21@ move_mouth -1 ms 
05BA: AS_actor 22@ move_mouth -1 ms 
05BA: AS_actor 23@ move_mouth -1 ms 
067C: put_camera_on_actor 22@ with_offset 0.5 8.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
wait 2000 
fade 1 1500 
//Dialog for the cultists
:MISSN_10_3528
wait 0 
if 
   not fading 
jf @MISSN_10_3528 
0707: start_scene_skip_to @MISSN_10_3841 
00BC: show_text_highpriority GXT 'EC10' time 10000 flag 1  // Kifflom! I know you have come for the tract. If you are meant to have it,
03CF: load_wav 44405 as 1 
:MISSN_10_3530
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_3530 
03D1: play_wav 1 

:MISSN_10_3531
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_3531

00BC: show_text_highpriority GXT 'EC11' time 10000 flag 1  // there is nothing I can do to stop you. You see this world is not real.
03CF: load_wav 44406 as 1 
:MISSN_10_3532
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_3532 
03D1: play_wav 1 

:MISSN_10_3533
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_3533

00BC: show_text_highpriority GXT 'EC12' time 10000 flag 1  // I and many others are just puppets inside a virtual holographic reality.
03CF: load_wav 44407 as 1 
:MISSN_10_3534
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_3534 
03D1: play_wav 1 

:MISSN_10_3535
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_3535

00BC: show_text_highpriority GXT 'EC13' time 10000 flag 1  // At all times, there is one of us who is the desendant of Kraff,
03CF: load_wav 44408 as 1 
:MISSN_10_3536
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_3536 
03D1: play_wav 1 

:MISSN_10_3537
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_3537

00BC: show_text_highpriority GXT 'EC14' time 10000 flag 1  // Emperor of the 4th Paradigm. Are you the player this time?
03CF: load_wav 44409 as 1 
:MISSN_10_3538
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_3538 
03D1: play_wav 1 

:MISSN_10_3539
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_3539

00BC: show_text_highpriority GXT 'EC15' time 10000 flag 1  // I cannot stop you but the ones outside will try.
03CF: load_wav 44410 as 1 
:MISSN_10_3540
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_3540 
03D1: play_wav 1 

:MISSN_10_3541
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_3541

100@ = 99 

:MISSN_10_3841
0701: end_scene_skip 
fade 0 1500 
//Whatever you drove here in becomes a Walton and the Truth is uh... driving?
:MISSN_10_3848
wait 0 
if 
   not fading 
jf @MISSN_10_3848 
if 
   Car.Wrecked(12@)
jf @MISSN_10_3921 
12@ = Car.Create(#WALTON, -1045.496, -1215.99, 128.4884)
Car.Angle(12@) = 174.0
jump @MISSN_10_3973 

:MISSN_10_3921
Car.StorePos(12@, 3@, 4@, 5@)
6@ = Car.Angle(12@)
Car.Destroy(12@)
12@ = Car.Create(#WALTON, 3@, 4@, 5@)
Car.Angle(12@) = 6@

:MISSN_10_3973
//Revive the 3 snipers
41@ = Actor.Create(Gang10, #CWFYHB, -2059.201, -1981.75, 71.4711)
42@ = Actor.Create(Gang10, #CWMOFR, -2086.329, -1942.7, 77.9656)
43@ = Actor.Create(Gang10, #CWMOHB1, -2116.111, -2003.686, 79.9164)
01B2: give_actor 41@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 98@ 
Actor.WeaponAccuracy(41@) = 50
01B2: give_actor 42@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 42@ decision_maker_to 98@ 
Actor.WeaponAccuracy(42@) = 50
01B2: give_actor 43@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 98@ 
Actor.WeaponAccuracy(43@) = 50
0615: define_AS_pack_begin 1@ 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0643: set_AS_pack 1@ loop 1 
0616: define_AS_pack_end 1@ 
0618: assign_actor 41@ to_AS_pack 1@ 
0618: assign_actor 42@ to_AS_pack 1@ 
0618: assign_actor 43@ to_AS_pack 1@ 
061B: remove_references_to_AS_pack 1@ 

Actor.PutAt($PLAYER_ACTOR, -1058.229, -1206.415, 129.2007)
072A: put_actor 15@ into_car 12@ driverseat 
13@ = Car.Create(#WALTON, -1055.496, -1145.99, 128.4884)
Car.Angle(13@) = 174.0
0129: 16@ = create_actor_pedtype 5 model #DWMOLC2 in_car 13@ driverseat 
0464: put_actor 42@ into_turret_on_car 13@ at_car_offset 0.0 -0.7 0.5 position 2 shooting_angle_limit 360.0 with_weapon 33 
14@ = Car.Create(#WALTON, -1050.496, -1145.99, 128.4884)
Car.Angle(14@) = 174.0
0129: 17@ = create_actor_pedtype 5 model #WMYBP in_car 14@ driverseat 
0464: put_actor 41@ into_turret_on_car 14@ at_car_offset 0.0 -0.7 0.5 position 2 shooting_angle_limit 360.0 with_weapon 33 
18@ = Car.Create(#WALTON, -1045.496, -1145.99, 128.4884)
Car.Angle(18@) = 174.0
0129: 19@ = create_actor_pedtype 5 model #CWMOFR in_car 18@ driverseat 
0464: put_actor 43@ into_turret_on_car 18@ at_car_offset 0.0 -0.7 0.5 position 2 shooting_angle_limit 360.0 with_weapon 33 
Camera.SetBehindPlayer
Camera.Restore
wait 1000 
fade 1 1500 

:MISSN_10_4249
wait 0 
if 
   not fading 
jf @MISSN_10_4249 
03E5: show_text_box 'EC16'  // Get back to the car and get the book to the drop.
49@ = 0 
02A3: enable_widescreen 0 

:MISSN_10_4288
wait 0 
if and
  49@ == 0 
00F2:   actor 15@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
jf @MISSN_10_4385 
Player.CanMove($PLAYER_CHAR) = False
0209: 50@ = random_int_in_ranges 41400 41404 
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 
05CA: AS_actor $PLAYER_ACTOR enter_car 12@ passenger_seat 0 -1 ms 
49@ = 1 
//Put Player in the flatbed with an AK47
:MISSN_10_4385
if 
   Actor.InCar($PLAYER_ACTOR, 12@)
jf @MISSN_10_4288 
Player.CanMove($PLAYER_CHAR) = True
0792: disembark_instantly_actor $PLAYER_ACTOR 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 12@ at_car_offset 0.0 -0.7 0.6 position 2 shooting_angle_limit 360.0 with_weapon 30 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 180.0 
Camera.Restore
150@ = 1
//Paths for the Truth and the other trucks to follow.
0615: define_AS_pack_begin 8@ 
05D1: AS_actor -1 drive_car -1 to -1050.471 -1357.004 129.6888 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -931.5592 -1427.13 126.8859 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -867.1517 -1554.513 126.5726 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -957.2097 -1636.811 75.6743 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -977.7735 -1719.473 77.5703 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -894.7231 -1722.691 76.809 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -884.4046 -1861.301 87.6698 speed 20.0 2 model #NULL 5 
0616: define_AS_pack_end 8@ 
0615: define_AS_pack_begin 9@ 
05D1: AS_actor -1 drive_car -1 to -1014.678 -1906.086 78.3388 speed 35.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -1157.828 -1895.382 77.8521 speed 35.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -1208.729 -1784.658 48.5271 speed 35.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -1312.426 -1689.136 45.2692 speed 35.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -1494.074 -1607.809 40.4293 speed 35.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -1607.76 -1609.948 35.9059 speed 35.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -1884.414 -1757.79 28.8901 speed 35.0 3 model #NULL 5 
0616: define_AS_pack_end 9@ 
0615: define_AS_pack_begin 10@ 
05D1: AS_actor -1 drive_car -1 to -2059.589 -1951.438 54.7287 speed 30.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2107.416 -2076.61 62.7122 speed 30.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2244.252 -2197.325 35.3106 speed 30.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2259.446 -2229.482 29.6217 speed 20.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2157.723 -2317.613 30.1259 speed 10.0 0 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2212.886 -2426.209 30.126 speed 10.0 0 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2164.772 -2458.857 30.2715 speed 10.0 0 model #NULL 5 
0616: define_AS_pack_end 10@ 
0618: assign_actor 15@ to_AS_pack 8@ 
0618: assign_actor 16@ to_AS_pack 8@ 
0618: assign_actor 17@ to_AS_pack 8@ 
0618: assign_actor 19@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 
0209: 50@ = random_int_in_ranges 41404 41407 
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 

:MISSN_10_5233
wait 0 
if and
   not Car.Wrecked(12@)
   not Actor.Dead(15@)
jf @MISSN_10_6454 
if 
00EE:   actor 15@ 0 near_point -884.4046 -1861.301 radius 25.0 25.0 in_car 
jf @MISSN_10_5233 
13@ = Car.Create(#WALTON, -830.37, -1841.39, 91.2085)
Car.Angle(13@) = 156.0
0129: 16@ = create_actor_pedtype 5 model #DWMOLC2 in_car 13@ driverseat 
0464: put_actor 42@ into_turret_on_car 13@ at_car_offset 0.0 -0.7 0.5 position 2 shooting_angle_limit 360.0 with_weapon 33 
14@ = Car.Create(#WALTON, -989.9664, -1825.613, 93.4106)
Car.Angle(14@) = 174.0
0129: 17@ = create_actor_pedtype 5 model #WMYBP in_car 14@ driverseat 
0464: put_actor 41@ into_turret_on_car 14@ at_car_offset 0.0 -0.7 0.5 position 2 shooting_angle_limit 360.0 with_weapon 33 
18@ = Car.Create(#WALTON, -994.0031, -1920.762, 79.9116)
Car.Angle(18@) = 174.0
0129: 19@ = create_actor_pedtype 5 model #CWMOFR in_car 18@ driverseat 
0464: put_actor 43@ into_turret_on_car 18@ at_car_offset 0.0 -0.7 0.5 position 2 shooting_angle_limit 360.0 with_weapon 33 
0618: assign_actor 15@ to_AS_pack 9@ 
0618: assign_actor 16@ to_AS_pack 9@ 
0618: assign_actor 17@ to_AS_pack 9@ 
0618: assign_actor 19@ to_AS_pack 9@ 
061B: remove_references_to_AS_pack 9@ 
0209: 50@ = random_int_in_ranges 41404 41407 
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 

:MISSN_10_5594
wait 0 
if and
   not Car.Wrecked(12@)
   not Actor.Dead(15@)
jf @MISSN_10_6454 
if 
00EE:   actor 15@ 0 near_point -1884.414 -1757.79 radius 25.0 25.0 in_car 
jf @MISSN_10_5594 
0618: assign_actor 15@ to_AS_pack 10@ 
061B: remove_references_to_AS_pack 10@ 
//Revive the 3 snipers
41@ = Actor.Create(Gang10, #CWFYHB, -2059.201, -1981.75, 71.4711)
42@ = Actor.Create(Gang10, #CWMOFR, -2086.329, -1942.7, 77.9656)
43@ = Actor.Create(Gang10, #CWMOHB1, -2116.111, -2003.686, 79.9164)
01B2: give_actor 41@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 98@ 
Actor.WeaponAccuracy(41@) = 50
01B2: give_actor 42@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 42@ decision_maker_to 98@ 
Actor.WeaponAccuracy(42@) = 50
01B2: give_actor 43@ weapon 33 ammo 999 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 98@ 
Actor.WeaponAccuracy(43@) = 50
0615: define_AS_pack_begin 1@ 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0643: set_AS_pack 1@ loop 1 
0616: define_AS_pack_end 1@ 
0618: assign_actor 41@ to_AS_pack 1@ 
0618: assign_actor 42@ to_AS_pack 1@ 
0618: assign_actor 43@ to_AS_pack 1@ 
061B: remove_references_to_AS_pack 1@ 
0209: 50@ = random_int_in_ranges 41404 41407 
03CF: load_wav 50@ as 1 
gosub @MISSN_10_6321 

:MISSN_10_6087
wait 0 
if and
   not Car.Wrecked(12@)
   not Actor.Dead(15@)
jf @MISSN_10_6454 
if 
00EE:   actor 15@ 0 near_point -2259.44 -2229.48 radius 25.0 25.0 in_car 
jf @MISSN_10_6165 

0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0430: put_actor $PLAYER_ACTOR into_car 12@ passenger_seat 0 
150@ = 0
:MISSN_10_6165
if and
   not Car.Wrecked(12@)
   not Actor.Dead(15@)
jf @MISSN_10_6454 
if or
00ED:   actor $PLAYER_ACTOR 0 near_point -2162.706 -2462.167 radius 10.0 10.0 on_foot 
00EE:   actor $PLAYER_ACTOR 1 near_point -2162.706 -2462.167 radius 10.0 10.0 in_car 
jf @MISSN_10_6087 
03CF: load_wav 41432 as 1 
gosub @MISSN_10_6321 
$INTRO_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
wait 5000 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 2111.1499, 1914.9213, 10.8203)
jump @MISSN_10_61
 
//Audio Subroutine
:MISSN_10_6321
0949: link_wav 1 to_actor 15@ 
:MISSN_10_6346
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_10_6346 
03D1: play_wav 1 

:MISSN_10_6433
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_10_6433
040D: unload_wav 1 
return 

:MISSN_10_6454
if
150@ == 1
then
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0430: put_actor $PLAYER_ACTOR into_car 12@ passenger_seat 0 
end
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 17.3053, -2646.5452, 40.4639)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:MISSN_10_6494
$ONMISSION = 0 
Marker.Disable(90@)
Model.Destroy(#SADLSHIT)
Model.Destroy(#BAGBOXA)
Model.Destroy(#BAGGAGE)
Model.Destroy(#DWMOLC2)
Model.Destroy(#CWFYHB)
Model.Destroy(#CWMOFR)
Model.Destroy(#CWMOHB1)
Model.Destroy(#WMOMIB)
Model.Destroy(#CUNTGUN)
Model.Destroy(#WALTON)
Model.Destroy(#WMYBP)
mission_cleanup 
return 
               
//-------------Mission 18---------------
// Originally: Sweet's Girl
{On this mission you are given the challenge to run up 20 floors shooting bad guys and NOT the police. 
Notice that the interior of the Visage is actually the Penthouse of the Calligula Casino.  At the landing
on the stairs I teleport the player back 20 times and shuffle men around to make it less repetive.
This and Zombotech are very much alike I know. However this is a bit tricky not shooting cops and sometimes
the bad guys surprise you.  Save the girl and get rewarded with a kiss.}
:MISSN_11
thread 'MISSN_11' 
$ONMISSION = 1 
gosub @MISSN_11_62 
if 
wasted_or_busted 
jf @MISSN_11_53 
gosub @MISSN_11_9409 

:MISSN_11_53
gosub @MISSN_11_11451 
end_thread 

:MISSN_11_62
fade 0 0 

:MISSN_11_68
wait 0 
if 
   not fading 
jf @MISSN_11_68 
00C0: set_current_time_hours_to 1 minutes_to 15 
0395: clear_area 1 at 2115.097 1915.627 10.8203 radius 100.0 
054C: use_GXT_table 'JABM11' 
Model.Load(#COPCARVG)          //Cop Cars           
Model.Load(#LVPD1)             //Cops               
Model.Load(#COPBIKE)           //Cop Bikes          
Model.Load(#DNFYLC)            //Hostage            
Model.Load(#VBMYCR)            //Bad Boy Leader     
Model.Load(#VWMYCR)            //Bay Boy 1          
Model.Load(#SHMYCR)            //Bad Boy 2          
Model.Load(#COLT45)            //22                 
Model.Load(#DESERT_EAGLE)      //24                 
Model.Load(#MICRO_UZI)         //28                 
Model.Load(#TEC9)              //32                 
Model.Load(#AK47)              //30                 
Model.Load(#M4)                //31                 
Model.Load(#BIKDRUG)           //Bay Boy 3          
Model.Load(#SWMYCR)            //Bad Boy 4          
Model.Load(#AMBULAN)           //Ambulance          
Model.Load(#KNIFECUR)          //4                  
Model.Load(#POLMAV)            //Police Helicopters 
04ED: load_animation "FOOD" 
04ED: load_animation "KISSING" 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "SWAT" 
038B: load_requested_models 

:MISSN_11_259
wait 0 
if and
   Model.Available(#COPCARVG)
   Model.Available(#LVPD1)
   Model.Available(#COPBIKE)
   Model.Available(#DNFYLC)
   Model.Available(#VBMYCR)
   Model.Available(#VWMYCR)
   Model.Available(#SHMYCR)
   Model.Available(#SWMYCR)
jf @MISSN_11_259 

:MISSN_11_314
wait 0 
if and
   Model.Available(#COLT45)
   Model.Available(#DESERT_EAGLE)
   Model.Available(#MICRO_UZI)
   Model.Available(#TEC9)
   Model.Available(#AK47)
   Model.Available(#M4)
   Model.Available(#KNIFECUR)
   Model.Available(#BIKDRUG)
jf @MISSN_11_314 

:MISSN_11_369
wait 0 
if and
04EE:   animation "SWAT" loaded 
04EE:   animation "ON_LOOKERS" loaded 
04EE:   animation "FOOD" loaded 
04EE:   animation "KISSING" loaded 
   Model.Available(#POLMAV)
   Model.Available(#AMBULAN)
jf @MISSN_11_369 
11@ = Actor.Create(Mission1, #LVPD1, 2108.608, 1861.002, 10.6719)
12@ = Actor.Create(Mission1, #LVPD1, 2116.534, 1971.812, 10.5084)
13@ = Actor.Create(Mission1, #LVPD1, 2058.088, 1951.688, 11.2821)
14@ = Actor.Create(Mission1, #LVPD1, 2056.74, 1951.011, 11.3075)
15@ = Actor.Create(Mission1, #LVPD1, 2018.649, 1918.767, 12.0264)
16@ = Actor.Create(Mission1, #LVPD1, 2043.833, 1895.021, 11.6931)
17@ = Actor.Create(Mission1, #LVPD1, 2042.205, 1881.771, 11.6152)
18@ = Actor.Create(Mission1, #LVPD1, 2057.61, 1886.137, 11.4122)
Actor.Angle(11@) = 237.0
Actor.Angle(12@) = 313.0
Actor.Angle(13@) = 116.0
Actor.Angle(14@) = 300.0
Actor.Angle(15@) = 275.0
Actor.Angle(16@) = 46.0
Actor.Angle(17@) = 319.0
Actor.Angle(18@) = 49.0
21@ = Car.Create(#COPCARVG, 2105.089, 1860.941, 10.3664)
22@ = Car.Create(#COPCARVG, 2113.224, 1865.965, 10.3611)
23@ = Car.Create(#COPCARVG, 2112.635, 1965.433, 10.3878)
24@ = Car.Create(#COPCARVG, 2073.896, 1961.3, 10.9235)
25@ = Car.Create(#COPCARVG, 2065.645, 1948.391, 11.3411)
26@ = Car.Create(#COPCARVG, 2055.919, 1936.798, 11.6728)
27@ = Car.Create(#COPCARVG, 2058.33, 1900.135, 11.7113)
28@ = Car.Create(#COPBIKE, 2073.78, 1875.418, 10.9942)
29@ = Car.Create(#COPBIKE, 2109.94, 1971.932, 10.3841)
Model.Destroy(#COPCARVG)
Model.Destroy(#COPBIKE)
01F7: set_player $PLAYER_CHAR ignored_by_cops true 
03C7: set_sensitivity_to_crime 0.0 
067C: put_camera_on_actor 15@ with_offset 0.0 70.0 120.2 rotation 40.0 0.0 90.0 0.0 2 
Car.Angle(21@) = 329.0
Car.Angle(22@) = 32.0
Car.Angle(23@) = 338.0
Car.Angle(24@) = 119.0
Car.Angle(25@) = 235.0
Car.Angle(26@) = 160.0
Car.Angle(27@) = 153.0
Car.Angle(28@) = 345.0
Car.Angle(29@) = 57.0
0397: enable_car 21@ siren 1 
0397: enable_car 22@ siren 1 
0397: enable_car 23@ siren 1 
0397: enable_car 24@ siren 1 
0397: enable_car 25@ siren 1 
0397: enable_car 26@ siren 1 
0397: enable_car 27@ siren 1 
0397: enable_car 28@ siren 1 
0397: enable_car 29@ siren 1 
01E8: create_forbidden_for_cars_cube_cornerA 2115.0 1852.0 11.0 cornerB 2015.0 1977.0 0.0 
022B: create_forbidden_for_peds_cube_cornerA 2115.0 1852.0 11.0 cornerB 2015.0 1977.0 0.0 
0615: define_AS_pack_begin 71@ 
0605: actor -1 perform_animation_sequence "LKAROUND_IN" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "LKAROUND_OUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0615: define_AS_pack_begin 72@ 
0605: actor -1 perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_SHOUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 73@ 
05B9: AS_actor -1 stay_idle 300 ms 
0605: actor -1 perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_SHOUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_LOOP" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "POINTUP_OUT" IFP_file "ON_LOOKERS" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 73@ loop 1 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 74@ 
05B9: AS_actor -1 stay_idle 300 ms 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "XPRESSSCRATCH" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_STANCE" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WOMAN_IDLESTANCE" IFP_file "PED" 1.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 74@ loop 1 
0616: define_AS_pack_end 74@ 
0618: assign_actor 11@ to_AS_pack 71@ 
0618: assign_actor 12@ to_AS_pack 71@ 
0618: assign_actor 17@ to_AS_pack 72@ 
0618: assign_actor 18@ to_AS_pack 73@ 
0618: assign_actor 13@ to_AS_pack 74@ 
0618: assign_actor 14@ to_AS_pack 74@ 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
061B: remove_references_to_AS_pack 73@ 
061B: remove_references_to_AS_pack 74@ 
wait 1000 
02A3: enable_widescreen 1 
//Gives player body armor
Actor.Armour($PLAYER_ACTOR) = 100
fade 1 1500 
39@ = 10       //Floor Counter   
41@ = 0        //Police Chat     
42@ = 0        //Police Chat     
43@ = 0        //Police Chat     
44@ = 0        //Police Chat     
47@ = 0        //Police Chat     
48@ = 0        //Police Chat     

:MISSN_11_2331
wait 0 
if 
   not fading 
jf @MISSN_11_2331 
03E5: show_text_box 'HH01'  // Twenty minutes ago the Visage Hotel came under siege by an unknown force of individuals.
gosub @MISSN_11_11190 
03E5: show_text_box 'HH02'  // The leader has a female hostage on the roof and has requested you by name.
gosub @MISSN_11_11190 
03E5: show_text_box 'HH03'  // He says he will kill the girl if you are armed upon reaching the roof.
gosub @MISSN_11_11190 
03E5: show_text_box 'HH04'  // The elevator has been locked and the top twenty floors are full of fire fights.
gosub @MISSN_11_11190 
03E5: show_text_box 'HH05'  // Take a vest and be careful Frank.
gosub @MISSN_11_11190 
50@ = 1        //Hours   
51@ = 15       //Minutes 
52@ = 0        //Seconds 
32@ = 0 
//This mission takes place in real time so we keep resetting the clock.  
//I wanted the mission to start at 1:15 and
//end just a little time later not a whole day later.
00C0: set_current_time_hours_to 1 minutes_to 15 
02A3: enable_widescreen 0 
018A: 40@ = create_checkpoint_at 2018.5 1922.5 12.4 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:MISSN_11_2507
wait 0 
//random police chatter
gosub @MISSN_11_11319 
if and
  41@ == 0 
00F2:   actor 11@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
jf @MISSN_11_2585 
41@ = 10204 
03CF: load_wav 41@ as 1 
0949: link_wav 1 to_actor 11@ 
gosub @MISSN_11_11271 

:MISSN_11_2585
if and
  42@ == 0 
00F2:   actor 12@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
jf @MISSN_11_2652 
42@ = 10204 
03CF: load_wav 42@ as 1 
0949: link_wav 1 to_actor 12@ 
gosub @MISSN_11_11271 

:MISSN_11_2652
if and
  43@ == 0 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
jf @MISSN_11_2729 
0209: 43@ = random_int_in_ranges 25236 25242 
03CF: load_wav 43@ as 1 
0949: link_wav 1 to_actor 13@ 
gosub @MISSN_11_11271 
44@ = 0 

:MISSN_11_2729
if and
  43@ > 0 
  44@ == 0 
jf @MISSN_11_2793 
43@ = 0 
0209: 44@ = random_int_in_ranges 25213 25218 
03CF: load_wav 44@ as 1 
0949: link_wav 1 to_actor 14@ 
gosub @MISSN_11_11271 

:MISSN_11_2793
if and
  47@ == 0 
00F2:   actor 17@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
jf @MISSN_11_2860 
47@ = 25204 
03CF: load_wav 47@ as 1 
0949: link_wav 1 to_actor 17@ 
gosub @MISSN_11_11271 

:MISSN_11_2860
if and
  48@ == 0 
00F2:   actor 18@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
jf @MISSN_11_2930 
0209: 48@ = random_int_in_ranges 25200 25204 
03CF: load_wav 48@ as 1 
0949: link_wav 1 to_actor 18@ 
gosub @MISSN_11_11271 

:MISSN_11_2930
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2018.5 1922.5 12.0 radius 2.0 2.0 2.0 
jf @MISSN_11_2507 
fade 0 500 

:MISSN_11_2985
wait 0 
if 
   not fading 
jf @MISSN_11_2985 
04EF: release_animation "ON_LOOKERS" 
Car.Destroy(21@)
Car.Destroy(22@)
Car.Destroy(23@)
Car.Destroy(24@)
Car.Destroy(25@)
Car.Destroy(26@)
Car.Destroy(27@)
Car.Destroy(28@)
Car.Destroy(29@)
Marker.Disable(40@)
select_interior 1 
04F9: set_interior 1 color_to 0 
Camera.SetAtPos(2269.508, 1624.858, 1084.256)
0860: link_actor $PLAYER_ACTOR to_interior 1 
//Turn off Roof and Elevator Access
07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
07FB: set_interior 'MAFCAS2' access 0  // Penthouse Suites
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 99@ // decision\allowed\m_.ped files 
03E5: show_text_box 'HH06'  // Make your way to the roof but don't kill any police.

:MISSN_11_3164
gosub @MISSN_11_10291 
//Randomize Police Positions
0208: 95@ = random_float_in_ranges 2267.0 2270.5 
0208: 96@ = random_float_in_ranges 1629.0 1642.0 
Actor.PutAt(11@, 95@, 96@, 1084.25)
0208: 95@ = random_float_in_ranges 2267.0 2270.5 
0208: 96@ = random_float_in_ranges 1629.0 1642.0 
Actor.PutAt(12@, 95@, 96@, 1084.25)
0208: 95@ = random_float_in_ranges 2267.0 2270.5 
0208: 96@ = random_float_in_ranges 1629.0 1642.0 
Actor.PutAt(13@, 95@, 96@, 1084.25)
0208: 95@ = random_float_in_ranges 2267.0 2270.5 
0208: 96@ = random_float_in_ranges 1629.0 1642.0 
Actor.PutAt(14@, 95@, 96@, 1084.25)
Actor.Angle(11@) = 355.0
Actor.Angle(12@) = 15.0
Actor.Angle(13@) = 17.0
Actor.Angle(14@) = 18.0
//Attack Styles
//Packs are a list of instructions to any actor or actors they are assigned.
//The actor follows the list and if you assign 0643 to loop they continue to
//repeat these actions.  I have found the limit to actions is 8 can be assigned
//per pack, along with if then commands.

0615: define_AS_pack_begin 71@ 
05D3: AS_actor -1 goto_point 2267.419 1644.717 1084.24 mode 6 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor 16@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(16@)
jf @MISSN_11_3468 
07A5: AS_actor -1 attack_actor 16@ 5000 ms 

:MISSN_11_3468
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2271.057 1655.699 1084.24 mode 6 -2 ms // versionA 
if 
   not Actor.Dead(15@)
jf @MISSN_11_3523 
07A5: AS_actor -1 attack_actor 15@ 2500 ms 

:MISSN_11_3523
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0618: assign_actor 11@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0615: define_AS_pack_begin 72@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
05D3: AS_actor -1 goto_point 2271.0 1644.717 1084.24 mode 6 -2 ms // versionA 
if 
   not Actor.Dead(16@)
jf @MISSN_11_3641 
07A5: AS_actor -1 attack_actor 16@ 1500 ms 

:MISSN_11_3641
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
if 
   not Actor.Dead(18@)
jf @MISSN_11_3745 
07A5: AS_actor -1 attack_actor 18@ 2500 ms 

:MISSN_11_3745
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0618: assign_actor 12@ to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
0615: define_AS_pack_begin 73@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
if 
   not Actor.Dead(18@)
jf @MISSN_11_3879 
07A5: AS_actor -1 attack_actor 18@ 2000 ms 

:MISSN_11_3879
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
if 
   not Actor.Dead(17@)
jf @MISSN_11_3983 
07A5: AS_actor -1 attack_actor 17@ 2000 ms 

:MISSN_11_3983
0643: set_AS_pack 73@ loop 1 
0616: define_AS_pack_end 73@ 
0618: assign_actor 13@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
0615: define_AS_pack_begin 74@ 
04EB: AS_actor -1 crouch 1 
if 
   not Actor.Dead(17@)
jf @MISSN_11_4051 
07A5: AS_actor -1 attack_actor 17@ 1500 ms 
04EB: AS_actor -1 crouch 1 

:MISSN_11_4051
if 
   not Actor.Dead(18@)
jf @MISSN_11_4083 
07A5: AS_actor -1 attack_actor 18@ 2500 ms 
04EB: AS_actor -1 crouch 1 

:MISSN_11_4083
if 
   not Actor.Dead(15@)
jf @MISSN_11_4115 
07A5: AS_actor -1 attack_actor 15@ 1500 ms 
04EB: AS_actor -1 crouch 1 

:MISSN_11_4115
if 
   not Actor.Dead(16@)
jf @MISSN_11_4141 
07A5: AS_actor -1 attack_actor 16@ 2000 ms 

:MISSN_11_4141
0643: set_AS_pack 74@ loop 1 
0616: define_AS_pack_end 74@ 
0618: assign_actor 14@ to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
0615: define_AS_pack_begin 75@ 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_IN_R" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation_sequence "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "SWT_WLLPK_R_BACK" IFP_file "SWAT" 8.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0618: assign_actor 15@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0615: define_AS_pack_begin 76@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(11@)
jf @MISSN_11_4503 
07A5: AS_actor -1 attack_actor 11@ 1500 ms 

:MISSN_11_4503
if 
   not Actor.Dead(12@)
jf @MISSN_11_4529 
07A5: AS_actor -1 attack_actor 12@ 1500 ms 

:MISSN_11_4529
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_L" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
0643: set_AS_pack 76@ loop 1 
0616: define_AS_pack_end 76@ 
0618: assign_actor 16@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
0615: define_AS_pack_begin 77@ 
05D3: AS_actor -1 goto_point 2267.0 1666.0 1084.25 mode 6 -2 ms // versionA 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
if 
   not Actor.Dead(13@)
jf @MISSN_11_4696 
07A5: AS_actor -1 attack_actor 13@ 1500 ms 

:MISSN_11_4696
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
if 
   not Actor.Dead(12@)
jf @MISSN_11_4732 
07A5: AS_actor -1 attack_actor 12@ 1500 ms 

:MISSN_11_4732
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 
if 
   not Actor.Dead(11@)
jf @MISSN_11_4768 
07A5: AS_actor -1 attack_actor 11@ 1500 ms 

:MISSN_11_4768
0643: set_AS_pack 77@ loop 1 
0616: define_AS_pack_end 77@ 
0618: assign_actor 17@ to_AS_pack 77@ 
061B: remove_references_to_AS_pack 77@ 
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 2269.633 1666.286 1084.25 mode 6 -2 ms // versionA 
07A5: AS_actor -1 attack_actor 11@ 2000 ms 
05D3: AS_actor -1 goto_point 2266.373 1660.065 1084.25 mode 6 -2 ms // versionA 
07A5: AS_actor -1 attack_actor 14@ 2000 ms 
05D3: AS_actor -1 goto_point 2271.105 1650.289 1084.25 mode 6 -2 ms // versionA 
07A5: AS_actor -1 attack_actor 12@ 2000 ms 
05D3: AS_actor -1 goto_point 2266.627 1651.389 1084.234 mode 6 -2 ms // versionA 
07A5: AS_actor -1 attack_actor 13@ 2000 ms 
0643: set_AS_pack 78@ loop 1 
0616: define_AS_pack_end 78@ 
0618: assign_actor 18@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 
wait 1000 
fade 1 1500 

:MISSN_11_4967
wait 0 
if 
   not fading 
jf @MISSN_11_4967 

:MISSN_11_4984
wait 0 
gosub @MISSN_11_11319 
//Player killed a cop?
if and
   not Actor.Dead(11@)
   not Actor.Dead(12@)
   not Actor.Dead(13@)
   not Actor.Dead(14@)
jf @MISSN_11_9409 
//Player killed all targets?
if or
   not Actor.Dead(15@)
   not Actor.Dead(16@)
   not Actor.Dead(17@)
   not Actor.Dead(18@)
jf @MISSN_11_5229 
if 
  52@ == 35 
jf @MISSN_11_5100 
0209: 48@ = random_int_in_ranges 25205 25212  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_5100
if 
  52@ == 16 
jf @MISSN_11_5143 
0209: 48@ = random_int_in_ranges 25241 25247  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_5143
if 
  52@ == 45 
jf @MISSN_11_5186 
0209: 48@ = random_int_in_ranges 25218 25232  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_5186
if 
  52@ == 51 
jf @MISSN_11_5229 
0209: 48@ = random_int_in_ranges 25250 25258  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_5229
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 2266.294 1670.308 radius 1.5 1.5 on_foot 
jf @MISSN_11_4984 
fade 0 500 
//Next Level
:MISSN_11_5274
wait 0 
if 
   not fading 
jf @MISSN_11_5274 
gosub @MISSN_11_10291 
Actor.PutAt(11@, 2266.6, 1631.0, 1084.25)
Actor.PutAt(12@, 2270.8, 1636.2, 1084.25)
Actor.PutAt(13@, 2270.9, 1667.2, 1084.25)
Actor.PutAt(14@, 2267.4, 1667.5, 1084.25)
Actor.Angle(11@) = 355.0
Actor.Angle(12@) = 180.0
Actor.Angle(13@) = 90.0
Actor.Angle(14@) = 180.0
Actor.PutAt(15@, 2269.0, 1669.0, 1084.25)
Actor.PutAt(16@, 2270.7, 1651.0, 1084.25)
0208: 95@ = random_float_in_ranges 2267.0 2270.5 
0208: 96@ = random_float_in_ranges 1628.0 1667.0 
Actor.PutAt(17@, 95@, 96@, 1084.25)
0208: 95@ = random_float_in_ranges 2267.0 2270.5 
0208: 96@ = random_float_in_ranges 1628.0 1667.0 
Actor.PutAt(18@, 95@, 96@, 1084.25)
Actor.Angle(15@) = 180.0
Actor.Angle(16@) = 180.0
Actor.Angle(17@) = 180.0
Actor.Angle(18@) = 180.0
//Attack Styles
0615: define_AS_pack_begin 71@ 
05D3: AS_actor -1 goto_point 2271.068 1638.45 1084.24 mode 6 -2 ms // versionA 
if 
   not Actor.Dead(17@)
jf @MISSN_11_5644 
07A5: AS_actor -1 attack_actor 17@ 2000 ms 

:MISSN_11_5644
05D3: AS_actor -1 goto_point 2266.401 1651.896 1084.24 mode 6 -2 ms // versionA 
if 
   not Actor.Dead(15@)
jf @MISSN_11_5693 
07A5: AS_actor -1 attack_actor 15@ 2000 ms 

:MISSN_11_5693
05D3: AS_actor -1 goto_point 2271.189 1662.62 1084.24 mode 6 -2 ms // versionA 
if 
   not Actor.Dead(16@)
jf @MISSN_11_5742 
07A5: AS_actor -1 attack_actor 16@ 2000 ms 

:MISSN_11_5742
05D3: AS_actor -1 goto_point 2266.441 1630.131 1084.24 mode 6 -2 ms // versionA 
if 
   not Actor.Dead(18@)
jf @MISSN_11_5791 
07A5: AS_actor -1 attack_actor 18@ 2000 ms 

:MISSN_11_5791
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0618: assign_actor 11@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0615: define_AS_pack_begin 72@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
if 
   not Actor.Dead(15@)
jf @MISSN_11_5925 
07A5: AS_actor -1 attack_actor 15@ 2000 ms 

:MISSN_11_5925
05D3: AS_actor -1 goto_point 2266.5 1643.8 1084.24 mode 6 -2 ms // versionA 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "CROUCH_ROLL_R" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 
if 
   not Actor.Dead(16@)
jf @MISSN_11_6052 
07A5: AS_actor -1 attack_actor 16@ 2000 ms 

:MISSN_11_6052
05D3: AS_actor -1 goto_point 2270.8 1636.2 1084.24 mode 6 -2 ms // versionA 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0618: assign_actor 12@ to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
0209: 97@ = random_int_in_ranges 0 10 
97@ += 1 
if 
  97@ == 2 
jf @MISSN_11_6309 
0615: define_AS_pack_begin 73@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 1 1 0 time 12000 // versionA 
05D3: AS_actor -1 goto_point 2268.38 1649.78 1084.24 mode 6 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor 17@ 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(17@)
jf @MISSN_11_6241 
07A5: AS_actor -1 attack_actor 17@ 2000 ms 

:MISSN_11_6241
0605: actor -1 perform_animation_sequence "KO_SHOT_STOM" IFP_file "PED" 4.0 loop 0 0 0 0 time 2500 // versionA 
05BE: AS_kill_actor -1 
0616: define_AS_pack_end 73@ 
0618: assign_actor 13@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
jump @MISSN_11_6474 

:MISSN_11_6309
0615: define_AS_pack_begin 73@ 
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 1 1 1 0 time 12000 // versionA 
05D3: AS_actor -1 goto_point 2268.38 1649.78 1084.24 mode 6 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor 17@ 
0638: AS_actor -1 stay_put 1 
if 
   not Actor.Dead(17@)
jf @MISSN_11_6416 
07A5: AS_actor -1 attack_actor 17@ 2000 ms 

:MISSN_11_6416
0639: AS_actor -1 rotate_to_actor 18@ 
if 
   not Actor.Dead(18@)
jf @MISSN_11_6449 
07A5: AS_actor -1 attack_actor 18@ 2000 ms 

:MISSN_11_6449
0643: set_AS_pack 73@ loop 1 
0616: define_AS_pack_end 73@ 
0618: assign_actor 13@ to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 

:MISSN_11_6474
if 
  97@ == 5 
jf @MISSN_11_6569 
Actor.PutAt(14@, 2267.413, 1667.5, 1084.244)
0812: AS_actor 14@ perform_animation "GNSTWALL_INJURD" IFP_file "SWAT" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0332: set_actor 14@ bleeding 1 
jump @MISSN_11_6762 

:MISSN_11_6569
Actor.PutAt(14@, 2267.413, 1667.5, 1084.244)
0615: define_AS_pack_begin 74@ 
0605: actor 14@ perform_animation_sequence "GUN_STAND" IFP_file "PED" 4.0 loop 0 0 0 0 time 1000 // versionA 
if 
   not Actor.Dead(16@)
jf @MISSN_11_6664 
0639: AS_actor -1 rotate_to_actor 16@ 
07A5: AS_actor -1 attack_actor 16@ 2500 ms 

:MISSN_11_6664
0605: actor -1 perform_animation_sequence "WEAPON_CROUCH" IFP_file "PED" 4.0 loop 0 0 0 0 time 1000 // versionA 
if 
   not Actor.Dead(18@)
jf @MISSN_11_6737 
0639: AS_actor -1 rotate_to_actor 18@ 
07A5: AS_actor -1 attack_actor 18@ 2500 ms 

:MISSN_11_6737
0643: set_AS_pack 74@ loop 1 
0616: define_AS_pack_end 74@ 
0618: assign_actor 14@ to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 

:MISSN_11_6762
if 
  97@ == 6 
jf @MISSN_11_6872 
Actor.PutAt(18@, 2270.5, 1632.5, 1084.25)
0615: define_AS_pack_begin 78@ 
0605: actor -1 perform_animation_sequence "IDLE_ARMED" IFP_file "PED" 4.0 loop 1 0 0 0 time 2500 // versionA 
0321: kill_actor 18@ 
0616: define_AS_pack_end 78@ 
0618: assign_actor 18@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 
jump @MISSN_11_6976 

:MISSN_11_6872
0615: define_AS_pack_begin 78@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 2.5 approach_angle 0.0 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 3500 ms 
if 
   not Actor.Dead(13@)
jf @MISSN_11_6951 
06A8: AS_actor -1 run_to_and_look_at_actor 13@ timelimit -1 approach_distance 2.0 approach_angle 0.0 
07A5: AS_actor -1 attack_actor 13@ 3500 ms 

:MISSN_11_6951
0643: set_AS_pack 78@ loop 1 
0616: define_AS_pack_end 78@ 
0618: assign_actor 18@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 

:MISSN_11_6976
if 
  97@ == 8 
jf @MISSN_11_7081 
Actor.PutAt(17@, 2266.1, 1647.5, 1084.24)
Actor.Angle(17@) = 262.9
0812: AS_actor 17@ perform_animation "GNSTWALL_INJURD" IFP_file "SWAT" 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0332: set_actor 17@ bleeding 1 
jump @MISSN_11_7166 

:MISSN_11_7081
0615: define_AS_pack_begin 77@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 3500 ms 
0639: AS_actor -1 rotate_to_actor 12@ 
if 
   not Actor.Dead(12@)
jf @MISSN_11_7141 
07A5: AS_actor -1 attack_actor 12@ 2000 ms 

:MISSN_11_7141
0643: set_AS_pack 77@ loop 1 
0616: define_AS_pack_end 77@ 
0618: assign_actor 17@ to_AS_pack 77@ 
061B: remove_references_to_AS_pack 77@ 

:MISSN_11_7166
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2270.53 1664.84 1084.24 mode 6 -2 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 3500 ms 
05D3: AS_actor -1 goto_point 2268.02 1633.73 1084.24 mode 6 -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 3500 ms 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0618: assign_actor 15@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0615: define_AS_pack_begin 76@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 3500 ms 
0639: AS_actor -1 rotate_to_actor 11@ 
if 
   not Actor.Dead(11@)
jf @MISSN_11_7347 
07A5: AS_actor -1 attack_actor 11@ 2000 ms 

:MISSN_11_7347
0643: set_AS_pack 76@ loop 1 
0616: define_AS_pack_end 76@ 
0618: assign_actor 16@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
wait 1000 
fade 1 1500 

:MISSN_11_7384
wait 0 
if 
   not fading 
jf @MISSN_11_7384 

:MISSN_11_7401
wait 0 
gosub @MISSN_11_11319 
if or
   not Actor.Dead(15@)
   not Actor.Dead(16@)
   not Actor.Dead(17@)
   not Actor.Dead(18@)
jf @MISSN_11_7615 
if 
  52@ == 5 
jf @MISSN_11_7486 
0209: 48@ = random_int_in_ranges 25205 25212  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_7486
if 
  52@ == 21 
jf @MISSN_11_7529 
0209: 48@ = random_int_in_ranges 25241 25247  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_7529
if 
  52@ == 42 
jf @MISSN_11_7572 
0209: 48@ = random_int_in_ranges 25218 25232  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_7572
if 
  52@ == 55 
jf @MISSN_11_7615 
0209: 48@ = random_int_in_ranges 25250 25258  //Fight phrases
03CF: load_wav 48@ as 1 
gosub @MISSN_11_11271 

:MISSN_11_7615
if and
   not Actor.Dead(11@)
   not Actor.Dead(12@)
   not Actor.Dead(14@)
jf @MISSN_11_9409 
if 
   Actor.Dead(13@)
jf @MISSN_11_7675 
if 
  97@ == 2 
jf @MISSN_11_9409 

:MISSN_11_7675
if 
00ED:   actor $PLAYER_ACTOR 0 near_point 2266.294 1670.308 radius 1.5 1.5 on_foot 
jf @MISSN_11_7401 
fade 0 500 
//Next Level
:MISSN_11_7720
wait 0 
if 
   not fading 
jf @MISSN_11_7720 
// Counts 20 floors
39@ -= 1 
if 
  39@ == 5 
jf @MISSN_11_7769 
//Fresh Body Armor
Actor.Armour($PLAYER_ACTOR) = 100

:MISSN_11_7769
if 
  39@ == 0 
jf @MISSN_11_3164 

//Roof Top Final Boss Level
select_interior 0 
Camera.SetAtPos(1975.757, 1932.193, 122.0156)
0860: link_actor $PLAYER_ACTOR to_interior 0 
08C7: put_actor $PLAYER_ACTOR at 1975.757 1932.193 122.0156 // versionB 
Actor.Angle($PLAYER_ACTOR) = 330.0
Camera.SetBehindPlayer
15@ = Actor.Create(Mission1, #VBMYCR, 2002.823, 1984.937, 124.5)
16@ = Actor.Create(Mission1, #VWMYCR, 1989.699, 1972.036, 122.0156)
17@ = Actor.Create(Mission1, #SHMYCR, 1997.765, 1961.289, 122.0156)
18@ = Actor.Create(Mission1, #DNFYLC, 2004.374, 1983.915, 124.5)
21@ = Car.Create(#POLMAV, 2002.0, 2010.0, 65.0)
22@ = Car.Create(#POLMAV, 1982.0, 2050.0, 80.0)
23@ = Car.Create(#POLMAV, 2022.0, 1966.0, 200.0)
0825: set_helicopter 21@ instant_rotor_start 
0825: set_helicopter 22@ instant_rotor_start 
0825: set_helicopter 23@ instant_rotor_start 
07BB: set_heli 21@ horizontal_thrust_power 10 
07BB: set_heli 22@ horizontal_thrust_power 10 
07BB: set_heli 23@ horizontal_thrust_power 10 
24@ = Car.Create(#AMBULAN, 2043.0, 1922.5, 12.15)
25@ = Car.Create(#AMBULAN, 2037.3, 1903.7, 12.17)
Car.Angle(24@) = 5.0
Car.Angle(25@) = 184.0
0397: enable_car 24@ siren 1 
0397: enable_car 25@ siren 1 
072A: put_actor 11@ into_car 21@ driverseat 
072A: put_actor 12@ into_car 22@ driverseat 
072A: put_actor 13@ into_car 23@ driverseat 
04A2: set_heli 21@ fly_to 2020.0 1984.0 124.5 altitude_between 0.0 and 125.0 
04A2: set_heli 22@ fly_to 1998.0 1975.0 134.5 altitude_between 0.0 and 135.0 
04A2: set_heli 23@ fly_to 1994.0 1966.0 150.5 altitude_between 0.0 and 150.0 
06C1: create_searchlight 60@ on_car 21@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2002.823 1984.937 124.5 radius 5.0 
06C1: create_searchlight 61@ on_car 22@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2004.374 1983.915 124.5 radius 5.0 
06C1: create_searchlight 62@ on_car 23@ with_offset 0.0 1.0 -0.5 radius 0.4 target 1994.0 1966.0 122.5 radius 5.0 
Actor.Angle(15@) = 205.0
Actor.Angle(16@) = 156.0
Actor.Angle(17@) = 142.0
Actor.Angle(18@) = 56.0
0605: actor 18@ perform_animation_sequence "EAT_VOMIT_SK" IFP_file "FOOD" 4.0 loop 1 1 1 1 time -1 // versionA 
01B2: give_actor 15@ weapon 4 ammo 99 // Load the weapon model before using this 
01B2: give_actor 16@ weapon 4 ammo 99 // Load the weapon model before using this 
01B2: give_actor 17@ weapon 4 ammo 99 // Load the weapon model before using this 
01B9: set_actor 15@ armed_weapon_to 4 
0635: AS_actor 15@ aim_at_actor 18@ -1 ms 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
97@ = 0 
02A3: enable_widescreen 1 
wait 1000 
95@ = 0 
fade 1 1500 
//Cut Scene
:MISSN_11_8551
wait 0 
if 
   not fading 
jf @MISSN_11_8551 
0A1D: AS_actor 15@ rotate_to_and_look_at_actor $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR goto_point 1994.0 1966.0 122.0 mode 4 -2 ms // versionA 
wait 30000 
067C: put_camera_on_actor 15@ with_offset 0.0 2.5 1.5 rotation 0.0 0.0 0.0 0.0 2 
00BC: show_text_highpriority GXT 'HH07' time 10000 flag 1  // I think that's about close enough Tenpenny!
03CF: load_wav 25262 as 1 
gosub @MISSN_11_11271 
00BC: show_text_highpriority GXT 'HH08' time 10000 flag 1  // Remember me Tenpenny? You put me away for 10 years!
03CF: load_wav 25263 as 1 
gosub @MISSN_11_11271 
067C: put_camera_on_actor 15@ with_offset 20.0 -40.0 30.0 rotation 0.0 0.0 0.0 0.0 2 
00BC: show_text_highpriority GXT 'HH09' time 10000 flag 1  // I want you to order one of those helicopters to land.

03CF: load_wav 25264 as 1 
gosub @MISSN_11_11271 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 2.5 0.5 rotation 0.0 0.0 0.0 0.0 2 
00BC: show_text_highpriority GXT 'HH10' time 10000 flag 1  // Pick up me, my two boys and the girl!
03CF: load_wav 25265 as 1 
gosub @MISSN_11_11271 
067C: put_camera_on_actor 16@ with_offset 0.0 40.0 40.0 rotation 0.0 0.0 0.0 0.0 2 
00BC: show_text_highpriority GXT 'HH11' time 10000 flag 1  // Then they can fly us to Carcer City!
03CF: load_wav 25266 as 1 
gosub @MISSN_11_11271 
00BC: show_text_highpriority GXT 'HH12' time 5000 flag 1  // He's insane and ranting...
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -0.25 rotation 0.0 0.0 0.0 0.0 2 
wait 3000 
Camera.SetBehindPlayer
Camera.Restore
00BC: show_text_highpriority GXT 'HH13' time 10000 flag 1  // On second thought, fuck it!
03CF: load_wav 25267 as 1 
gosub @MISSN_11_11271 
00BC: show_text_highpriority GXT 'HH14' time 10000 flag 1  // I'm going to watch my boys beat you to death!
03CF: load_wav 25268 as 1 
gosub @MISSN_11_11271 
00BC: show_text_highpriority GXT 'HH15' time 10000 flag 1  // And if you so much as touch your gun this girl is dead!
03CF: load_wav 25269 as 1 
gosub @MISSN_11_11271 
02A3: enable_widescreen 0 
07A5: AS_actor 16@ attack_actor $PLAYER_ACTOR -1 ms 
07A5: AS_actor 17@ attack_actor $PLAYER_ACTOR -1 ms 
Camera.SetBehindPlayer
Camera.Restore

:MISSN_11_9108
wait 0 
0470: 40@ = actor $PLAYER_ACTOR current_weapon 
gosub @MISSN_11_11319 
if and
   Actor.Dead(16@)
   Actor.Dead(17@)
  95@ == 0 
jf @MISSN_11_9203 
95@ = 1 
Actor.PutAt(15@, 2004.9, 1984.7, 121.3)
00BC: show_text_highpriority GXT 'HH16' time 5000 flag 1  // The crazy motherfucker jumped!
wait 5000 

:MISSN_11_9203
if and
  97@ == 0 
  40@ > 20 
jf @MISSN_11_9243 
05E2: AS_actor 15@ kill_actor 18@ 
97@ = 1 

:MISSN_11_9243
if and
  95@ == 1 
   not Actor.Dead(15@)
jf @MISSN_11_9289 
95@ = 2 
00BC: show_text_highpriority GXT 'HH17' time 5000 flag 1  // You better get up there and save the girl.

:MISSN_11_9289
if 
  95@ == 2 
jf @MISSN_11_9370 
Actor.StorePos($PLAYER_ACTOR, $tempvar_Float_1, $tempvar_Float_2, $tempvar_Float_3)
if and
   not Actor.Dead(15@)
  $tempvar_Float_3 > 124.0 
jf @MISSN_11_9370 
95@ = 3 
00BC: show_text_highpriority GXT 'HH18' time 5000 flag 1  // The crazy screwball is hiding on the ledge below!

:MISSN_11_9370
if 
   not Actor.Dead(18@)
jf @MISSN_11_9409 
if 
   Actor.Dead(15@)
jf @MISSN_11_9108 
jump @MISSN_11_9479 
//Mission Failed move player outside
:MISSN_11_9409
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @MISSN_11_9477 
wait 5000 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, 2115.097, 1915.627, 10.8203)

:MISSN_11_9477
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 2111.1499, 1914.9213, 10.8203)
gosub @MISSN_11_11451
end_thread 

//Mission Win play cut scene
:MISSN_11_9479
fade 0 500 

:MISSN_11_9486
wait 0 
if 
   not fading 
jf @MISSN_11_9486 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0332: set_actor 18@ bleeding 0 
02A3: enable_widescreen 1 
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly(15@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
Car.Destroy(21@)
Car.Destroy(22@)
Car.Destroy(23@)
Actor.PutAt(18@, 2019.53, 1918.908, 12.34)
Actor.Angle(18@) = 254.0
Actor.PutAt($PLAYER_ACTOR, 2018.38, 1919.42, 12.34)
Actor.Angle($PLAYER_ACTOR) = 267.0
05D3: AS_actor $PLAYER_ACTOR goto_point 2030.0 1917.0 12.34 mode 4 -2 ms // versionA 
05D3: AS_actor 18@ goto_point 2030.0 1915.45 12.34 mode 4 -2 ms // versionA 
11@ = Actor.Create(Mission1, #LVPD1, 2021.85, 1924.01, 12.34)
12@ = Actor.Create(Mission1, #LVPD1, 2032.85, 1924.01, 12.34)
13@ = Actor.Create(Mission1, #LVPD1, 2021.85, 1917.01, 12.34)
14@ = Actor.Create(Mission1, #LVPD1, 2032.04, 1917.43, 12.34)
0639: AS_actor 11@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 12@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 13@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 14@ rotate_to_actor $PLAYER_ACTOR 
067E: put_camera_on_actor 13@ with_offset 0.0 -3.0 1.0 point_to_actor $PLAYER_ACTOR 0.0 mode 2 
wait 1000 
fade 1 500 

:MISSN_11_9853
wait 0 
if 
   not fading 
jf @MISSN_11_9853 
wait 1000 
0209: 43@ = random_int_in_ranges 25232 25236 
03CF: load_wav 43@ as 1 
0949: link_wav 1 to_actor 13@ 
gosub @MISSN_11_11271 
43@ = 0 

:MISSN_11_9914
wait 0 
if 
  43@ == 0 
jf @MISSN_11_9968 
0209: 43@ = random_int_in_ranges 25258 25262 
03CF: load_wav 43@ as 1 
0949: link_wav 1 to_actor 13@ 
gosub @MISSN_11_11271 

:MISSN_11_9968
if and
   Actor.Stopped(18@)
   Actor.Stopped($PLAYER_ACTOR)
jf @MISSN_11_9914 
067E: put_camera_on_actor 11@ with_offset 0.5 0.0 0.5 point_to_actor 13@ 0.0 mode 2 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 18@ 
0639: AS_actor 18@ rotate_to_actor $PLAYER_ACTOR 
Actor.PutAt(18@, 2030.0, 1915.45, 12.34)
Actor.Angle(18@) = 0.0
Actor.PutAt($PLAYER_ACTOR, 2030.0, 1917.0, 12.34)
Actor.Angle($PLAYER_ACTOR) = 180.0
03CF: load_wav 25212 as 1 
0949: link_wav 1 to_actor 13@ 
gosub @MISSN_11_11271 
067E: put_camera_on_actor 14@ with_offset 0.5 1.0 0.5 point_to_actor 18@ 0.0 mode 2 
03CF: load_wav 25270 as 1 
0949: link_wav 1 to_actor 18@ 
gosub @MISSN_11_11271 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_02" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 18@ perform_animation_sequence "GRLFRD_KISS_02" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
wait 10000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
0394: play_music 2 
00BA: show_text_styled GXT 'M_PASSR' time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
$ZOMBO_MARKER = Marker.CreateIconAndSphere(47, -1942.8601, 704.0016, 46.5625)
return 
//Hallway setup routine
:MISSN_11_10291
Actor.DestroyInstantly(11@)
Actor.DestroyInstantly(12@)
Actor.DestroyInstantly(13@)
Actor.DestroyInstantly(14@)
Actor.DestroyInstantly(15@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
Actor.DestroyInstantly(18@)
08C7: put_actor $PLAYER_ACTOR at 2269.5 1624.0 1084.25 // versionB 
Actor.Angle($PLAYER_ACTOR) = 0.0
04EB: AS_actor $PLAYER_ACTOR crouch 1 
Camera.SetBehindPlayer
11@ = Actor.Create(Mission1, #LVPD1, 2269.0, 1629.0, 1084.25)
12@ = Actor.Create(Mission1, #LVPD1, 2269.0, 1631.0, 1084.25)
13@ = Actor.Create(Mission1, #LVPD1, 2269.0, 1633.0, 1084.25)
14@ = Actor.Create(Mission1, #LVPD1, 2269.0, 1635.0, 1084.25)
01B2: give_actor 11@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 12@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 13@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 14@ weapon 22 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 11@ immune_to_nonplayer 1 
02A9: set_actor 12@ immune_to_nonplayer 1 
02A9: set_actor 13@ immune_to_nonplayer 1 
02A9: set_actor 14@ immune_to_nonplayer 1 
0946: set_actor 11@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 12@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 13@ actions_uninterupted_by_weapon_fire 1 
0946: set_actor 14@ actions_uninterupted_by_weapon_fire 1 
0209: 97@ = random_int_in_ranges 0 10 
97@ += 1 
91@ = 254 
92@ = 250 
93@ = 223 
94@ = 181 
if or
  97@ == 1 
  97@ == 3 
  97@ == 5 
  97@ == 7 
  97@ == 9 
jf @MISSN_11_10700 
91@ = 181 
92@ = 223 
93@ = 250 
94@ = 254 

:MISSN_11_10700
if 
  97@ > 7 
jf @MISSN_11_10734 
91@ = 250 
94@ = 223 

:MISSN_11_10734
if 
   not 97@ >= 4 
jf @MISSN_11_10768 
92@ = 181 
93@ = 254 

:MISSN_11_10768
15@ = Actor.Create(Mission1, 91@, 2269.0, 1669.0, 1084.25)
16@ = Actor.Create(Mission1, 92@, 2270.7, 1651.0, 1084.25)
17@ = Actor.Create(Mission1, 93@, 2269.0, 1676.5, 1086.25)
18@ = Actor.Create(Mission1, 94@, 2270.0, 1675.5, 1086.25)
Actor.Angle(15@) = 180.0
Actor.Angle(16@) = 180.0
Actor.Angle(17@) = 180.0
Actor.Angle(18@) = 180.0
0209: 95@ = random_int_in_ranges 30 34 
if 
  95@ == 33 
jf @MISSN_11_10942 
95@ = 28 

:MISSN_11_10942
01B2: give_actor 15@ weapon 95@ ammo 99999 // Load the weapon model before using this 
0209: 95@ = random_int_in_ranges 30 34 
if 
  95@ == 33 
jf @MISSN_11_10989 
95@ = 28 

:MISSN_11_10989
01B2: give_actor 16@ weapon 95@ ammo 99999 // Load the weapon model before using this 
0209: 95@ = random_int_in_ranges 30 34 
if 
  95@ == 33 
jf @MISSN_11_11036 
95@ = 28 

:MISSN_11_11036
01B2: give_actor 17@ weapon 95@ ammo 99999 // Load the weapon model before using this 
0209: 95@ = random_int_in_ranges 30 34 
if 
  95@ == 33 
jf @MISSN_11_11083 
95@ = 28 

:MISSN_11_11083
01B2: give_actor 18@ weapon 95@ ammo 99999 // Load the weapon model before using this 
060B: set_actor 11@ decision_maker_to 99@ 
060B: set_actor 12@ decision_maker_to 99@ 
060B: set_actor 13@ decision_maker_to 99@ 
060B: set_actor 14@ decision_maker_to 99@ 
060B: set_actor 15@ decision_maker_to 98@ 
060B: set_actor 16@ decision_maker_to 98@ 
060B: set_actor 17@ decision_maker_to 98@ 
060B: set_actor 18@ decision_maker_to 98@ 
0489: set_actor 11@ muted 1 
0489: set_actor 12@ muted 1 
0489: set_actor 13@ muted 1 
0489: set_actor 14@ muted 1 
return 
//Key skip timer
:MISSN_11_11190
wait 250 
if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 17 
jf @MISSN_11_11237 
52@ = 8 

:MISSN_11_11237
gosub @MISSN_11_11319 
if 
  52@ > 7 
jf @MISSN_11_11190 
52@ = 0 
return 

:MISSN_11_11271
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_11_11271 
03D1: play_wav 1 

:MISSN_11_11294
wait 0 
if 
03D2:   wav 1 ended 
jf @MISSN_11_11294 
040D: unload_wav 1 
return 

:MISSN_11_11319
if 
  32@ > 1000 
jf @MISSN_11_11441 
52@ += 1 
32@ = 0 
if 
  52@ == 60 
jf @MISSN_11_11441 
52@ = 0 
51@ += 1 
if 
  51@ == 60 
jf @MISSN_11_11441 
51@ = 0 
50@ += 1 
if 
  50@ == 24 
jf @MISSN_11_11441 
50@ = 0 

:MISSN_11_11441
00C0: set_current_time_hours_to 50@ minutes_to 51@ 
return 

:MISSN_11_11451
Model.Destroy(#LVPD1)
Model.Destroy(#VBMYCR)
Model.Destroy(#VWMYCR)
Model.Destroy(#SHMYCR)
Model.Destroy(#COLT45)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#TEC9)
Model.Destroy(#AK47)
Model.Destroy(#M4)
Model.Destroy(#BIKDRUG)
Model.Destroy(#SWMYCR)
Model.Destroy(#AMBULAN)
Model.Destroy(#KNIFECUR)
Model.Destroy(#POLMAV)
04EF: release_animation "FOOD" 
04EF: release_animation "SWAT" 
04EF: release_animation "KISSING" 
01F7: set_player $PLAYER_CHAR ignored_by_cops false 
$ONMISSION = 0 
mission_cleanup 
return 
end_thread

//-------------Mission 19---------------
// Originally: Cesar Vialpando

//Tenpenny can't even get a break for lunch.  Some "Derby Madness" in San Fierro causes him and the boys
//to miss lunch. This car chase makes use of some of the hilly streets of SF and a BF Injection crusing the beach.

:MISSN_13
thread 'MISSN_13' 
$ONMISSION = 1
gosub @MISSN_13_START             // Start Mission
if 
    wasted_or_busted            // Just wasted not busted...
jf @MISSN_13_END
$CRASH_MARKER = Marker.CreateIconAndSphere(16, -1635.8995, 721.0715, 14.6169)

:MISSN_13_END
gosub @MISSN_13_CLEANUP             // End Mission Destroy All
end_thread 

:MISSN_13_START 
016A: fade 0 time 500 
:MISSN_13_FADEOUT01
wait 0
if
not fading
jf @MISSN_13_FADEOUT01

Player.CanMove($PLAYER_CHAR) = False
$7613 = 180000 

//Load Models 
00C0: set_current_time_hours_to 12 minutes_to 5 
0395: clear_area 1 at -1630.425 725.9995 14.0557 radius 50.0 
023C: load_special_actor 'PULASKI' as 2 
023C: load_special_actor 'HERN' as 3
Model.Load(#HOTKNIFE)
Model.Load(#HUSTLER)                
Model.Load(#COPCARLA)
Model.Load(#DESERT_EAGLE)
Model.Load(#COLT45)
Model.Load(#WMYMECH)
Model.Load(#BFINJECT)
Model.Load(#BANDITO)
Model.Load(#WMYBMX)
Model.Load(#WFYCLOT)
038B: load_requested_models 
//Check for Models Loading
:MISSN_13_110
if or
not Model.Available(#HOTKNIFE)
not Model.Available(#HUSTLER)
not Model.Available(#COPCARLA)
not Model.Available(#DESERT_EAGLE)
not Model.Available(#COLT45)
not Model.Available(#WMYMECH)
not Model.Available(#BFINJECT)
not Model.Available(#BANDITO)
else_jump @MISSN_13_115
wait 0
jump @MISSN_13_110 

:MISSN_13_115
if or
not Model.Available(#WMYBMX)
not Model.Available(#WFYCLOT)
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @MISSN_13_120 
wait 0 
jump @MISSN_13_115 

:MISSN_13_120
//Race Cars
101@ = Car.Create(#HOTKNIFE, -1876.5288, 729.6099, 44.889)
Car.Angle(101@) = 270.0
Car.Health(101@) = 2000
0129: 111@ = create_actor_pedtype 17 model #WFYCLOT in_car 101@ driverseat 
0446: set_actor 111@ immune_to_headshots 0 
0186: 90@ = create_marker_above_car 101@ 
07E0: set_marker 90@ type_to 0
0165: set_marker 90@ color_to 0 
105@ = 0

102@ = Car.Create(#BANDITO, -1876.5288, 734.1003, 44.889)
Car.Angle(102@) = 270.0
Car.Health(102@) = 2000
0129: 112@ = create_actor_pedtype 17 model #WMYBMX in_car 102@ driverseat 
0446: set_actor 112@ immune_to_headshots 0 
0186: 91@ = create_marker_above_car 102@ 
07E0: set_marker 91@ type_to 0
0165: set_marker 91@ color_to 0 
106@ = 0

103@ = Car.Create(#HUSTLER, -1911.9954, 729.6099, 44.889)
Car.Angle(103@) = 270.0
Car.Health(103@) = 2000
0129: 113@ = create_actor_pedtype 17 model #WMYBMX in_car 103@ driverseat 
0446: set_actor 113@ immune_to_headshots 0 
0186: 92@ = create_marker_above_car 103@ 
07E0: set_marker 92@ type_to 0
0165: set_marker 92@ color_to 0 
107@ = 0

104@ = Car.Create(#BFINJECT, -1911.9954, 734.1003, 44.889)
Car.Angle(104@) = 270.0
Car.Health(104@) = 2000
0129: 114@ = create_actor_pedtype 17 model #WFYCLOT in_car 104@ driverseat 
0446: set_actor 114@ immune_to_headshots 0 
0186: 93@ = create_marker_above_car 104@ 
07E0: set_marker 93@ type_to 0
0165: set_marker 93@ color_to 0 
108@ = 0
//Create CRASH unit 
0674: set_car_model #COPCARLA numberplate "_CRASH_"
15@ = Car.Create(#COPCARLA, -1630.425, 725.9995, 14.0557)
Car.SetImmunities(15@, 0, 1, 0, 0, 0) 
Car.Angle(15@) = 270.0                     
Car.DoorStatus(15@, 0)                   
053F: set_car 15@ tires_vulnerability 0  
01F7: set_player $PLAYER_CHAR ignored_by_cops true  
//Actors in my car
036A: put_actor $PLAYER_ACTOR in_car 15@ 
01C8: 16@ = create_actor_pedtype 8 model #SPECIAL02 in_car 15@ passenger_seat 0
Actor.Health(16@) = 1500
01C8: 17@ = create_actor_pedtype 8 model #SPECIAL03 in_car 15@ passenger_seat 1 
Actor.Health(17@) = 1500

//Guns Guns Guns
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 170
01B2: give_actor 16@ weapon 22 ammo 999999
01B2: give_actor 17@ weapon 22 ammo 999999

//Mr. Fix -- fixes everything...
009A: 109@ = create_actor_pedtype 4 model #WMYMECH at -1624.8556 673.6406 -4.9062
Actor.Angle(109@) = 90
01B2: give_actor 109@ weapon 22 ammo 1
06AB: set_actor 109@ all_weapons_hidden 1 
02A3: enable_widescreen true
:MISSN_13_140
//Insert Cutscene
016A: fade 1 time 1000 
:MISSN_13_FADEIN01
wait 0
if
not fading
jf @MISSN_13_FADEIN01
:MISSN_13_150
//Start Mission Play
Player.CanMove($PLAYER_CHAR) = False
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 500
0@ = 0
//08D4: $PANEL = create_panel_with_title 'DUMMY' position 10.0 10.0 width 90.0 columns 1 interactive 1 background 1 alignment 0 
//This is how I debugged my missions I used panel to see the variables.
:MISSN_13_190
wait 0
if  or
    Car.Wrecked(101@)
    Actor.Dead(111@)
then
if 
105@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 90@
105@ = -1
end

if  or
    Car.Wrecked(102@)
    Actor.Dead(112@)
then
if
106@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 91@
106@ = -1
end
if  or
    Car.Wrecked(103@)
    Actor.Dead(113@)
then
if
107@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 92@
107@ = -1
end
if  or
    Car.Wrecked(104@)
    Actor.Dead(114@)
then
if
108@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 93@
108@ = -1
end
//Check to see if all the cars are out of the mission.
if and
105@ <= -1
106@ <= -1
107@ <= -1
108@ <= -1
then
jump @MISSN_13_400
end

if and 
$7613 > 0
not Car.Wrecked(15@)
jf @MISSN_13_600

//08EE: set_panel $PANEL column 0 row 0 text_1number GXT 'NUMBER' number 108@  
//Again this is more of that debug I left here to show you.
//This procedure checks see which derby driver is closer, Hernandez and Pulaski open fire.
00AA: store_car 15@ position_to 8@ 9@ 10@
if
00EE:   actor 111@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 111@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
0713: actor 17@ driveby_actor 111@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
if
00EE:   actor 112@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 112@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90  
0713: actor 17@ driveby_actor 112@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
if
00EE:   actor 113@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 113@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
0713: actor 17@ driveby_actor 113@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
if
00EE:   actor 114@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 114@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90   
0713: actor 17@ driveby_actor 114@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
//The route taken by "Donuts" the Hotknife driver
if  and 
    105@ == 0
    00EE:   actor 111@ 0 near_point -1876.5288 729.6099 radius 5.0 5.0 in_car 
then
    105@ = 1
    05D1: AS_actor 111@ drive_car 101@ to -1643.0447 732.8342 14.1897 speed 45.0 3 model #HOTKNIFE 2
    if 
    0@ == 0 
    then
    067C: put_camera_on_actor 111@ with_offset 3.0 6.0 2.0 rotation 0.0 0.0 0.0 0.0 2
    0@ = 1
    end 
end
if  and 
    105@ == 1
    00EE:   actor 111@ 0 near_point -1643.0447 732.8342 radius 5.0 5.0 in_car 
then
    105@ = 2
    05D1: AS_actor 111@ drive_car 101@ to -1573.4945 746.089 6.7933 speed 45.0 3 model #HOTKNIFE 2
    if 
    0@ == 1
    then
    02A3: enable_widescreen false
    Player.CanMove($PLAYER_CHAR) = true 
    Camera.Restore_WithJumpCut
    Camera.SetBehindPlayer 
    $7613 = 180000                               
    014E: set_timer_to $7613 type 1 
    0890: enable_sound_when_timer $7613 reach 10 seconds
    0@ = 2
    end
end
if  and 
    105@ == 2 
    00EE:   actor 111@ 0 near_point -1573.4945 746.089 radius 5.0 5.0 in_car 
then
    105@ = 3    
    05D1: AS_actor 111@ drive_car 101@ to -1530.2596 803.3612 6.7824 speed 30.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 3 
    00EE:   actor 111@ 0 near_point -1530.2596 803.3612 radius 5.0 5.0 in_car 
then 
    105@ = 4
    05D1: AS_actor 111@ drive_car 101@ to -1527.8651 954.5278 6.6379 speed 45.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 4 
    00EE:   actor 111@ 0 near_point -1527.8651 954.5278 radius 5.0 5.0 in_car 
then
    105@ = 5
    05D1: AS_actor 111@ drive_car 101@ to -1559.2905 929.6689 6.6335 speed 25.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 5 
    00EE:   actor 111@ 0 near_point -1559.2905 929.6689 radius 5.0 5.0 in_car 
then     
    105@ = 6
    05D1: AS_actor 111@ drive_car 101@ to -1555.6062 739.5186 6.6339 speed 60.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 6 
    00EE:   actor 111@ 0 near_point -1555.6062 739.5186 radius 5.0 5.0 in_car 
then       
    105@ = 7
    05D1: AS_actor 111@ drive_car 101@ to -2252.8503 732.3344 48.8911 speed 80.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 7 
    00EE:   actor 111@ 0 near_point -2252.8503 732.3344 radius 5.0 5.0 in_car 
then       
    105@ = 8
    05D1: AS_actor 111@ drive_car 101@ to -2259.4343 543.6852 34.6876 speed 30.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 8 
    00EE:   actor 111@ 0 near_point -2259.4343 543.6852 radius 5.0 5.0 in_car 
then      
    105@ = 9
    05D1: AS_actor 111@ drive_car 101@ to -2224.7908 509.0241 34.616 speed 40.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 9 
    00EE:   actor 111@ 0 near_point -2224.7908 509.0241 radius 5.0 5.0 in_car 
then  
    105@ = 10
    05D1: AS_actor 111@ drive_car 101@ to -2013.1091 504.0117 34.6894 speed 35.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 10 
    00EE:   actor 111@ 0 near_point -2013.1091 504.0117 radius 5.0 5.0 in_car 
then 
    105@ = 11   
    05D1: AS_actor 111@ drive_car 101@ to -1970.8275 574.1412 34.7658 speed 30.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 11 
    00EE:   actor 111@ 0 near_point -1970.8275 574.1412 radius 5.0 5.0 in_car 
then  
    105@ = 12
    05D1: AS_actor 111@ drive_car 101@ to -1898.0096 618.3755 34.6113 speed 45.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 12 
    00EE:   actor 111@ 0 near_point -1898.0096 618.3755 radius 5.0 5.0 in_car 
then
    105@ = 13
    05D1: AS_actor 111@ drive_car 101@ to -1897.7644 716.1144 44.8926 speed 40.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 13 
    00EE:   actor 111@ 0 near_point -1897.7644 716.1144 radius 5.0 5.0 in_car 
then 
    105@ = 0
    05D1: AS_actor 111@ drive_car 101@ to -1876.5288 729.6099 44.889 speed 60.0 3 model #HOTKNIFE 2
end

//The route taken by "Dangerous" the Bandito driver   
if  and 
    106@ == 0
    00EE:   actor 112@ 0 near_point -1876.5288 734.1003 radius 5.0 5.0 in_car 
then
    106@ = 1
    05D1: AS_actor 112@ drive_car 102@ to -1560.575 731.4399 6.6341 speed 45.0 3 model #BANDITO 2 
end
if  and 
    106@ == 1
    00EE:   actor 112@ 0 near_point -1560.575 731.4399 radius 5.0 5.0 in_car 
then
    106@ = 2
    05D1: AS_actor 112@ drive_car 102@ to -1565.2186 524.0496 6.6406 speed 45.0 3 model #BANDITO 2
end
if  and 
    106@ == 2 
    00EE:   actor 112@ 0 near_point -1565.2186 524.0496 radius 5.0 5.0 in_car 
then
    106@ = 3    
    05D1: AS_actor 112@ drive_car 102@ to -1530.7471 512.3269 6.7739 speed 30.0 3 model #BANDITO 2
end
if  and 
    106@ == 3 
    00EE:   actor 112@ 0 near_point -1530.7471 512.3269 radius 5.0 5.0 in_car 
then 
    106@ = 4
    05D1: AS_actor 112@ drive_car 102@ to -1565.2103 628.3104 6.6559 speed 45.0 3 model #BANDITO 2
end
if  and 
    106@ == 4 
    00EE:   actor 112@ 0 near_point -1565.2103 628.3104 radius 5.0 5.0 in_car 
then
    106@ = 5
    05D1: AS_actor 112@ drive_car 102@ to -1700.006 641.5153 23.9548 speed 25.0 3 model #BANDITO 2
end
if  and 
    106@ == 5 
    00EE:   actor 112@ 0 near_point -1700.006 641.5153 radius 5.0 5.0 in_car 
then     
    106@ = 6
    05D1: AS_actor 112@ drive_car 102@ to -1815.3276 606.1099 34.5424 speed 60.0 3 model #BANDITO 2
end
if  and 
    106@ == 6 
    00EE:   actor 112@ 0 near_point -1815.3276 606.1099 radius 5.0 5.0 in_car 
then       
    106@ = 7
    05D1: AS_actor 112@ drive_car 102@ to -1973.1564 582.7813 34.888 speed 80.0 3 model #BANDITO 2
end
if  and 
    106@ == 7 
    00EE:   actor 112@ 0 near_point -1973.1564 582.7813 radius 5.0 5.0 in_car 
then       
    106@ = 8
    05D1: AS_actor 112@ drive_car 102@ to -2513.4531 564.0639 14.0589 speed 30.0 3 model #BANDITO 2
end
if  and 
    106@ == 8 
    00EE:   actor 112@ 0 near_point -2513.4531 564.0639 radius 5.0 5.0 in_car 
then      
    106@ = 9
    05D1: AS_actor 112@ drive_car 102@ to -2525.9475 599.9716 20.6522 speed 40.0 3 model #BANDITO 2
end
if  and 
    106@ == 9 
    00EE:   actor 112@ 0 near_point -2525.9475 599.9716 radius 5.0 5.0 in_car 
then  
    106@ = 10
    05D1: AS_actor 112@ drive_car 102@ to -2517.3933 1106.3431 55.1737 speed 90.0 3 model #BANDITO 2
end
if  and 
    106@ == 10 
    00EE:   actor 112@ 0 near_point -2517.3933 1106.3431 radius 5.0 5.0 in_car 
then 
    106@ = 11   
    05D1: AS_actor 112@ drive_car 102@ to -2277.7314 1054.433 55.1767 speed 30.0 3 model #BANDITO 2
end
if  and 
    106@ == 11 
    00EE:   actor 112@ 0 near_point -2277.7314 1054.433 radius 5.0 5.0 in_car 
then  
    106@ = 12
    05D1: AS_actor 112@ drive_car 102@ to -1929.2831 1051.6831 50.5025 speed 45.0 3 model #BANDITO 2
end
if  and 
    106@ == 12 
    00EE:   actor 112@ 0 near_point -1929.2831 1051.6831 radius 5.0 5.0 in_car 
then
    106@ = 13
    05D1: AS_actor 112@ drive_car 102@ to -1887.4852 1022.8636 41.2631 speed 40.0 3 model #BANDITO 2
end
if  and 
    106@ == 13 
    00EE:   actor 112@ 0 near_point -1887.4852 1022.8636 radius 5.0 5.0 in_car 
then 
    106@ = 14
    05D1: AS_actor 112@ drive_car 102@ to -1894.8376 844.7553 34.6122 speed 60.0 3 model #BANDITO 2
end
if  and 
    106@ == 14 
    00EE:   actor 112@ 0 near_point -1894.8376 844.7553 radius 5.0 5.0 in_car 
then 
    106@ = 0
    05D1: AS_actor 112@ drive_car 102@ to -1876.5288 734.1003 44.889 speed 60.0 3 model #BANDITO 2
end
     
//The route taken by "Pro" the Hustler driver          
if  and 
    107@ == 0
    00EE:   actor 113@ 0 near_point -1911.9954 729.6099 radius 5.0 5.0 in_car 
then
    107@ = 1
    05D1: AS_actor 113@ drive_car 103@ to -1572.2338 732.1025 6.6874 speed 45.0 3 model #HUSTLER 5
    //067C: put_camera_on_actor 113@ with_offset 0.0 -12.0 2.0 rotation 0.0 0.0 0.0 0.0 2 
end
if  and 
    107@ == 1
    00EE:   actor 113@ 0 near_point -1572.2338 732.1025 radius 5.0 5.0 in_car 
then
    107@ = 2
    05D1: AS_actor 113@ drive_car 103@ to -1517.1074 717.6541 6.7802 speed 45.0 3 model #HUSTLER 5
end
if  and 
    107@ == 2 
    00EE:   actor 113@ 0 near_point -1517.1074 717.6541 radius 5.0 5.0 in_car 
then
    107@ = 3    
    05D1: AS_actor 113@ drive_car 103@ to -1527.3855 731.3843 6.7823 speed 45.0 3 model #HUSTLER 5
end
if  and 
    107@ == 3 
    00EE:   actor 113@ 0 near_point -1527.3855 731.3843 radius 5.0 5.0 in_car 
then 
    107@ = 4
    05D1: AS_actor 113@ drive_car 103@ to -1885.0167 736.4655 44.8927 speed 45.0 3 model #HUSTLER 5
end
if  and 
    107@ == 4 
    00EE:   actor 113@ 0 near_point -1885.0167 736.4655 radius 5.0 5.0 in_car 
then
    107@ = 5
    05D1: AS_actor 113@ drive_car 103@ to -1901.6123 772.2904 42.6673 speed 55.0 3 model #HUSTLER 5
end
if  and 
    107@ == 5 
    00EE:   actor 113@ 0 near_point -1901.6123 772.2904 radius 5.0 5.0 in_car 
then     
    107@ = 6
    05D1: AS_actor 113@ drive_car 103@ to -1902.1887 920.2514 34.6172 speed 30.0 3 model #HUSTLER 5
end
if  and 
    107@ == 6 
    00EE:   actor 113@ 0 near_point -1902.1887 920.2514 radius 5.0 5.0 in_car 
then       
    107@ = 7
    05D1: AS_actor 113@ drive_car 103@ to -2016.6355 925.4031 44.9727 speed 50.0 3 model #HUSTLER 5
end
if  and 
    107@ == 7 
    00EE:   actor 113@ 0 near_point -2016.6355 925.4031 radius 5.0 5.0 in_car 
then       
    107@ = 8
    05D1: AS_actor 113@ drive_car 103@ to -2036.5781 945.5 49.1005 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 8 
    00EE:   actor 113@ 0 near_point -2036.5781 945.5 radius 5.0 5.0 in_car 
then      
    107@ = 9
    05D1: AS_actor 113@ drive_car 103@ to -2046.6855 913.5 53.6433 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 9 
    00EE:   actor 113@ 0 near_point -2046.6855 913.5 radius 5.0 5.0 in_car 
then  
    107@ = 10
    05D1: AS_actor 113@ drive_car 103@ to -2065.2205 945.5 59.8487 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 10 
    00EE:   actor 113@ 0 near_point -2065.2205 945.5 radius 5.0 5.0 in_car 
then 
    107@ = 11   
    05D1: AS_actor 113@ drive_car 103@ to -2076.4075 913.5 64.5502 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 11 
    00EE:   actor 113@ 0 near_point -2076.4075 913.5 radius 5.0 5.0 in_car 
then  
    107@ = 12
    05D1: AS_actor 113@ drive_car 103@ to -2096.0 945.5 70.6359 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 12 
    00EE:   actor 113@ 0 near_point -2096.0 945.5 radius 5.0 5.0 in_car 
then
    107@ = 13
    05D1: AS_actor 113@ drive_car 103@ to -2100.5549 913.5 76.2899 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 13 
    00EE:   actor 113@ 0 near_point -2100.5549 913.5 radius 5.0 5.0 in_car 
then 
    107@ = 14
    05D1: AS_actor 113@ drive_car 103@ to -2252.5012 917.6755 66.0935 speed 40.0 3 model #HUSTLER 5
end
if  and 
    107@ == 14 
    00EE:   actor 113@ 0 near_point -2252.5012 917.6755 radius 5.0 5.0 in_car 
then 
    107@ = 15
    05D1: AS_actor 113@ drive_car 103@ to -2259.4343 543.6852 34.6876 speed 60.0 3 model #HUSTLER 5
end
if  and 
    107@ == 15
    00EE:   actor 113@ 0 near_point -2259.4343 543.6852 radius 5.0 5.0 in_car 
then
    107@ = 16
    05D1: AS_actor 113@ drive_car 103@ to -2224.7908 509.0241 34.616 speed 65.0 3 model #HUSTLER 5
end
if  and 
    107@ == 16
    00EE:   actor 113@ 0 near_point -2224.7908 509.0241 radius 5.0 5.0 in_car 
then
    107@ = 17
    05D1: AS_actor 113@ drive_car 103@ to -2013.1091 504.0117 34.6894 speed 75.0 3 model #HUSTLER 5
end
if  and 
    107@ == 17 
    00EE:   actor 113@ 0 near_point -2013.1091 504.0117 radius 5.0 5.0 in_car 
then
    107@ = 18   
    05D1: AS_actor 113@ drive_car 103@ to -1970.8275 574.1412 34.7658 speed 80.0 3 model #HUSTLER 5
end
if  and 
    107@ == 18 
    00EE:   actor 113@ 0 near_point -1970.8275 574.1412 radius 5.0 5.0 in_car 
then 
    107@ = 19
    05D1: AS_actor 113@ drive_car 103@ to -1898.0096 618.3755 34.6113 speed 85.0 3 model #HUSTLER 5
end
if  and 
    107@ == 19 
    00EE:   actor 113@ 0 near_point -1898.0096 618.3755 radius 5.0 5.0 in_car 
then
    107@ = 20
    05D1: AS_actor 113@ drive_car 103@ to -1897.7644 716.1144 44.8926 speed 95.0 3 model #HUSTLER 5
end
if  and 
    107@ == 20 
    00EE:   actor 113@ 0 near_point -1897.7644 716.1144 radius 5.0 5.0 in_car 
then     
    107@ = 0
    05D1: AS_actor 113@ drive_car 103@ to -1911.9954 729.6099 44.889 speed 100.0 3 model #HUSTLER 5
end

//The route taken by "Intox" the BF Injection driver
if  
    108@ == 0 
then
    108@ = 1
    05D1: AS_actor 114@ drive_car 104@ to -1571.7915 732.0112 6.7028 speed 90.0 3 model #BFINJECT 5
    //067C: put_camera_on_actor 114@ with_offset 0.0 -12.0 2.0 rotation 0.0 0.0 0.0 0.0 2 
end
if  and 
    108@ == 1
    00EE:   actor 114@ 0 near_point -1571.7915 732.0112 radius 5.0 5.0 in_car 
then
    108@ = 2
    05D1: AS_actor 114@ drive_car 104@ to -1505.4663 819.6904 6.812 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 2 
    00EE:   actor 114@ 0 near_point -1505.4663 819.6904 radius 5.0 5.0 in_car 
then
    108@ = 3    
    05D1: AS_actor 114@ drive_car 104@ to -1503.3589 956.7382 6.812 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 3 
    00EE:   actor 114@ 0 near_point -1503.3589 956.7382 radius 5.0 5.0 in_car 
then 
    108@ = 4
    05D1: AS_actor 114@ drive_car 104@ to -1576.6689 1028.1532 6.708 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 4 
    00EE:   actor 114@ 0 near_point -1576.6689 1028.1532 radius 5.0 5.0 in_car 
then
    108@ = 5
    05D1: AS_actor 114@ drive_car 104@ to -1792.9341 1389.0493 6.8451 speed 95.0 3 model #BFINJECT 5
end
if  and 
    108@ == 5 
    00EE:   actor 114@ 0 near_point -1792.9341 1389.0493 radius 5.0 5.0 in_car 
then     
    108@ = 6
    05D1: AS_actor 114@ drive_car 104@ to -2132.9153 1340.4254 6.7741 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 6 
    00EE:   actor 114@ 0 near_point -2132.9153 1340.4254 radius 5.0 5.0 in_car 
then       
    108@ = 7
    05D1: AS_actor 114@ drive_car 104@ to -2573.2083 1383.0286 6.7886 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 7 
    00EE:   actor 114@ 0 near_point -2573.2083 1383.0286 radius 5.0 5.0 in_car 
then       
    108@ = 8
    05D1: AS_actor 114@ drive_car 104@ to -2820.2129 1279.1144 5.0811 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 8 
    00EE:   actor 114@ 0 near_point -2820.2129 1279.1144 radius 5.0 5.0 in_car 
then      
    108@ = 9
    05D1: AS_actor 114@ drive_car 104@ to -2827.0715 947.8137 43.5526 speed 80.0 3 model #BFINJECT 5
end
if  and 
    108@ == 9 
    00EE:   actor 114@ 0 near_point -2827.0715 947.8137 radius 5.0 5.0 in_car 
then  
    108@ = 10
    05D1: AS_actor 114@ drive_car 104@ to -2868.5015 747.8549 30.5874 speed 70.0 3 model #BFINJECT 5
end
if  and 
    108@ == 10 
    00EE:   actor 114@ 0 near_point -2868.5015 747.8549 radius 5.0 5.0 in_car 
then 
    108@ = 11   
    05D1: AS_actor 114@ drive_car 104@ to -2899.2466 464.2876 4.5386 speed 60.0 3 model #BFINJECT 5
end
if  and 
    108@ == 11 
    00EE:   actor 114@ 0 near_point -2899.2466 464.2876 radius 5.0 5.0 in_car 
then  
    108@ = 12
    05D1: AS_actor 114@ drive_car 104@ to -2817.5317 368.9806 4.1345 speed 50.0 3 model #BFINJECT 5
end
if  and 
    108@ == 12 
    00EE:   actor 114@ 0 near_point -2817.5317 368.9806 radius 5.0 5.0 in_car 
then
    108@ = 13
    05D1: AS_actor 114@ drive_car 104@ to -2879.241 346.349 12.1307 speed 20.0 2 model #BFINJECT 5
end
if  and 
    108@ == 13 
    00EE:   actor 114@ 0 near_point -2879.241 346.349 radius 5.0 5.0 in_car 
then 
    108@ = 14
    05D1: AS_actor 114@ drive_car 104@ to -2899.53 151.0114 4.8961 speed 40.0 2 model #BFINJECT 5
end
if  and 
    108@ == 14 
    00EE:   actor 114@ 0 near_point -2899.53 151.0114 radius 5.0 5.0 in_car 
then 
    108@ = 15
    05D1: AS_actor 114@ drive_car 104@ to -2921.0945 -647.8335 4.5706 speed 60.0 2 model #BFINJECT 5
end
if  and 
    108@ == 15
    00EE:   actor 114@ 0 near_point -2921.0945 -647.8335 radius 5.0 5.0 in_car 
then
    108@ = 16
    05D1: AS_actor 114@ drive_car 104@ to -2907.406 -737.2327 13.2617 speed 65.0 2 model #BFINJECT 5
end
if  and 
    108@ == 16
    00EE:   actor 114@ 0 near_point -2907.406 -737.2327 radius 5.0 5.0 in_car 
then
    108@ = 17
    05D1: AS_actor 114@ drive_car 104@ to -2799.4712 -214.0114 6.648 speed 75.0 3 model #BFINJECT 5
end
if  and 
    108@ == 17 
    00EE:   actor 114@ 0 near_point -2799.4712 -214.0114 radius 5.0 5.0 in_car 
then
    108@ = 18   
    05D1: AS_actor 114@ drive_car 104@ to -2445.9644 -206.9274 34.1027 speed 80.0 3 model #BFINJECT 5
end
if  and 
    108@ == 18 
    00EE:   actor 114@ 0 near_point -2445.9644 -206.9274 radius 5.0 5.0 in_car 
then 
    108@ = 19
    05D1: AS_actor 114@ drive_car 104@ to -2182.8965 -188.6415 34.8022 speed 85.0 2 model #BFINJECT 5
end
if  and 
    108@ == 19 
    00EE:   actor 114@ 0 near_point -2182.8965 -188.6415 radius 5.0 5.0 in_car 
then
    108@ = 20
    05D1: AS_actor 114@ drive_car 104@ to -2142.1526 872.3486 77.2987 speed 95.0 3 model #BFINJECT 5
end
if  and 
    108@ == 20 
    00EE:   actor 114@ 0 near_point -2142.1526 872.3486 radius 5.0 5.0 in_car 
then     
    108@ = 1
    05D1: AS_actor 114@ drive_car 104@ to -1571.7915 732.0112 6.7028 speed 100.0 3 model #BFINJECT 5
end
//Repeat the loop
jump @MISSN_13_190

:MISSN_13_400
00BE: text_clear_all 
03E6: remove_text_box 
$7613 = 0
gosub @MISSN_13_800  //Sucess!
  
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return   //End Thread

//You're a LOSER! 
:MISSN_13_600
$7613 = 0
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
//This is point to return to the station and retry the mission.
$CRASH_MARKER = Marker.CreateIconAndSphere(16, -1635.8995, 721.0715, 14.6169)
return

:MISSN_13_800
fade 0 2000
:MISSN_13_810
wait 0
if
not fading
jf @MISSN_13_810
03CB: set_rendering_origin_at -1639.4326 673.3194 -5.6704 
00A1: put_actor $PLAYER_ACTOR at -1639.4326 673.3194 -5.6704 
068B: set_car 15@ all_disembark 
015F: set_camera_position -1635.0 694.0 -2.5 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1639.4326 673.3194 -5.6704 mode 2 
02A3: enable_widescreen true 
fade 1 2000  
:MISSN_13_820
wait 0
if
not fading
jf @MISSN_13_820               
07CD: AS_actor 109@ walk_to -1636.596 674.0245 -5.2422 stop_with_angle 180.0 within_radius 2.0
0605: actor 109@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
03CF: load_wav 44436 as 1 
gosub @MISSN_13_PLAYSND
015F: set_camera_position -1632.0 674.75 -5.0 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1639.4326 673.3194 -5.6704 mode 2 
0605: actor 109@ perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
03CF: load_wav 44437 as 1 
gosub @MISSN_13_PLAYSND
015F: set_camera_position -1640.1562 674.7242 -4.2422 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1635.4326 673.3194 -5.2422 mode 2 
0605: actor 109@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
03CF: load_wav 44438 as 1 
gosub @MISSN_13_PLAYSND
015F: set_camera_position -1630.2467 690.5403 -4.2422 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1635.4326 673.3194 -5.2422 mode 2 
07CD: AS_actor 109@ walk_to -1630.2467 695.5403 -5.2422 stop_with_angle 155.0 within_radius 4.0
07CD: AS_actor $PLAYER_ACTOR walk_to -1630.2467 690.5403 -5.2422 stop_with_angle 180.0 within_radius 4.0 
07CD: AS_actor 16@ walk_to -1629.5 692.5403 -5.2422 stop_with_angle 270.0 within_radius 4.0 
07CD: AS_actor 17@ walk_to -1630.0 694.5403 -5.2422 stop_with_angle 270.0 within_radius 4.0 
:MISSN_13_880
wait 10000
06AB: set_actor 109@ all_weapons_hidden 0 
0667: AS_actor 109@ aim_at -1639.4326 673.3194 -5.6704 1200 ms 
0668: AS_actor 109@ rotate_and_shoot_at -1639.4326 673.3194 -5.6704 2000 ms
067C: put_camera_on_actor 109@ with_offset 0.5 3.0 -0.5 rotation 0.0 0.0 0.0 0.0 2 
wait 1000
015F: set_camera_position -1630.2467 690.5403 -4.2422 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1635.4326 673.3194 -5.2422 mode 2 
wait 500 
020B: explode_car 15@
03CF: load_wav 44439 as 1 
gosub @MISSN_13_PLAYSND

:MISSN_13_890
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50
wait 5000
02A3: enable_widescreen false 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, -2126.9312, 654.1807, 52.3672)
jump @MISSN_13_END

:MISSN_13_PLAYSND
wait 0
if 
03D0:   wav 1 loaded 
jf @MISSN_13_PLAYSND
03D1: play_wav 1 
:MISSN_13_PLAYING
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_13_PLAYING
040D: unload_wav 1 
return

:MISSN_13_CLEANUP
$ONMISSION = 0 
Actor.DestroyWithFade(16@)
Actor.DestroyWithFade(17@)
Actor.DestroyWithFade(109@)

0164: disable_marker 90@
0164: disable_marker 91@
0164: disable_marker 92@
0164: disable_marker 93@
Model.Destroy(#HOTKNIFE)
Model.Destroy(#HUSTLER)
Model.Destroy(#COPCARLA)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#COLT45)
Model.Destroy(#WMYMECH)
Model.Destroy(#BFINJECT)
Model.Destroy(#BANDITO)
Model.Destroy(#WMYBMX)
Model.Destroy(#WFYCLOT)
mission_cleanup 
return 



//-------------Mission 20---------------
// Originally: Los Sepulcros

:MISSN_14
thread 'MISSN_14' 
$ONMISSION = 1 
gosub @MISSN_14_62 
if 
wasted_or_busted 
jf @MISSN_14_53 
gosub @MISSN_14_5090 

:MISSN_14_53
gosub @MISSN_14_5114 
end_thread 

:MISSN_14_62
fade 0 1500 

:MISSN_14_69
wait 0 
if 
   not fading 
jf @MISSN_14_69 
Model.Load(#MICRO_UZI)
Model.Load(#DNB1)
Model.Load(#DNB2)
Model.Load(#DNB3)
Model.Load(#AK47)
Model.Load(#TRIADB)
Model.Load(#SNIPER)
Model.Load(#SENTINEL)
Model.Load(#SANCHEZ)
Model.Load(#OMOST)
Model.Load(#TRIADA)
Model.Load(#TRIADB)
Model.Load(#FBI)
Model.Load(#ESPERANT)
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 
038B: load_requested_models 

:MISSN_14_164
wait 0 
if and
   Model.Available(#SANCHEZ)
   Model.Available(#OMOST)
   Model.Available(#AK47)
   Model.Available(#TRIADB)
   Model.Available(#ESPERANT)
   Model.Available(#FBI)
   Model.Available(#SPECIAL02)
jf @MISSN_14_164 

:MISSN_14_212
wait 0 
if and
   Model.Available(#MICRO_UZI)
   Model.Available(#DNB1)
   Model.Available(#DNB2)
   Model.Available(#DNB3)
   Model.Available(#TRIADA)
   Model.Available(#TRIADB)
   Model.Available(#SNIPER)
   Model.Available(#SENTINEL)
jf @MISSN_14_212 

//Dress CJ for cut scene
09C7: change_player $PLAYER_CHAR model_to #NULL 
Player.SetClothes($PLAYER_CHAR, "suit1blue", "suit1", Torso)
Player.SetClothes($PLAYER_CHAR, "suit1trblue", "suit1tr", Legs)
Player.SetClothes($PLAYER_CHAR, "shoedressblk", "shoe", Shoes)
Player.SetClothes($PLAYER_CHAR, "goatee", "HEAD", Head)  
Player.Build($PLAYER_CHAR)
//Changes the player to ped model 290 Tenpenny
09C7: change_player $PLAYER_CHAR model_to 290 

0395: clear_area 1 at -2173.906 644.0897 49.4375 radius 100.0 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Actor.PutAt($PLAYER_ACTOR, -2127.386, 638.6126, 72.7485)
Actor.Angle($PLAYER_ACTOR) = 70.9
100@ = Actor.Create(Mission1, #FBI, -2127.0, 637.5, 72.7485)
Actor.Angle(100@) = 15.0
101@ = Actor.Create(Mission1, #SPECIAL02, -2153.0, 650.5, 52.3672)
102@ = Actor.Create(Mission1, #NULL, -2153.5, 643.0, 52.3672)
Actor.Angle(101@) = 270.0
Actor.Angle(102@) = 270.0
201@ = Car.Create(#ESPERANT, -2150.914, 652.3053, 52.2656)
Car.Angle(201@) = 180.0
Camera.Restore_WithJumpCut
fade 1 1500 
wait 1000 
03C7: set_sensitivity_to_crime 0.0 
03DE: set_pedestrians_density_multiplier_to 7.0 
01EB: set_traffic_density_multiplier_to 0.3 
01F7: set_player $PLAYER_CHAR ignored_by_cops true 
054C: use_GXT_table 'JABM14' 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 5.0 -2.5 1.0 point_to_actor 100@ 0.0 mode 2 
wait 1000 

:MISSN_14_552
wait 0 
if 
   not fading 
jf @MISSN_14_552 
00BC: show_text_highpriority GXT 'CS04' time 10000 flag 1  // You probably been wondering why you've been called here today. Recognize him?
03CF: load_wav 44416 as 1 
gosub @MISSN_14_5042 
05CB: AS_actor 102@ enter_car 201@ as_driver -1 ms 
05CA: AS_actor 101@ enter_car 201@ passenger_seat 0 -1 ms 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 2.5 2.0 point_to_actor 102@ 0.0 mode 2 
wait 2000 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 20.0 15.0 -19.0 point_to_actor 102@ 0.0 mode 2 

:MISSN_14_688
wait 0 
if and
   Actor.InCar(101@, 201@)
   Actor.InCar(102@, 201@)
jf @MISSN_14_688 
05D1: AS_actor 102@ drive_car 201@ to -2248.832 639.209 48.8349 speed 15.0 3 model #NULL 5 
00BC: show_text_highpriority GXT 'CS05' time 10000 flag 1  // We've been staking out this Chinese racketeer by the name of Wuzi Mu. And your boy is down there hanging with him. Today we're gonna bust both of them.
03CF: load_wav 44417 as 1 
gosub @MISSN_14_5042 
067E: put_camera_on_actor 100@ with_offset 5.0 -2.5 1.0 point_to_actor 100@ 0.0 mode 2 
00BC: show_text_highpriority GXT 'CS01' time 10000 flag 1  // Now you listen to me you sanctimonious peice of shit. Carl is my man and you don't touch my assets that's just the fucking law!
03CF: load_wav 44413 as 1 
gosub @MISSN_14_5042 
0A1D: AS_actor $PLAYER_ACTOR rotate_to_and_look_at_actor 100@ 
00BC: show_text_highpriority GXT 'CS06' time 10000 flag 1  // Your ASSET is hanging our target, that makes your asset our TARGET.
03CF: load_wav 44418 as 1 
gosub @MISSN_14_5042 
00BC: show_text_highpriority GXT 'CS02' time 10000 flag 1  // OH! I don't get a holy fuck about some target, go frame some other rock swinger!
03CF: load_wav 44414 as 1 
gosub @MISSN_14_5042 
00BC: show_text_highpriority GXT 'CS07' time 10000 flag 1  // He's going to Federal prison with Wuzi.
03CF: load_wav 44419 as 1 
gosub @MISSN_14_5042 
00BC: show_text_highpriority GXT 'CS03' time 10000 flag 1  // Listen to me! You leave him on the streets! You got me?!
03CF: load_wav 44415 as 1 
gosub @MISSN_14_5042 
00BC: show_text_highpriority GXT 'CS08' time 10000 flag 1  // Let's take a ride Officer Tenpenny.
03CF: load_wav 44420 as 1 
gosub @MISSN_14_5042 
fade 0 1500 

:MISSN_14_1022
wait 0 
if 
   not fading 
jf @MISSN_14_1022 
Actor.DestroyInstantly(100@)
00BE: text_clear_all 
205@ = Car.Create(#SENTINEL, -2126.15, 650.5, 52.26)
0229: set_car 205@ primary_color_to 0 secondary_color_to 0 
Car.Angle(205@) = 60.0
0129: 105@ = create_actor_pedtype 25 model #FBI in_car 205@ driverseat 
01C8: 106@ = create_actor_pedtype 25 model #FBI in_car 205@ passenger_seat 1 
01C8: 107@ = create_actor_pedtype 25 model #FBI in_car 205@ passenger_seat 2 
01B2: give_actor 105@ weapon 30 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 106@ weapon 30 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 107@ weapon 34 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(105@) = 60
Actor.WeaponAccuracy(106@) = 60
Actor.WeaponAccuracy(107@) = 90
0430: put_actor $PLAYER_ACTOR into_car 205@ passenger_seat 0 
Actor.Armour(105@) = 100
Actor.Armour(106@) = 100
Actor.Armour(107@) = 100
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car -1 to -2139.842 718.5884 69.0947 speed -1 3 model #NULL 0 
05D1: AS_actor -1 drive_car -1 to -2238.891 731.4222 48.9464 speed -1 3 model #NULL 0 
05D1: AS_actor -1 drive_car -1 to -2271.375 649.0259 49.2969 speed -1 3 model #NULL 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 105@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 1500 
fade 1 1500 

:MISSN_14_1345
wait 0 
if 
   not fading 
jf @MISSN_14_1345 
0376: 243@ = create_random_actor_at -2182.969 645.0695 48.4453 
0376: 244@ = create_random_actor_at -2183.643 642.2832 48.4453 
0376: 245@ = create_random_actor_at -2190.507 636.5036 48.4429 
0376: 246@ = create_random_actor_at -2200.647 641.6252 48.4429 
0376: 247@ = create_random_actor_at -2200.622 642.8997 48.4429 
0376: 248@ = create_random_actor_at -2223.243 644.5712 48.4448 
0376: 249@ = create_random_actor_at -2235.814 642.5659 48.4472 
Car.PutAt(201@, -2248.832, 639.209, 48.8349)
Car.Angle(201@) = 0.0
05D3: AS_actor 244@ goto_point -2190.978 646.0287 48.4453 mode 4 -2 ms // versionA 
05D3: AS_actor 245@ goto_point -2192.964 644.2189 48.4453 mode 4 -2 ms // versionA 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 247@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 246@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 246@ 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 247@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 248@ goto_point -2200.941 644.4352 48.4429 mode 4 -2 ms // versionA 
Actor.Angle(249@) = 10.5
20@ = 0 
:MISSN_14_1751
wait 0 
if and
  20@ == 0 
0100:   actor $PLAYER_ACTOR in_sphere -2142.038 667.878 55.6082 radius 6.0 6.0 6.0 sphere 0 in_car 
jf @MISSN_14_1828 
03E5: show_text_box 'CS09'  // There's no way Carl will keep his mouth shut to these feds.
20@ = 1 

:MISSN_14_1828
if and
  20@ == 1 
0100:   actor $PLAYER_ACTOR in_sphere -2190.18 732.809 55.5866 radius 6.0 6.0 6.0 sphere 0 in_car 
jf @MISSN_14_1901 
03E5: show_text_box 'CS10'  // Look for any opportunity to allow Carl to escape them.
20@ = 2 

:MISSN_14_1901
if 
0103:   actor $PLAYER_ACTOR in_sphere -2271.375 649.0259 49.2969 radius 5.0 5.0 5.0 sphere 0 stopped_in_car 
jf @MISSN_14_1751 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 // see ped.dat 
060B: set_actor 105@ decision_maker_to 34@ 
060B: set_actor 106@ decision_maker_to 34@ 
060B: set_actor 107@ decision_maker_to 34@ 
067E: put_camera_on_actor 249@ with_offset -18.0 0.0 1.2 point_to_actor 102@ 0.0 mode 2 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05B9: AS_actor -1 stay_idle 300 ms 
05F5: AS_actor -1 goto_point -2245.165 643.2448 49.4453 mode 4 -2 ms // versionB 
0605: actor -1 perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 8.0 loop 0 0 0 0 time 6000 // versionA 
05F5: AS_actor -1 goto_point -2173.906 644.0897 49.4375 mode 6 -2 ms // versionB 
0616: define_AS_pack_end 132@ 
0618: assign_actor 101@ to_AS_pack 132@ 
0618: assign_actor 102@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:MISSN_14_2181
wait 0 
if 
00EC:   actor 102@ 0 near_point -2210.0 644.0 radius 5.0 5.0 
jf @MISSN_14_2234 
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore

:MISSN_14_2234
if 
00EC:   actor 102@ 0 near_point -2173.906 644.0897 radius 3.0 3.0 
jf @MISSN_14_2181 
02A3: enable_widescreen 0 
Actor.DestroyInstantly(101@)
Actor.DestroyInstantly(102@)
wait 500 
020C: create_explosion_with_radius 6 at -2173.906 644.0897 49.4375 
wait 250 
020C: create_explosion_with_radius 6 at -2173.906 644.0897 49.4375 
wait 150 
020C: create_explosion_with_radius 6 at -2173.906 644.0897 49.4375 
05CD: AS_actor 105@ exit_car 205@ 
05CD: AS_actor 106@ exit_car 205@ 
05CD: AS_actor 107@ exit_car 205@ 
03E5: show_text_box 'CS11'  // Da Nang Boys!  Take everyone out!
05DA: AS_actor 243@ run_away_in_panic_from -2173.906 644.0897 49.4375 away_radius 100.0 timelimit 15000 
05DA: AS_actor 244@ run_away_in_panic_from -2173.906 644.0897 49.4375 away_radius 100.0 timelimit 15000 
05DA: AS_actor 245@ run_away_in_panic_from -2173.906 644.0897 49.4375 away_radius 100.0 timelimit 15000 
05DA: AS_actor 246@ run_away_in_panic_from -2173.906 644.0897 49.4375 away_radius 100.0 timelimit 15000 
05DA: AS_actor 247@ run_away_in_panic_from -2173.906 644.0897 49.4375 away_radius 100.0 timelimit 15000 
05DA: AS_actor 248@ run_away_in_panic_from -2173.906 644.0897 49.4375 away_radius 100.0 timelimit 15000 
05DA: AS_actor 249@ run_away_in_panic_from -2173.906 644.0897 49.4375 away_radius 100.0 timelimit 15000 
202@ = Car.Create(#SENTINEL, -2368.06, 665.8182, 34.7064)
Car.Angle(202@) = 270.0
0129: 140@ = create_actor_pedtype 24 model #DNB1 in_car 202@ driverseat 
01C8: 141@ = create_actor_pedtype 24 model #DNB2 in_car 202@ passenger_seat 0 
01C8: 142@ = create_actor_pedtype 24 model #DNB3 in_car 202@ passenger_seat 1 
01C8: 143@ = create_actor_pedtype 24 model #DNB2 in_car 202@ passenger_seat 2 
01B2: give_actor 140@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 142@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 143@ weapon 28 ammo 500 // Load the weapon model before using this 
Actor.WeaponAccuracy(140@) = 80
Actor.WeaponAccuracy(141@) = 80
Actor.WeaponAccuracy(142@) = 80
Actor.WeaponAccuracy(143@) = 80
Car.SetSpeedInstantly(202@, 30.0)
03DE: set_pedestrians_density_multiplier_to 0.0 
203@ = Car.Create(#SENTINEL, -2253.0, 580.0, 34.6033)
Car.Angle(203@) = 0.0
Car.SetImmunities(203@, 1, 1, 1, 1, 1)
0129: 144@ = create_actor_pedtype 24 model #DNB2 in_car 203@ driverseat 
01C8: 145@ = create_actor_pedtype 24 model #DNB1 in_car 203@ passenger_seat 0 
01C8: 146@ = create_actor_pedtype 24 model #DNB3 in_car 203@ passenger_seat 1 
01C8: 147@ = create_actor_pedtype 24 model #DNB3 in_car 203@ passenger_seat 2 
01B2: give_actor 144@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 145@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 146@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 147@ weapon 34 ammo 500 // Load the weapon model before using this 
Actor.WeaponAccuracy(144@) = 60
Actor.WeaponAccuracy(145@) = 60
Actor.WeaponAccuracy(146@) = 60
Actor.WeaponAccuracy(147@) = 60
Car.SetSpeedInstantly(203@, 20.0)
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car -1 to -2282.738 662.9602 48.6684 speed 30.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2243.264 643.9129 49.1276 speed 20.0 3 model #NULL 5 
0616: define_AS_pack_end 132@ 
0618: assign_actor 140@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car -1 to -2253.674 639.5866 48.7778 speed 25.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2177.524 642.8537 48.4453 speed 10.0 3 model #NULL 5 
0616: define_AS_pack_end 132@ 
0618: assign_actor 144@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
22@ = 0 

:MISSN_14_3122
50@(22@,12i) = Marker.CreateAboveActor(140@(22@,12i))
Marker.SetIconSize(50@(22@,12i), 1)
22@ += 1 
if 
  22@ == 8 
jf @MISSN_14_3122 

:MISSN_14_3174
204@ = Car.Create(#SENTINEL, -2267.315, 862.6004, 66.0368)
Car.Angle(204@) = 180.0
0129: 148@ = create_actor_pedtype 24 model #DNB3 in_car 204@ driverseat 
01C8: 149@ = create_actor_pedtype 24 model #DNB2 in_car 204@ passenger_seat 0 
01C8: 150@ = create_actor_pedtype 24 model #DNB1 in_car 204@ passenger_seat 1 
01C8: 151@ = create_actor_pedtype 24 model #DNB2 in_car 204@ passenger_seat 2 
01B2: give_actor 148@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 151@ weapon 28 ammo 500 // Load the weapon model before using this 
Actor.WeaponAccuracy(148@) = 80
Actor.WeaponAccuracy(149@) = 80
Actor.WeaponAccuracy(150@) = 80
Actor.WeaponAccuracy(151@) = 80
Car.SetSpeedInstantly(204@, 40.0)
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car -1 to -2266.664 664.5824 48.8751 speed 40.0 3 model #NULL 5 
0616: define_AS_pack_end 132@ 
0618: assign_actor 148@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
22@ = 8 

:MISSN_14_3401
50@(22@,12i) = Marker.CreateAboveActor(140@(22@,12i))
Marker.SetIconSize(50@(22@,12i), 1)
22@ += 1 
if 
  22@ == 12 
jf @MISSN_14_3401 
20@ = 0 
21@ = 0 
22@ = 0 

:MISSN_14_3474
wait 0 
if and
  20@ == 0 
01AE:   car 203@ sphere 0 near_point -2177.524 642.8537 radius 5.0 5.0 stopped 
jf @MISSN_14_3662 
20@ = 1 
0792: disembark_instantly_actor 144@ 
0792: disembark_instantly_actor 145@ 
0792: disembark_instantly_actor 146@ 
0792: disembark_instantly_actor 147@ 
Actor.PutAt(144@, -2284.353, 659.2083, 48.8048)
Actor.PutAt(145@, -2286.549, 661.4846, 48.3952)
Actor.PutAt(146@, -2284.353, 661.4846, 48.8048)
Actor.PutAt(147@, -2286.549, 659.2083, 48.8048)
060B: set_actor 144@ decision_maker_to 34@ 
060B: set_actor 145@ decision_maker_to 34@ 
060B: set_actor 146@ decision_maker_to 34@ 
060B: set_actor 147@ decision_maker_to 34@ 

:MISSN_14_3662
if 
00EC:   actor 140@ 0 near_point -2243.264 643.9129 radius 5.0 5.0 
jf @MISSN_14_3782 
Car.PutAt(202@, -2243.264, 643.9129, 49.1276)
Car.Angle(202@) = 220.0
0633: AS_actor 140@ exit_car 
0633: AS_actor 141@ exit_car 
0633: AS_actor 142@ exit_car 
0633: AS_actor 143@ exit_car 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
060B: set_actor 142@ decision_maker_to 34@ 
060B: set_actor 143@ decision_maker_to 34@ 

:MISSN_14_3782
if 
00EC:   actor 144@ 0 near_point -2253.674 639.5866 radius 6.0 6.0 
jf @MISSN_14_3840 
07DB: set_car 203@ rotation_velocity_XYZ 0.0 0.0 -0.5 through_center_of_mass 

:MISSN_14_3840
if and
  21@ == 0 
00EC:   actor 148@ 0 near_point -2266.664 664.5824 radius 3.0 3.0 
jf @MISSN_14_3912 
07DB: set_car 204@ rotation_velocity_XYZ 0.0 0.0 1.0 through_center_of_mass 
21@ = 1 

:MISSN_14_3912
if 
00EC:   actor 148@ 0 near_point -2264.0 639.5 radius 7.0 7.0 
jf @MISSN_14_4021 
wait 1500 
0633: AS_actor 148@ exit_car 
0633: AS_actor 149@ exit_car 
0633: AS_actor 150@ exit_car 
0633: AS_actor 151@ exit_car 
060B: set_actor 148@ decision_maker_to 34@ 
060B: set_actor 149@ decision_maker_to 34@ 
060B: set_actor 150@ decision_maker_to 34@ 
060B: set_actor 151@ decision_maker_to 34@ 
0350: set_actor 150@ maintain_position_when_attacked 1 
0350: set_actor 151@ maintain_position_when_attacked 1 

:MISSN_14_4021
if 
   not Actor.Dead(105@)
jf @MISSN_14_4154 
if 
   not Actor.Dead(148@)
jf @MISSN_14_4068 
05E2: AS_actor 105@ kill_actor 148@ 
jump @MISSN_14_4154 

:MISSN_14_4068
if 
   not Actor.Dead(149@)
jf @MISSN_14_4099 
05E2: AS_actor 105@ kill_actor 149@ 
jump @MISSN_14_4154 

:MISSN_14_4099
if 
   not Actor.Dead(150@)
jf @MISSN_14_4130 
05E2: AS_actor 105@ kill_actor 150@ 
jump @MISSN_14_4154 

:MISSN_14_4130
if 
   not Actor.Dead(151@)
jf @MISSN_14_4154 
05E2: AS_actor 105@ kill_actor 151@ 

:MISSN_14_4154
if 
   not Actor.Dead(106@)
jf @MISSN_14_4287 
if 
   not Actor.Dead(148@)
jf @MISSN_14_4201 
05E2: AS_actor 106@ kill_actor 147@ 
jump @MISSN_14_4287 

:MISSN_14_4201
if 
   not Actor.Dead(149@)
jf @MISSN_14_4232 
05E2: AS_actor 106@ kill_actor 146@ 
jump @MISSN_14_4287 

:MISSN_14_4232
if 
   not Actor.Dead(150@)
jf @MISSN_14_4263 
05E2: AS_actor 106@ kill_actor 145@ 
jump @MISSN_14_4287 

:MISSN_14_4263
if 
   not Actor.Dead(151@)
jf @MISSN_14_4287 
05E2: AS_actor 106@ kill_actor 144@ 

:MISSN_14_4287
if 
   not Actor.Dead(107@)
jf @MISSN_14_4420 
if 
   not Actor.Dead(148@)
jf @MISSN_14_4334 
05E2: AS_actor 107@ kill_actor 150@ 
jump @MISSN_14_4420 

:MISSN_14_4334
if 
   not Actor.Dead(149@)
jf @MISSN_14_4365 
05E2: AS_actor 107@ kill_actor 144@ 
jump @MISSN_14_4420 

:MISSN_14_4365
if 
   not Actor.Dead(150@)
jf @MISSN_14_4396 
05E2: AS_actor 107@ kill_actor 151@ 
jump @MISSN_14_4420 

:MISSN_14_4396
if 
   not Actor.Dead(151@)
jf @MISSN_14_4420 
05E2: AS_actor 107@ kill_actor 146@ 

:MISSN_14_4420
if 
  22@ == 0 
jf @MISSN_14_4532 
if and
   Actor.Dead(105@)
   Actor.Dead(106@)
   Actor.Dead(107@)
jf @MISSN_14_4532 
03E5: show_text_box 'CS12'  // That takes care of the feds, just clean up the Da Nang Boys and get Carl out of here!

:MISSN_14_4475
if 
   not Actor.Dead(140@(22@,12i))
jf @MISSN_14_4507 
05E2: AS_actor 140@(22@,12i) kill_actor $PLAYER_ACTOR 

:MISSN_14_4507
22@ += 1 
if 
  22@ == 12 
jf @MISSN_14_4475 

:MISSN_14_4532
23@ = 0 
24@ = 0 

:MISSN_14_4546
if 
   Actor.Dead(140@(23@,12i))
jf @MISSN_14_4582 
Marker.Disable(50@(23@,12i))
24@ += 1 

:MISSN_14_4582
23@ += 1 
if 
  23@ == 12 
jf @MISSN_14_4546 
if 
  24@ == 12 
jf @MISSN_14_3474 
if and
   Actor.Dead(105@)
   Actor.Dead(106@)
   Actor.Dead(107@)
jf @MISSN_14_3174 
if 
   Car.Wrecked(203@)
jf @MISSN_14_4690 
203@ = Car.Create(#SENTINEL, -2177.524, 642.8537, 48.4453)

:MISSN_14_4690
Car.Angle(203@) = 90.0
01C8: 101@ = create_actor_pedtype 26 model #SPECIAL02 in_car 203@ passenger_seat 0 
0129: 102@ = create_actor_pedtype 26 model #NULL in_car 203@ driverseat 
020C: create_explosion_with_radius 6 at -2240.0 643.9129 49.1276 
wait 50 
020C: create_explosion_with_radius 6 at -2242.0 643.9129 49.1276 
wait 50 
020C: create_explosion_with_radius 6 at -2243.0 643.9129 49.1276 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car -1 to -2245.534 642.1523 49.1226 speed 30.0 3 model #NULL 5 
05D1: AS_actor -1 drive_car -1 to -2227.196 458.2865 34.694 speed 25.0 3 model #NULL 5 
0616: define_AS_pack_end 132@ 
0618: assign_actor 102@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
20@ = 0 

:MISSN_14_4886
wait 0 
if and
  20@ == 0 
00EC:   actor 102@ 0 near_point -2245.534 642.1523 radius 3.0 3.0 
jf @MISSN_14_4962 
07DB: set_car 203@ rotation_velocity_XYZ 0.0 0.0 1.0 through_center_of_mass 
20@ = 1 

:MISSN_14_4962
if 
00EC:   actor 102@ 0 near_point -2227.196 458.2865 radius 15.0 15.0 
jf @MISSN_14_4886 
030C: progress_made += 1 
$INTRO_TOTAL_PASSED_MISSIONS += 1
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50 
wait 5000 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
return 

:MISSN_14_5042
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_14_5042 
03D1: play_wav 1 

:MISSN_14_5065
wait 0 
if 
03D2:   wav 1 ended 
jf @MISSN_14_5065 
040D: unload_wav 1 
return 

:MISSN_14_5090
$CRASH_MARKER = Marker.CreateIconAndSphere(16, -2126.931, 654.1807, 52.3672)
return 

:MISSN_14_5114
$ONMISSION = 0 
mission_cleanup 
return  

//-------------Mission 21---------------
// Originally: Doberman

:MISSN_15
thread 'MISSN_15' 
$ONMISSION = 1 
gosub @MISSN_15_77 
if 
wasted_or_busted 
jf @MISSN_15_68 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)

:MISSN_15_68
gosub @MISSN_15_2219 
end_thread 

:MISSN_15_77
fade 0 0 

:MISSN_15_83
wait 0 
if 
   not fading 
jf @MISSN_15_83 
Model.Load(#AT400)
Model.Load(#WFYCLOT)

:MISSN_15_110
wait 0 
if and
   Model.Available(#AT400)
   Model.Available(#WFYCLOT)
jf @MISSN_15_110 
120@ = Car.Create(#AT400, 1901.7, -2391.0, 13.5547)
Car.Angle(120@) = 94.856
0129: 121@ = create_actor_pedtype 24 model #WFYCLOT in_car 120@ driverseat 
0376: 122@ = create_random_actor_at 1882.036 -2402.53 13.5547 
0376: 122@ = create_random_actor_at 1882.236 -2404.53 13.5547 
0376: 122@ = create_random_actor_at 1882.136 -2405.53 13.5547 
0376: 122@ = create_random_actor_at 1882.336 -2407.53 13.5547 
0376: 122@ = create_random_actor_at 1882.136 -2409.53 13.5547 
Actor.PutAt($PLAYER_ACTOR, 1882.036, -2400.53, 13.5547)
Actor.Angle($PLAYER_ACTOR) = 0.5
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -4.0 -13.0 5.0 rotation 0.0 0.0 0.0 0.0 2 
Player.CanMove($PLAYER_CHAR) = False
054C: use_GXT_table 'JABM15' 
wait 2500 
02A3: enable_widescreen 1 
fade 1 2500 

:MISSN_15_387
wait 0 
if 
   not fading 
jf @MISSN_15_387 
00BC: show_text_highpriority GXT 'JA01' time 3000 flag 1  // Nothing like a relaxing vaction in Las Venturas.
wait 3500 
00BC: show_text_highpriority GXT 'JA02' time 4000 flag 1  // Gambling, hookers, drugs, and beer now that has got to be the best way to spend down time.
wait 4500 
0430: put_actor $PLAYER_ACTOR into_car 120@ passenger_seat 0 

:MISSN_15_456
wait 0 
if 
   Actor.InCar($PLAYER_ACTOR, 120@)
jf @MISSN_15_456 
Car.PutAt(120@, 1400.893, -2494.008, 190.5391)
04D2: set_plane 120@ fly_autopilot_around_point 328.9085 2017.646 400.0 altitude_between 0.0 and 250.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BC: show_text_highpriority GXT 'JA03' time 5000 flag 1  // Attention passengers, there has been a slight mishap in the cargo hold.
03CF: load_wav 44618 as 1 
gosub @MISSN_15_2171 
00BC: show_text_highpriority GXT 'JA04' time 5000 flag 1  // A box of snakes is loose on this aircarft, should you see any snakes please do not touch them.
03CF: load_wav 44619 as 1 
gosub @MISSN_15_2171 
00BC: show_text_highpriority GXT 'JA05' time 5000 flag 1  // Thank you, and enjoy your flight.
03CF: load_wav 44620 as 1 
gosub @MISSN_15_2171 
00BC: show_text_highpriority GXT 'JA06' time 5000 flag 1  // Excuse me officer but, do you have any skill as a pilot? Can you fly a plane?
03CF: load_wav 44621 as 1 
gosub @MISSN_15_2171 
00BC: show_text_highpriority GXT 'JA07' time 5000 flag 1  // Officer look out a snake!
03CF: load_wav 44622 as 1 
gosub @MISSN_15_2171 
00BC: show_text_highpriority GXT 'JA08' time 7000 flag 1  // What a pretty snake... like a rainbow... pretty snake... Sure I can fly, without a plane.
03CF: load_wav 44623 as 1 
gosub @MISSN_15_2171 

:MISSN_15_725
wait 0 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if 
  7@ > 300.0 
jf @MISSN_15_725 
fade 0 0 

:MISSN_15_764
wait 0 
if 
   not fading 
jf @MISSN_15_764 
068B: set_car 120@ all_disembark 

:MISSN_15_786
wait 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 120@)
jf @MISSN_15_786 
Car.Destroy(120@)

if 
Actor.HasWeapon($PLAYER_ACTOR,46)
then
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
end

04ED: load_animation "PARACHUTE" 

:MISSN_15_827
wait 0 
if 
04EE:   animation "PARACHUTE" loaded 
jf @MISSN_15_827 
08B2: enable_thermal_vision 1 
03CF: load_wav 44600 as 1 
03CF: load_wav 44601 as 2 

:MISSN_15_877
wait 0 
if and
03D0:   wav 1 loaded 
03D0:   wav 2 loaded 
jf @MISSN_15_877 
98@ = 44602 
99@ = 1 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 -3.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
03D1: play_wav 1 
018A: 43@ = create_checkpoint_at 1477.466 1464.806 10.8203 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
fade 1 0 

:MISSN_15_1020
wait 0 
if 
   not fading 
jf @MISSN_15_1020 
03E5: show_text_box 'JA09'  // You can fly up by pulling back on the joystick or ~k~~GO_BACK~ key. Descend by pushing forward or using the ~k~~GO_FORWARD~ key. Move left and right using the stick or the ~k~~GO_LEFT~ / ~k~~GO_RIGHT~ keys.  Forward movement is constant.

:MISSN_15_1048
wait 0 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if and
  99@ == 1 
03D2:   wav 1 ended 
jf @MISSN_15_1144 
03D1: play_wav 2 
040D: unload_wav 1 
03CF: load_wav 98@ as 1 

:MISSN_15_1111
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_15_1111 
98@ += 1 
99@ = 0 

:MISSN_15_1144
if and
  99@ == 0 
03D2:   wav 2 ended 
jf @MISSN_15_1250 
03D1: play_wav 1 
040D: unload_wav 2 
03CF: load_wav 98@ as 2 

:MISSN_15_1181
wait 0 
if 
03D0:   wav 2 loaded 
jf @MISSN_15_1181 
98@ += 1 
99@ = 1 
if 
  98@ > 44616 
jf @MISSN_15_1250 
99@ = 2 
040D: unload_wav 1 
040D: unload_wav 2 

:MISSN_15_1250
1@ = Actor.Angle($PLAYER_ACTOR)
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if and
  10@ > -5 
  10@ < 5 
jf @MISSN_15_1344 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time 500 // versionB 

:MISSN_15_1344
if 
  10@ > 0 
jf @MISSN_15_1420 
1@ -= 1.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time 500 // versionB 

:MISSN_15_1420
if 
  0 > 10@ 
jf @MISSN_15_1496 
1@ += 1.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time 500 // versionB 

:MISSN_15_1496
if 
   not 1@ >= 0.0 
jf @MISSN_15_1527 
1@ += 360.0 

:MISSN_15_1527
if 
  1@ > 360.0 
jf @MISSN_15_1558 
1@ -= 360.0 

:MISSN_15_1558
Actor.Angle($PLAYER_ACTOR) = 1@
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_a, $TEMPVAR_FLOAT_b, $TEMPVAR_FLOAT_c)
02F6: $tempvar_Float_1 = cosine 1@ // (float) 
02F7: $tempvar_Float_2 = sine 1@ // (float) 
$tempvar_Float_1 *= -1.0 
if 
   not 11@ >= 0 
jf @MISSN_15_1634 
$1509 -= 5.0 

:MISSN_15_1634
if 
  11@ > 0 
jf @MISSN_15_1662 
$1509 += 5.0 

:MISSN_15_1662
0059: $1507 += $tempvar_Float_1 // (float) 
0059: $1508 += $tempvar_Float_2 // (float) 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
if or
   Actor.Dead($PLAYER_ACTOR)
   not 7@ >= 30.0 
jf @MISSN_15_1048 
fade 0 0 

:MISSN_15_1724
wait 0 
if 
   not fading 
jf @MISSN_15_1724 
Actor.PutAt($PLAYER_ACTOR, 1477.466, 1464.806, 10.8203)
120@ = Car.Create(#AT400, 1477.466, 1564.806, 10.8203)
08B2: enable_thermal_vision 0 
wait 500 
072A: put_actor $PLAYER_ACTOR into_car 120@ driverseat 

:MISSN_15_1801
wait 0 
if 
   Actor.DrivingPlane($PLAYER_ACTOR)
jf @MISSN_15_1801 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.466 1464.806 10.8203 radius 330.0 330.0 330.0 
then
$TEMPVAR_FLOAT_c += 200.0
end
Car.PutAt(120@, $TEMPVAR_FLOAT_a, $TEMPVAR_FLOAT_b, $TEMPVAR_FLOAT_c)
Car.Angle(120@) = 1@
07D5: set_car 120@ velocity_in_direction_XYZ $1507 $1508 $1509 rotation_velocitiesXY 0.0 0.0 unk 0.0 
fade 1 0 

:MISSN_15_1878
wait 0 
if 
   not fading 
jf @MISSN_15_1878 
Camera.Restore_WithJumpCut
040D: unload_wav 1 
040D: unload_wav 2 
99@ = 0 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1477.466 1464.806 10.8203 radius 330.0 330.0 330.0 
jf @MISSN_15_2043 

:MISSN_15_1960
0209: 99@ = random_int_in_ranges 44624 44628 
03CF: load_wav 99@ as 1 
gosub @MISSN_15_2171 
Car.Health(120@) = 0
Actor.Health($PLAYER_ACTOR) = 1
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
return 

:MISSN_15_2043
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @MISSN_15_1960 
if 
  99@ == 0 
jf @MISSN_15_2117 
Camera.SetBehindPlayer
03CF: load_wav 44628 as 1 
gosub @MISSN_15_2171 
03E5: show_text_box 'JA10'  // Land and exit the plane.
99@ = 1 

:MISSN_15_2117
if 
   not Actor.DrivingPlane($PLAYER_ACTOR)
jf @MISSN_15_2043 
030C: progress_made += 1 
$INTRO_TOTAL_PASSED_MISSIONS += 1
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
wait 5000 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 2026.8145, 1109.2987, 10.813)
return 

:MISSN_15_2171
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_15_2171 
03D1: play_wav 1 

:MISSN_15_2194
wait 0 
if 
03D2:   wav 1 ended 
jf @MISSN_15_2194 
040D: unload_wav 1 
return 

:MISSN_15_2219
$ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
Marker.Disable(43@)
mission_cleanup 
return 
 
//-------------Mission 22---------------
// Originally: Burning Desire
//Tenpenny is out gambling when an Elvis robs the casino. After you chase him to the airport you climb aboard his
//escape jet.  But are surprised to find he has planned to dive from the plane and make it look like he blew up.
//As you both dive to the ground he has the only parachute.
:MISSN_16
thread 'MISSN_16' 
gosub @MISSN_16_70 
if 
wasted_or_busted 
jf @MISSN_16_61 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 2026.814, 1109.299, 10.813)

:MISSN_16_61
gosub @MISSN_16_3510 
end_thread 

:MISSN_16_70
Player.CanMove($PLAYER_CHAR) = False
$ONMISSION = 1 
Model.Load(#TRASH)
Model.Load(#VHMYELV)
Model.Load(#MRWHOOP)
04ED: load_animation "CASINO" 
038B: load_requested_models 

:MISSN_16_110
wait 0 
if and
   Model.Available(#TRASH)
   Model.Available(#VHMYELV)
   Model.Available(#MRWHOOP)
04EE:   animation "CASINO" loaded 
jf @MISSN_16_110 
054C: use_GXT_table 'JABM16' 
101@ = Car.Create(#TRASH, 2039.904, 1123.932, 10.6719)
Car.Angle(101@) = 0.0
102@ = Car.Create(#MRWHOOP, 2040.033, 1110.996, 10.6719)
Car.Angle(102@) = 0.0
02A3: enable_widescreen 1 
select_interior 1 
04F9: set_interior 1 color_to 0 
Camera.SetAtPos(2268.047, 1606.568, 1006.18)
0860: link_actor $PLAYER_ACTOR to_interior 1 
Actor.PutAt($PLAYER_ACTOR, 2268.047, 1606.568, 1006.18)
Actor.Angle($PLAYER_ACTOR) = 276.0
Player.CanMove($PLAYER_CHAR) = False
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 1.0 -5.0 1.5 point_to_actor $PLAYER_ACTOR 0.0 mode 2 
111@ = Actor.Create(CivMale, #VHMYELV, 2280.611, 1567.716, 1008.359)
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "SLOT_IN" IFP_file "CASINO" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SLOT_PLYR" IFP_file "CASINO" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SLOT_LOSE_OUT" IFP_file "CASINO" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SLOT_BET_01" IFP_file "CASINO" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0603: AS_actor -1 goto 2280.886 1629.731 1008.366 mode 6 timelimit -1 // versionC 
0603: AS_actor -1 goto 2244.337 1630.836 1008.359 mode 6 timelimit -1 // versionC 
0616: define_AS_pack_end 15@ 
0618: assign_actor 111@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
02A3: enable_widescreen 1 

fade 1 2000 

:MISSN_16_610
wait 0 
if 
   not fading 
jf @MISSN_16_610 
wait 8000 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 -0.5 1.5 point_to_actor 111@ 0.0 mode 2 
00BC: show_text_highpriority GXT 'FE01' time 5000 flag 1  // Attention security Elvis is leaving the building!
03CF: load_wav 44427 as 1 
gosub @MISSN_16_3368 
00BC: show_text_highpriority GXT 'FE02' time 5000 flag 1  // Elvis has stolen money from the safe, stop him!
03CF: load_wav 44428 as 1 
gosub @MISSN_16_3368 
0850: AS_actor $PLAYER_ACTOR follow_actor 111@ 
00BC: show_text_highpriority GXT 'FE03' time 6000 flag 1  // Follow Elvis don't bust him in public or you won't get a dime of the cash he stole.
wait 2000 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 -3.0 1.0 point_to_actor $PLAYER_ACTOR 0.0 mode 2 
wait 3000 
fade 0 0 

:MISSN_16_796
wait 0 
if 
   not fading 
jf @MISSN_16_796 
02A3: enable_widescreen 0 

Actor.DestroyInstantly(111@)
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, 2016.014, 1105.665, 10.8203)
Actor.Angle($PLAYER_ACTOR) = 270.0
111@ = Actor.Create(CivMale, #VHMYELV, 2026.814, 1109.299, 10.813)
0446: set_actor 111@ immune_to_headshots 1 
90@ = Marker.CreateAboveActor(111@)
07E0: set_marker 90@ type_to 0 
Marker.SetColor(90@, 0)
105@ = 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
05CB: AS_actor 111@ enter_car 101@ as_driver -1 ms 
wait 500 
05CB: AS_actor $PLAYER_ACTOR enter_car 102@ as_driver -1 ms 
fade 1 2000 

:MISSN_16_966
wait 0 
if 
   not fading 
jf @MISSN_16_966 

:MISSN_16_983
wait 0 
if 
   Actor.InCar(111@, 101@)
jf @MISSN_16_983 
05D1: AS_actor 111@ drive_car 101@ to 2040.348 1267.406 10.2712 speed 20.0 3 model #TRASH 3 

:MISSN_16_1041
wait 0 
if and
  105@ == 0 
00EE:   actor 111@ 0 near_point 2040.348 1267.406 radius 5.0 5.0 in_car 
jf @MISSN_16_1132 
105@ += 1 
05D1: AS_actor 111@ drive_car 101@ to 1767.023 1276.017 12.3319 speed 35.0 3 model #TRASH 3 

:MISSN_16_1132
if and
  105@ == 1 
00EE:   actor 111@ 0 near_point 1767.023 1276.017 radius 5.0 5.0 in_car 
jf @MISSN_16_1235 
105@ += 1 
05D1: AS_actor 111@ drive_car 101@ to 1734.115 1295.172 10.2958 speed 10.0 1 model #TRASH 1 
00BC: show_text_highpriority GXT 'FE04' time 5000 flag 1  // Good looks like your cover is working, he is slowing down.

:MISSN_16_1235
if and
  105@ == 2 
00EE:   actor 111@ 0 near_point 1734.115 1295.172 radius 5.0 5.0 in_car 
jf @MISSN_16_1322 
105@ += 1 
05D1: AS_actor 111@ drive_car 101@ to 1713.254 1435.033 10.7802 speed 25.0 1 model #TRASH 1 

:MISSN_16_1322
if and
  105@ == 3 
00EE:   actor 111@ 0 near_point 1731.928 1354.609 radius 5.0 5.0 in_car 
jf @MISSN_16_1425 
105@ += 1 
05D1: AS_actor 111@ drive_car 101@ to 1713.254 1435.033 10.7802 speed 25.0 1 model #TRASH 1 
00BC: show_text_highpriority GXT 'FE05' time 5000 flag 1  // Elvis must be getting on a private plane here. Just keep close to him.

:MISSN_16_1425
if and
  105@ == 4 
00EE:   actor 111@ 0 near_point 1713.254 1435.033 radius 5.0 5.0 in_car 
jf @MISSN_16_1512 
105@ += 1 
05D1: AS_actor 111@ drive_car 101@ to 1729.799 1589.043 10.5291 speed 20.0 1 model #TRASH 1 

:MISSN_16_1512
if and
  105@ == 5 
00EE:   actor 111@ 0 near_point 1729.799 1589.043 radius 5.0 5.0 in_car 
jf @MISSN_16_1571 
fade 0 1000 
jump @MISSN_16_1667 

:MISSN_16_1571
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_a, $TEMPVAR_FLOAT_b, $TEMPVAR_FLOAT_c)
Actor.StorePos(111@, $TEMPVAR_FLOAT_x, $TEMPVAR_FLOAT_y, $TEMPVAR_FLOAT_z)
0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_a $TEMPVAR_FLOAT_b and_XY $TEMPVAR_FLOAT_x $TEMPVAR_FLOAT_y 
if or
   Actor.Dead(111@)
  17@ > 150.0 
jf @MISSN_16_1041 
00BC: show_text_highpriority GXT 'FE06' time 5000 flag 1  // You lost him!
gosub @MISSN_16_3416 
return 

:MISSN_16_1667
wait 0 
if 
   not fading 
jf @MISSN_16_1667 
Camera.SetPosition(1324.059, 1589.738, 11.8203, 0.0, 0.0, 0.0)
Camera.PointAt(1320.367, 1588.0, 10.82, 2)
if 
   not Actor.Driving(111@)
0633: AS_actor 111@ exit_car 
if 
   not Actor.Driving($PLAYER_ACTOR)
0633: AS_actor $PLAYER_ACTOR exit_car 

:MISSN_16_1763
wait 0 
if and
   not Actor.Driving($PLAYER_ACTOR)
   not Actor.Driving(111@)
jf @MISSN_16_1763 
Marker.Disable(90@)
Model.Destroy(#TRASH)
Model.Destroy(#MRWHOOP)
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0860: link_actor 111@ to_interior 1 
Camera.SetPosition(1.8004, 26.3199, 1199.594, 0.0, 0.0, 0.0)
Camera.PointAt(1.5782, 33.5129, 1199.594, 2)
Actor.PutAt($PLAYER_ACTOR, 1.8004, 26.3199, 1199.594)
Actor.Angle($PLAYER_ACTOR) = 357.0
Actor.PutAt(111@, 1.5782, 33.5129, 1199.594)
Actor.Angle(111@) = 183.0
Player.CanMove($PLAYER_CHAR) = False
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

if 
Actor.HasWeapon($PLAYER_ACTOR,46)
then
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
end
02A3: enable_widescreen 1 

wait 1500 
fade 1 0 

:MISSN_16_1954
wait 0 
if 
   not fading 
jf @MISSN_16_1954 
00BC: show_text_highpriority GXT 'FE07' time 5000 flag 1  // Hey where did you come from?
03CF: load_wav 44422 as 1 
gosub @MISSN_16_3368 
00BC: show_text_highpriority GXT 'FE08' time 5000 flag 1  // Well it don't matter 'cause this plane is goin' down.
03CF: load_wav 44423 as 1 
gosub @MISSN_16_3368 
00BC: show_text_highpriority GXT 'FE09' time 5000 flag 1  // I packed the tail with enough C4 nobody's going to be looking for a dead Elvis.
03CF: load_wav 44424 as 1 
gosub @MISSN_16_3368 
00BC: show_text_highpriority GXT 'FE10' time 5000 flag 1  // Now I don't plan on doin' a jail house rock son and I have the only parachute.
03CF: load_wav 44425 as 1 
gosub @MISSN_16_3368 
00BC: show_text_highpriority GXT 'FE11' time 5000 flag 1  // Fall or fry it's up to you.
03CF: load_wav 44426 as 1 
gosub @MISSN_16_3368 
fade 0 0 

:MISSN_16_2137
wait 0 
if 
   not fading 
jf @MISSN_16_2137 
select_interior 0 
02A3: enable_widescreen 0 

0860: link_actor $PLAYER_ACTOR to_interior 0 
0860: link_actor 111@ to_interior 0 
Model.Load(#SHAMAL)
Model.Load(#GUN_PARA)
038B: load_requested_models 

:MISSN_16_2184
wait 0 
if and
   Model.Available(#SHAMAL)
   Model.Available(#GUN_PARA)
jf @MISSN_16_2184 
101@ = Car.Create(#SHAMAL, 700.5404, 1191.445, 3460.889)
Car.Angle(101@) = 270.0
Car.Health(101@) = 200
Actor.PutAt(111@, 600.5404, 1050.445, 3350.889)
0446: set_actor 111@ immune_to_headshots 0 
90@ = Marker.CreateAboveActor(111@)
07E0: set_marker 90@ type_to 0 
Marker.SetColor(90@, 0)
17@ = Object.Create(#PARACHUTE, 600.5404, 1050.445, 3350.889)
069B: attach_object 17@ to_actor 111@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
Actor.PutAt($PLAYER_ACTOR, 680.5404, 1191.445, 3450.889)
Actor.Angle($PLAYER_ACTOR) = 0.0
04ED: load_animation "PARACHUTE" 
0812: AS_actor 111@ perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

if 
Actor.HasWeapon($PLAYER_ACTOR,46)
then
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
end

fade 1 1000 

:MISSN_16_2466
wait 0 
if 
   not fading 
jf @MISSN_16_2466 
03E5: show_text_box 'FE12'  // Use joystick or ~k~~GO_BACK~ key to slow your descent. Descend faster by pushing forward or using the ~k~~GO_FORWARD~ key. Rotate left and right using the stick or the ~k~~GO_LEFT~ / ~k~~GO_RIGHT~ keys.  Forward movement is the ~k~~PED_SPRINT~ key.
0@ = 0 
07D5: set_car 101@ velocity_in_direction_XYZ 5.0 0.0 0.0 rotation_velocitiesXY 1.0 0.0 unk 0.0 

:MISSN_16_2536
wait 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
0819: 6@ = actor 111@ distance_from_ground 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if 
  7@ > 20.0 
jf @MISSN_16_2650 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 

:MISSN_16_2650
1@ = Actor.Angle($PLAYER_ACTOR)
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if 
  10@ > 0 
jf @MISSN_16_2702 
1@ -= 2.0 

:MISSN_16_2702
if 
  0 > 10@ 
jf @MISSN_16_2730 
1@ += 2.0 

:MISSN_16_2730
if 
   not 1@ >= 0.0 
jf @MISSN_16_2761 
1@ += 360.0 

:MISSN_16_2761
if 
  1@ > 360.0 
jf @MISSN_16_2792 
1@ -= 360.0 

:MISSN_16_2792
Actor.Angle($PLAYER_ACTOR) = 1@
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_a, $TEMPVAR_FLOAT_b, $TEMPVAR_FLOAT_c)
Actor.StorePos(111@, $TEMPVAR_FLOAT_x, $TEMPVAR_FLOAT_y, $TEMPVAR_FLOAT_z)
050A: 3@ = distance_between_XYZ $TEMPVAR_FLOAT_a $TEMPVAR_FLOAT_b $TEMPVAR_FLOAT_c and_XYZ $TEMPVAR_FLOAT_x $TEMPVAR_FLOAT_y $TEMPVAR_FLOAT_z 
if 
   not 3@ >= 3.0 
jf @MISSN_16_2895 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
jump @MISSN_16_3189 

:MISSN_16_2895
02F6: $tempvar_Float_1 = cosine 1@ // (float) 
02F7: $tempvar_Float_2 = sine 1@ // (float) 
$tempvar_Float_1 *= -1.0 
if 
   not 11@ >= 0 
jf @MISSN_16_2949 
$1509 -= 2.0 

:MISSN_16_2949
if and
  11@ > 0 
   not $1509 >= -10.0 
jf @MISSN_16_2987 
$1509 += 2.0 

:MISSN_16_2987
if 
00E1:   player 0 pressed_key 16 
jf @MISSN_16_3020 
0059: $1507 += $tempvar_Float_1 // (float) 
0059: $1508 += $tempvar_Float_2 // (float) 

:MISSN_16_3020
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
if 
   not 6@ > 200.0 
jf @MISSN_16_2536 
0750: set_object 17@ visibility 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_FRONT" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 250 // versionB 
0812: AS_actor 111@ perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
083C: set_actor 111@ velocity_in_direction_XYZ -1.0 0.0 0.0 
wait 3000 
gosub @MISSN_16_3416 
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 

:MISSN_16_3189
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_FRONT" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 250 // versionB 
0812: AS_actor 111@ perform_animation "FALL_FRONT" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 250 // versionB 

:MISSN_16_3265
wait 0 
if 
   Actor.Dead(111@)
jf @MISSN_16_3265 

:MISSN_16_3285
wait 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_a, $TEMPVAR_FLOAT_b, $TEMPVAR_FLOAT_c)
Actor.StorePos(111@, $TEMPVAR_FLOAT_x, $TEMPVAR_FLOAT_y, $TEMPVAR_FLOAT_z)
050A: 3@ = distance_between_XYZ $TEMPVAR_FLOAT_a $TEMPVAR_FLOAT_b $TEMPVAR_FLOAT_c and_XYZ $TEMPVAR_FLOAT_x $TEMPVAR_FLOAT_y $TEMPVAR_FLOAT_z 
if 
   not 3@ >= 1.0 
jf @MISSN_16_3285 
jump @MISSN_16_3456 

:MISSN_16_3368
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_16_3368 
03D1: play_wav 1 

:MISSN_16_3391
wait 0 
if 
03D2:   wav 1 ended 
jf @MISSN_16_3391 
040D: unload_wav 1 
return 

:MISSN_16_3416
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 2026.8145, 1109.2987, 10.813)
return 

:MISSN_16_3456
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 20000
wait 5000 
$SUPPORT = -1
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1599.8119, 2672.2493, 10.8274)
return 

:MISSN_16_3510
$ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
Marker.Disable(90@)
Model.Destroy(#SHAMAL)
Model.Destroy(#VHMYELV)
Model.Destroy(#GUN_PARA)
mission_cleanup 
return 


//-------------Mission 23---------------
// Originally: Gray Imports
//-------------Mission 23---------------
// Originally: Gray Imports
{ This mission was edited from the original mission above "Gray Exports" reveals
why Tenpenny gave you the tip to the Russians and Ballas doing business together. This is
another prequel like mission, but unlike CJ, Officer Tenpenny can crack keypads and
not shoot them off walls. Only the initial setup is copied from the Gray Imports. After the 
point I indicate below is my original coding. The idea is this mission is designed to be like
Splinter Cell where you go in all stealth.}

:MISSN_06
thread 'MISSN_06' 
$ONMISSION = 1 
054C: use_GXT_table 'JABM06' 
gosub @MISSN_06_BEGIN

00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MISSN_06_END
0050: gosub @MISSN_06_800

:MISSN_06_END
0050: gosub @MISSN_06_CLEANUP
004E: end_thread

:MISSN_06_CLEANUP
$ONMISSION = 0 
03C7: set_sensitivity_to_crime 1.0   
mission_cleanup
return

:MISSN_06_BEGIN
Fade 0 1500
:MISSN_06_50
wait 0 
if
not fading
jf @MISSN_06_50

0395: clear_area 0 at 1036.86 -1336.49 20.0 radius 20.0 

Model.Load(#FORKLIFT)
Model.Load(#MULE)
Model.Load(#MP5LNG)
Model.Load(#SEC_KEYPAD)
Model.Load(#KMB_RAMP)
Model.Load(#URANUS)      
Model.Load(#BF400) 
Model.Load(#KNIFECUR)
Model.Load(#SILENCED)
07C0: load_path 310 
07C0: load_path 328 
07C0: load_path 329 
07C0: load_path 309
038B: load_requested_models 

:MISSN_06_100
wait 0
if and
   Model.Available(#FORKLIFT)
   Model.Available(#MULE)
   Model.Available(#SEC_KEYPAD)
   Model.Available(#MP5LNG)
   Model.Available(#KMB_RAMP)
   Model.Available(#URANUS)
   Model.Available(#BF400)
   Model.Available(#KNIFECUR)
else_jump @MISSN_06_100 

Model.Load(#IMCMPTRKDRL_LAS)
Model.Load(#IMCMPTRKDRR_LAS)
Model.Load(#IMCOMPMOVEDR1_LAS)
Model.Load(#WMYMECH)
Model.Load(#COLT45)
Model.Load(#BARREL4)
Model.Load(#IRGOGGLES)
038B: load_requested_models 

:MISSN_06_110
wait 0
if and
   Model.Available(#WMYMECH)
   Model.Available(#COLT45)
   Model.Available(#BARREL4)
   Model.Available(#IMCMPTRKDRL_LAS)
   Model.Available(#IMCMPTRKDRR_LAS)
   Model.Available(#IMCOMPMOVEDR1_LAS)
   Model.Available(#SILENCED)
   Model.Available(#IRGOGGLES)
else_jump  @MISSN_06_110 
//Dress CJ for cut scene
09C7: change_player $PLAYER_CHAR model_to #NULL 
Player.SetClothes($PLAYER_CHAR, "hoodyAgreen", "hoodyA", Torso)
Player.SetClothes($PLAYER_CHAR, "chinosbiege", "chinosb", Legs)
Player.SetClothes($PLAYER_CHAR, "convheatred", "conv", Shoes)
Player.SetClothes($PLAYER_CHAR, "goatee", "HEAD", Head)  
Player.Build($PLAYER_CHAR)
//Changes the player to ped model 290 Tenpenny
09C7: change_player $PLAYER_CHAR model_to 290 

0395: clear_area 1 at 2174.896 -2258.914 150.0 radius 150.0 
03C7: set_sensitivity_to_crime 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

141@ = 15.9  //Main Door Position up and down
142@ = 0     //Generic Event Checking
143@ = 0     //Guard 1 Check points
144@ = 0     //Guard 2 Check points
145@ = 0     //Guard 3 Check points
146@ = 0     //Guard Index 62 - 68
147@ = 0     //Guard 4 Check points
148@ = 0     //Guard 5 Check points
 

060A: create_decision_maker_type 0 store_to 52@
Camera.SetAtPos(2212.02, -2225.45, 12.24)
34@ = Object.Create(#IMCMPTRKDRL_LAS, 2192.925, -2231.824, 14.205)
35@ = Object.Create(#IMCMPTRKDRR_LAS, 2195.072, -2229.589, 14.205)
Object.Angle(34@) = 135.0
Object.Angle(35@) = 85.0
36@ = Object.Create(#IMCMPTRKDRL_LAS, 2200.184, -2224.419, 14.205)
37@ = Object.Create(#IMCMPTRKDRR_LAS, 2202.432, -2222.266, 14.205)
Object.Angle(36@) = 135.0
Object.Angle(37@) = 85.0
38@ = Object.Create(#IMCMPTRKDRL_LAS, 2207.766, -2217.281, 14.205)
39@ = Object.Create(#IMCMPTRKDRR_LAS, 2210.014, -2215.058, 14.205)
Object.Angle(38@) = 135.0
Object.Angle(39@) = 85.0
40@ = Object.Create(#IMCMPTRKDRL_LAS, 2215.096, -2210.761, 14.205)
41@ = Object.Create(#IMCMPTRKDRR_LAS, 2217.344, -2208.537, 14.205)
Object.Angle(40@) = 135.0
Object.Angle(41@) = 85.0
42@ = Object.Init(#KMB_RAMP, 2193.418, -2231.352, 14.183)
43@ = Object.Init(#KMB_RAMP, 2194.642, -2230.128, 14.183)
44@ = Object.Init(#KMB_RAMP, 2200.686, -2224.019, 14.183)
45@ = Object.Init(#KMB_RAMP, 2201.91, -2222.795, 14.183)
46@ = Object.Init(#KMB_RAMP, 2208.243, -2216.833, 14.183)
47@ = Object.Init(#KMB_RAMP, 2209.468, -2215.609, 14.183)
48@ = Object.Init(#KMB_RAMP, 2215.489, -2210.406, 14.183)
49@ = Object.Init(#KMB_RAMP, 2216.713, -2209.182, 14.183)
0453: set_object 42@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 43@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 44@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 45@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 46@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 47@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 48@ XY_rotation 0.0 0.0 angle 45.0 
0453: set_object 49@ XY_rotation 0.0 0.0 angle 45.0 
50@ = Object.Init(#IMCOMPMOVEDR1_LAS, 2178.073, -2254.384, 15.9)
Object.Angle(50@) = 224.0
51@ = Object.Create(#SEC_KEYPAD, 2174.896, -2258.914, 15.0)
Object.KeepInMemory(51@) = True
Object.Angle(51@) = 35.23
071F: set_object 51@ health_to 10 
0875: unknown_object 51@ flag 1 
73@ = Object.Create(#BARREL4, 2187.538, -2255.581, 12.51)
0875: unknown_object 73@ flag 1 
58@ = Car.Create(#MULE, 2175.94, -2268.1, 12.66)
Car.Angle(58@) = 48.24
Car.Health(58@) = 450
59@ = Car.Create(#MULE, 2159.395, -2295.29, 12.688)
Car.Angle(59@) = 44.51
Car.Health(59@) = 450
60@ = Car.Create(#FORKLIFT, 2174.87, -2289.22, 12.06)
Car.Angle(60@) = 321.59
0129: 62@ = create_actor_pedtype 24 model #WMYMECH in_car 60@ driverseat 
61@ = Car.Create(#FORKLIFT, 2193.25, -2256.4, 12.25)
Car.Angle(61@) = 266.92
0129: 63@ = create_actor_pedtype 24 model #WMYMECH in_car 61@ driverseat 
04E0: car 61@ abandon_path_radius 150 
060B: set_actor 63@ decision_maker_to 52@ 

71@ = Object.Create(#BARREL4, 2179.18, -2270.92, -14.0)
0875: unknown_object 71@ flag 1 
72@ = Object.Create(#BARREL4, 2179.18, -2270.92, -10.0)
0875: unknown_object 72@ flag 1 
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 62@ drive_car 60@ to 2179.49 -2280.46 14.03 speed 5.0 0 model #NULL 3 

69@ = Object.Create(#BARREL4, 2179.18, -2270.92, -14.0)
0875: unknown_object 69@ flag 1 
70@ = Object.Create(#BARREL4, 2179.18, -2270.92, -10.0)
0875: unknown_object 70@ flag 1 
0681: attach_object 69@ to_car 61@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 63@ drive_car 61@ to 2209.1 -2253.64 12.25 speed 6.0 0 model #NULL 3 

54@ = Car.Create(#URANUS, 2207.7, -2246.157, 12.597)
06ED: set_car 54@ paintjob 2 
56@ = Car.Create(#URANUS, 2218.87, -2234.29, 12.6)
06ED: set_car 56@ paintjob 1

0129: 83@ = create_actor_pedtype 24 model #WMYMECH in_car 54@ driverseat 
060B: set_actor 83@ decision_maker_to 52@ 
55@ = Car.Create(#BF400, 2212.9, -2241.6, 12.59)
0129: 84@ = create_actor_pedtype 24 model #WMYMECH in_car 55@ driverseat 
060B: set_actor 84@ decision_maker_to 52@ 
0129: 85@ = create_actor_pedtype 24 model #WMYMECH in_car 56@ driverseat 
060B: set_actor 85@ decision_maker_to 52@ 
57@ = Car.Create(#BF400, 2224.3, -2228.19, 12.597)
0129: 86@ = create_actor_pedtype 24 model #WMYMECH in_car 57@ driverseat 
060B: set_actor 86@ decision_maker_to 52@ 
64@ = Actor.Create(Mission1, #WMYMECH, 2181.97, -2252.695, 13.82)
Actor.Angle(64@) = 231.26
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(64@) = 30
65@ = Actor.Create(Mission1, #WMYMECH, 2189.65, -2250.05, 12.597)
Actor.Angle(65@) = 229.24
060B: set_actor 65@ decision_maker_to 52@ 
01B2: give_actor 65@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(65@) = 30
66@ = Actor.Create(Mission1, #WMYMECH, 2193.126, -2233.95, 12.59)
Actor.Angle(66@) = 249.77
060B: set_actor 66@ decision_maker_to 52@ 
01B2: give_actor 66@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(66@) = 30
67@ = Actor.Create(Mission1, #WMYMECH, 2199.71, -2257.841, 12.597)
Actor.Angle(67@) = 347.22
060B: set_actor 67@ decision_maker_to 52@ 
01B2: give_actor 67@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(67@) = 30
68@ = Actor.Create(Mission1, #WMYMECH, 2200.2, -2256.49, 12.597)
Actor.Angle(68@) = 168.1
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
060B: set_actor 68@ decision_maker_to 52@ 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(68@) = 30
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 
018A: 167@ = create_checkpoint_at 2247.639 -2202.144 12.59
//Finished with setup the rest is original

02A3: enable_widescreen 1 
Fade 1 1500
:MISSN_06_FADE1
wait 0
if 
not fading
jf @MISSN_06_FADE1

00BC: show_text_highpriority GXT 'GEX00' time 8000 flag 1  
wait 8000
02A3: enable_widescreen 0 

:MISSN_06_120
wait 0
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2247.639 -2202.144 12.59 radius 5.0 5.0 5.0 
else_jump  @MISSN_06_120 

//Give Tenpenny the Googles, Knife and Silencer
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 9999  
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 9999  
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 17 
0164: disable_marker 167@
00C0: set_current_time_hours_to 22 minutes_to 0 
//Cut Scene
02A3: enable_widescreen 1 
05EB: assign_car 55@ to_path 310 
05EB: assign_car 56@ to_path 328 
05EB: assign_car 57@ to_path 329 
05EB: assign_car 54@ to_path 309 
015F: set_camera_position 2236.0857 -2225.2952 15.0 rotation 0.0 0.0 0.0 
Camera.PointAt(2204.3667, -2218.5129, 13.5469, 2)
00BC: show_text_highpriority GXT 'GEX01' time 8000 flag 1  
wait 8000
                      
Camera.SetPosition(2200.1631, -2254.7815, 13.5469, 0.0, 0.0, 0.0)
Camera.PointAt(2200.043, -2256.8494, 14.0, 2)
00BC: show_text_highpriority GXT 'GEX02' time 8000 flag 1  
wait 6000

Camera.SetPosition(2177.2615, -2258.8103, 15.0, 0.0, 0.0, 0.0)
Camera.PointAt(2175.2529, -2259.1265, 14.7734, 2)
00BC: show_text_highpriority GXT 'GEX03' time 8000 flag 1  
wait 3000

05D1: AS_actor 62@ drive_car 60@ to 2187.88 -2265.11 12.6 speed 6.0 0 model #NULL 3 

Camera.SetPosition(2207.014, -2244.207, 13.7376, 0.0, 0.0, 0.0)
Camera.PointAt(2206.333, -2243.486, 13.613, 2)

wait 3000
//Drivers of the Cars loaded into trucks
Actor.DestroyInstantly(83@)
Actor.DestroyInstantly(84@)
Actor.DestroyInstantly(85@)
Actor.DestroyInstantly(86@)

133@ = Pickup.Create(#BODYARMOUR, 3, 2186.507, -2244.993, 15.81)
134@ = Pickup.Create(#BODYARMOUR, 3, 2146.559, -2244.46, 13.58)
135@ = Pickup.Create(#HEALTH, 3, 2158.82, -2232.747, 13.59)
wait 2000
02A3: enable_widescreen 0
//End Cut Scene 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

162@ = 2180.5
163@ = -2278.5 
05D1: AS_actor 62@ drive_car 60@ to 162@ 163@ 13.7 speed 5.0 0 model #NULL 3 
164@ = 2212.0
165@ = -2234.0
05D1: AS_actor 63@ drive_car 61@ to 164@ 165@ 13.7 speed 5.0 0 model #NULL 3 
//03C4: set_status_text $7613 type 1 GXT 'DES6_50' //Was going to be a stealth meter. Felt like too much.

:MISSN_06_200
wait 0

//Random Forktruck driver #1
if and
not Actor.Dead(63@)
00FE:   actor 63@ sphere 0 in_sphere 164@ 165@ 13.7 radius 4.0 4.0 2.0 
jf @MISSN_06_210

0208: 164@ = random_float_in_ranges -0.2 0.2 
if
164@ > 0.0 
then
164@ = 2212.0
0208: 165@ = random_float_in_ranges -2252.5 -2215.0 
else  
0208: 164@ = random_float_in_ranges 2196.0 2229.0
165@ = -2234.0
end
05D1: AS_actor 63@ drive_car 61@ to 164@ 165@ 13.7 speed 5.0 0 model #NULL 3 

:MISSN_06_210
//Random Forktruck driver #2
if and
not Actor.Dead(62@)
00FE:   actor 62@ sphere 0 in_sphere 162@ 163@ 13.7 radius 4.0 4.0 2.0 
jf @MISSN_06_220

0208: 162@ = random_float_in_ranges -0.2 0.2 
if
162@ > 0.0 
then
162@ = 2180.5
0208: 163@ = random_float_in_ranges -2279.0 -2327.0
else  
0208: 162@ = random_float_in_ranges 2159.9 2194.3
163@ = -2278.5
end
05D1: AS_actor 62@ drive_car 60@ to 162@ 163@ 13.7 speed 5.0 0 model #NULL 3 

:MISSN_06_220
//Guard 1 walks a loop path
if and
not Actor.Dead(64@) 
02A0:   actor 64@ stopped 
jf @MISSN_06_240
//Skipped when the Actor is alive and moving.
143@ += 1
if 
143@ >= 12 
then
143@ = 0
end
if
143@ == 0
then
05D3: AS_actor 64@ goto_point 2181.7083 -2252.8679 14.7734 mode 4 -2 ms 
end
if
143@ == 1
then
05D3: AS_actor 64@ goto_point 2176.0869 -2259.4487 14.7734 mode 4 -2 ms 
end
if
143@ == 2
then
05D3: AS_actor 64@ goto_point 2187.3491 -2259.6792 13.4511 mode 4 -2 ms 
end
if
143@ == 3
then
05D3: AS_actor 64@ goto_point 2201.426 -2245.2866 13.5469 mode 4 -2 ms 
end
if
143@ == 4
then
05D3: AS_actor 64@ goto_point 2178.0857 -2223.8364 13.4844 mode 4 -2 ms 
end
if
143@ == 5
then
05D3: AS_actor 64@ goto_point 2157.8755 -2226.3157 13.394 mode 4 -2 ms 
end
if
143@ == 6
then
05D3: AS_actor 64@ goto_point 2113.6719 -2271.8633 13.5383 mode 4 -2 ms 
end
if
143@ == 7
then
05D3: AS_actor 64@ goto_point 2129.0088 -2291.7991 13.4491 mode 4 -2 ms 
end
if
143@ == 8
then
05D3: AS_actor 64@ goto_point 2115.5613 -2274.6956 20.676 mode 4 -2 ms 
end
if
143@ == 9
then
05D3: AS_actor 64@ goto_point 2130.5649 -2305.3682 13.4834 mode 4 -2 ms 
end
if
143@ == 10
then
05D3: AS_actor 64@ goto_point 2148.7549 -2320.7429 13.5312 mode 4 -2 ms 
end
if
143@ == 11
then
05D3: AS_actor 64@ goto_point 2194.21 -2270.9294 13.5547 mode 4 -2 ms 
end

:MISSN_06_240
//Guard 2 walks a loop path
if and
not Actor.Dead(65@)
02A0:   actor 65@ stopped 
jf @MISSN_06_260

144@ += 1
if 
144@ >= 4 
then
144@ = 0
end
if
144@ == 0
then
05D3: AS_actor 65@ goto_point 2200.8591 -2262.4573 13.5547 mode 4 -2 ms 
end
if
144@ == 1
then
05D3: AS_actor 65@ goto_point 2236.1316 -2225.7161 13.5547 mode 4 -2 ms 
end
if
144@ == 2
then
05D3: AS_actor 65@ goto_point 2222.6514 -2212.5574 13.5469 mode 4 -2 ms 
end
if
144@ == 3
then
05D3: AS_actor 65@ goto_point 2198.8647 -2234.8967 13.5469 mode 4 -2 ms 
end

:MISSN_06_260
//Guard 3 walks a loop path 
if and
not Actor.Dead(66@)
02A0:   actor 66@ stopped 
jf @MISSN_06_270
145@ += 1
if 
145@ >= 2
then
145@ = 0
end
if
145@ == 0
then
05D3: AS_actor 66@ goto_point 2212.3574 -2252.5759 13.5547 mode 4 -2 ms 
end
if  
145@ == 1
then
05D3: AS_actor 66@ goto_point 2170.5002 -2289.6121 13.5411 mode 4 -2 ms 
end          
:MISSN_06_270
//Guard spots Frank ALARM is Raised
146@ += 1
if 
146@ >= 7
then
    146@ = 0
end
//If the guard is not dead, this code projects a sphere 7 meters infront of the guard
//with a diameter of 9 meters. I know the code says radius but if that was correct the
//sphere would go behind the guard and you would never be able to sneak up on him from behind.*
if 
    not Actor.Dead(62@(146@,7i))
then
    04C4: store_coords_to 151@ 152@ 153@ from_actor 62@(146@,7i) with_offset 0.0 7.5 0.0 
    if 
      031D:   actor 62@(146@,7i) hit_by_weapon 23
    then
      05E2: AS_actor 62@(146@,7i) kill_actor $PLAYER_ACTOR   
    end
    if and
    143@ >= 0                                                                 
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 151@ 152@ 153@ radius 9.0 9.0 9.0 
    then
        jump @MISSN_06_500
    end
end

//Frank makes it to the keypad and cracks the code
//I know the ATM animation could be improved... too lazy I guess.
if and
142@ == 0
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.2529 -2259.1265 14.7734 radius 1.0 1.0 1.0 
then
    Actor.Angle($PLAYER_ACTOR) = 51.0
    0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" IFP_file "PED" 4.0 loop 0 0 0 0 time 2000 
    0613: 26@ = actor $PLAYER_ACTOR animation "ATM" time 
    142@ = 1
    wait 2000     
    097B: play_audio_at_object 50@ event 1035 //Door Sound
end 
//Gate goes up
if and
141@ < 19.5
142@ == 1
then
141@ += 0.1
if 
141@ >= 19.5 
then 
    097B: play_audio_at_object 50@ event 1036  //Kill Sound
end
01BC: put_object 50@ at 2178.073 -2254.384 141@ //Raises the gate 
end    
//Inside checkpoint
if and
142@ == 1
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2174.0808 -2251.2556 13.3032 radius 8.0 8.0 1.0 
then
    142@ = 2
    097B: play_audio_at_object 50@ event 1035 //Door Sound
end
//Gate goes down
if and
141@ > 15.9
142@ == 2
then
141@ -= 0.1
if 
141@ <= 15.9 
then 
    097B: play_audio_at_object 50@ event 1036  //Kill Sound
    142@ = 3
04F9: set_interior 0 color_to 0 
end
01BC: put_object 50@ at 2178.073 -2254.384 141@ //Lowers the gate
end 
//No barrels or the keypad can get destroyed or mission failed
if and
8366:   not object 51@ damaged 
8366:   not object 69@ damaged 
8366:   not object 70@ damaged
8366:   not object 71@ damaged
8366:   not object 72@ damaged
8366:   not object 73@ damaged
jf @MISSN_06_800

{ This point tells us that all the things outside are done so we can
toss them in the trash and move those men inside the warehouse.
To sum this up part A of the mission is complete and part B is now loaded.}
if
142@ == 3 
jf @MISSN_06_200

//Part B sneaking around inside like Sam Fisher.
:MISSN_06_300
//Set up interior Guards
142@ = 0
143@ = 4
144@ = 0
145@ = 0
147@ = 0
148@ = 0

64@ = Actor.Create(Mission1, #WMYMECH, 2166.0129, -2239.7473, 13.2866)
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
Actor.WeaponAccuracy(64@) = 30
060B: set_actor 64@ decision_maker_to 52@ 
65@ = Actor.Create(Mission1, #WMYMECH, 2153.7788, -2243.3887, 13.3007)
060B: set_actor 65@ decision_maker_to 52@ 
01B2: give_actor 65@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(65@) = 30
060B: set_actor 65@ decision_maker_to 52@ 
66@ = Actor.Create(Mission1, #WMYMECH, 2156.6182, -2270.3901, 13.3038)
060B: set_actor 66@ decision_maker_to 52@ 
01B2: give_actor 66@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(66@) = 30
060B: set_actor 66@ decision_maker_to 52@ 
67@ = Actor.Create(Mission1, #WMYMECH, 2139.3755, -2270.9983, 17.5625)
060B: set_actor 67@ decision_maker_to 52@ 
01B2: give_actor 67@ weapon 22 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(67@) = 30
060B: set_actor 67@ decision_maker_to 52@ 
68@ = Actor.Create(Mission1, #WMYMECH, 2178.282, -2251.1094, 20.6719)
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
060B: set_actor 68@ decision_maker_to 52@ 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
Actor.WeaponAccuracy(68@) = 30
060B: set_actor 68@ decision_maker_to 52@ 
//Make the guards start walking
05D3: AS_actor 64@ goto_point 2161.2422 -2246.8901 13.2917 mode 4 -2 ms
05D3: AS_actor 65@ goto_point 2153.7788 -2243.3887 13.3007 mode 4 -2 ms
05D3: AS_actor 66@ goto_point 2156.6182 -2270.3901 13.3038 mode 4 -2 ms
05D3: AS_actor 67@ goto_point 2139.3755 -2270.9983 17.5625 mode 4 -2 ms
05D3: AS_actor 68@ goto_point 2178.282 -2251.1094 20.6719 mode 4 -2 ms

:MISSN_06_310
wait 0

:MISSN_06_320
//Guard 1 walks a loop path
if and
not Actor.Dead(64@)
02A0:   actor 64@ stopped 
jf @MISSN_06_330

143@ += 1
if 
143@ >= 12 
then
143@ = 0
end
if
143@ == 0
then
05D3: AS_actor 64@ goto_point 2176.0168 -2252.5842 13.3044 mode 4 -2 ms 
end
if
143@ == 1
then
05D3: AS_actor 64@ goto_point 2168.1069 -2254.0479 13.3021 mode 4 -2 ms 
end
if
143@ == 2
then
05D3: AS_actor 64@ goto_point 2161.2422 -2246.8901 13.2917 mode 4 -2 ms 
end
if
143@ == 3
then
05D3: AS_actor 64@ goto_point 2166.0129 -2239.7473 13.2866 mode 4 -2 ms 
end
if
143@ == 4
then
05D3: AS_actor 64@ goto_point 2161.2422 -2246.8901 13.2917 mode 4 -2 ms 
end
if
143@ == 5
then
05D3: AS_actor 64@ goto_point 2168.1069 -2254.0479 13.3021 mode 4 -2 ms 
end

:MISSN_06_330
//Guard 2 walks a loop path
if and
not Actor.Dead(65@)
02A0:   actor 65@ stopped 
jf @MISSN_06_340
144@ += 1
if 
144@ >= 4 
then
144@ = 0
end
if
144@ == 0
then
05D3: AS_actor 65@ goto_point 2153.7788 -2243.3887 13.3007 mode 4 -2 ms 
end
if
144@ == 1
then
05D3: AS_actor 65@ goto_point 2151.533 -2247.3108 13.299 mode 4 -2 ms 
end
if
144@ == 2
then
05D3: AS_actor 65@ goto_point 2167.0049 -2261.644 13.3044 mode 4 -2 ms 
end
if
144@ == 3
then
05D3: AS_actor 65@ goto_point 2151.533 -2247.3108 13.299 mode 4 -2 ms 
end

:MISSN_06_340
//Guard 3 walks a loop path
if and
not Actor.Dead(66@)
02A0:   actor 66@ stopped 
jf @MISSN_06_350
145@ += 1
if 
145@ >= 14 
then
145@ = 0
end
if
145@ == 0
then
05D3: AS_actor 66@ goto_point 2156.6182 -2270.3901 13.3038 mode 4 -2 ms 
end
if
145@ == 1
then
05D3: AS_actor 66@ goto_point 2145.3733 -2261.4651 13.2984 mode 4 -2 ms 
end
if
145@ == 2
then
05D3: AS_actor 66@ goto_point 2134.1743 -2265.7319 14.7861 mode 4 -2 ms 
end
if
145@ == 3
then
05D3: AS_actor 66@ goto_point 2139.3755 -2270.9983 17.5625 mode 4 -2 ms 
end
if
145@ == 4
then
05D3: AS_actor 66@ goto_point 2134.1306 -2275.8506 20.6719 mode 4 -2 ms 
end
if
145@ == 5
then
05D3: AS_actor 66@ goto_point 2124.9932 -2266.8147 20.6673 mode 4 -2 ms 
end
if
145@ == 6
then
05D3: AS_actor 66@ goto_point 2144.27 -2248.9321 20.6641 mode 4 -2 ms 
end
if
145@ == 7
then
05D3: AS_actor 66@ goto_point 2159.9297 -2265.1814 20.6669 mode 4 -2 ms 
end
if
145@ == 8
then
05D3: AS_actor 66@ goto_point 2144.27 -2248.9321 20.6641 mode 4 -2 ms 
end
if
145@ == 9
then
05D3: AS_actor 66@ goto_point 2124.9932 -2266.8147 20.6673 mode 4 -2 ms 
end
if
145@ == 10
then
05D3: AS_actor 66@ goto_point 2134.1306 -2275.8506 20.6719 mode 4 -2 ms 
end
if
145@ == 11
then
05D3: AS_actor 66@ goto_point 2139.3755 -2270.9983 17.5625 mode 4 -2 ms 
end
if
145@ == 12
then
05D3: AS_actor 66@ goto_point 2134.1743 -2265.7319 14.7861 mode 4 -2 ms 
end
if
145@ == 13
then
05D3: AS_actor 66@ goto_point 2145.3733 -2261.4651 13.2984 mode 4 -2 ms 
end

:MISSN_06_350
//Guard 4 walks a loop path
if and
not Actor.Dead(67@)
02A0:   actor 67@ stopped 
jf @MISSN_06_360
147@ += 1
if 
147@ >= 14 
then
147@ = 0
end

if
147@ == 0
then
05D3: AS_actor 67@ goto_point 2156.6182 -2270.3901 13.3038 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 1                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2145.3733 -2261.4651 13.2984 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 2                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2134.1743 -2265.7319 14.7861 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 3                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2139.3755 -2270.9983 17.5625 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 4                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2134.1306 -2275.8506 20.6719 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 5                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2124.9932 -2266.8147 20.6673 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 6                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2144.27 -2248.9321 20.6641   mode 4 -2 ms 
end
if
147@ == 7
then
05D3: AS_actor 67@ goto_point 2159.9297 -2265.1814 20.6669 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 8                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2144.27 -2248.9321 20.6641   mode 4 -2 ms 
end                                                       
if                                                        
147@ == 9                                                 
then                                                      
05D3: AS_actor 67@ goto_point 2124.9932 -2266.8147 20.6673 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 10                                                
then                                                      
05D3: AS_actor 67@ goto_point 2134.1306 -2275.8506 20.6719 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 11                                                
then                                                      
05D3: AS_actor 67@ goto_point 2139.3755 -2270.9983 17.5625 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 12                                                
then                                                      
05D3: AS_actor 67@ goto_point 2134.1743 -2265.7319 14.7861 mode 4 -2 ms 
end                                                       
if                                                        
147@ == 13                                                
then                                                      
05D3: AS_actor 67@ goto_point 2145.3733 -2261.4651 13.2984 mode 4 -2 ms 
end
:MISSN_06_360
//Guard 5 walks a loop path
if and
not Actor.Dead(68@)
02A0:   actor 68@ stopped 
jf @MISSN_06_370
148@ += 1
if 
148@ >= 8 
then
148@ = 0
end

if
148@ == 0
then
05D3: AS_actor 68@ goto_point 2178.282 -2251.1094 20.6719  mode 4 -2 ms 
end                                                       
if                                                        
148@ == 1                                                 
then                                                      
05D3: AS_actor 68@ goto_point 2143.4243 -2286.1931 20.6719 mode 4 -2 ms 
end                                                       
if                                                        
148@ == 2                                                 
then                                                      
05D3: AS_actor 68@ goto_point 2135.5798 -2277.9062 20.6719 mode 4 -2 ms 
end                                                       
if                                                        
148@ == 3                                                 
then                                                      
05D3: AS_actor 68@ goto_point 2140.697 -2272.4546 17.5625  mode 4 -2 ms 
end                                                       
if                                                        
148@ == 4                                                 
then                                                      
05D3: AS_actor 68@ goto_point 2147.0872 -2277.5708 14.7802 mode 4 -2 ms 
end                                                       
if                                                        
148@ == 5                                                 
then                                                      
05D3: AS_actor 68@ goto_point 2140.697 -2272.4546 17.5625  mode 4 -2 ms 
end                                                       
if                                                        
148@ == 6                                                 
then                                                      
05D3: AS_actor 68@ goto_point 2135.5798 -2277.9062 20.6719 mode 4 -2 ms 
end                                                       
if                                                        
148@ == 7                                                 
then                                                      
05D3: AS_actor 68@ goto_point 2143.4243 -2286.1931 20.6719 mode 4 -2 ms 
end                           

:MISSN_06_370
if and
142@ == 0
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2132.3655 -2276.9238 20.6719 radius 1.0 1.0 1.0 
then
    142@ = 4   //Check Point to eves drop on the conversation.
    Actor.Angle($PLAYER_ACTOR) = 233.0
    04EB: AS_actor $PLAYER_ACTOR crouch 1 
    wait 1000
end

//Guard spots Frank ALARM is Raised
146@ += 1
if 
146@ >= 5
then
    146@ = 0
end
//*See code comment above; the distance is cut back for inside.
if 
    not Actor.Dead(64@(146@,5i))
then
    04C4: store_coords_to 151@ 152@ 153@ from_actor 64@(146@,5i) with_offset 0.0 2.5 0.0 
    if 
      031D:   actor 64@(146@,5i) hit_by_weapon 23
    then
      05E2: AS_actor 64@(146@,5i) kill_actor $PLAYER_ACTOR   
    end
    if and
    143@ >= 0
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 151@ 152@ 153@ radius 3.0 3.0 3.0 
    then
        jump @MISSN_06_500
    end
end

if
142@ == 4 
jf @MISSN_06_310

Actor.DestroyWithFade(64@)
Actor.DestroyWithFade(65@)
Actor.DestroyWithFade(66@)
Actor.DestroyWithFade(67@)
Actor.DestroyWithFade(68@)
//cut scene
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'GEX04' time 7000 flag 1  
03CF: load_wav 45000 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX05' time 4000 flag 1  
03CF: load_wav 45001 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX06' time 9000 flag 1  
03CF: load_wav 45002 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX07' time 2000 flag 1  
03CF: load_wav 45003 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX08' time 7000 flag 1  
03CF: load_wav 45004 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX09' time 5000 flag 1  
03CF: load_wav 45255 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX10' time 3000 flag 1  
03CF: load_wav 45005 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX11' time 5000 flag 1  
03CF: load_wav 45245 as 1
gosub @MISSN_06_PLAY
00BC: show_text_highpriority GXT 'GEX12' time 5000 flag 1  
wait 4000
Fade 0 1000
:MISSN_06_FADEOUT
wait 0
if 
not fading
jf @MISSN_06_FADEOUT

0395: clear_area 0 at 1036.86 -1336.49 20.0 radius 20.0 
02E4: load_cutscene_data 'CRASH3A' 
054C: use_GXT_table 'CRASH3'
:MISSN_06_420
wait 0 
if 
06B9:   cutscene_data_loaded 
jf @MISSN_06_420 
fade 1 0

02E7: start_cutscene 

:MISSN_06_430
wait 0
if 
02E9:   cutscene_reached_end 
jf @MISSN_06_430
Model.Load(#COPCARLA)
fade 0 0 

0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, 1570.2164, -1703.0057, 5.8906)
04EB: AS_actor $PLAYER_ACTOR crouch 0
//Create CRASH unit 
:MISSN_06_435
wait 0
if
Model.Available(#COPCARLA)
jf @MISSN_06_435

0674: set_car_model #COPCARLA numberplate "_CRASH_"
15@ = Car.Create(#COPCARLA, 1590.2164, -1703.0057, 5.8906) 
Car.Angle(15@) = 175.0                     
Car.DoorStatus(15@, 0)                   
053F: set_car 15@ tires_vulnerability 0  
036A: put_actor $PLAYER_ACTOR in_car 15@ 

fade 1 2000 
:MISSN_06_440
wait 0
if 
fading 
jf @MISSN_06_440 
02EA: end_cutscene 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True

//Mission Complete
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50
wait 5000 
030C: progress_made += 1 
$INTRO_TOTAL_PASSED_MISSIONS += 1
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.1016, -1675.4501, 13.5519) 
return

{At this point you have failed the mission because you were spotted and the script is waiting for 
one of two possible ways to inform you. 1 your actor dies or 2 you are forced to leave the warehouse area.}
:MISSN_06_500
054C: use_GXT_table 'CRASH3'
03CF: load_wav 11008 as 1 
0949: link_wav 1 to_actor 64@(146@,5i) 
:MISSN_06_510
wait 0
if 
03D0:   wav 1 loaded 
jf @MISSN_06_510
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CRA3_EA' time 2500 flag 1  // ~z~Hey, who the fuck are you?
wait 3000
054C: use_GXT_table 'JABM06'
00BC: show_text_highpriority GXT 'GEX13' time 4000 flag 1  
wait 4000
00BC: show_text_highpriority GXT 'GEX14' time 4000 flag 1  
wait 2000

143@ = -1
144@ = -1
145@ = -1
147@ = -1
148@ = -1
03C7: set_sensitivity_to_crime 1.0 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

//ALARM!!  Call 911
//Hunting Season Opens Today "KILL THE WABBIT!"
if
not Actor.Dead(64@)
jf @MISSN_06_530
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 
:MISSN_06_530
if
not Actor.Dead(65@)
jf @MISSN_06_531
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 
:MISSN_06_531
if
not Actor.Dead(66@)
jf @MISSN_06_532
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 
:MISSN_06_532
if
not Actor.Dead(67@)
jf @MISSN_06_533
05E2: AS_actor 67@ kill_actor $PLAYER_ACTOR 
:MISSN_06_533
if
not Actor.Dead(68@)
jf @MISSN_06_534
05E2: AS_actor 68@ kill_actor $PLAYER_ACTOR 

:MISSN_06_534
wait 0
if and 
not Actor.Dead($PLAYER_ACTOR)                    
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2190.7534 -2269.3474 13.5974 radius 80.0 80.0 80.0 
jf @MISSN_06_800

jump @MISSN_06_534

:MISSN_06_800
if
8366:   not object 51@ damaged 
jf @MISSN_06_810

00BC: show_text_highpriority GXT 'GEX16' time 5000 flag 1  
wait 4000
jump @MISSN_06_820

:MISSN_06_810
00BC: show_text_highpriority GXT 'GEX15' time 5000 flag 1  
wait 4000

:MISSN_06_820
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.1016, -1675.4501, 13.5519) 
return

//Play Audio
:MISSN_06_PLAY
wait 0
if  
03D0:   wav 1 loaded 
jf @MISSN_06_PLAY

03D1: play_wav 1

:MISSN_06_UNLOAD 
wait 0

if 
03D2:   wav 1 ended 
jf @MISSN_06_UNLOAD 
040D: unload_wav 1
return

//-------------Mission 24---------------
// Originally: Home Invasion

:MISSN_17
03A4: name_thread 'MISSN_17'
$ONMISSION = 1
0050: gosub @MISSN_17_Begin
00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MISSN_17_End
0050: gosub @MISSN_17_Failed
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1599.8119, 2672.2493, 10.8274)

:MISSN_17_End
0050: gosub @MISSN_17_Cleanup
004E: end_thread

:MISSN_17_Begin
fade 0 0
:MISSN_17_Fade1
wait 0
if 
not fading
jf @MISSN_17_Fade1

Model.Load(#COPCARLA)
Model.Load(#DESERT_EAGLE)
Model.Load(#COLT45)
038B: load_requested_models 

:MISSN_17_Models
wait 0
if and
Model.Available(#COPCARLA)
Model.Available(#DESERT_EAGLE)
Model.Available(#COLT45)
jf @MISSN_17_Models 

0674: set_car_model #COPCARLA numberplate "_CRASH_"
200@ = Car.Create(#COPCARLA, 1599.8119, 2672.2493, 10.8274)
Car.SetImmunities(200@, 0, 1, 0, 0, 0) 
Car.Angle(200@) = 90.0                    //Headed West
Car.DoorStatus(200@, 0)                   //No locked doors
053F: set_car 200@ tires_vulnerability 0  //No popped tries
072A: put_actor $PLAYER_ACTOR into_car 200@ driverseat 
018A: 40@ = create_checkpoint_at 1038.3573 -1339.5293 13.7266
$7234 = 240000

fade 1 1500
:MISSN_17_Fade2
wait 0
if 
not fading
jf @MISSN_17_Fade2
02A3: enable_widescreen true

054C: use_GXT_table 'JABM17' 
00BC: show_text_highpriority GXT 'DFH01' time 6000 flag 1  
03CF: load_wav 44435 as 1 
gosub @MISSN_17_PLAYSND
03E5: show_text_box 'DFH02'  
014E: set_timer_to $7234 type 1 
0890: enable_sound_when_timer $7234 reach 10 seconds
Player.WantedLevel($PLAYER_CHAR) = 2
02A3: enable_widescreen false

:MISSN_17_LOOP1
wait 0

if 
Actor.DrivingPlane($PLAYER_ACTOR)
then
Player.WantedLevel($PLAYER_CHAR) = 5
03E5: show_text_box 'DFH03'  
end

if
$7234 < 1 
then
jump @MISSN_17_Failed 
end

if                                            
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1038.3573 -1339.5293 13.7266 radius 1.0 1.0 1.0 
jf @MISSN_17_LOOP1

fade 0 1500
:MISSN_17_Fade3
wait 0
if 
not fading
jf @MISSN_17_Fade3
if
Actor.Driving($PLAYER_ACTOR)
then
0633: AS_actor $PLAYER_ACTOR exit_car 
end

:MISSN_17_CAR
wait 0
if
not Actor.Driving($PLAYER_ACTOR)                      
jf @MISSN_17_CAR
02A3: enable_widescreen true

Actor.PutAt($PLAYER_ACTOR,1176.5, -1323.0 14.0)
Actor.Angle($PLAYER_ACTOR) = 0.0
0110: clear_player $PLAYER_CHAR wanted_level 
067C: put_camera_on_actor $PLAYER_ACTOR with_offset -111.5 25.0 24.0 rotation -120.0 0.0 15.0 0.0 2 
                                                    
fade 1 1500
:MISSN_17_Fade4
wait 0
if 
not fading
jf @MISSN_17_Fade4
wait 3000

020C: create_explosion_with_radius 6 at 1038.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1048.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1058.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1028.2 -1339.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1038.2 -1349.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1048.2 -1349.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1058.2 -1349.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1028.2 -1349.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1038.2 -1329.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1048.2 -1329.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1058.2 -1329.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1028.2 -1329.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1038.2 -1359.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1048.2 -1359.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1058.2 -1359.6 13.7266
wait 50                                       
020C: create_explosion_with_radius 6 at 1028.2 -1359.6 13.7266
wait 50
020C: create_explosion_with_radius 6 at 1038.2 -1339.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1339.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1339.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1339.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1038.2 -1349.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1349.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1349.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1349.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1038.2 -1329.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1329.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1329.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1329.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1038.2 -1359.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1359.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1359.6 28.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1359.6 28.7266
wait 50
020C: create_explosion_with_radius 6 at 1038.2 -1339.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1339.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1339.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1339.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1038.2 -1349.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1349.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1349.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1349.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1038.2 -1329.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1329.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1329.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1329.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1038.2 -1359.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1048.2 -1359.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1058.2 -1359.6 43.7266
wait 50                                               
020C: create_explosion_with_radius 6 at 1028.2 -1359.6 43.7266
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50
wait 2500 
02A3: enable_widescreen false
0051: return

:MISSN_17_PLAYSND
wait 0
if 
03D0:   wav 1 loaded 
jf @MISSN_17_PLAYSND
03D1: play_wav 1 
:MISSN_17_PLAYING
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_17_PLAYING
040D: unload_wav 1 
return

:MISSN_17_Failed
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 
0051: return

:MISSN_17_Cleanup
Marker.Disable(40@)
014F: stop_timer $7234 
0004: $ONMISSION = 0
00D8: mission_cleanup
0051: return

//-------------Mission 25---------------
// Originally: Catalyst

:MISSN_18
03A4: name_thread 'MISSN_18'
$ONMISSION = 1
0050: gosub @MISSN_18_Begin
00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MISSN_18_End

0050: gosub @MISSN_18_Failed

:MISSN_18_END
0050: gosub @MISSN_18_Cleanup
004E: end_thread

:MISSN_18_Begin
fade 0 0
:MISSN_18_FADE1
wait 0
if 
not fading
jf @MISSN_18_FADE1

Model.Load(#FIRE_EX)
Model.Load(#BODYARMOUR)
Model.Load(#HEALTH)
Model.Load(#DESERT_EAGLE)
Model.Load(#COLT45)
Model.Load(#SHOTGSPA)
Model.Load(#TEARGAS)
Model.Load(#WFYRI)
Model.Load(#WFYBU)

:MISSN_18_models1
wait 0
if and
Model.Available(#FIRE_EX)
Model.Available(#BODYARMOUR)   
Model.Available(#HEALTH)        
Model.Available(#DESERT_EAGLE) 
Model.Available(#COLT45)
Model.Available(#SHOTGSPA)
Model.Available(#TEARGAS)
Model.Available(#WFYRI)
Model.Available(#WFYBU)
jf @MISSN_18_models1

Player.CanMove($PLAYER_CHAR) = false
04BB: select_interior 10 
04F9: set_interior 1 color_to 0  
0860: link_actor $PLAYER_ACTOR to_interior 10 
Actor.PutAt($PLAYER_ACTOR,274.8, 125.795, 1008.8203)
Actor.Angle($PLAYER_ACTOR) = 182.0
03DE: set_pedestrians_density_multiplier_to 1.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 30000 // versionB 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset -1.5 1.5 1.0 point_to_actor $PLAYER_ACTOR 0.0 mode 2 

060A: create_decision_maker_type 2 store_to 40@  
060A: create_decision_maker_type 3 store_to 41@  
//Debris Blocking Exit (exit won't work anyways)
140@ = Object.Create(#VENDMACHFD,0.0, 0.0, 0.0)    //14
141@ = Object.Create(#CR_GUNCRATE,0.0, 0.0, 0.0)   //151
142@ = Object.Create(#GUNBOX,0.0, 0.0, 0.0)        //152
143@ = Object.Create(#CM_BOX,0.0, 0.0, 0.0)        //160
144@ = Object.Create(#CARDBOARDBOX2,0.0, 0.0, 0.0) //162
Object.PutAt(140@,246.77, 108.0, 1002.75)
0453: set_object 140@ XY_rotation 0.0 90.0 angle 177.5
Object.PutAt(141@,246.91, 108.27, 1003.15)
Object.PutAt(142@,247.11, 108.8, 1002.61)
Object.Angle(142@) = 56.0
Object.PutAt(143@,245.18, 108.12, 1003.61)
Object.Angle(143@) = 23.0
Object.PutAt(144@,248.0, 108.0, 1002.61)
Object.Angle(144@) = 36.0
141@ = Object.Create(#CR_GUNCRATE,0.0, 0.0, 0.0)   //151
142@ = Object.Create(#GUNBOX,0.0, 0.0, 0.0)        //152
143@ = Object.Create(#CM_BOX,0.0, 0.0, 0.0)        //160
144@ = Object.Create(#CARDBOARDBOX2,0.0, 0.0, 0.0) //162
Object.PutAt(141@,246.23, 108.4, 1003.51)
Object.Angle(141@) = 44.0
Object.PutAt(142@,247.94, 108.0, 1003.25)
Object.Angle(142@) = 10.5
Object.PutAt(143@,245.67, 107.61, 1003.61)
Object.Angle(143@) = -124.5
Object.PutAt(144@,244.34, 108.94, 1002.61)
Object.Angle(144@) = 21.0
//Other exit
132@ = Object.Create(#GEN_DOOREXT03,0.0, 0.0, 0.0)
Object.PutAt(132@,273.37, 122.88, 1003.61)
Object.Angle(132@) = -90.0
032B: 133@ = create_weapon_pickup #DESERT_EAGLE group 3 ammo 30 at 262.4986 108.577 1004.6172
032B: 133@ = create_weapon_pickup #SHOTGSPA group 3 ammo 10 at 265.4215 108.577 1004.6172
032B: 133@ = create_weapon_pickup #TEARGAS group 3 ammo 3 at 262.4986 110.862 1004.6172
032B: 134@ = create_weapon_pickup #FIRE_EX group 3 ammo 30000 at 225.1263 120.8967 999.0795
135@ = Pickup.Create(#BODYARMOUR, 3, 259.0639, 117.4559, 1003.2187)
136@ = Pickup.Create(#HEALTH, 3, 216.2749, 110.5454, 1003.2187)
032B: 137@ = create_weapon_pickup #DESERT_EAGLE group 3 ammo 30 at 276.4326 114.3568 1008.813
02A3: enable_widescreen true 

fade 1 1500
:MISSN_18_FADE2
wait 0
if 
not fading
jf @MISSN_18_FADE2
//Lawyers
Actor.Create(138@,24,#WFYBU,270.9785, 119.8345, 1008.8203)
Actor.Create(139@,24,#WFYRI,271.6311, 118.7255, 1008.813)
03CF: load_wav 44430 as 1                            
gosub @MISSN_18_PLAYSND                              
067E: put_camera_on_actor $PLAYER_ACTOR with_offset -4.5 5.0 1.0 point_to_actor $PLAYER_ACTOR 0.0 mode 2 
03CF: load_wav 44431 as 1 
gosub @MISSN_18_PLAYSND 
0603: AS_actor 138@ goto 274.702 123.6552 1008.8203 mode 4 timelimit -1  
0603: AS_actor 139@ goto 276.982 124.4508 1008.8203 mode 4 timelimit -1  
03CF: load_wav 44432 as 1 
gosub @MISSN_18_PLAYSND 
0A1D: AS_actor 138@ rotate_to_and_look_at_actor $PLAYER_ACTOR 
0A1D: AS_actor 139@ rotate_to_and_look_at_actor $PLAYER_ACTOR 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.5 point_to_actor 139@ 0.0 mode 2 
054C: use_GXT_table 'JABM18'
00BC: show_text_highpriority GXT 'CRR01' time 6000 flag 1

03CF: load_wav 44433 as 1 
gosub @MISSN_18_PLAYSND 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset -3.0 0.0 1.0 point_to_actor $PLAYER_ACTOR 0.0 mode 2 
0603: AS_actor 138@ goto 264.45 122.0963 1005.2278 mode 4 timelimit -1 
wait 250 
0603: AS_actor 139@ goto 264.45 122.0963 1005.2278 mode 4 timelimit -1
wait 7000
Player.CanMove($PLAYER_CHAR) = true
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen false
Actor.DestroyWithFade(138@)
Actor.DestroyWithFade(139@)
//No Crime
01F0: set_max_wanted_level_to 0 
//Everyone hates you and cops
0746: set_acquaintance 4 of_actors_pedtype 1 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 2 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 3 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 5 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 18 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 19 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 0
0746: set_acquaintance 4 of_actors_pedtype 1 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 2 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 3 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 5 to_actors_pedtype 6 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 6 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 18 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 19 to_actors_pedtype 6
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 6
//Start Riot in Building 
020C: create_explosion_with_radius 3 at 215.8663 125.1664 1003.2187 
0003: shake_camera 40 
00BC: show_text_highpriority GXT 'CRR02' time 3000 flag 1
wait 3000
020C: create_explosion_with_radius 3 at 230.5392 117.463 1003.2187 
0003: shake_camera 40 
//Building on Fire
02CF: 70@ = create_fire_at 264.45 122.0963 1005.2278 propagation 0 size 3 
02CF: 71@ = create_fire_at 233.0853 126.6303 1011.2198 propagation 0 size 2 
02CF: 72@ = create_fire_at 232.3509 124.0306 1010.2187 propagation 0 size 3 
02CF: 73@ = create_fire_at 227.4438 113.7354 1010.2187 propagation 0 size 2 
02CF: 74@ = create_fire_at 232.3411 117.7504 1003.2187 propagation 0 size 3 
02CF: 75@ = create_fire_at 239.5644 117.5274 1003.2187 propagation 0 size 2 
02CF: 76@ = create_fire_at 246.777 109.6354 1003.2257 propagation 0 size 3 
02CF: 77@ = create_fire_at 244.1821 107.9638 1003.2187 propagation 0 size 2 
02CF: 78@ = create_fire_at 259.6979 114.1201 1004.5063 propagation 0 size 3 
02CF: 79@ = create_fire_at 249.2738 108.0166 1003.2187 propagation 0 size 3 
02CF: 80@ = create_fire_at 253.1785 125.3949 1003.2187 propagation 0 size 2 
//Ten random actors that want to kill you
0376: 101@ = create_random_actor_at 262.7928 121.9764 1004.6172 
0376: 102@ = create_random_actor_at 244.4454 124.5251 1003.2187
0376: 103@ = create_random_actor_at 246.3382 114.1465 1003.2187
0376: 104@ = create_random_actor_at 268.8792 114.1012 1004.6172
0376: 105@ = create_random_actor_at 277.377 124.8368 1004.6172
0376: 106@ = create_random_actor_at 217.8197 120.1698 999.0156
0376: 107@ = create_random_actor_at 224.5928 117.3595 1010.2187
0376: 108@ = create_random_actor_at 235.6292 122.3062 1010.2187
0376: 109@ = create_random_actor_at 251.563 120.7605 1010.2187
0376: 110@ = create_random_actor_at 230.8479 126.478 1010.2187
//Weapons given to the last eight
01B2: give_actor 103@ weapon 22 ammo 100 
01B2: give_actor 104@ weapon 22 ammo 100 
01B2: give_actor 105@ weapon 22 ammo 100 
01B2: give_actor 106@ weapon 22 ammo 100 
01B2: give_actor 107@ weapon 22 ammo 100 
01B2: give_actor 108@ weapon 24 ammo 50 
01B2: give_actor 109@ weapon 27 ammo 10 
01B2: give_actor 110@ weapon 27 ammo 10 
//Actors attack on sight
060B: set_actor 101@ decision_maker_to 40@ 
060B: set_actor 102@ decision_maker_to 40@ 
060B: set_actor 103@ decision_maker_to 40@ 
060B: set_actor 104@ decision_maker_to 40@ 
060B: set_actor 105@ decision_maker_to 40@ 
060B: set_actor 106@ decision_maker_to 40@ 
060B: set_actor 107@ decision_maker_to 40@ 
060B: set_actor 108@ decision_maker_to 40@ 
060B: set_actor 109@ decision_maker_to 40@ 
060B: set_actor 110@ decision_maker_to 40@
04EB: AS_actor 109@ crouch true 
04EB: AS_actor 110@ crouch true 
//Ten Scared Cops
Actor.Create(111@,6,#LAPD1,264.3351, 108.6235, 1009.0312)
Actor.Create(112@,6,#LAPD1,260.47, 109.7338, 1009.0312)
Actor.Create(113@,6,#LAPD1,243.3733, 122.4623, 1010.2187)
Actor.Create(114@,6,#LAPD1,235.5254, 108.1263, 1010.2118)
Actor.Create(115@,6,#LAPD1,222.6093, 122.1136, 1010.2118)
Actor.Create(116@,6,#LAPD1,220.1763, 110.8085, 1003.2187)
Actor.Create(117@,6,#LAPD1,251.9155, 117.6549, 1003.2187)
Actor.Create(118@,6,#LAPD1,258.2711, 110.4658, 1003.2187)
Actor.Create(119@,6,#LAPD1,266.1222, 119.8283, 1004.6172)
Actor.Create(120@,6,#LAPD1,276.6938, 110.5832, 1004.6172)
05DE: AS_actor 111@ walk_around_ped_path 
05DE: AS_actor 112@ walk_around_ped_path 
05DE: AS_actor 113@ walk_around_ped_path 
05DE: AS_actor 114@ walk_around_ped_path 
05DE: AS_actor 115@ walk_around_ped_path 
05DE: AS_actor 116@ walk_around_ped_path 
05DE: AS_actor 117@ walk_around_ped_path 
05DE: AS_actor 118@ walk_around_ped_path 
05DE: AS_actor 119@ walk_around_ped_path 
05DE: AS_actor 120@ walk_around_ped_path 

060B: set_actor 111@ decision_maker_to 41@ 
060B: set_actor 112@ decision_maker_to 40@ 
060B: set_actor 113@ decision_maker_to 41@ 
060B: set_actor 114@ decision_maker_to 40@ 
060B: set_actor 115@ decision_maker_to 41@ 
060B: set_actor 116@ decision_maker_to 40@ 
060B: set_actor 117@ decision_maker_to 41@ 
060B: set_actor 118@ decision_maker_to 40@ 
060B: set_actor 119@ decision_maker_to 41@ 
060B: set_actor 120@ decision_maker_to 40@ 
//Give the men standard issue
01B2: give_actor 111@ weapon 22 ammo 100 
01B2: give_actor 112@ weapon 22 ammo 100 
01B2: give_actor 113@ weapon 22 ammo 100 
01B2: give_actor 114@ weapon 22 ammo 100 
01B2: give_actor 115@ weapon 22 ammo 100 
01B2: give_actor 116@ weapon 22 ammo 100 
01B2: give_actor 117@ weapon 22 ammo 100 
01B2: give_actor 118@ weapon 22 ammo 100 
01B2: give_actor 119@ weapon 22 ammo 100 
01B2: give_actor 120@ weapon 22 ammo 100 
03E5: show_text_box 'CRR03'  
100@ = 0      
wait 5000
03E5: show_text_box 'CRR04'  

:MISSN_18_LOOP1
wait 0

if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 274.4978 122.0967 1004.6172 radius 1.0 1.0 1.0 
jf @MISSN_18_LOOP1
//Take away fire extingisher
fade 0 500
:MISSN_18_FADEA
wait 0
if 
not fading
jf @MISSN_18_FADEA
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
0555: remove_weapon 42 from_actor $PLAYER_ACTOR 
04BB: select_interior 0  
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR,1480.4899, -1769.3979, 18.7958)
Actor.Angle($PLAYER_ACTOR) = 350.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 1500
:MISSN_18_FADEB
wait 0
if 
not fading
jf @MISSN_18_FADEB
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1745.7479, -1454.3508, 13.5469)
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50
wait 5000
jump @MISSN_18_END

:MISSN_18_PLAYSND
wait 0
if 
03D0:   wav 1 loaded 
jf @MISSN_18_PLAYSND
03D1: play_wav 1 
:MISSN_18_PLAYING
wait 0
if 
03D2:   wav 1 ended 
jf @MISSN_18_PLAYING
040D: unload_wav 1 
return

:MISSN_18_Failed
wait 0
if
not Actor.Dead($PLAYER_ACTOR)
jf @MISSN_18_Failed
fade 0 0
04BB: select_interior 0  
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR,2027.77, -1420.52, 15.99)
Actor.Angle($PLAYER_ACTOR) = 130.0
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1541.156, -1675.352, 13.552)                                               
0051: return                                    
                                                
:MISSN_18_Cleanup
Actor.DestroyInstantly(101@)
Actor.DestroyInstantly(102@)
Actor.DestroyInstantly(103@)
Actor.DestroyInstantly(104@)
Actor.DestroyInstantly(105@)
Actor.DestroyInstantly(106@)
Actor.DestroyInstantly(107@)
Actor.DestroyInstantly(108@)
Actor.DestroyInstantly(109@)
Actor.DestroyInstantly(110@)
Actor.DestroyInstantly(111@)
Actor.DestroyInstantly(112@)
Actor.DestroyInstantly(113@)
Actor.DestroyInstantly(114@)
Actor.DestroyInstantly(115@)
Actor.DestroyInstantly(116@)
Actor.DestroyInstantly(117@)
Actor.DestroyInstantly(118@)
Actor.DestroyInstantly(119@)
Actor.DestroyInstantly(120@)
Model.Destroy(#FIRE_EX)
Model.Destroy(#BODYARMOUR)
Model.Destroy(#HEALTH)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#COLT45)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#TEARGAS)
Model.Destroy(#WFYRI)
Model.Destroy(#WFYBU)
$ONMISSION = 0 
01F0: set_max_wanted_level_to 6
00D8: mission_cleanup 
return
end_thread

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam

:MISSN_12
thread 'MISSN_12' 
$ONMISSION = 1 
gosub @MISSN_12_62 
if 
wasted_or_busted 
jf @MISSN_12_53 

gosub @MISSN_12_5442 

:MISSN_12_53
gosub @MISSN_12_5460 
end_thread 

:MISSN_12_62
fade 0 1000 

:MISSN_12_69
wait 0 
if 
   not fading 
jf @MISSN_12_69 
Model.Load(#WMOSCI)
Model.Load(#WFYSTEW)
Model.Load(#WMOTR1)
Model.Load(#BMOTR1)
Model.Load(#WMORI)
Model.Load(#WMOST)
Model.Load(#WMYST)
Model.Load(#SBMOTR2)
Model.Load(#SWMOTR2)
Model.Load(#SWMOTR3)
Model.Load(#MAFBOSS)
Model.Load(#SOFYBU)
Model.Load(#SBMYCR)
Model.Load(#WMYBU)
Model.Load(#SWFYRI)
Model.Load(#WMOMIB)
Model.Load(#BMYMIB)
Model.Load(#SOMYBU)
Model.Load(#DESERT_EAGLE)
Model.Load(#CR1_DOOR)
Model.Load(#WAREHOUSE_DOOR2B)
Model.Load(#KMB_LOCKEDDOOR)
Model.Load(#GREEN_GLOOP)
038B: load_requested_models 
04ED: load_animation "MISC" 
054C: use_GXT_table 'JABM12' 

:MISSN_12_210
wait 0 
if and
   Model.Available(#WMOSCI)
   Model.Available(#WFYSTEW)
   Model.Available(#WMOTR1)
   Model.Available(#BMOTR1)
   Model.Available(#WMORI)
   Model.Available(#WMOST)
   Model.Available(#WMYST)
   Model.Available(#SBMOTR2)
   Model.Available(#SWMOTR2)
jf @MISSN_12_210 

:MISSN_12_263
wait 0 
if and
   Model.Available(#SWMOTR3)
   Model.Available(#MAFBOSS)
   Model.Available(#SOFYBU)
   Model.Available(#SBMYCR)
   Model.Available(#WMYBU)
   Model.Available(#SWFYRI)
   Model.Available(#WMOMIB)
   Model.Available(#BMYMIB)
   Model.Available(#SOMYBU)
jf @MISSN_12_263 

:MISSN_12_322
wait 0 
if and
   Model.Available(#CR1_DOOR)
   Model.Available(#WAREHOUSE_DOOR2B)
   Model.Available(#KMB_LOCKEDDOOR)
   Model.Available(#GREEN_GLOOP)
04EE:   animation "MISC" loaded 
jf @MISSN_12_322 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
2@ = Actor.Create(CivFemale, #WFYSTEW, -1950.865, 672.5848, 46.5625)
Actor.Health(2@) = 100
Actor.Angle(2@) = 0.0
0615: define_AS_pack_begin 15@ 
05D3: AS_actor -1 goto_point -1950.4 680.5 46.5625 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1950.1 701.6 46.5625 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1942.5 702.0 46.5625 mode 4 -1 ms // versionA 
05D3: AS_actor -1 goto_point -1950.1 701.6 46.5625 mode 4 -1 ms // versionA 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 2@ with_offset 1.5 1.5 -0.5 
Camera.SetPosition($tempvar_Float_1, $tempvar_Float_2, $tempvar_Float_3, 0.0, 0.0, 0.0)
Camera.OnPed(2@, 15, 2)
fade 1 1000 

:MISSN_12_599
wait 0 
if 
   not fading 
jf @MISSN_12_599 
00BC: show_text_highpriority GXT 'ZOM14' time 10000 flag 1  // Hello Frank, this is Paul at the DEA. Zombotech has developed a new serum that will stop peoples addiction to all drugs.
03CF: load_wav 44800 as 1 
gosub @MISSN_12_4996 
Actor.Angle($PLAYER_ACTOR) = 185.0
067C: put_camera_on_actor 2@ with_offset -1.5 1.5 -0.5 rotation 0.0 0.0 0.0 0.0 2 
00BC: show_text_highpriority GXT 'ZOM15' time 10000 flag 1  // They claim it will put all the drug dealers out of business. Without drug dealers there will be no DEA.
03CF: load_wav 44801 as 1 
gosub @MISSN_12_4996 
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 -5.0 4.0 point_to_actor 2@ 0.0 mode 2 
00BC: show_text_highpriority GXT 'ZOM16' time 10000 flag 1  //  I set it up so you can pick up the serum and destroy it for us.
03CF: load_wav 44802 as 1 
gosub @MISSN_12_4996 

:MISSN_12_794
wait 0 
if 
00ED:   actor 2@ 0 near_point -1942.5 702.0 radius 1.0 1.0 on_foot 
jf @MISSN_12_794 
wait 500 
0A1D: AS_actor 2@ rotate_to_and_look_at_actor $PLAYER_ACTOR 
0A1D: AS_actor $PLAYER_ACTOR rotate_to_and_look_at_actor 2@ 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 2@ with_offset -3.5 3.5 1.0 
Camera.SetPosition($tempvar_Float_1, $tempvar_Float_2, $tempvar_Float_3, 0.0, 0.0, 0.0)
Camera.OnPed(2@, 15, 2)
0605: actor 2@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
00BC: show_text_highpriority GXT 'ZOM01' time 10000 flag 1  // You must be officer Tenpenny.
03CF: load_wav 44803 as 1 
gosub @MISSN_12_4996 
00BC: show_text_highpriority GXT 'ZOM02' time 10000 flag 1  // Dr. Von Belker is expecting you upstairs.
03CF: load_wav 44804 as 1 
gosub @MISSN_12_4996 
00BC: show_text_highpriority GXT 'ZOM03' time 10000 flag 1  // Take the center elevator.
03CF: load_wav 44805 as 1 
gosub @MISSN_12_4996 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Model.Destroy(#WFYSTEW)
wait 250 
05D3: AS_actor 2@ goto_point -1925.0 702.0439 46.5625 mode 4 -1 ms // versionA 
018A: 90@ = create_checkpoint_at -1951.606 639.1375 46.5625 
Player.CanMove($PLAYER_CHAR) = True

:MISSN_12_1121
wait 0 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1951.754 639.9958 46.5625 radius 1.0 1.0 2.0 
jf @MISSN_12_1121 
Marker.Disable(90@)
fade 0 1000 

:MISSN_12_1194
wait 0 
if 
   not fading 
jf @MISSN_12_1194 
02A3: enable_widescreen 1 
0581: enable_radar 0 
Player.CanMove($PLAYER_CHAR) = False
select_interior 3 
04F9: set_interior 1 color_to 0 
04E4: unknown_refresh_game_renderer_at 356.6939 172.604 
0581: enable_radar 0 
Camera.SetPosition(356.6939, 172.604, 1021.0, 0.0, 0.0, 0.0)
Camera.PointAt(354.1408, 168.8744, 1020.0, 2)
0860: link_actor $PLAYER_ACTOR to_interior 3 
Actor.PutAt($PLAYER_ACTOR, 350.433, 177.2831, 1019.984)
Actor.Angle($PLAYER_ACTOR) = 210.0
2@ = Actor.Create(CivMale, #WMOSCI, 352.5852, 165.7567, 1019.984)
Actor.Health(2@) = 100
Actor.Angle(2@) = 0.0
05BA: AS_actor 2@ move_mouth -1 ms 
21@ = Object.Create(#CR1_DOOR, 0.0, 0.0, 0.0)
22@ = Object.Create(#WAREHOUSE_DOOR2B, 0.0, 0.0, 0.0)
23@ = Object.Create(#KMB_LOCKEDDOOR, 0.0, 0.0, 0.0)
24@ = Object.Create(#GREEN_GLOOP, 0.0, 0.0, 0.0)

:MISSN_12_1476
wait 0 
if and
03CA:   object 21@ exists 
03CA:   object 22@ exists 
03CA:   object 23@ exists 
03CA:   object 24@ exists 
jf @MISSN_12_1476 
Object.PutAt(21@, 372.9, 166.5, 1007.2)
Object.PutAt(22@, 373.1, 166.0, 1026.8)
Object.PutAt(23@, 373.2, 162.7, 1024.8)
Object.PutAt(24@, 346.7, 162.1, 1014.2)
Object.Angle(21@) = 90.0
Object.Angle(23@) = 180.0
101@ = Actor.Create(CivMale, #MAFBOSS, 331.5806, 176.8772, 1019.984)
102@ = Actor.Create(CivFemale, #SOFYBU, 371.4507, 172.0065, 1019.984)
103@ = Actor.Create(CivMale, #SBMYCR, 358.3979, 198.2402, 1019.984)
104@ = Actor.Create(CivMale, #WMYBU, 355.7233, 161.1466, 1019.984)
105@ = Actor.Create(CivFemale, #SWFYRI, 354.015, 160.9667, 1019.984)
106@ = Actor.Create(CivMale, #WMOMIB, 340.0487, 171.522, 1019.994)
107@ = Actor.Create(CivMale, #BMYMIB, 365.63, 158.3375, 1019.984)
108@ = Actor.Create(CivMale, #SOMYBU, 371.8111, 177.6927, 1019.984)
017B: set_actor 106@ weapon 24 ammo_to 99999 
017B: set_actor 107@ weapon 24 ammo_to 99999 
Actor.Angle(101@) = 10.0
Actor.Angle(102@) = 340.0
Actor.Angle(103@) = 0.0
Actor.Angle(104@) = 80.0
Actor.Angle(105@) = 274.0
Actor.Angle(106@) = 260.0
Actor.Angle(107@) = 0.0
Actor.Angle(108@) = 3.0
05D3: AS_actor 101@ goto_point 338.1163 170.9245 1019.984 mode 4 -2 ms // versionA 
0605: actor 102@ perform_animation_sequence "SEAT_TALK_01" IFP_file "MISC" 4.0 loop 1 0 0 0 time -1 // versionA 
05D3: AS_actor 103@ goto_point 365.9059 176.6189 1019.984 mode 4 -2 ms // versionA 
05D3: AS_actor 106@ goto_point 363.5529 170.5129 1019.984 mode 4 -2 ms // versionA 
05D3: AS_actor 107@ goto_point 364.1616 197.666 1019.984 mode 4 -2 ms // versionA 
05D3: AS_actor 108@ goto_point 330.6317 177.2622 1019.991 mode 4 -2 ms // versionA 
0489: set_actor 2@ muted 1 
Camera.SetPosition(361.499, 177.5805, 1021.0, 0.0, 0.0, 0.0)
Camera.PointAt(348.0545, 173.4153, 1020.0, 2)
wait 2500 
fade 1 1000 

:MISSN_12_2144
wait 0 
if 
   not fading 
jf @MISSN_12_2144 
05D3: AS_actor 2@ goto_point 354.223 169.843 1019.991 mode 4 -2 ms // versionA 

:MISSN_12_2185
wait 0 
if 
00EF:   actor 2@ 0 near_point 354.223 169.843 radius 2.0 2.0 stopped 
jf @MISSN_12_2185 
Camera.SetPosition(348.5041, 177.2998, 1019.991, 0.0, 0.0, 0.0)
Camera.PointAt(350.6485, 175.7552, 1019.984, 2)
00BC: show_text_highpriority GXT 'ZOM04' time 10000 flag 1  // Ah, you're here at last.
03CF: load_wav 44806 as 1 
gosub @MISSN_12_4996 
 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
05D3: AS_actor 2@ goto_point 350.6485 175.7552 1019.984 mode 4 -2 ms // versionA 

:MISSN_12_2338
wait 0 
if 
00EF:   actor 2@ 0 near_point 350.6485 175.7552 radius 2.0 2.0 stopped 
jf @MISSN_12_2338 
00BC: show_text_highpriority GXT 'ZOM05' time 10000 flag 1  // You'll be transporting the serum and formula to our buyer.
03CF: load_wav 44807 as 1 
gosub @MISSN_12_4996 

00BC: show_text_highpriority GXT 'ZOM06' time 10000 flag 1  // If you can wait for me in the lounge, I will be right back with the serum.
03CF: load_wav 44808 as 1 
gosub @MISSN_12_4996 

05D3: AS_actor $PLAYER_ACTOR goto_point 371.7316 176.5086 1019.984 mode 4 -2 ms // versionA 
05D3: AS_actor 2@ goto_point 365.9214 175.3963 1019.984 mode 4 -2 ms // versionA 

:MISSN_12_2492
wait 0 
if 
00EF:   actor 2@ 0 near_point 365.9214 175.3963 radius 2.0 2.0 stopped 
jf @MISSN_12_2598 
0A1D: AS_actor $PLAYER_ACTOR rotate_to_and_look_at_actor 2@ 
00BC: show_text_highpriority GXT 'ZOM07' time 10000 flag 1  // I just have to go downstairs to get it.
03CF: load_wav 44809 as 1 
gosub @MISSN_12_4996 
05D3: AS_actor 2@ goto_point 366.1956 162.2604 1019.984 mode 4 -2 ms // versionA 

:MISSN_12_2598
if 
00EF:   actor 101@ 0 near_point 338.1163 170.9245 radius 2.0 2.0 stopped 
jf @MISSN_12_2660 
05D3: AS_actor 101@ goto_point 363.4108 171.2612 1019.984 mode 4 -2 ms // versionA 

:MISSN_12_2660
if 
00EF:   actor 103@ 0 near_point 365.9059 176.6189 radius 2.0 2.0 stopped 
jf @MISSN_12_2722 
05D3: AS_actor 103@ goto_point 369.6766 177.4804 1019.984 mode 4 -2 ms // versionA 

:MISSN_12_2722
if 
00EF:   actor 106@ 0 near_point 363.5529 170.5129 radius 2.0 2.0 stopped 
jf @MISSN_12_2784 
05D3: AS_actor 106@ goto_point 364.6176 175.0317 1019.984 mode 4 -2 ms // versionA 

:MISSN_12_2784
if 
00EF:   actor 107@ 0 near_point 364.1616 197.666 radius 2.0 2.0 stopped 
jf @MISSN_12_2846 
05D3: AS_actor 107@ goto_point 344.9225 178.459 1019.984 mode 4 -2 ms // versionA 

:MISSN_12_2846
if 
00EF:   actor 2@ 0 near_point 366.1956 162.2604 radius 2.0 2.0 stopped 
jf @MISSN_12_2492 
060A: create_decision_maker_type 0 store_to 99@ // decision\allowed\m_.ped files 
111@ = Actor.Create(CivMale, #WMOTR1, 363.0, 159.0, 1019.984)
112@ = Actor.Create(CivMale, #BMOTR1, 363.0, 160.0, 1019.984)
113@ = Actor.Create(CivMale, #WMORI, 364.0, 159.0, 1019.984)
114@ = Actor.Create(CivMale, #WMOST, 364.0, 160.0, 1019.984)
115@ = Actor.Create(CivMale, #WMYST, 365.5, 159.0, 1019.984)
116@ = Actor.Create(CivMale, #SBMOTR2, 365.5, 160.0, 1019.984)
117@ = Actor.Create(CivMale, #SWMOTR2, 366.5, 159.0, 1019.984)
118@ = Actor.Create(CivMale, #SWMOTR3, 366.5, 160.0, 1019.984)
05D3: AS_actor 2@ goto_point 366.5815 176.5162 1019.984 mode 6 -2 ms // versionA 
01F7: set_player $PLAYER_CHAR ignored_by_cops true 
01F0: set_max_wanted_level_to 0 
0631: put_actor 2@ in_group $PLAYER_GROUP 
100@ = 0 

:MISSN_12_3136
wait 0 
Actor.Health(111@(100@,8i)) = 100000
0332: set_actor 111@(100@,8i) bleeding 1 
0489: set_actor 111@(100@,8i) muted 1 
0245: set_actor 111@(100@,8i) walk_style_to "SHUFFLE" 
060B: set_actor 111@(100@,8i) decision_maker_to 99@ 
Actor.StorePos(101@(100@,8i), 51@, 52@, 53@)
05D3: AS_actor 111@(100@,8i) goto_point 51@ 52@ 53@ mode 4 -2 ms // versionA 
05DE: AS_actor 101@(100@,8i) walk_around_ped_path 
100@ += 1 
if 
  100@ == 8 
jf @MISSN_12_3136 
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'ZOM12' time 10000 flag 1  // PA: Attention there has been containment breach in lab Q.
03CF: load_wav 44815 as 1 
gosub @MISSN_12_4996 
00BC: show_text_highpriority GXT 'ZOM13' time 10000 flag 1  // Please use the stairs to evacuate the building.
02A3: enable_widescreen 0 

:MISSN_12_3339
wait 0 
if 
00F2:   actor 2@ near_actor $PLAYER_ACTOR radius 1.0 1.0 0 
jf @MISSN_12_3339 
100@ = 0 
00BC: show_text_highpriority GXT 'ZOM08' time 10000 flag 1  // You've got to protect me. These are test subjects. Homeless people we took in and...
03CF: load_wav 44810 as 1 
0949: link_wav 1 to_actor 2@ 
gosub @MISSN_12_4996 
00BC: show_text_highpriority GXT 'ZOM09' time 10000 flag 1  // Well... we must make our way down the main stairs. They can only be killed by killing the brain.
03CF: load_wav 44811 as 1 
0949: link_wav 1 to_actor 2@ 
gosub @MISSN_12_4996 
03CF: load_wav 44812 as 1 
0949: link_wav 1 to_actor 2@ 
gosub @MISSN_12_4996 

:MISSN_12_3482
wait 0 
gosub @MISSN_12_4332 
if 
  120@ == 0 
jf @MISSN_12_3518 
gosub @MISSN_12_5243 

:MISSN_12_3518
if 
  121@ == 0 
jf @MISSN_12_3543 
gosub @MISSN_12_5044 

:MISSN_12_3543
100@ += 1 
if 
  100@ == 8 
jf @MISSN_12_3575 
100@ = 0 

:MISSN_12_3575
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 368.7 162.2 1014.178 radius 2.0 2.0 2.0 
jf @MISSN_12_3482 
100@ = 0 

:MISSN_12_3630
wait 0 
0208: 51@ = random_float_in_ranges 328.5 336.5 
0208: 52@ = random_float_in_ranges 170.5 178.0 
53@ = 1014.18 
Actor.PutAt(101@(100@,8i), 51@, 52@, 53@)
0208: 51@ = random_float_in_ranges 328.5 336.5 
0208: 52@ = random_float_in_ranges 170.5 178.0 
Actor.PutAt(111@(100@,8i), 51@, 52@, 53@)
100@ += 1 
if 
  100@ == 8 
jf @MISSN_12_3630 
100@ = 0 
95@ = 0 

:MISSN_12_3779
wait 0 
gosub @MISSN_12_4332 
if 
  120@ == 0 
jf @MISSN_12_3815 
gosub @MISSN_12_5243 

:MISSN_12_3815
if 
  121@ == 0 
jf @MISSN_12_3840 
gosub @MISSN_12_5044 

:MISSN_12_3840
100@ += 1 
if 
  100@ == 8 
jf @MISSN_12_3872 
100@ = 0 

:MISSN_12_3872
if and
  95@ == 0 
   not Actor.Dead(2@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 346.73 162.1 1014.18 radius 7.0 7.0 7.0 
jf @MISSN_12_3978 
95@ = 1 
00BC: show_text_highpriority GXT 'ZOM10' time 10000 flag 1  // This is the room, it has the serum and formula.
03CF: load_wav 44813 as 1 
0949: link_wav 1 to_actor 2@ 
gosub @MISSN_12_4996 

:MISSN_12_3978
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 346.73 162.1 1014.18 radius 2.0 2.0 2.0 
jf @MISSN_12_3779 
Object.Destroy(24@)
if 
   not Actor.Dead(2@)
jf @MISSN_12_4086 
00BC: show_text_highpriority GXT 'ZOM11' time 10000 flag 1  // This is our only copy get it to the buyer.
03CF: load_wav 44814 as 1 
0949: link_wav 1 to_actor 2@ 
gosub @MISSN_12_4996 

:MISSN_12_4086
wait 0 
gosub @MISSN_12_4332 
if 
  120@ == 0 
jf @MISSN_12_4122 
gosub @MISSN_12_5243 

:MISSN_12_4122
if 
  121@ == 0 
jf @MISSN_12_4147 
gosub @MISSN_12_5044 

:MISSN_12_4147
100@ += 1 
if 
  100@ == 8 
jf @MISSN_12_4179 
100@ = 0 

:MISSN_12_4179
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 372.1 166.05 1008.38 radius 2.0 2.0 2.0 
jf @MISSN_12_4086 

fade 0 0
:MISSN_12_fade1
wait 0
if
not fading
jf @MISSN_12_fade1

Actor.DestroyInstantly(2@)
select_interior 0 
0581: enable_radar 1 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, -1951.754, 639.9958, 46.5625)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000
:MISSN_12_fade2
wait 0
if
not fading
jf @MISSN_12_fade2

030C: progress_made += 1 
$INTRO_TOTAL_PASSED_MISSIONS += 1
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASS' number 8000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 8000
wait 5000 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, -1635.8995, 721.0715, 14.6169)
jump @MISSN_12_53

:MISSN_12_4332
120@ = Actor.Health(101@(100@,8i))
121@ = Actor.Health(111@(100@,8i))
if and
  120@ > 0 
   not 120@ >= 10 
jf @MISSN_12_4488 
Actor.Health(101@(100@,8i)) = 100000
0332: set_actor 101@(100@,8i) bleeding 1 
0489: set_actor 101@(100@,8i) muted 1 
0245: set_actor 101@(100@,8i) walk_style_to "OLDMAN" 
060B: set_actor 101@(100@,8i) decision_maker_to 99@ 
0605: actor 101@(100@,8i) perform_animation_sequence "GETUP_FRONT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 

:MISSN_12_4488
Actor.StorePos($PLAYER_ACTOR, 51@, 52@, 53@)
if 
  120@ > 90000 
jf @MISSN_12_4588 
0603: AS_actor 101@(100@,8i) goto 51@ 52@ 53@ mode 4 timelimit -1 // versionC 
if 
  121@ > 90000 
jf @MISSN_12_4588 
0603: AS_actor 111@(100@,8i) goto 51@ 52@ 53@ mode 4 timelimit -1 // versionC 

:MISSN_12_4588
if and
  120@ > 10 
   not 120@ >= 200 
  121@ > 0 
jf @MISSN_12_4858 
if 
  121@ > 90000 
jf @MISSN_12_4682 
Actor.StorePos(101@(100@,8i), 51@, 52@, 53@)
05D3: AS_actor 111@(100@,8i) goto_point 51@ 52@ 53@ mode 4 -2 ms // versionA 

:MISSN_12_4682
if 
00F2:   actor 101@(100@,8i) near_actor 111@(100@,8i) radius 5.0 5.0 0 
jf @MISSN_12_4765 
Actor.StorePos(111@(100@,8i), 51@, 52@, 53@)
05DA: AS_actor 101@(100@,8i) run_away_in_panic_from 51@ 52@ 53@ away_radius 10.0 timelimit 2500 

:MISSN_12_4765
if 
00F2:   actor 101@(100@,8i) near_actor 111@(100@,8i) radius 1.0 1.0 0 
jf @MISSN_12_4858 
0605: actor 101@(100@,8i) perform_animation_sequence "KO_SHOT_STOM" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 // versionA 
Actor.Health(101@(100@,8i)) = 5

:MISSN_12_4858
if and
  121@ > 90000 
00F2:   actor $PLAYER_ACTOR near_actor 111@(100@,8i) radius 1.0 1.0 0 
jf @MISSN_12_4926 
122@ = Actor.Health($PLAYER_ACTOR)
122@ -= 1 
Actor.Health($PLAYER_ACTOR) = 122@

:MISSN_12_4926
if and
  120@ > 90000 
00F2:   actor $PLAYER_ACTOR near_actor 101@(100@,8i) radius 1.0 1.0 0 
jf @MISSN_12_4994 
122@ = Actor.Health($PLAYER_ACTOR)
122@ -= 1 
Actor.Health($PLAYER_ACTOR) = 122@

:MISSN_12_4994
return 

:MISSN_12_4996
wait 0 
if 
03D0:   wav 1 loaded 
jf @MISSN_12_4996 
03D1: play_wav 1 

:MISSN_12_5019
wait 0 
if 
03D2:   wav 1 ended 
jf @MISSN_12_5019 
040D: unload_wav 1 
00BE: text_clear_all 
return 

:MISSN_12_5044
0665: get_actor 111@(100@,8i) model_to 54@ 
Actor.DestroyWithFade(111@(100@,8i))
wait 250 
Actor.StorePos($PLAYER_ACTOR, 61@, 62@, 63@)
6@ = Actor.Angle($PLAYER_ACTOR)
02F6: $tempvar_Float_1 = cosine 6@ // (float) 
02F7: $tempvar_Float_2 = sine 6@ // (float) 
$tempvar_Float_1 *= 2.0 
$tempvar_Float_2 *= -2.0 
0059: 61@ += $tempvar_Float_1 // (float) 
0059: 62@ += $tempvar_Float_2 // (float) 
111@(100@,8i) = Actor.Create(CivMale, 54@, 61@, 62@, 63@)
Actor.Health(111@(100@,8i)) = 100000
0332: set_actor 111@(100@,8i) bleeding 1 
0489: set_actor 111@(100@,8i) muted 1 
0245: set_actor 111@(100@,8i) walk_style_to "OLDMAN" 
060B: set_actor 111@(100@,8i) decision_maker_to 99@ 
05DE: AS_actor 111@(100@,8i) walk_around_ped_path 
return 

:MISSN_12_5243
0665: get_actor 101@(100@,8i) model_to 54@ 
Actor.DestroyWithFade(101@(100@,8i))
wait 250 
Actor.StorePos($PLAYER_ACTOR, 61@, 62@, 63@)
6@ = Actor.Angle($PLAYER_ACTOR)
02F6: $tempvar_Float_1 = cosine 6@ // (float) 
02F7: $tempvar_Float_2 = sine 6@ // (float) 
$tempvar_Float_1 *= 2.0 
$tempvar_Float_2 *= -2.0 
0059: 61@ += $tempvar_Float_1 // (float) 
0059: 62@ += $tempvar_Float_2 // (float) 
101@(100@,8i) = Actor.Create(CivMale, 54@, 61@, 62@, 63@)
Actor.Health(101@(100@,8i)) = 100000
0332: set_actor 101@(100@,8i) bleeding 1 
0489: set_actor 101@(100@,8i) muted 1 
0245: set_actor 101@(100@,8i) walk_style_to "OLDMAN" 
060B: set_actor 101@(100@,8i) decision_maker_to 99@ 
05DE: AS_actor 101@(100@,8i) walk_around_ped_path 
return 

:MISSN_12_5442
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:MISSN_12_5460
$ONMISSION = 0 
01F0: set_max_wanted_level_to 6
Model.Destroy(#WMOSCI)
Model.Destroy(#WFYSTEW)
Model.Destroy(#WMOTR1)
Model.Destroy(#BMOTR1)
Model.Destroy(#WMORI)
Model.Destroy(#WMOST)
Model.Destroy(#WMYST)
Model.Destroy(#SBMOTR2)
Model.Destroy(#SWMOTR2)
Model.Destroy(#SWMOTR3)
Model.Destroy(#MAFBOSS)
Model.Destroy(#SOFYBU)
Model.Destroy(#SBMYCR)
Model.Destroy(#WMYBU)
Model.Destroy(#SWFYRI)
Model.Destroy(#WMOMIB)
Model.Destroy(#BMYMIB)
Model.Destroy(#SOMYBU)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#CR1_DOOR)
Model.Destroy(#WAREHOUSE_DOOR2B)
Model.Destroy(#KMB_LOCKEDDOOR)
Model.Destroy(#GREEN_GLOOP)
mission_cleanup 
return 

//-------------Mission 27---------------
// Originally: OG Loc
:MISSN_19
thread 'MISSN_19' 
$ONMISSION = 1 
gosub @MISSN_19_36   //START MISSION

if 
wasted_or_busted 
else_jump @MISSN_19_27 

gosub @MISSN_19_57329 //MISSION FAILED

:MISSN_19_27
gosub @MISSN_19_57525 //MISSION CLEAN
end_thread 

:MISSN_19_36
wait 0 
fade 0 0

054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
Player.CanMove($PLAYER_CHAR) = False
0828: unknown_fires_stuff 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
Model.Load(#FIRELA)
Model.Load(#LAPD1)
Model.Load(#GREENWOO)
Model.Load(#FELTZER)
Model.Load(#LSV2)
Model.Load(#BALLAS1)
Model.Load(#MICRO_UZI)
Model.Load(#MOLOTOV)
Model.Load(#LA_FUCKCAR1)
Model.Load(#LA_FUCKCAR2)
Model.Load(#STREAK)
Model.Load(#TEC9)
Model.Load(#AT400)
04ED: load_animation "FINALE" 
04ED: load_animation "FINALE2" 
04ED: load_animation "MD_CHASE"  
023C: load_special_actor 'SWEET' as 2 // models 290-299 
03CF: load_wav 33227 as 1 
038B: load_requested_models 

:MISSN_19_759
wait 0
if and
   Model.Available(#FIRELA)
   Model.Available(#LAPD1)
   Model.Available(#GREENWOO)
   Model.Available(#FELTZER)
   Model.Available(#LSV2)    
   Model.Available(#TEC9)
jf @MISSN_19_759 

:MISSN_19_805
wait 0
if and
   Model.Available(#BALLAS1)
   Model.Available(#MICRO_UZI)
   Model.Available(#MOLOTOV)
   Model.Available(#LA_FUCKCAR1)
   Model.Available(#LA_FUCKCAR2)
   Model.Available(#STREAK)
   Model.Available(#AT400)
jf @MISSN_19_805 

:MISSN_19_851
wait 0
if and
04ED:   load_animation "FINALE" 
04ED:   load_animation "FINALE2" 
04ED:   load_animation "MD_CHASE"  
023D:   special_actor 2 loaded 
jf @MISSN_19_851 

09C7: change_player $PLAYER_CHAR model_to #NULL
Player.SetClothes($PLAYER_CHAR, "hawaiiwht", "hawaii", Torso)
Player.SetClothes($PLAYER_CHAR, "chongergang", "chonger", Legs)
Player.SetClothes($PLAYER_CHAR, "sneakerbincgang", "sneaker", Shoes)
Player.SetClothes($PLAYER_CHAR, "goatee", "head", Head)
Player.Build($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to 290 

:MISSN_19_940
wait 0 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0169: set_fade_color_RGB 0 0 0 
select_interior 2 
02E4: load_cutscene_data 'RIOT_4D' 

:MISSN_19_121
wait 0
if 
06B9:   cutscene_data_loaded 
jf @MISSN_19_121 

:MISSN_19_145
02E7: start_cutscene 
fade 1 1000 

:MISSN_19_154
wait 0
if 
02E9:   cutscene_reached_end 
jf @MISSN_19_154 

02EA: end_cutscene

fade 0 0
:MISSN_19_186 
wait 0
if
not fading
jf @MISSN_19_186

select_interior 0
02A3: enable_widescreen 1 

49@ = Actor.Create(Special, #NULL, 2515.771, -1277.474, 33.728)
Actor.Angle(49@) = 144.159
0605: actor 49@ perform_animation_sequence "KO_SKID_BACK" IFP_file "PED" 1000.0 loop 0 0 0 1 time -1 // versionA 
wait 250 
152@ = Car.Create(#FIRELA, 2508.649, -1295.866, 33.92)
Car.Angle(152@) = 0.3186
08A4: set_car 152@ extra_parts_angle_to 0.7 
Car.SetImmunities(152@, 1, 1, 1, 1, 1)
0852: set_car 152@ damages_visible 0 
$SWEET_CAR = Car.Create(#GREENWOO, 2508.941, -1306.517, 33.92)
Car.Angle($SWEET_CAR) = 165.3186
0229: set_car $SWEET_CAR primary_color_to 59 secondary_color_to 34 
0674: set_car_model #FELTZER numberplate "_IMY_AK" 
153@ = Car.Create(#FELTZER, 2515.895, -1269.408, 33.7844)
Car.Angle(153@) = 359.2572
Car.SetImmunities(153@, 1, 1, 1, 1, 1)
Car.Health(153@) = 2000
053F: set_car 153@ tires_vulnerability 0 
0852: set_car 153@ damages_visible 0 
0229: set_car 153@ primary_color_to 1 secondary_color_to 8 
Actor.PutAt($PLAYER_ACTOR, 2506.218, -1293.093, 33.8438)
Actor.Angle($PLAYER_ACTOR) = 271.9809
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
01C8: 158@ = create_actor_pedtype 24 model #LAPD1 in_car 152@ passenger_seat 0 
Actor.SetImmunities(158@, 1, 1, 1, 1, 1)
060B: set_actor 158@ decision_maker_to 97@ 
$ACTOR_SWEET = Actor.Create(Special, #SPECIAL02, 0.0, 0.0, 0.0)
Actor.SetImmunities($ACTOR_SWEET, 1, 1, 1, 1, 1)
Actor.Angle($ACTOR_SWEET) = 0.3186
060B: set_actor $ACTOR_SWEET decision_maker_to 97@ 
0464: put_actor $ACTOR_SWEET into_turret_on_car 152@ at_car_offset 0.0 -8.227 -1000.156 position 0 shooting_angle_limit 0.0 with_weapon 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
015D: set_gamespeed 1.0 
0732: random_car_generator_disable_model #FELTZER 
0732: random_car_generator_disable_model #FIRELA 
02CF: 70@ = create_fire_at 2521.392 -1269.343 34.1609 propagation 0 size 3 
02CF: 71@ = create_fire_at 2521.701 -1270.293 34.2031 propagation 0 size 2 
02CF: 72@ = create_fire_at 2523.58 -1271.225 34.2918 propagation 0 size 3 
02CF: 73@ = create_fire_at 2518.576 -1284.467 34.0265 propagation 0 size 2 
02CF: 74@ = create_fire_at 2521.6 -1270.885 40.4338 propagation 0 size 3 
02CF: 75@ = create_fire_at 2521.662 -1267.656 43.8955 propagation 0 size 2 
02CF: 76@ = create_fire_at 2521.674 -1275.707 43.7437 propagation 0 size 3 
02CF: 77@ = create_fire_at 2521.506 -1275.781 40.4019 propagation 0 size 2 
02CF: 78@ = create_fire_at 2522.68 -1280.397 39.1158 propagation 0 size 3 
02CF: 79@ = create_fire_at 2521.676 -1279.352 39.112 propagation 0 size 3 
02CF: 80@ = create_fire_at 2521.714 -1278.639 37.4041 propagation 0 size 2 
0489: set_actor 49@ muted 1 
0A45: set_rail_tracks_friction_to 0.3 
wait 500 
0A0B: set_rendering_origin_at_3D_coord 2504.96 -1309.16 34.44 angle 334.0 
00C0: set_current_time_hours_to 17 minutes_to 0 
01F0: set_max_wanted_level_to 0 
fade 1 1000 

Camera.SetPosition(2502.792, -1296.28, 35.3797, 0.0, 0.0, 0.0)
Camera.PointAt(2503.378, -1295.469, 35.3873, 2)
05CB: AS_actor $PLAYER_ACTOR enter_car 152@ as_driver -1 ms 
0605: actor 49@ perform_animation_sequence "GETUP_FRONT" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA 
:MISSN_19_2000
wait 0

if 
   Actor.InCar($PLAYER_ACTOR, 152@)
jf @MISSN_19_2000
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_JUMP_ON" IFP_file "FINALE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

Camera.SetPosition(2515.445, -1299.71, 36.5622, 0.0, 0.0, 0.0)
Camera.PointAt(2514.667, -1300.31, 36.4758, 2)
32@ = 0 
04AF: 187@ = 33227 // @ = any 
05AA: 188@s = 'ROT4_HA'  // ~z~Tenpenny, you motherfucking piece of shit!
gosub @MISSN_19_PLAY_A
:MISSN_19_2399
wait 0
if 
  32@ > 4500
jf @MISSN_19_2399 

0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
041D: set_camera_near_clip 0.1 
0920: point_camera 2514.667 -1300.31 36.4758 transverse_to 2514.946 -1282.265 35.6876 time 4000 mode 0 
0936: set_camera 2515.445 -1299.71 36.5622 position_to 2515.482 -1282.265 35.713 time 4000 drop_mode 0 

05D1: AS_actor $PLAYER_ACTOR drive_car 152@ to 2530.3303 -1256.5625 37.8355 speed 8.0 3 model #NULL 2 

04AF: 187@ = 33228 // @ = any 
05AA: 188@s = 'ROT4_HB'  // ~z~I ain't letting you get away with all you've done!
gosub @MISSN_19_PLAY_A

:MISSN_19_2593 
wait 0
if 
8934:   not camera_target_point_manipulated 
else_jump @MISSN_19_2593 
   
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2515.482 -1282.265 35.713 position_to 2515.482 -1283.1 35.713 time 4000 drop_mode 0 
0920: point_camera 2514.946 -1282.265 35.6876 transverse_to 2515.719 -1282.136 35.6959 time 4000 mode 0 

05CB: AS_actor 49@ enter_car 153@ as_driver -1 ms 

04AF: 187@ = 33216 // @ = any 
05AA: 188@s = 'ROT4_DB'  // ~z~Sweet, no!
gosub @MISSN_19_PLAY_A

:MISSN_19_3284 
wait 0
if 
   Actor.InCar(49@, 153@)
else_jump @MISSN_19_3284 
0925: restore_camera_to_user_defined 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
03A2: set_car 152@ action 0
Player.CanMove($PLAYER_CHAR) = True
03DE: set_pedestrians_density_multiplier_to 0.2 

$7234 = 25000
014E: set_timer_to $7234 type 1 
0890: enable_sound_when_timer $7234 reach 10 seconds

0187: 59@ = create_marker_above_actor 49@ 
0165: set_marker 59@ color_to 0
07E0: set_marker 59@ type_to 0 
 
06D5: 449@ = create_racing_checkpoint_at 2732.9634 -1254.5901 60.1275 point_to 2736.3918 -1094.8547 69.9818 type 0 radius 6.0 
06D5: 450@ = create_racing_checkpoint_at 2736.3918 -1094.8547 69.9818 point_to 2603.8154 -1040.7358 69.9765 type 0 radius 6.0 
06D5: 451@ = create_racing_checkpoint_at 2603.8154 -1040.7358 69.9765 point_to 2539.4927 -971.9382 82.5174 type 0 radius 6.0 
018A: 89@ = create_checkpoint_at 2732.9634 -1254.5901 60.1275
018A: 90@ = create_checkpoint_at 2736.3918 -1094.8547 69.9818
018A: 91@ = create_checkpoint_at 2603.8154 -1040.7358 69.9765
0168: set_marker 89@ size 3
0168: set_marker 90@ size 1  
0168: set_marker 91@ size 1 

:MISSN_19_3290
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2732.9634 -1254.5901 radius 5.0 5.0 in_car 
jf @MISSN_19_3290
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 2539.4927 -971.9382 82.5174
0168: set_marker 90@ size 3
0168: set_marker 89@ size 1
06D6: disable_racing_checkpoint 449@ 
06D5: 449@ = create_racing_checkpoint_at 2539.4927 -971.9382 82.5174 point_to 2415.3286 -973.8564 77.6948 type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2732.9634 -1254.5901 60.1275 speed 30.0 3 model #NULL 2 
$7234 += 10000
  
Car.RemoveReferences($SWEET_CAR)
Model.Destroy(#GREENWOO)
167@ = Object.Create(#LA_FUCKCAR2, 2597.36, -1044.735, 69.196)
Object.ToggleInMovingList(167@) = True
Object.Angle(167@) = 0.0
0453: set_object 167@ XY_rotation 0.0 180.0 angle 0.0 
168@ = Object.Create(#LA_FUCKCAR1, 2598.7, -1050.94, 69.23)
Object.Angle(168@) = 180.0
Object.ToggleInMovingList(168@) = True
44@ = Actor.Create(Mission1, #LSV2, 2600.99, -1050.01, 69.04)
Actor.Angle(44@) = 274.892
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 
45@ = Actor.Create(Mission1, #LSV2, 2597.21, -1040.14, 69.48)
Actor.Angle(45@) = 274.892
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 45@ weapon_skill_to 2 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
46@ = Actor.Create(Mission1, #LSV2, 2604.991, -1038.172, 69.619)
Actor.Angle(46@) = 274.892
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
02CF: 61@ = create_fire_at 2598.54 -1044.53 68.5 propagation 0 size 3 
02CF: 62@ = create_fire_at 2600.99 -1050.01 69.04 propagation 0 size 3 
02CF: 63@ = create_fire_at 2599.88 -1052.4 68.06 propagation 0 size 3 


:MISSN_19_3300
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2736.3918 -1094.8547 radius 5.0 5.0 in_car 
jf @MISSN_19_3300
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 2415.3286 -973.8564 77.6948
0168: set_marker 90@ size 1
0168: set_marker 91@ size 3
06D6: disable_racing_checkpoint 450@ 
06D5: 450@ = create_racing_checkpoint_at 2415.3286 -973.8564 77.6948 point_to 2343.9167 -1080.1511 52.3613 type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2736.3918 -1094.8547 69.9818 speed 40.0 3 model #NULL 2 
$7234 += 10000


:MISSN_19_3310
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2603.8154 -1040.7358 radius 5.0 5.0 in_car 
jf @MISSN_19_3310
Marker.Disable(91@)
018A: 91@ = create_checkpoint_at 2343.9167 -1080.1511 52.3613
0168: set_marker 91@ size 1
0168: set_marker 89@ size 3
06D6: disable_racing_checkpoint 451@ 
06D5: 451@ = create_racing_checkpoint_at 2343.9167 -1080.1511 52.3613 point_to 2033.8317 -981.8964 41.0223 type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2343.9167 -1080.1511 52.3613 speed 40.0 3 model #NULL 2 
$7234 += 10000
04AF: 187@ = 33245 // @ = any 
05AA: 188@s = 'ROT4_MB'  // ~z~Oh shiiiiit!
gosub @MISSN_19_PLAY_A


:MISSN_19_3320
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2539.4927 -971.9382 radius 5.0 5.0 in_car 
jf @MISSN_19_3320
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 2033.8317 -981.8964 41.0223
0168: set_marker 89@ size 1
0168: set_marker 90@ size 3
06D6: disable_racing_checkpoint 449@ 
06D5: 449@ = create_racing_checkpoint_at 2033.8317 -981.8964 41.0223 point_to 1985.0079 -1090.5889 25.7691 type 0 radius 6.0 
$7234 += 10000


:MISSN_19_3330
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2415.3286 -973.8564 radius 5.0 5.0 in_car 
jf @MISSN_19_3330
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 1985.0079 -1090.5889 25.7691
0168: set_marker 90@ size 1
0168: set_marker 91@ size 3
06D6: disable_racing_checkpoint 450@ 
06D5: 450@ = create_racing_checkpoint_at 1985.0079 -1090.5889 25.7691 point_to 2075.5442 -1116.7437 24.703 type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2001.1792 -1062.0391 24.9806 speed 30.0 3 model #NULL 2 
$7234 += 10000
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
04AF: 187@ = 33229 // @ = any 
05AA: 188@s = 'ROT4_HC'  // ~z~I'm gonna piss on your corpse, Tenpenny!
gosub @MISSN_19_PLAY_A


:MISSN_19_3340
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2343.9167 -1080.1511 radius 5.0 5.0 in_car 
jf @MISSN_19_3340
Marker.Disable(91@)
018A: 91@ = create_checkpoint_at 2075.5442 -1116.7437 24.703
0168: set_marker 91@ size 1
0168: set_marker 89@ size 3
06D6: disable_racing_checkpoint 451@ 
06D5: 451@ = create_racing_checkpoint_at 2075.5442 -1116.7437 24.703 point_to 2080.6909 -1261.1724 24.5053 type 0 radius 6.0 
$7234 += 10000

031A: remove_all_fires 
Object.RemoveReferences(167@)
Object.RemoveReferences(168@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
34@ = Actor.Create(Mission1, #LSV2, 2246.362, -1059.161, 61.2275)
Actor.Angle(34@) = 255.0
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 
37@ = Actor.Create(Mission1, #LSV2, 2212.216, -1001.041, 67.22)
Actor.Angle(37@) = 183.4
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
38@ = Actor.Create(Mission1, #LSV2, 2197.558, -1000.418, 67.367)
Actor.Angle(38@) = 209.7
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 
39@ = Actor.Create(Mission1, #LSV2, 2188.512, -1020.8, 70.33)
Actor.Angle(39@) = 287.39
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(39@) = 90
0085: 102@ = 39@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
165@ = Object.Create(#LA_FUCKCAR2, 2171.57, -1008.76, 62.56)
Object.ToggleInMovingList(165@) = True
Object.Angle(165@) = 168.0
0453: set_object 165@ XY_rotation 0.0 90.0 angle 0.0 
02CF: 61@ = create_fire_at 2172.57 -1008.76 61.56 propagation 0 size 3 
02CF: 62@ = create_fire_at 2171.57 -1007.76 62.56 propagation 0 size 3 
40@ = Actor.Create(Mission1, #LSV2, 2172.91, -1001.84, 62.83)
Actor.Angle(40@) = 258.18
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 40@ immune_to_nonplayer 1 
0085: 102@ = 40@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209

Object.Destroy(167@)
Object.Destroy(168@)
Actor.DestroyInstantly(44@)
Actor.DestroyInstantly(45@)
Actor.DestroyInstantly(46@)

:MISSN_19_7989
166@ = Object.Create(#LA_FUCKCAR2, 2033.39, -938.0, 39.99)
Object.Angle(166@) = 24.8
Object.ToggleInMovingList(166@) = True
0453: set_object 166@ XY_rotation 0.0 0.0 angle 0.0 
02CF: 63@ = create_fire_at 2033.39 -938.0 38.99 propagation 0 size 3 
02CF: 64@ = create_fire_at 2032.39 -937.0 38.99 propagation 0 size 3 
41@ = Actor.Create(Mission1, #LSV2, 2035.09, -979.33, 40.9)
Actor.Angle(41@) = 263.9
060B: set_actor 41@ decision_maker_to 97@ 
01B2: give_actor 41@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 41@ immune_to_nonplayer 1 
0085: 102@ = 41@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 
42@ = Actor.Create(Mission1, #LSV2, 2053.81, -983.87, 45.33)
Actor.Angle(42@) = 287.5
060B: set_actor 42@ decision_maker_to 97@ 
01B2: give_actor 42@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 42@ immune_to_nonplayer 1 
0085: 102@ = 42@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
43@ = Actor.Create(Mission1, #LSV2, 2089.93, -971.49, 54.556)
Actor.Angle(43@) = 219.88
060B: set_actor 43@ decision_maker_to 97@ 
01B2: give_actor 43@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 43@ immune_to_nonplayer 1 
0085: 102@ = 43@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 
44@ = Actor.Create(Mission1, #LSV2, 2026.056, -971.93, 41.5)
Actor.Angle(44@) = 219.88
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
45@ = Actor.Create(Mission1, #LSV2, 1989.918, -1017.65, 34.05)
Actor.Angle(45@) = 317.6
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
46@ = Actor.Create(Mission1, #LSV2, 1999.8, -1018.65, 35.33)
Actor.Angle(46@) = 317.6
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 
47@ = Actor.Create(Mission1, #LSV2, 1970.674, -1088.046, 24.163)
Actor.Angle(47@) = 345.24
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
0085: 102@ = 47@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
48@ = Actor.Create(Mission1, #LSV2, 1977.545, -1096.913, 24.35)
Actor.Angle(48@) = 24.331
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 48@ immune_to_nonplayer 1 
0085: 102@ = 48@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 
167@ = Object.Create(#LA_FUCKCAR1, 1975.31, -1099.27, 24.118)
Object.ToggleInMovingList(167@) = True
Object.Angle(167@) = 270.894
0453: set_object 167@ XY_rotation 0.0 180.0 angle 0.0 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02CF: 61@ = create_fire_at 1975.31 -1099.27 24.118 propagation 0 size 3 
02CF: 62@ = create_fire_at 1977.0 -1098.0 24.0 propagation 0 size 3 
 
:MISSN_19_3350
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2033.8317 -981.8964 radius 5.0 5.0 in_car 
jf @MISSN_19_3350
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 2080.6909 -1261.1724 24.5053
0168: set_marker 89@ size 1
0168: set_marker 90@ size 3
06D6: disable_racing_checkpoint 449@ 
06D5: 449@ = create_racing_checkpoint_at 2080.6909 -1261.1724 24.5053 point_to 2287.4526 -1266.3229 24.4715 type 0 radius 6.0 
$7234 += 10000

:MISSN_19_3345
wait 0
gosub @MISSN_19_57100
if
00EE:   actor $PLAYER_ACTOR 0 near_point 1985.0079 -1090.5889 radius 65.0 65.0 in_car 
jf @MISSN_19_3345
04AF: 187@ = 33217 // @ = any 
05AA: 188@s = 'ROT4_EA'  // ~z~Hang on Sweet!
gosub @MISSN_19_PLAY_A

:MISSN_19_3360
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 1985.0079 -1090.5889 radius 5.0 5.0 in_car 
jf @MISSN_19_3360
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 2287.4526 -1266.3229 24.4715
0168: set_marker 90@ size 1
0168: set_marker 91@ size 3
06D6: disable_racing_checkpoint 450@ 
06D5: 450@ = create_racing_checkpoint_at 2287.4526 -1266.3229 24.4715 point_to 2260.3777 -1380.9929 24.3737 type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2068.5037 -1295.7311 24.364 speed 30.0 3 model #NULL 2 
$7234 += 10000

:MISSN_19_3370
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2075.5442 -1116.7437 radius 5.0 5.0 in_car 
jf @MISSN_19_3370
Marker.Disable(91@)
018A: 91@ = create_checkpoint_at 2260.3777 -1380.9929 24.3737
0168: set_marker 91@ size 1
0168: set_marker 89@ size 3
06D6: disable_racing_checkpoint 451@ 
06D5: 451@ = create_racing_checkpoint_at 2260.3777 -1380.9929 24.3737 point_to 2110.6863 -1411.4584 24.3805 type 0 radius 6.0 
$7234 += 10000
04AF: 187@ = 33241 // @ = any 
05AA: 188@s = 'ROT4_KJ'  // ~z~CJ, do something!
gosub @MISSN_19_PLAY_A
04AF: 187@ = 33218 // @ = any 
05AA: 188@s = 'ROT4_EB'  // ~z~Just keep hanging on, bro!
gosub @MISSN_19_PLAY_A


:MISSN_19_3380
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2080.6909 -1261.1724 radius 5.0 5.0 in_car 
jf @MISSN_19_3380
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 2110.6863 -1411.4584 24.3805
0168: set_marker 89@ size 1
0168: set_marker 90@ size 3
06D6: disable_racing_checkpoint 449@ 
06D5: 449@ = create_racing_checkpoint_at 2110.6863 -1411.4584 24.3805 point_to 2103.2529 -1749.8489 13.9203 type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2164.9395 -1369.7924 24.3718 speed 30.0 3 model #NULL 2 
$7234 += 10000

04AF: 187@ = 33221 // @ = any 
05AA: 188@s = 'ROT4_FA'  // ~z~I ain't losin' this fool!
gosub @MISSN_19_PLAY_A

:MISSN_19_3390
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2287.4526 -1266.3229 radius 5.0 5.0 in_car 
jf @MISSN_19_3390
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 2103.2529 -1749.8489 13.9203
0168: set_marker 90@ size 1
0168: set_marker 91@ size 3
06D6: disable_racing_checkpoint 450@ 
06D5: 450@ = create_racing_checkpoint_at 2103.2529 -1749.8489 13.9203 point_to 2203.1743 -1747.9204 13.741  type 0 radius 6.0 
$7234 += 10000

Object.RemoveReferences(165@)
Actor.RemoveReferences(34@)
Actor.RemoveReferences(37@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Actor.RemoveReferences(40@)
169@ = Object.Create(#LA_FUCKCAR2, 2117.46, -1490.22, 22.6)
Object.ToggleInMovingList(169@) = True
Object.Angle(169@) = 276.0
44@ = Actor.Create(Mission1, #BALLAS1, 2108.6, -1491.5, 23.85)
Actor.Angle(44@) = 340.0
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = 49@ // (int) 
gosub @MISSN_19_57209 
45@ = Actor.Create(Mission1, #BALLAS1, 2116.48, -1492.219, 22.85)
Actor.Angle(45@) = 340.0
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
0085: 107@ = $PLAYER_ACTOR // (int) 
gosub @MISSN_19_57209 

:MISSN_19_3400
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2260.3777 -1380.9929 radius 5.0 5.0 in_car 
jf @MISSN_19_3400
Marker.Disable(91@)
018A: 91@ = create_checkpoint_at 2203.1743 -1747.9204 13.741
0168: set_marker 91@ size 1
0168: set_marker 89@ size 3
06D6: disable_racing_checkpoint 451@ 
06D5: 451@ = create_racing_checkpoint_at 2203.1743 -1747.9204 13.741  point_to 2203.313 -1896.5969 14.2811  type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2103.2529 -1749.8489 13.9203 speed 30.0 3 model #NULL 2 
$7234 += 10000

:MISSN_19_3410
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2110.6863 -1411.4584 radius 5.0 5.0 in_car 
jf @MISSN_19_3410
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 2203.313 -1896.5969 14.2811
0168: set_marker 89@ size 1
0168: set_marker 90@ size 3
06D6: disable_racing_checkpoint 449@ 
06D5: 449@ = create_racing_checkpoint_at 2203.313 -1896.5969 14.2811   point_to 2097.9438 -1957.4821 14.101   type 0 radius 6.0 
$7234 += 10000

:MISSN_19_3420
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2103.2529 -1749.8489 radius 5.0 5.0 in_car 
jf @MISSN_19_3420
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 2097.9438 -1957.4821 14.101
0168: set_marker 90@ size 1
0168: set_marker 91@ size 3
06D6: disable_racing_checkpoint 450@ 
06D5: 450@ = create_racing_checkpoint_at 2097.9438 -1957.4821 14.101   point_to 2260.5872 -2103.6912 14.3339  type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2189.9927 -1895.2809 14.1578 speed 30.0 3 model #NULL 2 
$7234 += 10000
04AF: 187@ = 33222 // @ = any 
05AA: 188@s = 'ROT4_FB'  // ~z~I ain't letting this bastard go!
gosub @MISSN_19_PLAY_A

:MISSN_19_3430
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2203.1743 -1747.9204 radius 5.0 5.0 in_car 
jf @MISSN_19_3430
Marker.Disable(91@)
018A: 91@ = create_checkpoint_at 2260.5872 -2103.6912 14.3339
0168: set_marker 91@ size 1
0168: set_marker 89@ size 3
06D6: disable_racing_checkpoint 451@ 
06D5: 451@ = create_racing_checkpoint_at 2260.5872 -2103.6912 14.3339  point_to 2352.4875 -2191.0068 14.0882  type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2203.1743 -1747.9204 13.741  speed 30.0 3 model #NULL 2 
$7234 += 10000
 
06D8: 157@ = create_train_at 2135.04 -1953.25 12.84 type 15 direction 0 
06DC: set_train 157@ acc 30.0 
06DD: set_train 157@ speed 12.5 
Car.SetImmunities(157@, 1, 1, 1, 1, 1)
    
:MISSN_19_3440
wait 0
gosub @MISSN_19_57100
Car.StorePos(157@,$TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if or
00EE:   actor $PLAYER_ACTOR 0 near_point $TEMPVAR_X_COORD $TEMPVAR_Y_COORD radius 10.0 10.0 in_car 
00EE:   actor $PLAYER_ACTOR 0 near_point 2203.313 -1896.5969 radius 5.0 5.0 in_car 
jf @MISSN_19_3440
Marker.Disable(89@)
018A: 89@ = create_checkpoint_at 2352.4875 -2191.0068 14.0882
0168: set_marker 89@ size 1
0168: set_marker 90@ size 3
06D6: disable_racing_checkpoint 449@ 
06D5: 449@ = create_racing_checkpoint_at 2352.4875 -2191.0068 14.0882   point_to 2476.613 -2167.8489 14.0854   type 0 radius 6.0 
05D1: AS_actor 49@ drive_car 153@ to 2712.8423 -2137.6926 11.4336  speed 35.0 3 model #NULL 2 
$7234 += 10000
04AF: 187@ = 33226 // @ = any 
05AA: 188@s = 'ROT4_GB'  // ~z~Oh man, that was a close call!
gosub @MISSN_19_PLAY_A

:MISSN_19_3450
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2097.9438 -1957.4821 radius 5.0 5.0 in_car 
jf @MISSN_19_3450
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 2476.613 -2167.8489 14.0854
0168: set_marker 90@ size 1
0168: set_marker 91@ size 3
06D6: disable_racing_checkpoint 450@ 
06D5: 450@ = create_racing_checkpoint_at 2476.613 -2167.8489 14.0854  point_to 0.0 0.0 0.0 type 2 radius 6.0 
$7234 += 10000

:MISSN_19_3460
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2260.5872 -2103.6912 radius 5.0 5.0 in_car 
jf @MISSN_19_3460
Marker.Disable(91@)
0168: set_marker 89@ size 3
06D6: disable_racing_checkpoint 451@ 
$7234 += 10000
06DA: unknown_trains_flag 
Model.Destroy(#STREAK)
06DB: destroy_all_trains 

:MISSN_19_3470
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2352.4875 -2191.0068 radius 5.0 5.0 in_car 
jf @MISSN_19_3470
Marker.Disable(89@)
0168: set_marker 90@ size 3
06D6: disable_racing_checkpoint 449@ 
$7234 += 10000

:MISSN_19_3480
wait 0
gosub @MISSN_19_57100
if
$7234 < 1 
then
gosub @MISSN_19_57329
return
end
if
00EE:   actor $PLAYER_ACTOR 0 near_point 2476.613 -2167.8489 radius 5.0 5.0 in_car 
jf @MISSN_19_3480
Marker.Disable(90@)
06D6: disable_racing_checkpoint 450@ 
Marker.Disable(59@)
$7234 = 0  //Dispose of timer.

0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_SLIP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0657: car 152@ open_componentA 3 
Car.StorePos(152@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Y_COORD += 0.656
$TEMPVAR_Z_COORD += 2.408 
0362: remove_actor 158@ from_car_and_place_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT" IFP_file "FINALE2" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
wait 3000
0465: remove_actor 158@ from_turret_mode 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT2" IFP_file "FINALE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
wait 3000
04AF: 187@ = 33234 // @ = any 
05AA: 188@s = 'ROT4_KB'  // ~z~Let go, you dumb bastard!
gosub @MISSN_19_PLAY_A
04AF: 187@ = 33236 // @ = any 
05AA: 188@s = 'ROT4_KD'  // ~z~Fuck you, pig!
gosub @MISSN_19_PLAY_A
wait 3000
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_SLIP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
04AF: 187@ = 33237 // @ = any 
05AA: 188@s = 'ROT4_KE'  // ~z~Argh! My fingers!
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
gosub @MISSN_19_PLAY_A
32@ = 0
$GRIP = 30  //30 seconds and Sweet falls off the ladder.
04C4: store_coords_to $TEMPVAR_X_1 $TEMPVAR_Y_1 $TEMPVAR_Z_1 from_actor $ACTOR_SWEET with_offset 0.0 -15.0 -0.5 
160@ = Actor.Angle($ACTOR_SWEET)
Car.PutAt(153@,$TEMPVAR_X_1, $TEMPVAR_Y_1, $TEMPVAR_Z_1)
Car.Angle(153@) = 160@

:MISSN_19_4000
wait 0
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_SLIP" IFP_file "FINALE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if
    32@ >= 1000
then
$GRIP -= 1
32@ = 0
end
if
$GRIP > 0
jf @MISSN_19_4030    

Actor.StorePos($ACTOR_SWEET, $TEMPVAR_X_1, $TEMPVAR_Y_1, $TEMPVAR_Z_1)
02E3: 128@ = car 152@ speed 
128@ += 15.0

05D1: AS_actor 49@ drive_car 153@ to $TEMPVAR_X_1 $TEMPVAR_Y_1 $TEMPVAR_Z_1 speed 128@ 3 model #FELTZER 5 

if
00EE:   actor 49@ 0 near_point $TEMPVAR_X_1 $TEMPVAR_Y_1 radius 3.0 3.0 in_car 
jf @MISSN_19_4000

//Sweet Lands on Car from the original.
067C: put_camera_on_actor $ACTOR_SWEET with_offset 2.0 8.0 8.0 rotation 0.0 0.0 0.0 0.0 2
018A: 90@ = create_checkpoint_at 1963.2184 -2189.3142 14.0926

Actor.StorePos($ACTOR_SWEET, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 1.0 

171@ = 4.0 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
Actor.StorePos($ACTOR_SWEET, 181@, 182@, 183@)
0619: enable_actor $ACTOR_SWEET collision_detection 0 
183@ -= 1.0 
0792: disembark_instantly_actor $ACTOR_SWEET 
Actor.PutAt($ACTOR_SWEET, 181@, 182@, 183@)
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LET_GO" IFP_file "FINALE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

Actor.StorePos($ACTOR_SWEET, 181@, 182@, 183@)
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
0087: 172@ = 181@ // (float) 
0063: 172@ -= 175@ // (float) 
0087: 173@ = 182@ // (float) 
0063: 173@ -= 176@ // (float) 
0087: 174@ = 183@ // (float) 
0063: 174@ -= 177@ // (float) 
0087: 178@ = 172@ // (float) 
0073: 178@ /= 171@ // (float) 
0087: 179@ = 173@ // (float) 
0073: 179@ /= 171@ // (float) 
0087: 180@ = 174@ // (float) 
0073: 180@ /= 171@ // (float) 
040D: unload_wav 1 
00BE: text_clear_all 
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
:MISSN_19_4010
wait 0
171@ -= 1.0 
0063: 172@ -= 178@ // (float) 
0063: 173@ -= 179@ // (float) 
0063: 174@ -= 180@ // (float) 
0087: 181@ = 175@ // (float) 
005B: 181@ += 172@ // (float) 
0087: 182@ = 176@ // (float) 
005B: 182@ += 173@ // (float) 
0087: 183@ = 177@ // (float) 
005B: 183@ += 174@ // (float) 
183@ -= 1.0 
Actor.PutAt($ACTOR_SWEET, 181@, 182@, 183@)
if 
  171@ == 0.0 
else_jump @MISSN_19_4010 
0465: remove_actor 158@ from_turret_mode 
Actor.DestroyWithFade(158@) 
0464: put_actor $ACTOR_SWEET into_turret_on_car 153@ at_car_offset 0.0 1.5 0.5 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LAND_CAR" IFP_file "FINALE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
097A: play_audio_at 181@ 182@ 183@ event 1009 
wait 500
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_CLIMB_IN" IFP_file "FINALE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
wait 1500
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
jump @MISSN_19_4050

:MISSN_19_4030
067C: put_camera_on_actor $ACTOR_SWEET with_offset 1.0 -8.0 2.0 rotation 0.0 0.0 0.0 0.0 2
018A: 90@ = create_checkpoint_at 1963.2184 -2189.3142 14.0926
0465: remove_actor 158@ from_turret_mode 
Actor.DestroyWithFade(158@) 
0465: remove_actor $ACTOR_SWEET from_turret_mode 
0619: enable_actor $ACTOR_SWEET collision_detection True 
0792: disembark_instantly_actor $ACTOR_SWEET 
0812: AS_actor $ACTOR_SWEET perform_animation "MD_HANG_LND_ROLL" IFP_file "MD_CHASE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
wait 2500
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:MISSN_19_4040
if 
Car.Wrecked(153@)
then
04C4: store_coords_to $TEMPVAR_X_1 $TEMPVAR_Y_1 $TEMPVAR_Z_1 from_actor $ACTOR_SWEET with_offset 0.0 -15.0 0.5 
Car.Create(153@, #FELTZER, $TEMPVAR_X_1, $TEMPVAR_Y_1, $TEMPVAR_Z_1)
end
//This is a 20 second penality to the AI for allowing Sweet to fall off the firetruck.
wait 20000

:MISSN_19_4050
0465: remove_actor $ACTOR_SWEET from_turret_mode 
036A: put_actor $ACTOR_SWEET in_car 153@ 
0430: put_actor 49@ into_car 153@ passenger_seat 0 
Car.SetImmunities(152@, 0, 0, 0, 0, 0)
01B2: give_actor 49@ weapon 32 ammo 99999  
01B9: set_actor 49@ armed_weapon_to 32
02E2: set_actor 49@ weapon_accuracy_to 80

0713: actor 49@ driveby_actor -1 car 152@ point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 90
$6673 = Car.Health(152@)
$6673 /= 10
03C4: set_status_text $6673 type 1 GXT 'SWE4_08'
00BC: show_text_highpriority GXT 'RM4_41' time 8000 flag 1  
:MISSN_19_4070
wait 0
Car.StorePos(152@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
05D1: AS_actor $ACTOR_SWEET drive_car 153@ to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD speed 50.0 3 model #FELTZER 5 
$6673 = Car.Health(152@)
$6673 /= 10 
if and
not Actor.Dead($PLAYER_ACTOR)
Car.Wrecked(152@)
then
gosub @MISSN_19_57329
return
end
if and
not Car.Wrecked(152@)
01AF:   car 152@ sphere 1 in_sphere 1963.2184 -2189.3142 14.0926 radius 5.0 5.0 5.0 
jf @MISSN_19_4070

//Made it to the airport final cut scene where CJ and Sweet die in a deadly game of chicken.
fade 0 0
:MISSN_19_Fadeout
wait 0
if
not fading
jf @MISSN_19_Fadeout

0792: disembark_instantly_actor $PLAYER_ACTOR 
Car.Destroy(152@)
//My camera man                       
0376: 70@ = create_random_actor_at 1926.1298 -2285.9915 13.5469 
0376: 79@ = create_random_actor_at 1662.1956 -2650.1768 13.5469 
0812: AS_actor -1 perform_animation "IDLE_TIRED" IFP_file "PED" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 
152@ = Car.Create(#FIRELA, 1994.5, -2190.0, 13.993)
Car.Angle(152@) = 180.0
072A: put_actor $PLAYER_ACTOR into_car 152@ driverseat 
Car.SetSpeedInstantly(152@,50.0)
05D1: AS_actor $PLAYER_ACTOR drive_car 152@ to 1994.5 -2491.6118 14.0828 speed 50.0 2 model #NULL 5 
02A3: enable_widescreen true
0151: remove_status_text $6673 
Marker.Disable(90@)
fade 1 0
:MISSN_19_Fadein
wait 0
if
not fading
jf @MISSN_19_Fadein

161@ = 0
//Firetruck busts through gate and skids onto runway
:MISSN_19_loop1
wait 0
if and
161@ == 0
01AF:   car 152@ sphere 0 in_sphere 1994.5 -2440.0 14.0882 radius 5.0 5.0 5.0 
then
161@ = 1
07DB: set_car 152@ rotation_velocity_XYZ 0.0 0.0 -1.0 through_center_of_mass 
end
160@ = Car.Angle(152@)
if and
161@ == 1
160@ > 85.0
160@ < 95.0
jf @MISSN_19_loop1
//Stop the rotation 
161@ = 0
07DB: set_car 152@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass 
05D1: AS_actor $PLAYER_ACTOR drive_car 152@ to 1573.5867 -2492.7292 14.0964 speed 50.0 2 model #NULL 5 
068B: set_car 153@ all_disembark 
wait 500
Car.Angle(153@) = 180.0
Car.PutAt(153@, 1994.5, -2280.0, 13.993)
072A: put_actor $ACTOR_SWEET into_car 153@ driverseat 
0430: put_actor 49@ into_car 153@ passenger_seat 0 
//Firetruck drives west on runway
:MISSN_19_loop2
wait 0
if and
161@ == 0
01AF:   car 152@ sphere 0 in_sphere 1673.5867 -2492.7292 14.0964 radius 5.0 5.0 5.0 
then
161@ = 1
//Sweet and Carl move onto runway
Car.SetSpeedInstantly(153@,50.0)
067E: put_camera_on_actor 70@ with_offset 57.5 45.0 1.0 point_to_actor $ACTOR_SWEET 0.0 mode 2 
05D1: AS_actor $ACTOR_SWEET drive_car 153@ to 1994.5 -2491.6118 14.0828 speed 50.0 2 model #NULL 5 
end

if and
161@ == 1
01AF:   car 153@ sphere 0 in_sphere 1994.5 -2400.0 14.08284 radius 5.0 5.0 5.0 
jf @MISSN_19_loop2

//Firetruck spins around
067E: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 -15.0 2.0 point_to_actor $PLAYER_ACTOR 0.0 mode 2 
07DB: set_car 152@ rotation_velocity_XYZ 0.0 0.0 1.0 through_center_of_mass 
05D1: AS_actor $PLAYER_ACTOR drive_car 152@ to 1673.5867 -2492.7292 14.0964 speed 30.0 2 model #NULL 5 
//Set CJ and Sweet in position
Car.PutAt(153@, 1994.5, -2491.6118, 14.0828)
Car.Angle(153@) = 90.0

:MISSN_19_loop3
wait 0
                                                                                          
if 
01AF:   car 152@ sphere 0 in_sphere 1673.5867 -2492.7292 14.0964 radius 15.0 15.0 15.0 
jf @MISSN_19_loop3

067E: put_camera_on_actor $ACTOR_SWEET with_offset 7.5 -15.0 5.0 point_to_actor $ACTOR_SWEET 0.0 mode 2 
wait 5000
05D1: AS_actor $PLAYER_ACTOR drive_car 152@ to 1988.224 -2494.0 13.1282 speed 50.0 2 model #NULL 5 
05D1: AS_actor $ACTOR_SWEET drive_car 153@ to 1800.0 -2495.0 14.0964 speed 50.0 2 model #NULL 5 
wait 2500
Car.Angle(152@) = 270.0
Camera.Restore_WithJumpCut

:MISSN_19_loop4
wait 0
                                                                                          
if 
01AF:   car 153@ sphere 0 in_sphere 1870.0 -2494.5 14.0829 radius 15.0 15.0 15.0 
jf @MISSN_19_loop4
05D1: AS_actor $ACTOR_SWEET drive_car 153@ to 1662.1956 -2555.1768 15.6656 speed 70.0 2 model #NULL 5 
wait 1500
067E: put_camera_on_actor $ACTOR_SWEET with_offset 0.0 15.0 5.0 point_to_actor $ACTOR_SWEET 0.0 mode 2 
Car.Create(71@,#AT400, 1300.0 -2596.0 80.0)
Car.Angle(71@) = 270.0
Car.SetSpeedInstantly(71@,40.0)
04D2: set_plane 71@ fly_autopilot_around_point 1643.5 -2596.0 28.0973 altitude_between 0.0 and 0.0
0633: AS_actor $PLAYER_ACTOR exit_car 

:MISSN_19_loop5
wait 0
                                                                                          
if                                  
01AF:   car 153@ sphere 0 in_sphere 1662.1956 -2555.1768 15.6656 radius 5.0 5.0 5.0 
jf @MISSN_19_loop5 
07D5: set_car 153@ velocity_in_direction_XYZ 0.0 0.0 0.7 rotation_velocitiesXY 0.0 0.0 unk 0.0 
067E: put_camera_on_actor 70@ with_offset -300.0 -200.0 30.0 point_to_actor 79@ 0.0 mode 2 

:MISSN_19_loop6
wait 0
00AA: store_car 153@ position_to 73@ 73@ 74@ 
if
74@ > 40.0
jf @MISSN_19_loop6 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $ACTOR_SWEET 
020B: explode_car 71@ // versionA 
020B: explode_car 153@ // versionA 
wait 2500
02A3: enable_widescreen false
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 2500
//MISSION PASSED
:MISSN_19_57451
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'RIOT_4'  // End Of The Line
01E3: show_text_1number_styled GXT 'RM4_42' number 1000000 time 5000 style 1  
0394: play_music 1 
0109: player $PLAYER_CHAR money += 1000000
wait 5000
$ONMISSION = 0
$INTRO_TOTAL_PASSED_MISSIONS += 1
030C: progress_made += 1 
mission_cleanup
end_thread

return
{The following is my shorter version of the original hanging off the ladder subroutine. 
If the ladder swings right Sweet hangs right and if the ladder swings left he hangs left.
Notice the commented out legs up? He pulled his legs up as object started getting too close. 
I tried a random thing but it looked goofy so I just left it alone.
}
//Sweet  hangs left
:MISSN_19_57100
160@ = Car.Angle(152@)
095F: get_car 152@ componentA 6 rotation_to 161@ 
161@ -= 0.5 
161@ *= 2.0 
161@ *= 10.0 
005B: 161@ += 160@ // (float) 
0087: 163@ = 161@ // (float) 
0063: 163@ -= 162@ // (float) 
if 
  -180.0 > 163@ 
else_jump @MISSN_19_57110
163@ += 360.0 

:MISSN_19_57110
if 
  163@ > 180.0 
else_jump @MISSN_19_57120
163@ += -360.0 

:MISSN_19_57120
0087: 162@ = 161@ // (float) 

if 
  -1.5 > 163@ 
else_jump @MISSN_19_57130  
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_L" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 
//0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_L" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
return 
//Sweet hangs right
:MISSN_19_57130
if 
  163@ > 1.5 
else_jump @MISSN_19_57140 
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_R" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
//0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_R" IFP_file "FINALE" 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
return
//Sweet JUST hangs
:MISSN_19_57140
0812: AS_actor $ACTOR_SWEET perform_animation "FIN_HANG_LOOP" IFP_file "FINALE" 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
//0812: AS_actor $ACTOR_SWEET perform_animation "FIN_LEGSUP_LOOP" IFP_file "FINALE" 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
return
//This is a standard kill actor pack 107@ can be assigned to any actor.
:MISSN_19_57209
0615: define_AS_pack_begin 184@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_AS_pack_end 184@ 
0618: assign_actor 102@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 
return 
//This is my standard audio play sounds but mixed with their method of sending text as well.
:MISSN_19_PLAY_A
03CF: load_wav 187@ as 1
:MISSN_19_PLAY_B
wait 0
if 
03D0:   wav 1 loaded 
else_jump @MISSN_19_PLAY_B 
00BC: show_text_highpriority GXT 188@s time 4000 flag 1 
03D1: play_wav 1 
:MISSN_19_PLAY_C
wait 0 
if 
03D2:   wav 1 ended 
else_jump @MISSN_19_PLAY_C  
040D: unload_wav 1 
00BE: text_clear_all 
return 

//MISSION FAILED
:MISSN_19_57329
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED! 
$CRASH_MARKER = Marker.CreateIconAndSphere(16, 1745.7479, -1454.3508, 13.5469)
return 

//CLEAN UP
:MISSN_19_57525
0A45: set_rail_tracks_friction_to -1.0 
0151: remove_status_text $8011 
0151: remove_status_text $8013 
0151: remove_status_text $6673 
07CC: set_player $PLAYER_CHAR button_15 1 
Marker.Disable(115@)
Marker.Disable(238@)
Marker.Disable(239@)
Marker.Disable(240@)
Marker.Disable(241@)
Marker.Disable(242@)
Marker.Disable(243@)
Marker.Disable(244@)
Marker.Disable(245@)
Marker.Disable(247@)
Marker.Disable(248@)
Marker.Disable(278@)
Marker.Disable(279@)
Marker.Disable(449@)
Marker.Disable(450@)
Marker.Disable(451@)
Marker.Disable(89@) 
Marker.Disable(90@) 
Marker.Disable(91@) 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
Actor.DestroyWithFade($ACTOR_SWEET)
Actor.DestroyWithFade(49@)
Actor.DestroyWithFade(158@)
Actor.DestroyWithFade(159@)
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
Model.Destroy(#STREAK)
Model.Destroy(#FIRELA)
Model.Destroy(#LAPD1)
Model.Destroy(#GREENWOO)
Model.Destroy(#FELTZER)
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
Model.Destroy(#LSV2)
Model.Destroy(#BALLAS1)
Model.Destroy(#LA_FUCKCAR1)
Model.Destroy(#LA_FUCKCAR2)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#COPCARLA)
Model.Destroy(#SANCHEZ)
Model.Destroy(#MOLOTOV)
Model.Destroy(#LSV3)
Model.Destroy(#TORNADO)
0296: unload_special_actor 2 
01B7: release_weather 
06D7: enable_train_traffic 1 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F0: set_max_wanted_level_to 6
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 28---------------
// Originally: Running Dog

:MISSN_20
thread 'MISSN_20' 
$ONMISSION = 1
//Credits
0050: gosub @MISSN_20_TITLES
00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MISSN_20_End
0050: gosub @MISSN_20_Failed

:MISSN_20_End
 0050: gosub @MISSN_20_Cleanup
 004E: end_thread

:MISSN_20_Failed
 // This section is what happens after you died or got busted during your mission
 0051: return
 
 :MISSN_20_Cleanup
 // This section is where you clean up the contents of your mission so you can end it
 0004: $ONMISSION = 0
 $MISSION_INTRO_PASSED = 20
 00D8: mission_cleanup
 0051: return

:MISSN_20_TITLES
0952: load_soundtrack 9 
0954: start_playing_loaded_soundtrack 
02A3: enable_widescreen 1 

32@ = 0
054C: use_GXT_table 'JABM20' 
00BA: show_text_styled GXT 'CR01' time 5000 style 1 
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CR02' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CR03' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CR04' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CR05' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CR06' time 5000 flag 1  

:MISSN_20_TIT_100
wait 0

if 
32@ >= 30000
jf @MISSN_20_TIT_100
00BE: text_clear_all 


02A3: enable_widescreen 0 
0955: end_playing_loaded_soundtrack 

return
//Fail Safe
$ONMISSION = 0
end_thread

//-------------Mission 29---------------
// Originally: Wrong Side of the Tracks
//Random Zombies appear around Zombo Tech
:ZOMBIES
thread 'ZOMBIES' 
{Sorry! No Easter Egg here.  We planned to make a side mission after beating Zombotech. 
I got a great idea why don't you make it! ;)
}
end_thread

//-------------Mission 30---------------
// Originally: Just Business
// This thread causes the two officers Pulaski and Hernandez to exit the donut shop and follow you.
:DONUTS
thread 'DONUTS'
$SUPPORT = 1
Marker.Disable($DONUT_SHOP)
023C: load_special_actor 'PULASKI' as 2 
023C: load_special_actor 'HERN' as 3
Model.Load(#COLT45)
038B: load_requested_models
060A: create_decision_maker_type 0 store_to 75@ 

:DONUTS_100
wait 0
if and
Model.Available(#COLT45)
023D:   special_actor 2 loaded 
023D:   special_actor 3 loaded 
jf @DONUTS_100 

009A: $PULASKI = create_actor_pedtype 24 model #SPECIAL02 at 1038.1611 -1339.6378 13.7266
Actor.Health($PULASKI) = 100
01B2: give_actor $PULASKI weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor $PULASKI decision_maker_to 75@      
0631: put_actor $PULASKI in_group $PLAYER_GROUP 
07CB: set_actor $PULASKI supporting_fire 1
009A: $HERNANDEZ = create_actor_pedtype 24 model #SPECIAL03 at 1037.8074 -1340.7228 13.745
Actor.Health($HERNANDEZ) = 100
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 // see ped.dat 
01B2: give_actor $HERNANDEZ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor $HERNANDEZ decision_maker_to 75@      
0631: put_actor $HERNANDEZ in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $HERNANDEZ supporting_fire 1 
end_thread

//-------------Mission 31---------------
// Originally: Life's a Beach

:COFFEE
thread 'COFFEE' 
06C9: remove_actor $PULASKI from_group 
06C9: remove_actor $HERNANDEZ from_group 
034F: destroy_actor_with_fade $PULASKI 
034F: destroy_actor_with_fade $HERNANDEZ 
$DONUT_SHOP = Marker.CreateIconAndSphere(61, 1036.2006, -1330.3483, 13.7266)
$SUPPORT = 0
end_thread 

//-------------Mission 32---------------
// Originally: Madd Dogg's Rhymes

:MUSIC2
thread 'MUSIC2' 

end_thread

//-------------Mission 33---------------
// Originally: Management Issues

:MUSIC3
thread 'MUSIC3' 

end_thread

//-------------Mission 34---------------
// Originally: House Party

:MUSIC5
thread 'MUSIC5' 

end_thread

//-------------Mission 35---------------
// Originally: Race Tournament / 8-track / Dirt Track

:CPRACE
gosub @CPRACE_159 
if 
wasted_or_busted 
else_jump @CPRACE_43 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @CPRACE_150 

:CPRACE_43
if or
  53@ == 0 
  53@ == 3 
else_jump @CPRACE_103 
fade 0 2000 
set_wb_check_to 0 

:CPRACE_79
if 
fading 
else_jump @CPRACE_103 
wait 0 
jump @CPRACE_79 

:CPRACE_103
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_150 
if or
  $RACE_INDEX == 7 
  $RACE_INDEX == 8 
else_jump @CPRACE_150 
03F4: set_all_cars_apply_damage_rules 0 

:CPRACE_150
gosub @CPRACE_51374 
end_thread 

:CPRACE_159
$ONMISSION = 1 
$CARMOD_DISABLED_FLAG = 1 
thread 'CPRACE' 
wait 0 
08E7: disable_entrance_markers 1 
054C: use_GXT_table 'RACETOR' 
if 
  $CUSTOM_TOURNAMENT_FLAG == 1 
else_jump @CPRACE_419 
04AF: 49@ = 1 // @ = any 
53@ = 0 
if 
  $CURRENT_TOURNAMENT == 0 
else_jump @CPRACE_267 
50@ = 0 
51@ = 8 

:CPRACE_267
if 
  $CURRENT_TOURNAMENT == 1 
else_jump @CPRACE_299 
50@ = 9 
51@ = 14 

:CPRACE_299
if 
  $CURRENT_TOURNAMENT == 2 
else_jump @CPRACE_331 
50@ = 15 
51@ = 18 

:CPRACE_331
if 
  $CURRENT_TOURNAMENT == 3 
else_jump @CPRACE_363 
50@ = 19 
51@ = 24 

:CPRACE_363
if or
001F:   50@ > $RACE_INDEX // (int) 
001E:   $RACE_INDEX > 51@ // (int) 
else_jump @CPRACE_398 
008A: $RACE_INDEX = 50@ // (int) 

:CPRACE_398
52@ = 0 
gosub @CPRACE_47021 
jump @CPRACE_472 

:CPRACE_419
04AF: 49@ = 2 // @ = any 
if or
  $RACE_INDEX == 25 
  $RACE_INDEX == 26 
else_jump @CPRACE_465 
53@ = 3 
jump @CPRACE_472 

:CPRACE_465
53@ = 2 

:CPRACE_472
if 
04A4:   49@ == 10 // @ == any 
else_jump @CPRACE_1286 
018A: 54@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205@ radius 6.0 

:CPRACE_535
363@(253@,16f) += 3.0 
02CE: 363@(253@,16f) = ground_z_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
if 
  0.0 > 363@(253@,16f) 
else_jump @CPRACE_638 
if 
081E:   model 716@(253@,16i) boat 
else_jump @CPRACE_638 
363@(253@,16f) = 0.0 

:CPRACE_638
379@(253@,16i) = Car.Create(716@(253@,16i), 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))
Car.Angle(379@(253@,16i)) = $TEMPVAR_ANGLE
0840: link_car 379@(253@,16i) to_interior 221@ 
Car.DoorStatus(379@(253@,16i)) = 3
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_740 
Car.Health(379@(253@,16i)) = 2200

:CPRACE_740
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_789 
Car.Health(379@(253@,16i)) = 10000
Car.SetImmunities(379@(253@,16i), 0, 0, 0, 1, 0)

:CPRACE_789
if 
  221@ == 0 
else_jump @CPRACE_980 
Car.SetImmunities(379@(253@,16i), 0, 1, 0, 0, 0)
03AB: unknown_car 379@(253@,16i) flag 1 
Car.ImmuneToNonPlayer(379@(253@,16i)) = True
if 
04A4:   49@ == 6 // @ == any 
else_jump @CPRACE_962 

:CPRACE_866
if 
04F1:   unknown_car_check 379@(253@,16i) 
else_jump @CPRACE_962 
wait 0 
if 
   Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_955 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_953 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_953 
$1846 = 1 

:CPRACE_953
return 

:CPRACE_955
jump @CPRACE_866 

:CPRACE_962
0587: enable_car 379@(253@,16i) validate_position 0 
jump @CPRACE_991 

:CPRACE_980
0587: enable_car 379@(253@,16i) validate_position 1 

:CPRACE_991
if 
   not 209@ == -1 
else_jump @CPRACE_1032 
0229: set_car 379@(253@,16i) primary_color_to 209@(253@,6i) secondary_color_to 215@(253@,6i) 

:CPRACE_1032
if 
081E:   model 716@(253@,16i) boat 
else_jump @CPRACE_1084 
04E0: car 379@(253@,16i) abandon_path_radius 40 
02DB: set_boat 379@(253@,16i) speed_to 50.0 
jump @CPRACE_1284 

:CPRACE_1084
if 
0820:   model 716@(253@,16i) heli 
else_jump @CPRACE_1136 
Car.LockInCurrentPosition(379@(253@,16i)) = True
Car.SetSpeedInstantly(379@(253@,16i), 10.0)
jump @CPRACE_1284 

:CPRACE_1136
if 
081F:   model 716@(253@,16i) plane 
else_jump @CPRACE_1188 
Car.LockInCurrentPosition(379@(253@,16i)) = True
Car.SetSpeedInstantly(379@(253@,16i), 10.0)
jump @CPRACE_1284 

:CPRACE_1188
039C: unknown_car 379@(253@,16i) flag 1 
053F: set_car 379@(253@,16i) tires_vulnerability 0 
if 
  221@ == 0 
else_jump @CPRACE_1239 
03ED: unknown_car 379@(253@,16i) flag 1 

:CPRACE_1239
04E0: car 379@(253@,16i) abandon_path_radius 5 
00AE: set_car 379@(253@,16i) traffic_behaviour_to 2 
Car.SetMaxSpeed(379@(253@,16i), 50.0)
Car.SetToNormalDriver(379@(253@,16i))

:CPRACE_1284
return 

:CPRACE_1286
$6903 = 70.3919 
$6917 = 154.6278 
$6931 = 0.6617 
$6945 = 2.5845 
$6918 = 203.8119 
$6932 = 0.7208 
$6946 = 2.5114 
$6919 = 228.9919 
$6933 = 0.7377 
$6947 = 2.2364 
$6920 = 279.6367 
$6922 = 333.4643 
$6923 = 358.6443 
$6924 = 25.18 
55@ = 2357.239 
56@ = 1321.193 
57@ = 3300.968 
58@ = 3646.799 
59@ = 3880.677 
60@ = 4216.273 
61@ = 8410.458 
62@ = 4817.636 
63@ = 4817.636 
64@ = 3203.229 
65@ = 3265.028 
66@ = 1901.285 
67@ = 2644.297 
68@ = 8372.679 
69@ = 10760.5 
70@ = 7806.103 
71@ = 4307.65 
72@ = 4696.661 
73@ = 5960.28 
74@ = 6826.647 
75@ = 12299.14 
76@ = 17384.62 
77@ = 4922.472 
78@ = 4398.5 
79@ = 4970.742 
80@ = 0.0 
81@ = 0.0 
82@ = 0.0 
83@ = 0.0 
84@ = 0.0 
05AA: 85@s = 'RACE00'  // Lowrider Race
05AA: 87@s = 'RACE01'  // Little Loop
05AA: 89@s = 'RACE02'  // Backroad Wanderer
05AA: 91@s = 'RACE03'  // City Circuit
05AA: 93@s = 'RACE04'  // Vinewood
05AA: 95@s = 'RACE05'  // Freeway
05AA: 97@s = 'RACE06'  // Into the Country
05AA: 99@s = 'RACE07'  // Badlands A
05AA: 101@s = 'RACE08'  // Badlands B
05AA: 103@s = 'RACE09'  // Dirtbike Danger
05AA: 105@s = 'RACE10'  // Bandito County
05AA: 107@s = 'RACE11'  // Go-Go Karting
05AA: 109@s = 'RACE12'  // San Fierro Fastlane
05AA: 111@s = 'RACE13'  // San Fierro Hills
05AA: 113@s = 'RACE14'  // Country Endurance
05AA: 115@s = 'RACE15'  // SF to LV
05AA: 117@s = 'RACE16'  // Dam Rider
05AA: 119@s = 'RACE17'  // Desert Tricks
05AA: 121@s = 'RACE18'  // LV Ringroad
05AA: 123@s = 'RACE19'  // World War Ace
05AA: 125@s = 'RACE20'  // Barnstorming
05AA: 127@s = 'RACE21'  // Military Service
05AA: 129@s = 'RACE22'  // Chopper Checkpoint
05AA: 131@s = 'RACE23'  // Whirly Bird Waypoint
05AA: 133@s = 'RACE24'  // Heli Hell
04AF: 145@ = 259 // @ = any 
04AF: 146@ = 261 // @ = any 
04AF: 147@ = 263 // @ = any 
04AF: 148@ = 265 // @ = any 
04AF: 149@ = 267 // @ = any 
04AF: 150@ = 269 // @ = any 
04AF: 151@ = 271 // @ = any 
04AF: 152@ = 273 // @ = any 
04AF: 153@ = 275 // @ = any 
04AF: 154@ = 277 // @ = any 
04AF: 155@ = 279 // @ = any 
04AF: 156@ = 281 // @ = any 
04AF: 157@ = 283 // @ = any 
04AF: 158@ = 285 // @ = any 
04AF: 159@ = 287 // @ = any 
04AF: 160@ = 289 // @ = any 
04AF: 161@ = 291 // @ = any 
04AF: 162@ = 293 // @ = any 
04AF: 163@ = 295 // @ = any 
04AF: 164@ = 296 // @ = any 
04AF: 165@ = 297 // @ = any 
04AF: 166@ = 298 // @ = any 
04AF: 167@ = 299 // @ = any 
04AF: 168@ = 300 // @ = any 
04AF: 169@ = 301 // @ = any 
04AF: 170@ = 48 // @ = any 
04AF: 171@ = 220 // @ = any 
04AF: 175@ = 258 // @ = any 
04AF: 176@ = 260 // @ = any 
04AF: 177@ = 262 // @ = any 
04AF: 178@ = 264 // @ = any 
04AF: 179@ = 266 // @ = any 
04AF: 180@ = 268 // @ = any 
04AF: 181@ = 270 // @ = any 
04AF: 182@ = 272 // @ = any 
04AF: 183@ = 274 // @ = any 
04AF: 184@ = 276 // @ = any 
04AF: 185@ = 278 // @ = any 
04AF: 186@ = 280 // @ = any 
04AF: 187@ = 282 // @ = any 
04AF: 188@ = 284 // @ = any 
04AF: 189@ = 286 // @ = any 
04AF: 190@ = 288 // @ = any 
04AF: 191@ = 290 // @ = any 
04AF: 192@ = 292 // @ = any 
04AF: 193@ = 294 // @ = any 
04AF: 200@ = 172 // @ = any 
04AF: 201@ = 221 // @ = any 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
09FF: set_restart_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
04AF: 205@ = 0 // @ = any 
03F0: enable_text_draw 1 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0581: enable_radar 0 
206@ = 0 
207@ = 0 
208@ = 25 
209@ = -1 
221@ = 0 
222@ = 0 
223@ = 0 
224@ = 1 
225@ = 0 
226@ = 0 
227@ = 0 
if 
0735:   NOP_false 82 
else_jump @CPRACE_2674 
$164 = 0 
$CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
065D: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX "COORDS" 
Player.CanMove($PLAYER_CHAR) = True
04AF: 49@ = 0 // @ = any 
228@ = 1 
jump @CPRACE_2681 

:CPRACE_2674
$164 = -1 

:CPRACE_2681
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  13 > 49@ 
else_jump @CPRACE_2715 
229@ = 0 

:CPRACE_2715
253@ = 0 
0871: init_jump_table 49@ total_jumps 15 default_jump 0 @CPRACE_20852 jumps 0 @CPRACE_2850 1 @CPRACE_5883 2 @CPRACE_7438 3 @CPRACE_7624 4 @CPRACE_7971 5 @CPRACE_8707 6 @CPRACE_8819 
0872: jump_table_jumps 7 @CPRACE_11267 8 @CPRACE_11344 9 @CPRACE_11429 10 @CPRACE_11514 11 @CPRACE_12398 12 @CPRACE_12398 13 @CPRACE_19628 14 @CPRACE_20135 -1 @CPRACE_20852 

:CPRACE_2850
if 
  $164 > -1 
else_jump @CPRACE_4499 
if 
0735:   NOP_false 82 
else_jump @CPRACE_4492 
if 
  228@ == 0 
else_jump @CPRACE_4485 
if 
  $164 == 0 
else_jump @CPRACE_2956 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
00BC: show_text_highpriority GXT 'CHEATON' time 800 flag 1  // Script debug mode ON
$164 = 1 
jump @CPRACE_4478 

:CPRACE_2956
if 
0735:   NOP_false 151 
else_jump @CPRACE_4448 
224@ = 1 
03A9: NOP 
03A9: NOP 
05B6: 79 // TOTAL_LAPS = 1
256@ = 6 
03A9: NOP 
03A9: NOP 
05B6: 80 // TOTAL_RACERS = 6
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
03A9: NOP 
252@ = 0 

:CPRACE_3305
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_3605 
03A9: NOP 
05B6: 81 // RACER_MODEL[
03A7: NOP 252@ 
05B6: 82 // ] = MALE01
252@ += 1 
jump @CPRACE_3305 

:CPRACE_3605
0085: 716@ = 230@ // (int) 
0085: 717@ = 230@ // (int) 
0085: 718@ = 230@ // (int) 
0085: 719@ = 230@ // (int) 
0085: 720@ = 230@ // (int) 
0085: 721@ = 230@ // (int) 
03A9: NOP 
252@ = 0 

:CPRACE_3662
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_3967 
03A9: NOP 
05B6: 83 // RACERS_CAR_MODEL[
03A7: NOP 252@ 
05B6: 84 // ] = 
03A7: NOP 230@ 
252@ += 1 
jump @CPRACE_3662 

:CPRACE_3967
0088: $TEMPVAR_FLOAT_1 = 454@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 536@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 618@ // (float) 
03A9: NOP 
03A9: NOP 
05B6: 85 // CHECKPOINTS_X[0] = 
03A8: NOP $TEMPVAR_FLOAT_1 
03A9: NOP 
05B6: 86 // CHECKPOINTS_Y[0] = 
03A8: NOP $TEMPVAR_FLOAT_2 
03A9: NOP 
05B6: 87 // CHECKPOINTS_Z[0] = 
03A8: NOP $TEMPVAR_FLOAT_3 
00BC: show_text_highpriority GXT 'LABEL' time 1000 flag 1 
49@ = 3 
$CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
$164 = 0 
jump @CPRACE_4478 

:CPRACE_4448
$CPRACE_DEBUG_CHECKPOINT_INDEX = 0 
00BC: show_text_highpriority GXT 'CHEATOF' time 800 flag 1  // Script debug mode OFF
$164 = 0 

:CPRACE_4478
228@ = 1 

:CPRACE_4485
jump @CPRACE_4499 

:CPRACE_4492
228@ = 0 

:CPRACE_4499
if 
  $164 == 1 
else_jump @CPRACE_5876 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CPRACE_5876 
if 
  $CPRACE_DEBUG_CHECKPOINT_INDEX == 0 
else_jump @CPRACE_4614 
if 
00E1:   player 0 pressed_key 17 
else_jump @CPRACE_4607 
if 
  235@ == 0 
else_jump @CPRACE_4600 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
235@ = 1 

:CPRACE_4600
jump @CPRACE_4614 

:CPRACE_4607
235@ = 0 

:CPRACE_4614
if 
  $CPRACE_DEBUG_CHECKPOINT_INDEX > 0 
else_jump @CPRACE_5876 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CPRACE_5876 
03C0: 443@ = actor $PLAYER_ACTOR car 
230@ = Car.Model(443@)
if or
081F:   model 230@ plane 
0820:   model 230@ heli 
else_jump @CPRACE_4703 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @CPRACE_4717 

:CPRACE_4703
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:CPRACE_4717
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 231@ 232@ 233@ 
008E: 234@ = float $DISTANCE_BETWEEN_POINTS to_integer 
gosub @CPRACE_47641 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.8 2.0 
045A: draw_text_1number 30.0 145.0 GXT 'RACES00' number 234@  // Race ~1~
if or
  $DISTANCE_BETWEEN_POINTS > 200.0 
00E1:   player 0 pressed_key 17 
else_jump @CPRACE_5869 
if 
  235@ == 0 
else_jump @CPRACE_5862 
00BC: show_text_highpriority GXT 'TEXXYZ4' time 800 flag 1  // Writing RACE coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT
$CPRACE_DEBUG_CHECKPOINT_INDEX -= 1 
03A9: NOP 
05B6: 88 // CHECKPOINTS_X[
03A7: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 89 // ] = 
03A8: NOP $TEMPVAR_FLOAT_1 
03A9: NOP 
05B6: 90 // CHECKPOINTS_Y[
03A7: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 91 // ] = 
03A8: NOP $TEMPVAR_FLOAT_2 
03A9: NOP 
05B6: 92 // CHECKPOINTS_Z[
03A7: NOP $CPRACE_DEBUG_CHECKPOINT_INDEX 
05B6: 93 // ] = 
if 
081E:   model 230@ boat 
else_jump @CPRACE_5706 
jump @CPRACE_5766 

:CPRACE_5706
if 
0820:   model 230@ heli 
else_jump @CPRACE_5729 
jump @CPRACE_5766 

:CPRACE_5729
if 
081F:   model 230@ plane 
else_jump @CPRACE_5752 
jump @CPRACE_5766 

:CPRACE_5752
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_5766
03A8: NOP $TEMPVAR_FLOAT_3 
03A9: NOP 
0089: 454@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 536@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_2 // (float) 
0089: 618@($CPRACE_DEBUG_CHECKPOINT_INDEX,82f) = $TEMPVAR_FLOAT_3 // (float) 
0089: 231@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 232@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 233@ = $TEMPVAR_FLOAT_3 // (float) 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
008B: 250@ = $CPRACE_DEBUG_CHECKPOINT_INDEX // (int) 
$CPRACE_DEBUG_CHECKPOINT_INDEX += 1 
235@ = 1 

:CPRACE_5862
jump @CPRACE_5876 

:CPRACE_5869
235@ = 0 

:CPRACE_5876
jump @CPRACE_20852 

:CPRACE_5883
0826: enable_hud 0 
0581: enable_radar 0 
09FB: $CURRENT_LANGUAGE = current_language 
if 
84A3:   not  $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CPRACE_5926 
0989: set_text_boxes_width 250 
jump @CPRACE_5931 

:CPRACE_5926
0989: set_text_boxes_width 200 

:CPRACE_5931
0512: show_permanent_text_box 'RACES33'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select race.~n~~k~~PED_SPRINT~ Start Race~n~~k~~VEHICLE_ENTER_EXIT~ Quit
0494: get_joystick 0 data_to 236@ 237@ 238@ 239@ 
if or
  -100 > 237@ 
  236@ > 100 
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
else_jump @CPRACE_6075 
if 
  240@ == 0 
else_jump @CPRACE_6068 
if 
001F:   51@ > $RACE_INDEX // (int) 
else_jump @CPRACE_6046 
$RACE_INDEX += 1 
jump @CPRACE_6054 

:CPRACE_6046
008A: $RACE_INDEX = 50@ // (int) 

:CPRACE_6054
gosub @CPRACE_47021 
240@ = 1 

:CPRACE_6068
jump @CPRACE_6082 

:CPRACE_6075
240@ = 0 

:CPRACE_6082
if or
  237@ > 100 
  -100 > 236@ 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
else_jump @CPRACE_6199 
if 
  241@ == 0 
else_jump @CPRACE_6192 
if 
001E:   $RACE_INDEX > 50@ // (int) 
else_jump @CPRACE_6170 
$RACE_INDEX -= 1 
jump @CPRACE_6178 

:CPRACE_6170
008A: $RACE_INDEX = 51@ // (int) 

:CPRACE_6178
gosub @CPRACE_47021 
241@ = 1 

:CPRACE_6192
jump @CPRACE_6206 

:CPRACE_6199
241@ = 0 

:CPRACE_6206
if 
00E1:   player 0 pressed_key 15 
else_jump @CPRACE_6276 
if 
  242@ == 0 
else_jump @CPRACE_6269 
0391: release_txd_dictionary 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
53@ = 1 
return 
242@ = 1 

:CPRACE_6269
jump @CPRACE_6283 

:CPRACE_6276
242@ = 0 

:CPRACE_6283
if 
00E1:   player 0 pressed_key 16 
else_jump @CPRACE_6364 
if 
  243@ == 0 
else_jump @CPRACE_6357 
if 
  $RACE_INDEX > -1 
else_jump @CPRACE_6350 
fade 0 500 
49@ = 2 

:CPRACE_6350
243@ = 1 

:CPRACE_6357
jump @CPRACE_6371 

:CPRACE_6364
243@ = 0 

:CPRACE_6371
0937: text_draw_box_cornerA 53.0 130.0 cornerB 597.0 410.0 GXT_reference 'RACES_0' style 3  // Races
gosub @CPRACE_47641 
0343: set_text_draw_linewidth 320.0 
033F: set_text_draw_letter_size $6931 $6945 
033E: set_draw_text_position $6903 $6917 GXT 85@($RACE_INDEX,30s) 
gosub @CPRACE_47641 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6918 GXT 'RACES36'  // Track Distance
gosub @CPRACE_47641 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6919 = $6918 // (float) 
0059: $6919 += $6924 // (float) 
if 
0424:   is_system_metric 
else_jump @CPRACE_6671 
0087: 244@ = 55@($RACE_INDEX,30f) // (float) 
244@ /= 1000.0 
0092: 246@ = float 244@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 244@ // (float) 
0063: 245@ -= 47@ // (float) 
0092: 247@ = float 245@ to_integer 
if 
  10 > 247@ 
else_jump @CPRACE_6641 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES35' numbers 246@ 247@  // ~1~.0~1~ km
jump @CPRACE_6664 

:CPRACE_6641
045B: draw_text_2numbers $6903 $6919 GXT 'RACES34' numbers 246@ 247@  // ~1~.~1~ km

:CPRACE_6664
jump @CPRACE_6814 

:CPRACE_6671
0087: 248@ = 55@($RACE_INDEX,30f) // (float) 
248@ /= 1609.0 
0092: 246@ = float 248@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 248@ // (float) 
0063: 245@ -= 47@ // (float) 
245@ *= 100.0 
0092: 247@ = float 245@ to_integer 
if 
  10 > 247@ 
else_jump @CPRACE_6791 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES47' numbers 246@ 247@  // ~1~.0~1~ miles
jump @CPRACE_6814 

:CPRACE_6791
045B: draw_text_2numbers $6903 $6919 GXT 'RACES46' numbers 246@ 247@  // ~1~.~1~ miles

:CPRACE_6814
gosub @CPRACE_47641 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6920 GXT 'RACES38'  // Best Time
gosub @CPRACE_47641 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6921 = $6920 // (float) 
0059: $6921 += $6924 // (float) 
if 
  $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) == 999999999 
else_jump @CPRACE_6940 
033E: set_draw_text_position $6903 $6921 GXT 'RACES45'  // NA
jump @CPRACE_7065 

:CPRACE_6940
008B: 452@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // (int) 
452@ /= 60 
0085: 36@ = 452@ // (int) 
36@ *= 60 
008B: 453@ = $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) // (int) 
0062: 453@ -= 36@ // (int) 
if 
  10 > 453@ 
else_jump @CPRACE_7042 
045B: draw_text_2numbers $6903 $6921 GXT 'RACES40' numbers 452@ 453@  // ~1~:0~1~
jump @CPRACE_7065 

:CPRACE_7042
045B: draw_text_2numbers $6903 $6921 GXT 'RACES39' numbers 452@ 453@  // ~1~:~1~

:CPRACE_7065
if 
   not $CURRENT_TOURNAMENT == 3 
else_jump @CPRACE_7379 
gosub @CPRACE_47641 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6922 GXT 'RACES37'  // Best Result
gosub @CPRACE_47641 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6923 = $6922 // (float) 
0059: $6923 += $6924 // (float) 
if 
  $RACES_BEST_RESULT($RACE_INDEX,30i) == 1 
else_jump @CPRACE_7206 
033E: set_draw_text_position $6903 $6923 GXT 'RACES41'  // 1ST
jump @CPRACE_7379 

:CPRACE_7206
if 
  $RACES_BEST_RESULT($RACE_INDEX,30i) == 2 
else_jump @CPRACE_7252 
033E: set_draw_text_position $6903 $6923 GXT 'RACES42'  // 2ND
jump @CPRACE_7379 

:CPRACE_7252
if 
  $RACES_BEST_RESULT($RACE_INDEX,30i) == 3 
else_jump @CPRACE_7298 
033E: set_draw_text_position $6903 $6923 GXT 'RACES43'  // 3RD
jump @CPRACE_7379 

:CPRACE_7298
if and
  $RACES_BEST_RESULT($RACE_INDEX,30i) > 3 
  100 > $RACES_BEST_RESULT($RACE_INDEX,30i) 
else_jump @CPRACE_7362 
045A: draw_text_1number $6903 $6923 GXT 'RACES44' number $RACES_BEST_RESULT($RACE_INDEX,30i)  // ~1~TH
jump @CPRACE_7379 

:CPRACE_7362
033E: set_draw_text_position $6903 $6923 GXT 'RACES45'  // NA

:CPRACE_7379
008B: 36@ = $RACE_INDEX // (int) 
36@ += 1 
038D: draw_texture 36@ position 454.98 268.18 size 256.0 256.0 RGBA 180 180 180 255 
jump @CPRACE_20852 

:CPRACE_7438
if 
   not fading 
else_jump @CPRACE_7617 
0989: set_text_boxes_width 200 
0391: release_txd_dictionary 
03E6: remove_text_box 
gosub @CPRACE_20859 
09B9: show_entered_car_name 0 
0826: enable_hud 1 
if 
  221@ == 0 
else_jump @CPRACE_7504 
0581: enable_radar 1 
jump @CPRACE_7522 

:CPRACE_7504
057E: set_radar_grey 1 
09BA: show_entered_zone_name 0 
09AC: disable_map_icons 1 
04F9: set_interior 2 color_to 0 

:CPRACE_7522
$10493 = 1 
if 
  $RACES_WON($RACE_INDEX,30i) == 0 
else_jump @CPRACE_7585 
if and
  $RACE_INDEX == 0 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_7583 
jump @CPRACE_7585 

:CPRACE_7583
increment_mission_attempts 

:CPRACE_7585
if 
  $RACE_INDEX == 23 
else_jump @CPRACE_7610 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 0 

:CPRACE_7610
49@ = 3 

:CPRACE_7617
jump @CPRACE_20852 

:CPRACE_7624
0085: 249@ = 250@ // (int) 
249@ -= 1 
0085: 251@ = 224@ // (int) 
251@ -= 1 
252@ = 0 
253@ = 0 
254@ = 0 
255@ = 0 

:CPRACE_7682
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_7759 
257@(253@,16i) = 0 
273@(253@,16i) = 0 
289@(253@,16i) = 0 
305@(253@,16i) = 0 
253@ += 1 
jump @CPRACE_7682 

:CPRACE_7759
253@ = 0 
321@ = -1 
49@ = 4 
if 
04A4:   205@ == 3 // @ == any 
else_jump @CPRACE_7924 
if or
  $RACE_INDEX == 22 
  $RACE_INDEX == 23 
  $RACE_INDEX == 24 
else_jump @CPRACE_7877 
322@ = 12.0 
323@ = 12.0 
324@ = 12.0 
325@ = 6.0 
jump @CPRACE_7917 

:CPRACE_7877
322@ = 25.0 
323@ = 25.0 
324@ = 25.0 
325@ = 12.0 

:CPRACE_7917
jump @CPRACE_7964 

:CPRACE_7924
322@ = 12.0 
323@ = 12.0 
324@ = 7.0 
325@ = 6.0 

:CPRACE_7964
jump @CPRACE_20852 

:CPRACE_7971
252@ = 0 

:CPRACE_7978
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_8201 
if 
04A4:   700@(252@,16i) == 290 // @ == any 
else_jump @CPRACE_8146 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_8064 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 

:CPRACE_8064
if 
  $RACE_INDEX == 7 
else_jump @CPRACE_8095 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 

:CPRACE_8095
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8139 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
023C: load_special_actor 'CAT' as 2 // models 290-299 

:CPRACE_8139
jump @CPRACE_8155 

:CPRACE_8146
Model.Load(700@(252@,16i))

:CPRACE_8155
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8178 
06E9: load_car_component #WHEEL_OR1 

:CPRACE_8178
Model.Load(716@(252@,16i))
252@ += 1 
jump @CPRACE_7978 

:CPRACE_8201
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 
038B: load_requested_models 
326@ = 0 

:CPRACE_8225
if 
  326@ == 0 
else_jump @CPRACE_8693 
wait 0 
326@ = 1 
252@ = 0 

:CPRACE_8261
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_8686 
if 
04A4:   700@(252@,16i) == 290 // @ == any 
else_jump @CPRACE_8545 
if 
823D:   not special_actor 1 loaded 
else_jump @CPRACE_8432 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_8356 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
326@ = 0 

:CPRACE_8356
if 
  $RACE_INDEX == 7 
else_jump @CPRACE_8394 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
326@ = 0 

:CPRACE_8394
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8432 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
326@ = 0 

:CPRACE_8432
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_8485 
if 
823D:   not special_actor 2 loaded 
else_jump @CPRACE_8485 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
326@ = 0 

:CPRACE_8485
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8538 
if 
823D:   not special_actor 2 loaded 
else_jump @CPRACE_8538 
023C: load_special_actor 'CAT' as 2 // models 290-299 
326@ = 0 

:CPRACE_8538
jump @CPRACE_8581 

:CPRACE_8545
if 
   not Model.Available(700@(252@,16i))
else_jump @CPRACE_8581 
Model.Load(700@(252@,16i))
326@ = 0 

:CPRACE_8581
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_8627 
if 
86EA:   not car_component #WHEEL_OR1 available 
else_jump @CPRACE_8627 
06E9: load_car_component #WHEEL_OR1 
326@ = 0 

:CPRACE_8627
if 
   not Model.Available(716@(252@,16i))
else_jump @CPRACE_8672 
Model.Load(700@(252@,16i))
Model.Load(716@(252@,16i))
326@ = 0 

:CPRACE_8672
252@ += 1 
jump @CPRACE_8261 

:CPRACE_8686
jump @CPRACE_8225 

:CPRACE_8693
49@ = 5 
jump @CPRACE_20852 

:CPRACE_8707
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 454@ 536@ 618@ radius 30.0 
if 
  $CUSTOM_TOURNAMENT_FLAG == 1 
else_jump @CPRACE_8755 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CPRACE_8755
Actor.PutAt($PLAYER_ACTOR, 454@, 536@, 618@)
0860: link_actor $PLAYER_ACTOR to_interior 221@ 
select_interior 221@ 
04E4: unknown_refresh_game_renderer_at 454@ 536@ 
Camera.Restore_WithJumpCut
Camera.SetAtPos(454@, 536@, 618@)
0915: unknown_release_weather 
49@ = 6 
jump @CPRACE_20852 

:CPRACE_8819
if and
04EE:   animation "CAR" loaded 
04EE:   animation "RIOT" loaded 
else_jump @CPRACE_11245 
443@ = Car.Create(716@, 454@, 536@, 618@)
039F: set_car 443@ race_to 455@ 537@ 
0085: 36@ = 256@ // (int) 
36@ -= 1 
253@ = 0 

:CPRACE_8895
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_11220 
if 
  256@ > 1 
else_jump @CPRACE_9312 
07E4: get_model 716@ dimensions_cornerA_to 329@ 330@ $TEMPVAR_FLOAT_3 dimensions_cornerB_to 327@ 328@ $TEMPVAR_FLOAT_3 
329@ *= -1.0 
005B: 327@ += 329@ // (float) 
if 
  2.0 > 327@ 
else_jump @CPRACE_9004 
327@ = 2.0 

:CPRACE_9004
0087: 329@ = 327@ // (float) 
329@ *= -1.0 
330@ *= -1.0 
005B: 328@ += 330@ // (float) 
0085: 254@ = 253@ // (int) 
254@ /= 2 
254@ *= 2 
if 
003B:   254@ == 253@ // (int) 
else_jump @CPRACE_9130 
0088: $TEMPVAR_FLOAT_1 = 327@ // (float) 
0093: 47@ = integer 253@ to_float 
006B: 47@ *= 328@ // (float) 
47@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 47@ // (float) 
jump @CPRACE_9187 

:CPRACE_9130
0088: $TEMPVAR_FLOAT_1 = 329@ // (float) 
0085: 255@ = 253@ // (int) 
255@ -= 1 
0093: 47@ = integer 255@ to_float 
006B: 47@ *= 328@ // (float) 
47@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 47@ // (float) 

:CPRACE_9187
if 
   Car.Wrecked(443@)
else_jump @CPRACE_9248 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_9246 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_9246 
$1846 = 1 

:CPRACE_9246
return 

:CPRACE_9248
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 0.0 
$TEMPVAR_ANGLE = Car.Angle(443@)
0089: 331@(253@,16f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 347@(253@,16f) = $TEMPVAR_FLOAT_2 // (float) 
jump @CPRACE_9376 

:CPRACE_9312
$TEMPVAR_ANGLE = Car.Angle(443@)
0088: $TEMPVAR_FLOAT_1 = 331@(253@,16f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 347@(253@,16f) // (float) 
0087: 331@(253@,16f) = 454@ // (float) 
0087: 347@(253@,16f) = 536@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 618@ // (float) 

:CPRACE_9376
if 
881E:   not model 716@(253@,16i) boat 
else_jump @CPRACE_9450 
if 
881F:   not model 716@(253@,16i) plane 
else_jump @CPRACE_9450 
if 
8820:   not model 716@(253@,16i) heli 
else_jump @CPRACE_9450 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:CPRACE_9450
0089: 363@(253@,16f) = $TEMPVAR_FLOAT_3 // (float) 
if 
001D:   36@ > 253@ // (int) 
else_jump @CPRACE_9803 
gosub @CPRACE_535 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
if 
04A4:   700@(253@,16i) == 290 // @ == any 
else_jump @CPRACE_9599 
if or
  $RACE_INDEX == 0 
  $RACE_INDEX == 8 
else_jump @CPRACE_9580 
01C8: 411@ = create_actor_pedtype 5 model #SPECIAL02 in_car 379@(253@,16i) passenger_seat 0 

:CPRACE_9580
Car.SetImmunities(379@(253@,16i), 1, 1, 1, 0, 1)

:CPRACE_9599
if 
  221@ > 0 
else_jump @CPRACE_9661 
if 
  321@ == -1 
else_jump @CPRACE_9649 
07E5: copy_decision_maker -1 to 321@ 
0708: reset_decision_maker 321@ event 79 

:CPRACE_9649
060B: set_actor 395@(253@,16i) decision_maker_to 321@ 

:CPRACE_9661
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) immune_to_car_headshots 0 
0446: set_actor 395@(253@,16i) immune_to_headshots 0 
0568: set_actor 395@(253@,16i) targetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
Actor.Health(395@(253@,16i)) = 500
if 
  221@ == 0 
else_jump @CPRACE_9785 
412@(253@,16i) = Marker.CreateAboveActor(395@(253@,16i))

:CPRACE_9785
018B: set_marker 412@(253@,16i) radar_mode 1 
jump @CPRACE_11206 

:CPRACE_9803
if 
881E:   not model 716@(253@,16i) boat 
else_jump @CPRACE_10801 
if 
881F:   not model 716@(253@,16i) plane 
else_jump @CPRACE_10801 
if 
8820:   not model 716@(253@,16i) heli 
else_jump @CPRACE_10801 
if 
  221@ == 0 
else_jump @CPRACE_10801 
060A: create_decision_maker_type 0 store_to 428@ // decision\allowed\m_.ped files 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -4.0435 6.5755 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 429@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0961: unknown_actor 429@ flag 1 
060B: set_actor 429@ decision_maker_to 428@ 
06BA: AS_actor 429@ turn_to_and_look_at 454@ 536@ 618@ 
430@ = Object.Init(#KMB_GOFLAG, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
070A: AS_actor 429@ attach_to_object 430@ offset 0.062 0.027 -0.15 on_bone 5 16 perform_animation "FLAG_DROP" IFP_file "CAR" time 0 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -5.6392 2.9435 -0.8 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 431@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -6.0071 -2.0778 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 432@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -7.6039 -5.0807 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 433@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -7.0724 -6.4057 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 434@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset -5.9988 -13.553 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 435@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 6.073 -15.2059 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 436@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 7.2639 -12.9933 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 437@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 5.8429 -7.7069 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 438@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 8.4135 -3.7971 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 439@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 6.2507 0.3634 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 440@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 443@ with_offset 8.6397 2.419 2.5 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0376: 441@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
252@ = 0 

:CPRACE_10670
if 
  11 > 252@ 
else_jump @CPRACE_10801 
060B: set_actor 431@(252@,11i) decision_maker_to 428@ 
0961: unknown_actor 431@(252@,11i) flag 1 
0615: define_AS_pack_begin 38@ 
gosub @CPRACE_50695 
0643: set_AS_pack 38@ loop 1 
0616: define_AS_pack_end 38@ 
0615: define_AS_pack_begin 37@ 
06BA: AS_actor -1 turn_to_and_look_at 454@ 536@ 618@ 
0618: assign_actor -1 to_AS_pack 38@ 
0616: define_AS_pack_end 37@ 
0618: assign_actor 431@(252@,11i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 38@ 
061B: remove_references_to_AS_pack 37@ 
252@ += 1 
jump @CPRACE_10670 

:CPRACE_10801
Car.Destroy(443@)
008B: 395@(253@,16i) = $PLAYER_ACTOR // (int) 
0085: 442@ = 253@ // (int) 
363@(442@,16f) += 3.0 
02CE: 363@(442@,16f) = ground_z_at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
if 
  0.0 > 363@(442@,16f) 
else_jump @CPRACE_10929 
if 
081E:   model 716@(442@,16i) boat 
else_jump @CPRACE_10929 
363@(442@,16f) = 0.0 

:CPRACE_10929
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CPRACE_10994 
0811: 379@(442@,16i) = actor $PLAYER_ACTOR car // versionC 
Car.PutAt(379@(442@,16i), 331@(442@,16f), 347@(442@,16f), 363@(442@,16f))
jump @CPRACE_11117 

:CPRACE_10994
379@(442@,16i) = Car.Create(716@(442@,16i), 331@(442@,16f), 347@(442@,16f), 363@(442@,16f))
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_11064 
06E7: 36@ = add_car_component #WHEEL_OR1 to_car 379@(442@,16i) 

:CPRACE_11064
if 
   not 209@ == -1 
else_jump @CPRACE_11105 
0229: set_car 379@(442@,16i) primary_color_to 209@(442@,6i) secondary_color_to 215@(442@,6i) 

:CPRACE_11105
036A: put_actor $PLAYER_ACTOR in_car 379@(442@,16i) 

:CPRACE_11117
0840: link_car 379@(442@,16i) to_interior 221@ 
Car.Angle(379@(442@,16i)) = $TEMPVAR_ANGLE
if or
081F:   model 716@(442@,16i) plane 
0820:   model 716@(442@,16i) heli 
else_jump @CPRACE_11195 
Car.LockInCurrentPosition(379@(442@,16i)) = True
Car.SetSpeedInstantly(379@(442@,16i), 10.0)

:CPRACE_11195
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:CPRACE_11206
253@ += 1 
jump @CPRACE_8895 

:CPRACE_11220
Player.CanMove($PLAYER_CHAR) = False
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
49@ = 7 
jump @CPRACE_11260 

:CPRACE_11245
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 

:CPRACE_11260
jump @CPRACE_20852 

:CPRACE_11267
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 999 
49@ = 8 
jump @CPRACE_20852 

:CPRACE_11344
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_11422 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 999 
49@ = 9 

:CPRACE_11422
jump @CPRACE_20852 

:CPRACE_11429
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_11507 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 999 
49@ = 10 

:CPRACE_11507
jump @CPRACE_20852 

:CPRACE_11514
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_12391 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
097A: play_audio_at 0.0 0.0 0.0 event 1057 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
253@ = 0 

:CPRACE_11594
if 
  11 > 253@ 
else_jump @CPRACE_11635 
Actor.RemoveReferences(431@(253@,11i))
253@ += 1 
jump @CPRACE_11594 

:CPRACE_11635
Actor.RemoveReferences(429@)
04EF: release_animation "CAR" 
253@ = 0 

:CPRACE_11654
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_11876 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_11862 
Car.ImmuneToNonPlayer(379@(253@,16i)) = False
if 
881E:   not model 716@(253@,16i) boat 
else_jump @CPRACE_11862 
if 
881F:   not model 716@(253@,16i) plane 
else_jump @CPRACE_11851 
if 
8820:   not model 716@(253@,16i) heli 
else_jump @CPRACE_11833 
if 
803B:   not  253@ == 442@ // (int) 
else_jump @CPRACE_11826 
if 
  221@ == 0 
else_jump @CPRACE_11826 
072F: enable_car 379@(253@,16i) stuck_check_distance 3.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 

:CPRACE_11826
jump @CPRACE_11844 

:CPRACE_11833
Car.LockInCurrentPosition(379@(253@,16i)) = False

:CPRACE_11844
jump @CPRACE_11862 

:CPRACE_11851
Car.LockInCurrentPosition(379@(253@,16i)) = False

:CPRACE_11862
253@ += 1 
jump @CPRACE_11654 

:CPRACE_11876
01EB: set_traffic_density_multiplier_to 1.0 
$6903 = 582.7242 
$6917 = 356.2812 
$6931 = 52.2072 
$6945 = 52.2072 
$6904 = 584.0833 
$6918 = 329.3647 
$6932 = 0.4943 
$6946 = 2.097 
$6905 = 570.6411 
$6919 = 323.5937 
$6933 = 0.9127 
$6947 = 4.8106 
$6906 = 585.941 
$6920 = 345.6341 
$6934 = 0.4197 
$6948 = 1.8511 
$6907 = 582.7242 
$6921 = 359.0323 
$6935 = 0.4993 
$6949 = 2.637 
$6908 = 582.7242 
$6922 = 356.2812 
$6936 = 56.2072 
$6950 = 56.2072 
$6909 = 582.7242 
$6923 = 356.2812 
$6937 = 58.2072 
$6951 = 58.2072 
$6910 = 582.7242 
$6924 = 400.7518 
$6938 = 58.2072 
$6952 = 32.7789 
$6911 = 582.7242 
$6925 = 400.2518 
$6939 = 56.2072 
$6953 = 31.7789 
$6912 = 582.7242 
$6926 = 399.2518 
$6940 = 52.2072 
$6954 = 29.7789 
$6913 = 560.4862 
$6927 = 384.5027 
$6941 = 0.5 
$6955 = 1.5393 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
008B: 206@ = $CURRENT_TIME_IN_MS2 // (int) 
if 
  256@ == 1 
else_jump @CPRACE_12380 
$6960 = 0 
03C3: set_timer_to $6960 type 0 GXT 'TIMER' // global_variable  // TIME

:CPRACE_12380
0A0E: unknown_text_stuff 2 
49@ = 11 

:CPRACE_12391
jump @CPRACE_20852 

:CPRACE_12398
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_18637 
if 
   not Actor.Dead(395@(253@,16i))
else_jump @CPRACE_18170 
if 
  13 > 49@ 
else_jump @CPRACE_12779 
if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_12779 
if 
001D:   273@(253@,16i) > 273@(442@,16i) // (int) 
else_jump @CPRACE_12519 
229@ += 1 
jump @CPRACE_12779 

:CPRACE_12519
if 
003B:   273@(442@,16i) == 273@(253@,16i) // (int) 
else_jump @CPRACE_12779 
if 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
else_jump @CPRACE_12587 
229@ += 1 
jump @CPRACE_12779 

:CPRACE_12587
if 
001D:   257@(253@,16i) > 249@ // (int) 
else_jump @CPRACE_12624 
229@ += 1 
jump @CPRACE_12779 

:CPRACE_12624
if 
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
else_jump @CPRACE_12779 
Actor.StorePos(395@(253@,16i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 444@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 445@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
if 
0025:   445@ > 444@ // (float) 
else_jump @CPRACE_12779 
229@ += 1 

:CPRACE_12779
if 
  49@ == 12 
else_jump @CPRACE_15545 
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_14168 
if 
   not Car.Wrecked(379@(442@,16i))
else_jump @CPRACE_13795 
if 
   Actor.InCar($PLAYER_ACTOR, 379@(442@,16i))
else_jump @CPRACE_13406 
if 
  207@ == 1 
else_jump @CPRACE_13399 
03D5: remove_text 'RACES21'  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.
Marker.Disable(54@)
363@(253@,16f) -= 1000.0 
if 
  221@ == 0 
else_jump @CPRACE_13392 
254@ = 0 
0085: 36@ = 256@ // (int) 
36@ -= 1 

:CPRACE_12951
if 
001D:   36@ > 254@ // (int) 
else_jump @CPRACE_13031 
if 
   not Actor.Dead(395@(254@,16i))
else_jump @CPRACE_13017 
412@(254@,16i) = Marker.CreateAboveActor(395@(254@,16i))
018B: set_marker 412@(254@,16i) radar_mode 1 

:CPRACE_13017
254@ += 1 
jump @CPRACE_12951 

:CPRACE_13031
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
Marker.SetColor(54@, 0)
018B: set_marker 54@ radar_mode 2 
Marker.SetIconSize(54@, 3)
if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
else_jump @CPRACE_13290 
if 
04A4:   205@ == 3 // @ == any 
else_jump @CPRACE_13235 
0085: 36@ = 257@(253@,16i) // (int) 
36@ -= 1 
if 
  0 > 36@ 
else_jump @CPRACE_13175 
36@ = 0 

:CPRACE_13175
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
jump @CPRACE_13283 

:CPRACE_13235
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_13283
jump @CPRACE_13392 

:CPRACE_13290
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
003B:   257@(253@,16i) == 249@ // (int) 
else_jump @CPRACE_13339 
36@ = 1 

:CPRACE_13339
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_13392
207@ = 0 

:CPRACE_13399
jump @CPRACE_13788 

:CPRACE_13406
if 
  207@ == 0 
else_jump @CPRACE_13554 
06D6: disable_racing_checkpoint 449@ 
Marker.Disable(54@)
254@ = 0 
0085: 36@ = 256@ // (int) 
36@ -= 1 

:CPRACE_13456
if 
001D:   36@ > 254@ // (int) 
else_jump @CPRACE_13498 
Marker.Disable(412@(254@,16i))
254@ += 1 
jump @CPRACE_13456 

:CPRACE_13498
54@ = Marker.CreateAboveCar(379@(442@,16i))
07E0: set_marker 54@ type_to 1 
363@(253@,16f) += 1000.0 
008B: 446@ = $CURRENT_TIME_IN_MS2 // (int) 
446@ += 25400 
207@ = 1 

:CPRACE_13554
0085: 453@ = 446@ // (int) 
0064: 453@ -= $CURRENT_TIME_IN_MS2 // (int) 
453@ /= 1000 
if 
  1 > 453@ 
else_jump @CPRACE_13603 
453@ = 0 

:CPRACE_13603
if 
001E:   $CURRENT_TIME_IN_MS2 > 446@ // (int) 
else_jump @CPRACE_13717 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13672 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_13672
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13715 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_13715 
$1846 = 1 

:CPRACE_13715
return 

:CPRACE_13717
if 
  453@ == 1 
else_jump @CPRACE_13765 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACE_21' number 453@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle ~s~before you are disqualified.
jump @CPRACE_13788 

:CPRACE_13765
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACES21' number 453@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.

:CPRACE_13788
jump @CPRACE_14161 

:CPRACE_13795
if 
02BF:   car 379@(442@,16i) sunk 
else_jump @CPRACE_14066 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CPRACE_13964 
03C0: 443@ = actor $PLAYER_ACTOR car 
if 
803B:   not  443@ == 379@(442@,16i) // (int) 
else_jump @CPRACE_13957 
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13912 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_13912
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_13955 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_13955 
$1846 = 1 

:CPRACE_13955
return 

:CPRACE_13957
jump @CPRACE_14059 

:CPRACE_13964
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14014 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_14014
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14057 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_14057 
$1846 = 1 

:CPRACE_14057
return 

:CPRACE_14059
jump @CPRACE_14161 

:CPRACE_14066
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14116 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_14116
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_14159 
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_14159 
$1846 = 1 

:CPRACE_14159
return 

:CPRACE_14161
jump @CPRACE_15545 

:CPRACE_14168
if 
001D:   250@ > 257@(253@,16i) // (int) 
else_jump @CPRACE_15545 
if 
   Actor.Driving(395@(253@,16i))
else_jump @CPRACE_14459 
if 
  221@ == 0 
else_jump @CPRACE_14452 
0085: 36@ = 257@(442@,16i) // (int) 
36@ += 4 
03C0: 443@ = actor 395@(253@,16i) car 
if 
001D:   257@(253@,16i) > 36@ // (int) 
else_jump @CPRACE_14300 
Car.SetMaxSpeed(443@, 25.0)
jump @CPRACE_14359 

:CPRACE_14300
if or
  $RACE_INDEX == 7 
  $RACE_INDEX == 8 
  $RACE_INDEX == 0 
else_jump @CPRACE_14349 
Car.SetMaxSpeed(443@, 35.0)
jump @CPRACE_14359 

:CPRACE_14349
Car.SetMaxSpeed(443@, 50.0)

:CPRACE_14359
if 
  $RACE_INDEX == 8 
else_jump @CPRACE_14452 
if or
01AD:   car 443@ sphere 0 near_point -882.9833 -47.9468 radius 24.61 25.64 
01AD:   car 443@ sphere 0 near_point -843.0954 -141.9169 radius 24.59 -29.24 
else_jump @CPRACE_14452 
Car.SetMaxSpeed(443@, 30.0)

:CPRACE_14452
jump @CPRACE_14980 

:CPRACE_14459
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_14491 
jump @CPRACE_18188 
jump @CPRACE_14980 

:CPRACE_14491
if 
  305@(253@,16i) == 0 
else_jump @CPRACE_14537 
008B: 305@(253@,16i) = $CURRENT_TIME_IN_MS2 // (int) 
305@(253@,16i) += 8000 

:CPRACE_14537
if 
001E:   $CURRENT_TIME_IN_MS2 > 305@(253@,16i) // (int) 
else_jump @CPRACE_14980 
if 
803B:   not  257@(253@,16i) == 257@(442@,16i) // (int) 
else_jump @CPRACE_14980 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 30.0 30.0 0 
else_jump @CPRACE_14969 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 331@(253@,16f) 347@(253@,16f) radius 30.0 30.0 
else_jump @CPRACE_14951 
if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
else_jump @CPRACE_14933 
if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
else_jump @CPRACE_14915 
if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
else_jump @CPRACE_14897 
Car.RemoveReferences(379@(253@,16i))
gosub @CPRACE_535 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
001D:   250@ > 36@ // (int) 
else_jump @CPRACE_14879 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
Car.SetSpeedInstantly(379@(253@,16i), 20.0)

:CPRACE_14879
305@(253@,16i) = 0 
jump @CPRACE_14908 

:CPRACE_14897
305@(253@,16i) = 0 

:CPRACE_14908
jump @CPRACE_14926 

:CPRACE_14915
305@(253@,16i) = 0 

:CPRACE_14926
jump @CPRACE_14944 

:CPRACE_14933
305@(253@,16i) = 0 

:CPRACE_14944
jump @CPRACE_14962 

:CPRACE_14951
305@(253@,16i) = 0 

:CPRACE_14962
jump @CPRACE_14980 

:CPRACE_14969
305@(253@,16i) = 0 

:CPRACE_14980
if 
  221@ == 0 
else_jump @CPRACE_15545 
252@ = 0 
255@ = 0 

:CPRACE_15012
if 
001D:   256@ > 252@ // (int) 
else_jump @CPRACE_15094 
0085: 447@ = 257@(252@,16i) // (int) 
447@ -= 4 
if 
001D:   447@ > 257@(253@,16i) // (int) 
else_jump @CPRACE_15080 
255@ += 1 

:CPRACE_15080
252@ += 1 
jump @CPRACE_15012 

:CPRACE_15094
if 
  255@ > 0 
else_jump @CPRACE_15545 
if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 150.0 150.0 0 
else_jump @CPRACE_15545 
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point 331@(253@,16f) 347@(253@,16f) radius 150.0 150.0 
else_jump @CPRACE_15545 
if 
80EC:   not actor 395@(253@,16i) 0 near_point 331@(253@,16f) 347@(253@,16f) radius 40.0 40.0 
else_jump @CPRACE_15545 
if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
else_jump @CPRACE_15545 
if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
else_jump @CPRACE_15545 
if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
else_jump @CPRACE_15545 
if 
0449:   actor 395@(253@,16i) in_a_car 
else_jump @CPRACE_15438 
Actor.PutAt(395@(253@,16i), 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
039F: set_car 443@ race_to 454@(36@,82f) 536@(36@,82f) 
jump @CPRACE_15545 

:CPRACE_15438
Car.RemoveReferences(379@(253@,16i))
gosub @CPRACE_535 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
001D:   250@ > 36@ // (int) 
else_jump @CPRACE_15545 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
Car.SetSpeedInstantly(379@(253@,16i), 20.0)

:CPRACE_15545
36@ = 0 
if 
0100:   actor 395@(253@,16i) in_sphere 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 322@ 323@ 324@ sphere 0 in_car 
else_jump @CPRACE_15618 
36@ = 1 
jump @CPRACE_15747 

:CPRACE_15618
if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // integer vars 
else_jump @CPRACE_15747 
if 
0735:   NOP_false 83 
else_jump @CPRACE_15747 
04E4: unknown_refresh_game_renderer_at 331@(253@,16f) 347@(253@,16f) 
Camera.SetAtPos(331@(253@,16f), 347@(253@,16f), 363@(253@,16f))
0088: $TEMPVAR_FLOAT_1 = 363@(253@,16f) // (float) 
$TEMPVAR_FLOAT_1 += 1.0 
Actor.PutAt(395@(253@,16i), 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))

:CPRACE_15747
if 
  36@ == 1 
else_jump @CPRACE_18163 
if 
  49@ == 11 
else_jump @CPRACE_15790 
49@ = 12 

:CPRACE_15790
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_15856 
if 
  221@ == 0 
else_jump @CPRACE_15856 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
Marker.Disable(54@)

:CPRACE_15856
257@(253@,16i) += 1 
if 
001D:   250@ > 257@(253@,16i) // (int) 
else_jump @CPRACE_15957 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 
jump @CPRACE_16995 

:CPRACE_15957
if 
001D:   224@ > 273@(253@,16i) // (int) 
else_jump @CPRACE_15991 
273@(253@,16i) += 1 

:CPRACE_15991
if 
003B:   273@(253@,16i) == 224@ // (int) 
else_jump @CPRACE_16667 
if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // integer vars 
else_jump @CPRACE_16256 
if 
  224@ > 1 
else_jump @CPRACE_16166 
008B: 448@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 448@ -= 206@ // (int) 
448@ /= 1000 
if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // (int) 
else_jump @CPRACE_16166 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // (int) 
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_16140 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_16140
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_16166 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_16166
06D6: disable_racing_checkpoint 449@ 
Marker.Disable(54@)
49@ = 13 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_16235 
if 
  229@ > 0 
else_jump @CPRACE_16235 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_16235
363@(253@,16f) = 99999.0 
jump @CPRACE_16660 

:CPRACE_16256
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_16285 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_16285
if 
  221@ == 0 
else_jump @CPRACE_16595 
062E: unknown_get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_16588 
0615: define_AS_pack_begin 37@ 
06AC: 47@ = actor 395@(253@,16i) movement_speed 
0092: 36@ = float 47@ to_integer 
36@ *= -100 
36@ += 4000 
if 
  10 > 36@ 
else_jump @CPRACE_16401 
36@ = 10 

:CPRACE_16401
06C7: AS_actor -1 driver_of_car -1 perform_action 9 timelimit 36@ 
0209: 36@ = random_int_in_ranges 0 5 
if or
  36@ == 0 
  36@ == 1 
else_jump @CPRACE_16477 
06C7: AS_actor -1 driver_of_car -1 perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 4 timelimit 250000 
jump @CPRACE_16501 

:CPRACE_16477
06C7: AS_actor -1 driver_of_car -1 perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 5 timelimit 250000 

:CPRACE_16501
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
05D2: AS_actor -1 run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 
0616: define_AS_pack_end 37@ 
0618: assign_actor 395@(253@,16i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 

:CPRACE_16588
jump @CPRACE_16646 

:CPRACE_16595
062E: unknown_get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_16646 
05D2: AS_actor 395@(253@,16i) run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 

:CPRACE_16646
363@(253@,16f) = 99999.0 

:CPRACE_16660
jump @CPRACE_16995 

:CPRACE_16667
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_16924 
008B: 448@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 448@ -= 206@ // (int) 
448@ /= 1000 
if 
001E:   $RACES_NEW_BEST_TIME($RACE_INDEX,30i) > 448@ // (int) 
else_jump @CPRACE_16916 
008A: $RACES_NEW_BEST_TIME($RACE_INDEX,30i) = 448@ // (int) 
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_16775 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_16775
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_16801 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_16801
0085: 452@ = 448@ // (int) 
452@ /= 60 
0085: 36@ = 452@ // (int) 
36@ *= 60 
0085: 453@ = 448@ // (int) 
0062: 453@ -= 36@ // (int) 
if 
  10 > 453@ 
else_jump @CPRACE_16894 
02FD: show_text_2numbers_lowpriority GXT 'LAPTIM0' numbers 452@ 453@ time 5000 flag 1  // New Best Lap Time ~1~:0~1~
jump @CPRACE_16916 

:CPRACE_16894
02FD: show_text_2numbers_lowpriority GXT 'LAPTIME' numbers 452@ 453@ time 5000 flag 1  // New Best Lap Time ~1~:~1~

:CPRACE_16916
008B: 206@ = $CURRENT_TIME_IN_MS2 // (int) 

:CPRACE_16924
257@(253@,16i) = 0 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 

:CPRACE_16995
if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_17452 
if 
   not 363@(253@,16f) == 99999.0 
else_jump @CPRACE_17445 
if 
  221@ == 0 
else_jump @CPRACE_17113 
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
Marker.SetColor(54@, 0)
018B: set_marker 54@ radar_mode 2 
Marker.SetIconSize(54@, 3)
06D6: disable_racing_checkpoint 449@ 

:CPRACE_17113
if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
else_jump @CPRACE_17325 
if 
04A4:   205@ == 3 // @ == any 
else_jump @CPRACE_17270 
0085: 36@ = 257@(253@,16i) // (int) 
36@ -= 1 
if 
  0 > 36@ 
else_jump @CPRACE_17210 
36@ = 0 

:CPRACE_17210
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
jump @CPRACE_17318 

:CPRACE_17270
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_17318
jump @CPRACE_17445 

:CPRACE_17325
if 
  221@ == 0 
else_jump @CPRACE_17445 
0085: 36@ = 257@(253@,16i) // (int) 
36@ += 1 
if 
003B:   257@(253@,16i) == 249@ // (int) 
else_jump @CPRACE_17392 
36@ = 1 

:CPRACE_17392
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_17445
jump @CPRACE_18163 

:CPRACE_17452
if 
   not 363@(253@,16f) == 99999.0 
else_jump @CPRACE_18163 
if 
04A9:   actor 395@(253@,16i) driving_heli 
else_jump @CPRACE_17707 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_17650 
if 
   Actor.InCar(395@(253@,16i), 379@(253@,16i))
else_jump @CPRACE_17593 
04A2: set_heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
jump @CPRACE_17643 

:CPRACE_17593
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17643
jump @CPRACE_17700 

:CPRACE_17650
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17700
jump @CPRACE_18163 

:CPRACE_17707
if 
   Actor.DrivingPlane(395@(253@,16i))
else_jump @CPRACE_17937 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_17880 
if 
   Actor.InCar(395@(253@,16i), 379@(253@,16i))
else_jump @CPRACE_17823 
04D2: set_plane 379@(253@,16i) fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
jump @CPRACE_17873 

:CPRACE_17823
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17873
jump @CPRACE_17930 

:CPRACE_17880
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_17930
jump @CPRACE_18163 

:CPRACE_17937
062E: unknown_get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_18163 
062E: unknown_get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @CPRACE_18163 
if 
   not Car.Wrecked(379@(253@,16i))
else_jump @CPRACE_18115 
05D1: AS_actor 395@(253@,16i) drive_car 379@(253@,16i) to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 
if 
001D:   257@(253@,16i) > 250@ // (int) 
else_jump @CPRACE_18108 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_18108
jump @CPRACE_18163 

:CPRACE_18115
05D1: AS_actor 395@(253@,16i) drive_car -1 to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 

:CPRACE_18163
jump @CPRACE_18623 

:CPRACE_18170
if 
  221@ > 0 
else_jump @CPRACE_18473 

:CPRACE_18188
if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_18466 
if 
838A:   not any_car_in_cube_cornerA 732@ 733@ 734@ cornerB 2.5 2.5 2.5 
else_jump @CPRACE_18466 
257@(253@,16i) = 1 
Marker.Disable(412@(253@,16i))
Car.RemoveReferences(379@(253@,16i))
Actor.RemoveReferences(395@(253@,16i))
0087: 331@(253@,16f) = 732@ // (float) 
0087: 347@(253@,16f) = 733@ // (float) 
0087: 363@(253@,16f) = 734@ // (float) 
0088: $TEMPVAR_ANGLE = 735@ // (float) 
gosub @CPRACE_535 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) immune_to_car_headshots 0 
0446: set_actor 395@(253@,16i) immune_to_headshots 0 
0568: set_actor 395@(253@,16i) targetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
Actor.Health(395@(253@,16i)) = 500
Car.SetSpeedInstantly(379@(253@,16i), 25.0)

:CPRACE_18466
jump @CPRACE_18623 

:CPRACE_18473
if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
else_jump @CPRACE_18623 
if 
  13 > 49@ 
else_jump @CPRACE_18576 
if or
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
001D:   257@(253@,16i) > 249@ // (int) 
else_jump @CPRACE_18576 
229@ += 1 

:CPRACE_18576
if 
84AD:   not actor 395@(253@,16i) in_water 
else_jump @CPRACE_18623 
Marker.Disable(412@(253@,16i))
Actor.RemoveReferences(395@(253@,16i))
Car.RemoveReferences(379@(253@,16i))

:CPRACE_18623
253@ += 1 
jump @CPRACE_12398 

:CPRACE_18637
if 
  256@ > 1 
else_jump @CPRACE_19564 
038E: draw_box_position $6909 $6923 size $6937 $6951 RGBA 0 0 0 255 
038E: draw_box_position $6908 $6922 size $6936 $6950 RGBA 134 155 184 255 
038E: draw_box_position $6903 $6917 size $6931 $6945 RGBA 0 0 0 255 
if 
  224@ > 1 
else_jump @CPRACE_18997 
038E: draw_box_position $6910 $6924 size $6938 $6952 RGBA 0 0 0 255 
038E: draw_box_position $6911 $6925 size $6939 $6953 RGBA 134 155 184 255 
038E: draw_box_position $6912 $6926 size $6940 $6954 RGBA 0 0 0 255 
0085: 36@ = 273@(442@,16i) // (int) 
36@ += 1 
if 
001D:   36@ > 224@ // (int) 
else_jump @CPRACE_18863 
0085: 36@ = 224@ // (int) 

:CPRACE_18863
gosub @CPRACE_47641 
09FB: $CURRENT_LANGUAGE = current_language 
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CPRACE_18910 
$6941 = 0.4235 
jump @CPRACE_18955 

:CPRACE_18910
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CPRACE_18945 
$6941 = 0.3786 
jump @CPRACE_18955 

:CPRACE_18945
$6941 = 0.5 

:CPRACE_18955
033F: set_text_draw_letter_size $6941 $6955 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 600.0 
045B: draw_text_2numbers $6913 $6927 GXT 'RACES32' numbers 36@ 224@  // LAP ~1~/~1~

:CPRACE_18997
0085: 450@ = 229@ // (int) 
450@ += 1 
gosub @CPRACE_47641 
if 
  223@ == 1 
else_jump @CPRACE_19049 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19049
033F: set_text_draw_letter_size $6932 $6946 
if 
  450@ == 1 
else_jump @CPRACE_19092 
033E: set_draw_text_position $6904 $6918 GXT 'ST'  // ST

:CPRACE_19092
if 
  450@ == 2 
else_jump @CPRACE_19127 
033E: set_draw_text_position $6904 $6918 GXT 'ND'  // ND

:CPRACE_19127
if 
  450@ == 3 
else_jump @CPRACE_19162 
033E: set_draw_text_position $6904 $6918 GXT 'RD'  // RD

:CPRACE_19162
if 
  450@ > 3 
else_jump @CPRACE_19197 
033E: set_draw_text_position $6904 $6918 GXT 'TH'  // TH

:CPRACE_19197
gosub @CPRACE_47641 
if 
  223@ == 1 
else_jump @CPRACE_19234 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19234
033F: set_text_draw_letter_size $6933 $6947 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $6905 $6919 GXT 'NUMBER' number 450@  // ~1~
gosub @CPRACE_47641 
if 
  223@ == 1 
else_jump @CPRACE_19303 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19303
033F: set_text_draw_letter_size $6934 $6948 
045A: draw_text_1number $6906 $6920 GXT 'OUT_OF' number 256@  // /~1~
if 
  13 > 49@ 
else_jump @CPRACE_19373 
008B: 451@ = $CURRENT_TIME_IN_MS2 // (int) 
0064: 451@ -= $6960 // (int) 
451@ /= 1000 

:CPRACE_19373
0085: 452@ = 451@ // (int) 
452@ /= 60 
if 
  452@ > 99 
else_jump @CPRACE_19413 
452@ = 99 

:CPRACE_19413
0085: 36@ = 452@ // (int) 
36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
gosub @CPRACE_47641 
if 
  222@ == 1 
else_jump @CPRACE_19481 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_19481
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size $6935 $6949 
if 
  453@ > 9 
else_jump @CPRACE_19541 
045B: draw_text_2numbers $6907 $6921 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
jump @CPRACE_19564 

:CPRACE_19541
045B: draw_text_2numbers $6907 $6921 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_19564
if 
  $RACE_INDEX == 7 
else_jump @CPRACE_19589 
gosub @CPRACE_46311 

:CPRACE_19589
if or
  $RACE_INDEX == 25 
  $RACE_INDEX == 26 
else_jump @CPRACE_19621 
gosub @CPRACE_51027 

:CPRACE_19621
jump @CPRACE_20852 

:CPRACE_19628
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_19813 
if 
  450@ == 1 
else_jump @CPRACE_19765 
if or
  $RACE_INDEX == 7 
  $RACE_INDEX == 8 
else_jump @CPRACE_19696 
$CESAR_TOTAL_PASSED_MISSIONS += 1 

:CPRACE_19696
if 
  $RACE_INDEX == 0 
else_jump @CPRACE_19753 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 1000
Marker.Disable($MARKER_CESAR_LS)
$MISSION_LOWRIDER_PASSED += 1 

:CPRACE_19753
Player.ClearWantedLevel($PLAYER_CHAR)
jump @CPRACE_19813 

:CPRACE_19765
if or
  $RACE_INDEX == 0 
  $RACE_INDEX == 7 
  $RACE_INDEX == 8 
else_jump @CPRACE_19813 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_19813
014F: stop_timer $6960 
if 
001E:   $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) > 451@ // (int) 
else_jump @CPRACE_19906 
if 
  256@ == 1 
else_jump @CPRACE_19875 
008B: 451@ = $6960 // (int) 
451@ /= 1000 

:CPRACE_19875
008A: $RACES_CURRENT_BEST_TIME($RACE_INDEX,30i) = 451@ // (int) 
042E: downdate_integer_stat 145@($RACE_INDEX,30i) to 451@ // same as 0582 
222@ = 1 

:CPRACE_19906
if 
  256@ > 1 
else_jump @CPRACE_19978 
if 
001E:   $RACES_BEST_RESULT($RACE_INDEX,30i) > 450@ // (int) 
else_jump @CPRACE_19978 
008A: $RACES_BEST_RESULT($RACE_INDEX,30i) = 450@ // (int) 
0582: downdate_integer_stat 175@($RACE_INDEX,30i) to 450@ // same as 042E 
223@ = 1 

:CPRACE_19978
$6903 = 208.0665 
$6917 = 297.9241 
$6931 = 474.2788 
$6945 = 383.4714 
$6904 = 229.648 
$6918 = 313.8785 
$6932 = 0.5858 
$6946 = 2.5296 
$6905 = 455.3051 
$6933 = 0.4116 
$6920 = 339.1096 
$6934 = 0.5858 
gosub @CPRACE_48632 
0084: $6960 = $CURRENT_TIME_IN_MS2 // (int) 
$6960 += 8000 
49@ = 14 
jump @CPRACE_20852 

:CPRACE_20135
09FB: $CURRENT_LANGUAGE = current_language 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CPRACE_20173 
0086: $6932 = $6934 // (float) 
jump @CPRACE_20181 

:CPRACE_20173
0086: $6932 = $6933 // (float) 

:CPRACE_20181
if 
  256@ == 1 
else_jump @CPRACE_20249 
0086: $TEMPVAR_FLOAT_2 = $6917 // (float) 
$TEMPVAR_FLOAT_2 += 25.0 
0937: text_draw_box_cornerA $6903 $TEMPVAR_FLOAT_2 cornerB $6931 $6945 GXT_reference 'DUMMY' style 3 
jump @CPRACE_20324 

:CPRACE_20249
if 
  450@ == 1 
else_jump @CPRACE_20299 
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES18' style 3  // Winner!
jump @CPRACE_20324 

:CPRACE_20299
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES_8' style 3  // Loser!

:CPRACE_20324
if 
  256@ > 1 
else_jump @CPRACE_20596 
gosub @CPRACE_47641 
0341: unknown_text_draw_flag 1 
033F: set_text_draw_letter_size $6932 $6946 
if 
  223@ == 1 
else_jump @CPRACE_20403 
033E: set_draw_text_position $6904 $6918 GXT 'TOP_POS'  // NEW Best Position:
jump @CPRACE_20420 

:CPRACE_20403
033E: set_draw_text_position $6904 $6918 GXT 'RACES30'  // Position:

:CPRACE_20420
gosub @CPRACE_47641 
03E4: enable_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  450@ == 1 
else_jump @CPRACE_20488 
033E: set_draw_text_position $6905 $6918 GXT 'RACES26'  // 1ST

:CPRACE_20488
if 
  450@ == 2 
else_jump @CPRACE_20523 
033E: set_draw_text_position $6905 $6918 GXT 'RACES27'  // 2ND

:CPRACE_20523
if 
  450@ == 3 
else_jump @CPRACE_20558 
033E: set_draw_text_position $6905 $6918 GXT 'RACES28'  // 3RD

:CPRACE_20558
if 
  450@ > 3 
else_jump @CPRACE_20596 
045A: draw_text_1number $6905 $6918 GXT 'RACES29' number 450@  // ~1~TH

:CPRACE_20596
gosub @CPRACE_47641 
0341: unknown_text_draw_flag 1 
033F: set_text_draw_letter_size $6932 $6946 
if 
  222@ == 1 
else_jump @CPRACE_20657 
033E: set_draw_text_position $6904 $6920 GXT 'TOPTIME'  // NEW Best Time:
jump @CPRACE_20674 

:CPRACE_20657
033E: set_draw_text_position $6904 $6920 GXT 'RACES31'  // Time:

:CPRACE_20674
0085: 452@ = 451@ // (int) 
452@ /= 60 
0085: 36@ = 452@ // (int) 
36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
gosub @CPRACE_47641 
03E4: enable_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
if 
  453@ > 9 
else_jump @CPRACE_20801 
045B: draw_text_2numbers $6905 $6920 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
jump @CPRACE_20824 

:CPRACE_20801
045B: draw_text_2numbers $6905 $6920 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_20824
if 
001C:   $CURRENT_TIME_IN_MS2 > $6960 // (int) 
else_jump @CPRACE_20845 
return 

:CPRACE_20845
jump @CPRACE_20852 

:CPRACE_20852
jump @CPRACE_2681 

:CPRACE_20859
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_46309 jumps 0 @CPRACE_21117 1 @CPRACE_21663 2 @CPRACE_22105 3 @CPRACE_22787 4 @CPRACE_23469 5 @CPRACE_24211 6 @CPRACE_25163 
0872: jump_table_jumps 7 @CPRACE_26085 8 @CPRACE_27139 9 @CPRACE_28253 10 @CPRACE_28941 11 @CPRACE_29659 12 @CPRACE_30251 13 @CPRACE_30849 14 @CPRACE_32197 15 @CPRACE_33575 
0872: jump_table_jumps 16 @CPRACE_34503 17 @CPRACE_35365 18 @CPRACE_36287 19 @CPRACE_37029 20 @CPRACE_38167 21 @CPRACE_40115 22 @CPRACE_42303 23 @CPRACE_43201 24 @CPRACE_44099 
0872: jump_table_jumps 25 @CPRACE_45027 26 @CPRACE_45576 -1 @CPRACE_46309 -1 @CPRACE_46309 -1 @CPRACE_46309 -1 @CPRACE_46309 -1 @CPRACE_46309 -1 @CPRACE_46309 -1 @CPRACE_46309 

:CPRACE_21117
454@ = 1492.407 
536@ = -1872.365 
618@ = 15.8 
455@ = 1384.263 
537@ = -1872.015 
619@ = 12.3828 
456@ = 1075.442 
538@ = -1851.978 
620@ = 12.391 
457@ = 647.3663 
539@ = -1734.185 
621@ = 12.4844 
458@ = 627.2474 
540@ = -1228.55 
622@ = 16.9893 
459@ = 497.0043 
541@ = -1282.818 
623@ = 14.6513 
460@ = 500.412 
542@ = -1326.649 
624@ = 14.8178 
461@ = 401.0033 
543@ = -1404.457 
625@ = 32.8973 
462@ = 420.3067 
544@ = -1450.714 
626@ = 29.5842 
463@ = 329.1244 
545@ = -1631.112 
627@ = 32.1247 
464@ = 366.4376 
546@ = -1647.349 
628@ = 31.7176 
465@ = 369.98 
547@ = -2030.34 
629@ = 5.55 
250@ = 12 
256@ = 6 
04AF: 700@ = 133 // @ = any 
04AF: 701@ = 217 // @ = any 
04AF: 702@ = 157 // @ = any 
04AF: 703@ = 248 // @ = any 
04AF: 704@ = 290 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 517 // @ = any 
04AF: 717@ = 534 // @ = any 
04AF: 718@ = 517 // @ = any 
04AF: 719@ = 536 // @ = any 
04AF: 720@ = 567 // @ = any 
04AF: 721@ = 536 // @ = any 
209@ = 6 
215@ = 0 
210@ = 8 
216@ = 0 
211@ = 2 
217@ = 1 
212@ = 0 
218@ = 0 
213@ = 3 
219@ = 3 
jump @CPRACE_46309 

:CPRACE_21663
454@ = 2875.192 
536@ = -1458.85 
618@ = 10.5892 
455@ = 2875.362 
537@ = -1404.768 
619@ = 10.7143 
456@ = 2797.037 
538@ = -1291.152 
620@ = 41.389 
457@ = 2609.984 
539@ = -1256.458 
621@ = 47.9322 
458@ = 2371.282 
540@ = -1280.477 
622@ = 23.6341 
459@ = 2450.557 
541@ = -1444.24 
623@ = 23.6318 
460@ = 2618.436 
542@ = -1444.826 
624@ = 31.6234 
461@ = 2657.3 
543@ = -1404.327 
625@ = 30.0795 
462@ = 2680.506 
544@ = -1489.556 
626@ = 30.2098 
463@ = 2755.952 
545@ = -1488.515 
627@ = 29.3812 
0087: 464@ = 454@ // (float) 
0087: 546@ = 536@ // (float) 
0087: 628@ = 618@ // (float) 
250@ = 11 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 522 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_22105
454@ = 261.7816 
536@ = -1243.111 
618@ = 71.8851 
455@ = 312.9973 
537@ = -1206.853 
619@ = 74.9057 
456@ = 440.3485 
538@ = -1186.672 
620@ = 67.2076 
457@ = 623.8817 
539@ = -1109.967 
621@ = 45.6186 
458@ = 745.0934 
540@ = -951.0351 
622@ = 53.766 
459@ = 873.6384 
541@ = -860.0975 
623@ = 76.5242 
460@ = 1053.818 
542@ = -777.5837 
624@ = 104.7803 
461@ = 1248.368 
543@ = -731.3474 
625@ = 93.7346 
462@ = 1372.402 
544@ = -675.6946 
626@ = 92.6217 
463@ = 1328.011 
545@ = -583.8703 
627@ = 93.4113 
464@ = 1167.315 
546@ = -633.0795 
628@ = 102.7501 
465@ = 968.4116 
547@ = -646.252 
629@ = 120.7201 
466@ = 791.077 
548@ = -800.4396 
630@ = 65.0537 
467@ = 620.9355 
549@ = -905.8031 
631@ = 62.1261 
468@ = 454.9853 
550@ = -1013.546 
632@ = 92.0091 
469@ = 276.8912 
551@ = -1104.159 
633@ = 80.0612 
470@ = 141.6012 
552@ = -1247.267 
634@ = 43.792 
471@ = 192.4688 
553@ = -1380.597 
635@ = 47.6608 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
250@ = 19 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 521 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_22787
454@ = 1927.48 
536@ = -1515.516 
618@ = 2.2978 
455@ = 2018.401 
537@ = -1515.405 
619@ = 2.4054 
456@ = 2179.006 
538@ = -1559.661 
620@ = 1.1797 
457@ = 2370.138 
539@ = -1619.553 
621@ = 7.3323 
458@ = 2570.841 
540@ = -1619.056 
622@ = 17.6841 
459@ = 2756.846 
541@ = -1657.173 
623@ = 11.5191 
460@ = 2915.178 
542@ = -1534.362 
624@ = 9.875 
461@ = 2916.228 
543@ = -1333.491 
625@ = 9.875 
462@ = 2819.331 
544@ = -1142.638 
626@ = 15.7018 
463@ = 2622.646 
545@ = -1152.872 
627@ = 50.4181 
464@ = 2423.186 
546@ = -1154.169 
628@ = 30.5642 
465@ = 2167.046 
547@ = -1101.915 
629@ = 24.3864 
466@ = 2006.077 
548@ = -1027.839 
630@ = 34.3152 
467@ = 1835.824 
549@ = -991.5906 
631@ = 35.8824 
468@ = 1636.313 
550@ = -1005.15 
632@ = 49.8831 
469@ = 1617.024 
551@ = -1215.833 
633@ = 51.0566 
470@ = 1577.972 
552@ = -1417.831 
634@ = 27.6154 
471@ = 1722.823 
553@ = -1525.932 
635@ = 18.3927 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
250@ = 19 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 521 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_23469
454@ = 1357.656 
536@ = -1361.671 
618@ = 12.3828 
455@ = 1357.689 
537@ = -1186.404 
619@ = 20.2744 
456@ = 1369.741 
538@ = -1000.526 
620@ = 27.02 
457@ = 1505.818 
539@ = -868.7814 
621@ = 61.0462 
458@ = 1452.794 
540@ = -711.5325 
622@ = 89.8766 
459@ = 1253.572 
541@ = -729.2587 
623@ = 93.4292 
460@ = 1059.306 
542@ = -775.9847 
624@ = 105.3241 
461@ = 878.665 
543@ = -858.1913 
625@ = 76.8826 
462@ = 721.7916 
544@ = -980.4561 
626@ = 51.9555 
463@ = 571.0251 
545@ = -1045.203 
627@ = 72.2876 
464@ = 373.2952 
546@ = -1075.644 
628@ = 72.8049 
465@ = 288.4963 
547@ = -1249.747 
629@ = 72.721 
466@ = 481.2224 
548@ = -1240.976 
630@ = 19.3512 
467@ = 518.334 
549@ = -1377.603 
631@ = 14.9457 
468@ = 448.0064 
550@ = -1540.832 
632@ = 27.8796 
469@ = 487.4595 
551@ = -1661.575 
633@ = 20.74 
470@ = 687.2253 
552@ = -1673.48 
634@ = 10.7959 
471@ = 866.4786 
553@ = -1584.698 
635@ = 12.3828 
472@ = 1066.729 
554@ = -1572.305 
636@ = 12.375 
473@ = 1261.214 
555@ = -1572.243 
637@ = 12.3906 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
250@ = 21 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 558 // @ = any 
04AF: 717@ = 555 // @ = any 
04AF: 718@ = 496 // @ = any 
04AF: 719@ = 555 // @ = any 
04AF: 720@ = 405 // @ = any 
04AF: 721@ = 550 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_24211
454@ = 852.0544 
536@ = -1405.622 
618@ = 12.217 
455@ = 1102.789 
537@ = -1405.766 
619@ = 12.428 
456@ = 1353.038 
538@ = -1405.544 
620@ = 12.3251 
457@ = 1600.965 
539@ = -1440.852 
621@ = 12.3828 
458@ = 1850.622 
540@ = -1461.777 
622@ = 12.3984 
454@ = 831.7679 
536@ = -1405.588 
618@ = 12.3849 
455@ = 1031.822 
537@ = -1405.615 
619@ = 12.0966 
456@ = 1232.144 
538@ = -1405.732 
620@ = 12.0633 
457@ = 1429.508 
539@ = -1439.091 
621@ = 12.3828 
458@ = 1630.18 
540@ = -1440.858 
622@ = 12.3828 
459@ = 1829.527 
541@ = -1460.804 
623@ = 12.3448 
460@ = 2029.979 
542@ = -1463.381 
624@ = 14.4553 
461@ = 2175.823 
543@ = -1384.403 
625@ = 22.8281 
462@ = 2342.427 
544@ = -1442.324 
626@ = 22.8281 
463@ = 2191.875 
545@ = -1545.934 
627@ = 1.1724 
464@ = 1997.078 
546@ = -1499.951 
628@ = 2.3804 
465@ = 1797.065 
547@ = -1500.874 
629@ = 6.8307 
466@ = 1641.002 
548@ = -1439.345 
630@ = 27.0747 
467@ = 1627.555 
549@ = -1280.703 
631@ = 41.885 
468@ = 1683.507 
550@ = -1089.012 
632@ = 55.7917 
469@ = 1566.054 
551@ = -927.5945 
633@ = 42.7541 
470@ = 1366.105 
552@ = -933.6759 
634@ = 33.1953 
471@ = 1166.087 
553@ = -941.9011 
635@ = 41.8697 
472@ = 966.715 
554@ = -962.2038 
636@ = 38.1905 
473@ = 784.2582 
555@ = -1043.979 
637@ = 23.6177 
474@ = 677.2552 
556@ = -1164.128 
638@ = 14.164 
475@ = 627.7037 
557@ = -1337.904 
639@ = 12.4227 
0087: 476@ = 454@ // (float) 
0087: 558@ = 536@ // (float) 
0087: 640@ = 618@ // (float) 
250@ = 23 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 429 // @ = any 
04AF: 717@ = 541 // @ = any 
04AF: 718@ = 402 // @ = any 
04AF: 719@ = 429 // @ = any 
04AF: 720@ = 541 // @ = any 
04AF: 721@ = 506 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_25163
454@ = 1331.926 
536@ = -2280.51 
618@ = 13.1732 
455@ = 1331.775 
537@ = -2541.682 
619@ = 13.1765 
456@ = 1544.309 
538@ = -2684.983 
620@ = 7.5074 
457@ = 1945.947 
539@ = -2685.131 
621@ = 6.5549 
458@ = 2175.141 
540@ = -2557.994 
622@ = 13.173 
459@ = 2352.719 
541@ = -2222.223 
623@ = 13.1737 
460@ = 2740.522 
542@ = -2168.782 
624@ = 10.7349 
461@ = 2844.832 
543@ = -1812.965 
625@ = 10.6737 
462@ = 2926.094 
544@ = -1421.263 
626@ = 10.657 
463@ = 2888.946 
545@ = -1022.685 
627@ = 10.6607 
464@ = 2896.483 
546@ = -621.0989 
628@ = 10.63 
465@ = 2718.623 
547@ = -273.2495 
629@ = 27.6705 
466@ = 2774.299 
548@ = 119.9424 
630@ = 22.8712 
467@ = 2612.82 
549@ = 327.3945 
631@ = 25.6764 
468@ = 2213.983 
550@ = 324.9601 
632@ = 32.5307 
469@ = 1817.184 
551@ = 278.3323 
633@ = 21.5314 
470@ = 1621.185 
552@ = 312.8743 
634@ = 20.8534 
471@ = 1608.029 
553@ = 372.27 
635@ = 26.4284 
472@ = 1658.672 
554@ = 317.3336 
636@ = 30.0474 
473@ = 1651.536 
555@ = -68.8376 
637@ = 35.9156 
474@ = 1668.653 
556@ = -369.1116 
638@ = 34.3923 
475@ = 1699.785 
557@ = -665.8258 
639@ = 43.3311 
476@ = 1640.03 
558@ = -1062.329 
640@ = 60.8035 
477@ = 1594.408 
559@ = -1457.834 
641@ = 28.3679 
478@ = 1622.355 
560@ = -1856.505 
642@ = 25.4707 
479@ = 1452.159 
561@ = -2117.271 
643@ = 13.1726 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
250@ = 27 
256@ = 4 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 429 // @ = any 
04AF: 718@ = 415 // @ = any 
04AF: 719@ = 541 // @ = any 
04AF: 720@ = 451 // @ = any 
04AF: 721@ = 411 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_26085
454@ = 1559.983 
536@ = 17.468 
618@ = 26.1563 
455@ = 1556.426 
537@ = -94.0345 
619@ = 19.4957 
456@ = 1434.738 
538@ = -214.9645 
620@ = 7.3527 
457@ = 1321.254 
539@ = -195.8984 
621@ = 15.7447 
458@ = 1211.007 
540@ = -102.6927 
622@ = 39.3603 
459@ = 892.2923 
541@ = -88.1123 
623@ = 22.4405 
460@ = 789.9247 
542@ = -124.3171 
624@ = 21.3365 
461@ = 659.6545 
543@ = -196.7497 
625@ = 11.7663 
462@ = 419.4744 
544@ = -302.5507 
626@ = 6.446 
463@ = 289.8085 
545@ = -380.3828 
627@ = 7.8753 
464@ = 207.4451 
546@ = -298.923 
628@ = 0.4375 
465@ = 182.497 
547@ = -217.8004 
629@ = 0.4216 
466@ = 22.0727 
548@ = -207.7681 
630@ = 0.5827 
467@ = -114.231 
549@ = -132.3417 
631@ = 2.1236 
468@ = -38.4818 
550@ = 140.8613 
632@ = 2.1234 
469@ = -141.4718 
551@ = 187.6611 
633@ = 6.2406 
470@ = -329.7878 
552@ = 173.921 
634@ = 5.403 
471@ = -507.6872 
553@ = 221.0444 
635@ = 8.7633 
472@ = -661.1096 
554@ = 226.3879 
636@ = 16.7064 
473@ = -618.4406 
555@ = -67.8995 
637@ = 62.3489 
474@ = -507.8417 
556@ = -45.9077 
638@ = 59.2556 
475@ = -520.6511 
557@ = 79.6011 
639@ = 32.2117 
476@ = -715.4454 
558@ = 225.1288 
640@ = 0.2899 
477@ = -770.0811 
559@ = 130.1324 
641@ = 9.4651 
478@ = -738.1151 
560@ = 25.555 
642@ = 32.2336 
479@ = -885.785 
561@ = -41.3927 
643@ = 33.2347 
480@ = -716.4521 
562@ = 5.1206 
644@ = 59.1055 
481@ = -759.2693 
563@ = -92.0455 
645@ = 64.8686 
482@ = -826.881 
564@ = -167.7603 
646@ = 64.99 
483@ = -728.9467 
565@ = -173.5218 
647@ = 65.1248 
484@ = -544.8638 
566@ = -189.4458 
648@ = 77.8383 
250@ = 31 
256@ = 4 
04AF: 700@ = 101 // @ = any 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 290 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 439 // @ = any 
04AF: 717@ = 475 // @ = any 
04AF: 718@ = 526 // @ = any 
04AF: 719@ = 475 // @ = any 
209@ = 4 
215@ = 80 
210@ = 3 
216@ = 80 
211@ = 5 
217@ = 80 
jump @CPRACE_46309 

:CPRACE_27139
454@ = -544.8638 
536@ = -189.4458 
618@ = 81.8383 
455@ = -728.9467 
537@ = -173.5218 
619@ = 65.1248 
456@ = -826.881 
538@ = -167.7603 
620@ = 64.99 
457@ = -759.2693 
539@ = -92.0455 
621@ = 64.8686 
458@ = -716.4521 
540@ = 5.1206 
622@ = 59.1055 
459@ = -885.785 
541@ = -41.3927 
623@ = 33.2347 
460@ = -738.1151 
542@ = 25.555 
624@ = 32.2336 
461@ = -770.0811 
543@ = 130.1324 
625@ = 9.4651 
462@ = -715.4454 
544@ = 225.1288 
626@ = 0.2899 
463@ = -624.6024 
545@ = 187.2405 
627@ = 15.4381 
464@ = -520.6511 
546@ = 79.6011 
628@ = 32.2117 
465@ = -507.8417 
547@ = -45.9077 
629@ = 59.2556 
466@ = -618.4406 
548@ = -67.8995 
630@ = 62.3489 
467@ = -658.3503 
549@ = 146.4855 
631@ = 28.2693 
468@ = -507.6872 
550@ = 221.0444 
632@ = 8.7633 
469@ = -329.7878 
551@ = 173.921 
633@ = 5.5 
470@ = -149.4881 
552@ = 189.6471 
634@ = 7.2644 
471@ = -38.4818 
553@ = 140.8613 
635@ = 2.1234 
472@ = -114.231 
554@ = -132.3417 
636@ = 2.1236 
473@ = 22.0727 
555@ = -207.7681 
637@ = 0.5827 
474@ = 182.497 
556@ = -217.8004 
638@ = 0.4216 
475@ = 207.4451 
557@ = -298.923 
639@ = 0.4375 
476@ = 279.6441 
558@ = -378.3416 
640@ = 7.9003 
477@ = 419.4744 
559@ = -302.5507 
641@ = 6.446 
478@ = 573.52 
560@ = -202.8494 
642@ = 13.7118 
479@ = 748.4567 
561@ = -150.8298 
643@ = 18.3722 
480@ = 820.4231 
562@ = -111.5991 
644@ = 23.2476 
481@ = 1000.325 
563@ = -80.3516 
645@ = 21.0326 
482@ = 1187.393 
564@ = -83.879 
646@ = 35.2576 
483@ = 1265.847 
565@ = -153.0857 
647@ = 36.8097 
484@ = 1434.738 
566@ = -214.9645 
648@ = 7.3527 
485@ = 1548.963 
567@ = -146.2702 
649@ = 16.4932 
486@ = 1559.983 
568@ = 17.468 
650@ = 23.1563 
250@ = 33 
256@ = 4 
04AF: 700@ = 101 // @ = any 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 290 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 477 // @ = any 
04AF: 717@ = 560 // @ = any 
04AF: 718@ = 562 // @ = any 
04AF: 719@ = 477 // @ = any 
209@ = 4 
215@ = 80 
210@ = 3 
216@ = 80 
211@ = 5 
217@ = 80 
jump @CPRACE_46309 

:CPRACE_28253
454@ = -796.8273 
536@ = -2468.529 
618@ = 83.6549 
455@ = -938.5198 
537@ = -2364.511 
619@ = 57.0608 
456@ = -1065.656 
538@ = -2379.436 
620@ = 46.5486 
457@ = -1247.823 
539@ = -2313.528 
621@ = 19.8007 
458@ = -1356.137 
540@ = -2180.365 
622@ = 21.3467 
459@ = -1541.303 
541@ = -2154.782 
623@ = 5.8607 
460@ = -1674.876 
542@ = -2235.132 
624@ = 33.8691 
461@ = -1839.937 
543@ = -2349.368 
625@ = 31.9587 
462@ = -1841.037 
544@ = -2454.4 
626@ = 27.4044 
463@ = -1702.044 
545@ = -2587.976 
627@ = 26.1706 
464@ = -1508.332 
546@ = -2634.733 
628@ = 46.8766 
465@ = -1310.905 
547@ = -2637.832 
629@ = 12.808 
466@ = -1122.617 
548@ = -2652.592 
630@ = 15.4117 
467@ = -934.2363 
549@ = -2668.473 
631@ = 80.3479 
468@ = -753.5882 
550@ = -2672.785 
632@ = 84.0788 
469@ = -668.018 
551@ = -2496.988 
633@ = 37.5787 
470@ = -550.4019 
552@ = -2334.539 
634@ = 26.8502 
471@ = -366.3848 
553@ = -2257.25 
635@ = 41.7144 
472@ = -276.1146 
554@ = -2189.364 
636@ = 27.7264 
250@ = 19 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 468 // @ = any 
04AF: 717@ = 468 // @ = any 
04AF: 718@ = 468 // @ = any 
04AF: 719@ = 468 // @ = any 
04AF: 720@ = 468 // @ = any 
04AF: 721@ = 468 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_28941
454@ = -1936.791 
536@ = -2452.235 
618@ = 29.6377 
455@ = -1862.54 
537@ = -2379.437 
619@ = 30.1425 
456@ = -1690.144 
538@ = -2303.846 
620@ = 43.3626 
457@ = -1676.317 
539@ = -2132.699 
621@ = 35.2082 
458@ = -1855.421 
540@ = -2087.117 
622@ = 58.3697 
459@ = -1919.802 
541@ = -1937.457 
623@ = 78.5313 
460@ = -1749.334 
542@ = -1899.519 
624@ = 95.8199 
461@ = -1571.292 
543@ = -1904.166 
625@ = 84.3076 
462@ = -1483.784 
544@ = -1783.286 
626@ = 49.8768 
463@ = -1429.878 
545@ = -1915.641 
627@ = 25.1751 
464@ = -1301.801 
546@ = -2084.054 
628@ = 22.9116 
465@ = -1269.913 
547@ = -2248.736 
629@ = 21.3152 
466@ = -1146.514 
548@ = -2371.508 
630@ = 27.0467 
467@ = -959.5773 
549@ = -2306.27 
631@ = 56.1859 
468@ = -867.9595 
550@ = -2180.891 
632@ = 25.6567 
469@ = -843.4177 
551@ = -2018.734 
633@ = 20.9828 
470@ = -767.7295 
552@ = -1865.533 
634@ = 11.4149 
471@ = -666.3682 
553@ = -1996.276 
635@ = 23.9143 
472@ = -486.6196 
554@ = -2025.765 
636@ = 48.245 
473@ = -323.4612 
555@ = -1914.206 
637@ = 11.1951 
250@ = 20 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 568 // @ = any 
04AF: 717@ = 568 // @ = any 
04AF: 718@ = 568 // @ = any 
04AF: 719@ = 568 // @ = any 
04AF: 720@ = 568 // @ = any 
04AF: 721@ = 568 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_29659
454@ = -2728.309 
536@ = -310.8731 
618@ = 6.0391 
455@ = -2668.671 
537@ = -251.6207 
619@ = 5.4984 
456@ = -2655.978 
538@ = -104.6751 
620@ = 2.9982 
457@ = -2460.835 
539@ = -69.9766 
621@ = 31.2 
458@ = -2421.263 
540@ = 55.6089 
622@ = 34.0156 
459@ = -2545.26 
541@ = 137.9111 
623@ = 15.2177 
460@ = -2604.136 
542@ = 136.8579 
624@ = 3.1797 
461@ = -2558.661 
543@ = 245.625 
625@ = 10.7931 
462@ = -2578.504 
544@ = 345.8331 
626@ = 7.2168 
463@ = -2706.282 
545@ = 317.6024 
627@ = 3.1797 
464@ = -2809.244 
546@ = 232.3965 
628@ = 6.0313 
465@ = -2757.749 
547@ = 138.2248 
629@ = 5.9033 
466@ = -2758.39 
548@ = -43.991 
630@ = 6.1263 
467@ = -2756.892 
549@ = -184.0135 
631@ = 5.8843 
468@ = -2812.464 
550@ = -299.5974 
632@ = 6.039 
0087: 469@ = 454@ // (float) 
0087: 551@ = 536@ // (float) 
0087: 633@ = 618@ // (float) 
250@ = 16 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 571 // @ = any 
04AF: 717@ = 571 // @ = any 
04AF: 718@ = 571 // @ = any 
04AF: 719@ = 571 // @ = any 
04AF: 720@ = 571 // @ = any 
04AF: 721@ = 571 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_30251
454@ = -2657.164 
536@ = 1153.872 
618@ = 34.7396 
455@ = -2593.221 
537@ = 1217.854 
619@ = 34.7402 
456@ = -2312.288 
538@ = 1176.387 
620@ = 49.608 
457@ = -2157.193 
539@ = 1268.197 
621@ = 26.0127 
458@ = -1959.526 
540@ = 1287.205 
622@ = 6.7514 
459@ = -1741.076 
541@ = 1325.298 
623@ = 6.083 
460@ = -1759.865 
542@ = 1269.147 
624@ = 8.8598 
461@ = -1884.242 
543@ = 1160.691 
625@ = 45.0107 
462@ = -1897.101 
544@ = 960.1686 
626@ = 34.7366 
463@ = -1998.178 
545@ = 841.1865 
627@ = 45.0219 
464@ = -2189.259 
546@ = 808.5273 
628@ = 56.0602 
465@ = -2389.186 
547@ = 808.6409 
629@ = 34.7495 
466@ = -2589.692 
548@ = 808.5219 
630@ = 49.5411 
467@ = -2711.488 
549@ = 812.8809 
631@ = 48.9309 
468@ = -2750.894 
550@ = 890.6993 
632@ = 65.8952 
469@ = -2653.912 
551@ = 1157.345 
633@ = 34.7386 
250@ = 16 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 559 // @ = any 
04AF: 717@ = 589 // @ = any 
04AF: 718@ = 559 // @ = any 
04AF: 719@ = 565 // @ = any 
04AF: 720@ = 558 // @ = any 
04AF: 721@ = 602 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_30849
454@ = -1584.141 
536@ = 1053.439 
618@ = 6.8392 
455@ = -1584.128 
537@ = 1150.261 
619@ = 6.8387 
456@ = -1699.077 
538@ = 1312.02 
620@ = 6.8293 
457@ = -1875.891 
539@ = 1352.059 
621@ = 6.8322 
458@ = -2060.741 
540@ = 1274.452 
622@ = 8.0659 
459@ = -2258.306 
541@ = 1257.682 
623@ = 42.6038 
460@ = -2143.281 
542@ = 1075.652 
624@ = 79.1249 
461@ = -2143.141 
543@ = 896.6196 
625@ = 79.6432 
462@ = -2143.084 
544@ = 696.6971 
626@ = 67.6451 
463@ = -2146.737 
545@ = 532.8465 
627@ = 34.8181 
464@ = -2055.564 
546@ = 504.0781 
628@ = 34.8168 
465@ = -1968.175 
547@ = 605.5881 
629@ = 34.8199 
466@ = -1820.393 
548@ = 475.0548 
630@ = 23.4295 
467@ = -1876.903 
549@ = 288.4981 
631@ = 32.6699 
468@ = -1897.585 
550@ = 87.7896 
632@ = 37.9384 
469@ = -1911.151 
551@ = -214.2394 
633@ = 38.032 
470@ = -1910.974 
552@ = -515.5727 
634@ = 38.0323 
471@ = -1910.675 
553@ = -816.3037 
635@ = 44.7432 
472@ = -1910.658 
554@ = -1117.409 
636@ = 38.0214 
473@ = -1907.276 
555@ = -1317.626 
637@ = 39.3164 
474@ = -1996.896 
556@ = -1289.264 
638@ = 37.3518 
475@ = -2153.53 
557@ = -1031.597 
639@ = 32.3638 
476@ = -2205.567 
558@ = -859.1885 
640@ = 54.6872 
477@ = -2202.666 
559@ = -759.2505 
641@ = 62.3413 
478@ = -2352.255 
560@ = -775.5399 
642@ = 95.1597 
479@ = -2421.544 
561@ = -610.6656 
643@ = 132.3493 
480@ = -2627.138 
562@ = -496.4363 
644@ = 70.09 
481@ = -2351.247 
563@ = -460.0875 
645@ = 79.9485 
482@ = -2599.996 
564@ = -372.7368 
646@ = 43.7794 
483@ = -2702.314 
565@ = -530.1367 
647@ = 12.4366 
484@ = -2699.197 
566@ = -401.205 
648@ = 7.7008 
485@ = -2210.255 
567@ = -348.0724 
649@ = 36.8384 
486@ = -1897.734 
568@ = -314.4976 
650@ = 48.9384 
487@ = -1890.36 
569@ = -45.4288 
651@ = 38.0312 
488@ = -1886.557 
570@ = 55.293 
652@ = 38.0326 
489@ = -1848.039 
571@ = 242.5393 
653@ = 30.825 
490@ = -1736.635 
572@ = 316.5836 
654@ = 6.039 
491@ = -1682.981 
573@ = 367.1342 
655@ = 6.028 
492@ = -1559.293 
574@ = 528.332 
656@ = 6.8409 
493@ = -1535.552 
575@ = 827.4427 
657@ = 6.8401 
494@ = -1584.129 
576@ = 1115.601 
658@ = 6.8376 
250@ = 41 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 402 // @ = any 
04AF: 717@ = 560 // @ = any 
04AF: 718@ = 506 // @ = any 
04AF: 719@ = 506 // @ = any 
04AF: 720@ = 477 // @ = any 
04AF: 721@ = 603 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_32197
454@ = -1761.655 
536@ = -606.3881 
618@ = 15.8961 
455@ = -1760.54 
537@ = -686.4133 
619@ = 24.2389 
456@ = -1502.876 
538@ = -820.2545 
620@ = 61.3357 
457@ = -1219.332 
539@ = -759.4814 
621@ = 62.0285 
458@ = -1096.152 
540@ = -489.1358 
622@ = 32.7156 
459@ = -911.5416 
541@ = -455.9558 
623@ = 26.7166 
460@ = -621.3364 
542@ = -393.158 
624@ = 22.1878 
461@ = -395.5605 
543@ = -533.522 
625@ = 17.6561 
462@ = -372.2669 
544@ = -819.4839 
626@ = 28.1926 
463@ = -584.5377 
545@ = -1160.572 
627@ = 21.8153 
464@ = -659.3533 
546@ = -1548.814 
628@ = 22.1495 
465@ = -717.1517 
547@ = -1697.205 
629@ = 48.2586 
466@ = -714.6181 
548@ = -1395.094 
630@ = 60.5799 
467@ = -764.046 
549@ = -1385.027 
631@ = 82.2146 
468@ = -762.7014 
550@ = -1685.041 
632@ = 96.9103 
469@ = -945.4141 
551@ = -1903.227 
633@ = 81.3436 
470@ = -1104.541 
552@ = -2155.325 
634@ = 34.6761 
471@ = -1186.201 
553@ = -2444.541 
635@ = 54.4532 
472@ = -982.3237 
554@ = -2611.624 
636@ = 86.253 
473@ = -713.2529 
555@ = -2336.617 
637@ = 36.4201 
474@ = -512.3461 
556@ = -2166.417 
638@ = 53.5212 
475@ = -258.5978 
557@ = -2074.872 
639@ = 36.648 
476@ = -260.1367 
558@ = -1777.191 
640@ = 7.5735 
477@ = -57.3444 
559@ = -1601.375 
641@ = 1.3776 
478@ = -124.296 
560@ = -1466.575 
642@ = 2.4045 
479@ = -143.4815 
561@ = -1270.317 
643@ = 2.404 
480@ = -113.7683 
562@ = -998.821 
644@ = 23.9178 
481@ = -377.3843 
563@ = -838.2166 
645@ = 47.1444 
482@ = -626.0056 
564@ = -989.012 
646@ = 66.0268 
483@ = -877.4561 
565@ = -1097.426 
647@ = 96.1699 
484@ = -925.9376 
566@ = -1391.353 
648@ = 126.2905 
485@ = -1219.141 
567@ = -1347.249 
649@ = 122.5235 
486@ = -1407.723 
568@ = -1414.45 
650@ = 104.9232 
487@ = -1577.013 
569@ = -1168.802 
651@ = 102.3586 
488@ = -1626.067 
570@ = -882.9627 
652@ = 97.5243 
489@ = -1744.303 
571@ = -853.2858 
653@ = 77.1834 
490@ = -1684.612 
572@ = -1143.291 
654@ = 72.4364 
491@ = -1549.538 
573@ = -1286.347 
655@ = 57.1135 
492@ = -1525.757 
574@ = -1383.531 
656@ = 45.1796 
493@ = -1626.142 
575@ = -1375.587 
657@ = 45.2062 
494@ = -1800.174 
576@ = -1016.79 
658@ = 51.6322 
495@ = -1817.478 
577@ = -617.6195 
659@ = 15.9507 
250@ = 42 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 415 // @ = any 
04AF: 718@ = 411 // @ = any 
04AF: 719@ = 451 // @ = any 
04AF: 720@ = 429 // @ = any 
04AF: 721@ = 541 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_33575
454@ = -2001.856 
536@ = 1076.302 
618@ = 54.5637 
455@ = -2302.386 
537@ = 1076.754 
619@ = 54.5859 
456@ = -2596.785 
538@ = 1136.728 
620@ = 54.4297 
457@ = -2673.767 
539@ = 1427.293 
621@ = 54.4271 
458@ = -2673.775 
540@ = 1728.239 
622@ = 66.8937 
459@ = -2673.807 
541@ = 2028.896 
623@ = 57.2377 
460@ = -2731.742 
542@ = 2323.183 
624@ = 67.5411 
461@ = -2622.094 
543@ = 2602.597 
625@ = 68.7 
462@ = -2322.772 
544@ = 2637.1 
626@ = 53.2135 
463@ = -2027.122 
545@ = 2585.865 
627@ = 53.9804 
464@ = -1885.621 
546@ = 2321.522 
628@ = 38.5395 
465@ = -1675.296 
547@ = 2107.697 
629@ = 17.3995 
466@ = -1629.976 
548@ = 1810.828 
630@ = 11.059 
467@ = -1347.988 
549@ = 1705.67 
631@ = 4.8179 
468@ = -1125.87 
550@ = 1504.095 
632@ = 22.1877 
469@ = -1010.766 
551@ = 1227.044 
633@ = 31.1773 
470@ = -908.7908 
552@ = 944.9431 
634@ = 17.337 
471@ = -744.0402 
553@ = 694.0286 
635@ = 16.9982 
472@ = -469.1425 
554@ = 573.061 
636@ = 16.0649 
473@ = -168.3162 
555@ = 562.0268 
637@ = 14.9046 
474@ = 110.1296 
556@ = 673.4105 
638@ = 4.6336 
475@ = 400.681 
557@ = 749.8367 
639@ = 5.0607 
476@ = 686.3097 
558@ = 656.6995 
640@ = 7.8963 
477@ = 975.3585 
559@ = 738.1249 
641@ = 9.6719 
478@ = 1242.045 
560@ = 876.267 
642@ = 13.1519 
479@ = 1226.81 
561@ = 1169.877 
643@ = 5.8125 
480@ = 1226.664 
562@ = 1469.936 
644@ = 5.742 
250@ = 27 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 415 // @ = any 
04AF: 718@ = 411 // @ = any 
04AF: 719@ = 451 // @ = any 
04AF: 720@ = 429 // @ = any 
04AF: 721@ = 429 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_34503
454@ = -878.0113 
536@ = 1947.484 
618@ = 59.1845 
455@ = -857.6418 
537@ = 1873.25 
619@ = 59.183 
456@ = -1030.689 
538@ = 1853.546 
620@ = 58.8558 
457@ = -1093.182 
539@ = 1748.023 
621@ = 31.6318 
458@ = -902.488 
540@ = 1687.666 
622@ = 26.267 
459@ = -847.1951 
541@ = 1495.581 
623@ = 17.5443 
460@ = -782.4052 
542@ = 1305.811 
624@ = 12.6016 
461@ = -616.3677 
543@ = 1193.645 
625@ = 9.2126 
462@ = -474.1805 
544@ = 1052.086 
626@ = 10.0313 
463@ = -319.1918 
545@ = 925.6066 
627@ = 10.3099 
464@ = -267.4492 
546@ = 825.0159 
628@ = 13.2739 
465@ = -188.4539 
547@ = 1007.19 
629@ = 18.5885 
466@ = -164.8873 
548@ = 1198.263 
630@ = 18.5938 
467@ = -142.1028 
549@ = 1250.022 
631@ = 18.5869 
468@ = -341.5205 
550@ = 1265.695 
632@ = 22.1515 
469@ = -440.031 
551@ = 1439.669 
633@ = 32.334 
470@ = -438.1716 
552@ = 1639.673 
634@ = 34.6319 
471@ = -381.6811 
553@ = 1831.026 
635@ = 49.8567 
472@ = -433.4627 
554@ = 1883.992 
636@ = 59.8611 
473@ = -465.4392 
555@ = 1768.532 
637@ = 71.9576 
474@ = -464.5399 
556@ = 1968.423 
638@ = 81.2536 
475@ = -411.0666 
557@ = 2074.596 
639@ = 60.6433 
476@ = -610.1716 
558@ = 2050.887 
640@ = 59.1798 
477@ = -790.69 
559@ = 2053.91 
641@ = 59.1798 
0087: 478@ = 454@ // (float) 
0087: 560@ = 536@ // (float) 
0087: 642@ = 618@ // (float) 
250@ = 25 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 522 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_35365
454@ = -375.6397 
536@ = 2204.217 
618@ = 41.0938 
455@ = -388.8497 
537@ = 2258.056 
619@ = 40.9952 
456@ = -410.6823 
538@ = 2455.747 
620@ = 42.9124 
457@ = -608.4162 
539@ = 2447.19 
621@ = 71.7551 
458@ = -715.864 
540@ = 2536.594 
622@ = 72.7592 
459@ = -713.7043 
541@ = 2697.466 
623@ = 53.2852 
460@ = -912.5499 
542@ = 2721.987 
624@ = 44.8627 
461@ = -1112.755 
543@ = 2698.651 
625@ = 44.875 
462@ = -1238.171 
544@ = 2679.861 
626@ = 45.9321 
463@ = -1359.55 
545@ = 2659.557 
627@ = 50.4683 
464@ = -1545.773 
546@ = 2732.354 
628@ = 61.3062 
465@ = -1746.036 
547@ = 2727.448 
629@ = 59.0648 
466@ = -1860.247 
548@ = 2563.043 
630@ = 48.8929 
467@ = -2002.133 
549@ = 2422.603 
631@ = 32.9752 
468@ = -1961.463 
550@ = 2227.891 
632@ = 10.7077 
469@ = -1807.124 
551@ = 2100.1 
633@ = 7.4268 
470@ = -1782.09 
552@ = 1901.775 
634@ = 14.7248 
471@ = -1591.908 
553@ = 1837.29 
635@ = 24.8515 
472@ = -1392.057 
554@ = 1852.968 
636@ = 35.4945 
473@ = -1199.365 
555@ = 1799.638 
637@ = 40.4346 
474@ = -1008.306 
556@ = 1855.604 
638@ = 61.6784 
475@ = -857.7028 
557@ = 1874.014 
639@ = 59.1758 
476@ = -758.5721 
558@ = 2048.232 
640@ = 59.1866 
477@ = -563.1158 
559@ = 2005.574 
641@ = 59.2474 
478@ = -468.9791 
560@ = 2056.811 
642@ = 59.875 
479@ = -392.3245 
561@ = 2154.448 
643@ = 42.1847 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
250@ = 27 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 461 // @ = any 
04AF: 717@ = 521 // @ = any 
04AF: 718@ = 522 // @ = any 
04AF: 719@ = 461 // @ = any 
04AF: 720@ = 521 // @ = any 
04AF: 721@ = 521 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_36287
454@ = 1446.426 
536@ = 834.0658 
618@ = 5.8125 
455@ = 1747.259 
537@ = 834.025 
619@ = 8.6815 
456@ = 2047.335 
538@ = 834.1916 
620@ = 5.7422 
457@ = 2348.722 
539@ = 834.1481 
621@ = 5.7422 
458@ = 2637.92 
540@ = 915.6277 
622@ = 5.7498 
459@ = 2726.824 
541@ = 1202.266 
623@ = 5.7422 
460@ = 2726.698 
542@ = 1502.967 
624@ = 5.7422 
461@ = 2726.958 
543@ = 1804.343 
625@ = 5.7393 
462@ = 2726.579 
544@ = 2125.796 
626@ = 5.7269 
463@ = 2705.172 
545@ = 2405.567 
627@ = 5.7277 
464@ = 2489.267 
546@ = 2614.273 
628@ = 4.1679 
465@ = 2188.479 
547@ = 2609.629 
629@ = 5.8164 
466@ = 1898.309 
548@ = 2529.155 
630@ = 5.8125 
467@ = 1603.524 
549@ = 2473.083 
631@ = 5.8516 
468@ = 1305.181 
550@ = 2439.19 
632@ = 5.7422 
469@ = 1208.232 
551@ = 2154.514 
633@ = 5.7422 
470@ = 1208.38 
552@ = 1853.837 
634@ = 5.7422 
471@ = 1208.322 
553@ = 1553.025 
635@ = 5.7422 
472@ = 1208.126 
554@ = 1252.557 
636@ = 5.7498 
473@ = 1229.187 
555@ = 952.9079 
637@ = 5.8125 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
250@ = 21 
256@ = 6 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 716@ = 451 // @ = any 
04AF: 717@ = 562 // @ = any 
04AF: 718@ = 415 // @ = any 
04AF: 719@ = 411 // @ = any 
04AF: 720@ = 562 // @ = any 
04AF: 721@ = 451 // @ = any 
gosub @CPRACE_47709 
jump @CPRACE_46309 

:CPRACE_37029
454@ = 1796.901 
536@ = -2593.329 
618@ = 12.5982 
455@ = 1596.915 
537@ = -2592.123 
619@ = 25.9969 
456@ = 1425.429 
538@ = -2549.107 
620@ = 37.8234 
457@ = 1280.556 
539@ = -2394.586 
621@ = 52.2127 
458@ = 1296.165 
540@ = -2194.131 
622@ = 72.3519 
459@ = 1317.012 
541@ = -1995.026 
623@ = 77.657 
460@ = 1385.216 
542@ = -1807.25 
624@ = 64.6153 
461@ = 1501.202 
543@ = -1642.892 
625@ = 78.2774 
462@ = 1597.783 
544@ = -1466.853 
626@ = 87.9007 
463@ = 1621.693 
545@ = -1267.59 
627@ = 84.5704 
464@ = 1592.626 
546@ = -1069.313 
628@ = 87.8825 
465@ = 1477.096 
547@ = -905.3071 
629@ = 103.4455 
466@ = 1388.884 
548@ = -725.4239 
630@ = 125.9394 
467@ = 1320.715 
549@ = -536.3066 
631@ = 127.73 
468@ = 1233.948 
550@ = -356.5205 
632@ = 103.7008 
469@ = 1235.221 
551@ = -155.8231 
633@ = 83.5 
470@ = 1362.454 
552@ = -2.0532 
634@ = 70.1118 
471@ = 1562.073 
553@ = -27.0897 
635@ = 64.6716 
472@ = 1670.313 
554@ = -196.5335 
636@ = 77.4671 
473@ = 1698.697 
555@ = -394.7666 
637@ = 84.513 
474@ = 1841.239 
556@ = -535.4985 
638@ = 105.1396 
475@ = 1999.777 
557@ = -658.853 
639@ = 125.3019 
476@ = 2117.771 
558@ = -819.4944 
640@ = 144.8639 
477@ = 2200.181 
559@ = -1001.27 
641@ = 129.4889 
478@ = 2265.805 
560@ = -1184.584 
642@ = 83.0669 
479@ = 2296.145 
561@ = -1383.394 
643@ = 62.1655 
480@ = 2321.608 
562@ = -1582.03 
644@ = 63.1144 
481@ = 2400.442 
563@ = -1766.227 
645@ = 56.7954 
482@ = 2525.256 
564@ = -1922.68 
646@ = 52.2529 
483@ = 2593.726 
565@ = -2111.734 
647@ = 53.1139 
484@ = 2575.049 
566@ = -2313.631 
648@ = 53.9683 
485@ = 2455.397 
567@ = -2476.633 
649@ = 54.8922 
486@ = 2264.071 
568@ = -2548.592 
650@ = 55.7578 
487@ = 2065.285 
569@ = -2571.635 
651@ = 56.5966 
488@ = 1862.502 
570@ = -2582.099 
652@ = 54.6357 
250@ = 35 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 476 // @ = any 
04AF: 717@ = 476 // @ = any 
04AF: 718@ = 476 // @ = any 
04AF: 719@ = 476 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46309 

:CPRACE_38167
454@ = -1582.67 
536@ = -89.9953 
618@ = 13.1683 
455@ = -1439.187 
537@ = 53.2109 
619@ = 30.0 
456@ = -1286.686 
538@ = 185.0573 
620@ = 32.9885 
457@ = -1091.876 
539@ = 137.3885 
621@ = 46.7629 
458@ = -1042.169 
540@ = -59.4087 
622@ = 43.603 
459@ = -1047.567 
541@ = -259.0437 
623@ = 23.8409 
460@ = -1126.559 
542@ = -445.5607 
624@ = 28.0502 
461@ = -1261.24 
543@ = -598.8228 
625@ = 37.4576 
462@ = -1444.803 
544@ = -690.5997 
626@ = 52.7263 
463@ = -1649.008 
545@ = -681.264 
627@ = 60.8852 
464@ = -1845.585 
546@ = -636.4395 
628@ = 61.1217 
465@ = -2044.818 
547@ = -658.4432 
629@ = 71.2804 
466@ = -2206.165 
548@ = -778.5996 
630@ = 85.9739 
467@ = -2240.928 
549@ = -976.7443 
631@ = 75.2422 
468@ = -2139.48 
550@ = -1148.617 
632@ = 61.3795 
469@ = -2028.634 
551@ = -1315.712 
633@ = 40.653 
470@ = -1884.623 
552@ = -1459.337 
634@ = 37.0927 
471@ = -1725.283 
553@ = -1581.193 
635@ = 51.3609 
472@ = -1548.501 
554@ = -1676.223 
636@ = 63.2502 
473@ = -1368.613 
555@ = -1769.197 
637@ = 52.099 
474@ = -1327.042 
556@ = -1980.883 
638@ = 35.4768 
475@ = -1462.659 
557@ = -2110.34 
639@ = 22.6174 
476@ = -1551.068 
558@ = -2287.276 
640@ = 56.7071 
477@ = -1624.645 
559@ = -2464.302 
641@ = 115.5442 
478@ = -1735.012 
560@ = -2633.092 
642@ = 101.7228 
479@ = -1673.618 
561@ = -2817.32 
643@ = 50.492 
480@ = -1529.398 
562@ = -2958.864 
644@ = 35.2493 
481@ = -1331.87 
563@ = -3016.815 
645@ = 36.5563 
482@ = -1140.517 
564@ = -2957.838 
646@ = 35.4633 
483@ = -1133.483 
565@ = -2757.115 
647@ = 30.2641 
484@ = -1219.593 
566@ = -2575.6 
648@ = 35.8018 
485@ = -1227.193 
567@ = -2375.099 
649@ = 31.7209 
486@ = -1172.746 
568@ = -2182.804 
650@ = 45.2393 
487@ = -1144.312 
569@ = -1988.018 
651@ = 83.1497 
488@ = -1021.386 
570@ = -1832.821 
652@ = 115.2484 
489@ = -943.5054 
571@ = -1647.992 
653@ = 133.3276 
490@ = -900.7032 
572@ = -1450.585 
654@ = 142.0757 
491@ = -884.4996 
573@ = -1249.642 
655@ = 148.1781 
492@ = -880.2889 
574@ = -1048.99 
656@ = 158.8745 
493@ = -936.6008 
575@ = -855.3414 
657@ = 160.157 
494@ = -972.9082 
576@ = -660.9503 
658@ = 116.3043 
495@ = -980.3859 
577@ = -464.2646 
659@ = 79.1644 
496@ = -818.388 
578@ = -348.3954 
660@ = 51.4388 
497@ = -617.8265 
579@ = -330.2328 
661@ = 37.1987 
498@ = -415.4925 
580@ = -339.8519 
662@ = 28.2761 
499@ = -248.3391 
581@ = -451.8987 
663@ = 18.5819 
500@ = -192.9961 
582@ = -643.989 
664@ = 8.889 
501@ = -128.7125 
583@ = -835.6478 
665@ = 24.9195 
502@ = 63.3296 
584@ = -892.0873 
666@ = 40.4431 
503@ = 236.1952 
585@ = -791.0125 
667@ = 46.7307 
504@ = 298.5167 
586@ = -600.2706 
668@ = 53.5437 
505@ = 326.4258 
587@ = -400.9587 
669@ = 50.4641 
506@ = 308.5928 
588@ = -201.9229 
670@ = 40.3219 
507@ = 244.4628 
589@ = -8.211 
671@ = 31.0744 
508@ = 129.2121 
590@ = 155.3022 
672@ = 27.6231 
509@ = -37.7018 
591@ = 268.3331 
673@ = 26.3544 
510@ = -224.3873 
592@ = 341.0904 
674@ = 28.1078 
511@ = -420.1607 
593@ = 382.1896 
675@ = 29.8681 
512@ = -622.4773 
594@ = 381.915 
676@ = 31.6354 
513@ = -822.824 
595@ = 370.0051 
677@ = 33.4142 
514@ = -1012.349 
596@ = 300.3856 
678@ = 35.7468 
515@ = -1193.1 
597@ = 214.7394 
679@ = 38.0629 
250@ = 62 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 513 // @ = any 
04AF: 717@ = 513 // @ = any 
04AF: 718@ = 513 // @ = any 
04AF: 719@ = 513 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46309 

:CPRACE_40115
454@ = 366.982 
536@ = 2502.595 
618@ = 15.5571 
455@ = 116.652 
537@ = 2502.902 
619@ = 47.5682 
456@ = -133.6242 
538@ = 2524.392 
620@ = 55.1281 
457@ = -377.8474 
539@ = 2588.068 
621@ = 67.6866 
458@ = -604.1302 
540@ = 2694.639 
622@ = 84.7931 
459@ = -838.685 
541@ = 2779.901 
623@ = 69.2036 
460@ = -1045.629 
542@ = 2639.279 
624@ = 69.0984 
461@ = -984.3267 
543@ = 2395.508 
625@ = 64.5187 
462@ = -873.4733 
544@ = 2171.186 
626@ = 64.5549 
463@ = -770.134 
545@ = 1943.248 
627@ = 70.927 
464@ = -653.4092 
546@ = 1720.47 
628@ = 47.6015 
465@ = -578.5898 
547@ = 1481.972 
629@ = 21.5084 
466@ = -521.8337 
548@ = 1238.437 
630@ = 11.6736 
467@ = -469.9443 
549@ = 995.721 
631@ = 51.4066 
468@ = -525.42 
550@ = 750.7462 
632@ = 44.2215 
469@ = -664.0441 
551@ = 541.0659 
633@ = 15.9243 
470@ = -914.7918 
552@ = 536.2426 
634@ = 11.804 
471@ = -1131.918 
553@ = 661.8135 
635@ = 13.6564 
472@ = -1309.833 
554@ = 839.316 
636@ = 10.7039 
473@ = -1449.372 
555@ = 1045.777 
637@ = 31.9947 
474@ = -1603.122 
556@ = 1243.21 
638@ = 38.6648 
475@ = -1813.101 
557@ = 1379.44 
639@ = 28.4044 
476@ = -2061.489 
558@ = 1418.549 
640@ = 22.0099 
477@ = -2312.469 
559@ = 1430.699 
641@ = 42.3744 
478@ = -2522.745 
560@ = 1564.194 
642@ = 75.9034 
479@ = -2689.238 
561@ = 1753.745 
643@ = 99.5865 
480@ = -2759.371 
562@ = 1994.265 
644@ = 110.8744 
481@ = -2682.772 
563@ = 2233.097 
645@ = 113.4608 
482@ = -2493.907 
564@ = 2397.506 
646@ = 102.0156 
483@ = -2245.109 
565@ = 2418.773 
647@ = 83.5877 
484@ = -1994.605 
566@ = 2407.942 
648@ = 87.4376 
485@ = -1751.471 
567@ = 2349.74 
649@ = 90.2881 
486@ = -1535.099 
568@ = 2217.656 
650@ = 75.7349 
487@ = -1305.302 
569@ = 2118.716 
651@ = 74.7752 
488@ = -1064.807 
570@ = 2187.768 
652@ = 66.2415 
489@ = -814.3556 
571@ = 2195.872 
653@ = 56.1521 
490@ = -563.2742 
572@ = 2203.33 
654@ = 60.9129 
491@ = -313.3741 
573@ = 2229.26 
655@ = 73.2015 
492@ = -66.3647 
574@ = 2178.082 
656@ = 71.9294 
493@ = 186.4198 
575@ = 2211.213 
657@ = 71.6732 
494@ = 390.8383 
576@ = 2356.514 
658@ = 65.1402 
495@ = 639.1594 
577@ = 2385.26 
659@ = 47.4816 
496@ = 857.994 
578@ = 2510.157 
660@ = 50.2583 
497@ = 929.9869 
579@ = 2748.352 
661@ = 77.8011 
498@ = 760.5828 
580@ = 2935.73 
662@ = 91.5673 
499@ = 512.0109 
581@ = 2901.74 
663@ = 93.8596 
500@ = 309.843 
582@ = 2752.892 
664@ = 93.5908 
501@ = 153.0242 
583@ = 2560.321 
665@ = 64.3547 
502@ = 18.2657 
584@ = 2347.904 
666@ = 66.4087 
503@ = -99.4455 
585@ = 2126.343 
667@ = 75.4819 
504@ = -257.6325 
586@ = 1931.184 
668@ = 75.4922 
505@ = -392.7389 
587@ = 1720.594 
669@ = 94.1061 
506@ = -499.7809 
588@ = 1492.545 
670@ = 58.172 
507@ = -687.7847 
589@ = 1327.026 
671@ = 45.0028 
508@ = -881.8704 
590@ = 1169.769 
672@ = 68.6343 
509@ = -1075.92 
591@ = 1008.155 
673@ = 61.9286 
510@ = -1272.957 
592@ = 852.6403 
674@ = 61.1137 
511@ = -1457.539 
593@ = 680.1183 
675@ = 69.2464 
512@ = -1634.648 
594@ = 496.5454 
676@ = 79.7593 
513@ = -1839.814 
595@ = 342.0907 
677@ = 77.0974 
514@ = -2063.729 
596@ = 218.3637 
678@ = 74.2748 
515@ = -2305.257 
597@ = 145.857 
679@ = 72.5908 
516@ = -2554.304 
598@ = 126.6046 
680@ = 96.9355 
517@ = -2745.509 
599@ = -33.5993 
681@ = 80.174 
518@ = -2863.942 
600@ = -255.546 
682@ = 62.7643 
519@ = -2912.281 
601@ = -500.7706 
683@ = 51.8291 
520@ = -2947.388 
602@ = -759.2774 
684@ = 44.0041 
521@ = -2962.423 
603@ = -1011.333 
685@ = 42.2517 
522@ = -2955.506 
604@ = -1276.023 
686@ = 45.302 
523@ = -3000.904 
605@ = -1528.563 
687@ = 51.004 
250@ = 70 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 520 // @ = any 
04AF: 717@ = 520 // @ = any 
04AF: 718@ = 520 // @ = any 
04AF: 719@ = 520 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46309 

:CPRACE_42303
454@ = 381.9952 
536@ = 2542.088 
618@ = 15.6876 
455@ = 304.6997 
537@ = 2547.057 
619@ = 37.975 
456@ = -97.4654 
538@ = 2554.841 
620@ = 32.4746 
457@ = -102.6455 
539@ = 2699.236 
621@ = 63.5945 
458@ = -221.948 
540@ = 2718.08 
622@ = 82.385 
459@ = -418.3279 
541@ = 2691.081 
623@ = 78.5077 
460@ = -392.2611 
542@ = 2492.193 
624@ = 84.257 
461@ = -360.1944 
543@ = 2294.638 
625@ = 79.344 
462@ = -238.1485 
544@ = 2230.007 
626@ = 81.9684 
463@ = -287.1143 
545@ = 2091.03 
627@ = 70.2663 
464@ = -481.0875 
546@ = 2051.74 
628@ = 76.2466 
465@ = -665.1192 
547@ = 2131.252 
629@ = 77.2696 
466@ = -845.4529 
548@ = 2218.861 
630@ = 80.0327 
467@ = -1044.866 
549@ = 2207.615 
631@ = 67.0078 
468@ = -1234.234 
550@ = 2142.393 
632@ = 66.1648 
469@ = -1424.931 
551@ = 2205.699 
633@ = 70.8862 
470@ = -1571.237 
552@ = 2247.766 
634@ = 65.1073 
471@ = -1745.637 
553@ = 2292.511 
635@ = 49.3695 
472@ = -1945.602 
554@ = 2285.913 
636@ = 44.2433 
473@ = -1953.881 
555@ = 2484.877 
637@ = 63.2602 
474@ = -1895.095 
556@ = 2633.034 
638@ = 74.4549 
475@ = -1706.873 
557@ = 2703.232 
639@ = 72.8798 
476@ = -1505.724 
558@ = 2721.034 
640@ = 69.9706 
477@ = -1305.595 
559@ = 2708.321 
641@ = 66.4619 
478@ = -1105.89 
560@ = 2731.611 
642@ = 62.9933 
479@ = -905.1519 
561@ = 2728.83 
643@ = 64.0124 
480@ = -704.1036 
562@ = 2733.898 
644@ = 66.2347 
250@ = 27 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 487 // @ = any 
04AF: 717@ = 487 // @ = any 
04AF: 718@ = 487 // @ = any 
04AF: 719@ = 487 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46309 

:CPRACE_43201
454@ = -1962.871 
536@ = 628.0812 
618@ = 150.2844 
455@ = -1848.341 
537@ = 531.9294 
619@ = 86.1743 
456@ = -1827.913 
538@ = 399.3668 
620@ = 29.91 
457@ = -1751.361 
539@ = 326.9781 
621@ = 25.4958 
458@ = -1647.958 
540@ = 412.8291 
622@ = 26.6578 
459@ = -1560.513 
541@ = 532.7433 
623@ = 18.6913 
460@ = -1572.197 
542@ = 638.3369 
624@ = 25.3806 
461@ = -1700.555 
543@ = 706.7762 
625@ = 53.3757 
462@ = -1715.507 
544@ = 777.6501 
626@ = 45.9312 
463@ = -1715.978 
545@ = 978.3165 
627@ = 51.989 
464@ = -1714.958 
546@ = 1178.562 
628@ = 54.9734 
465@ = -1912.922 
547@ = 1146.255 
629@ = 56.3473 
466@ = -2003.248 
548@ = 982.3228 
630@ = 58.819 
467@ = -2006.168 
549@ = 810.2207 
631@ = 54.1756 
468@ = -1959.234 
550@ = 713.3063 
632@ = 75.2571 
469@ = -1793.007 
551@ = 730.7606 
633@ = 44.6388 
470@ = -1593.731 
552@ = 732.4928 
634@ = 20.5721 
471@ = -1533.424 
553@ = 923.6081 
635@ = 29.4493 
472@ = -1489.172 
554@ = 1118.737 
636@ = 17.2211 
473@ = -1605.045 
555@ = 1284.044 
637@ = 27.5543 
474@ = -1787.921 
556@ = 1365.81 
638@ = 32.2595 
475@ = -1986.429 
557@ = 1319.338 
639@ = 23.0384 
476@ = -2185.997 
558@ = 1345.112 
640@ = 19.4206 
477@ = -2384.599 
559@ = 1380.588 
641@ = 17.9485 
478@ = -2537.759 
560@ = 1369.641 
642@ = 23.8562 
479@ = -2719.315 
561@ = 1345.675 
643@ = 32.2039 
480@ = -2875.142 
562@ = 1245.782 
644@ = 20.7763 
250@ = 27 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 488 // @ = any 
04AF: 717@ = 488 // @ = any 
04AF: 718@ = 488 // @ = any 
04AF: 719@ = 488 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46309 

:CPRACE_44099
454@ = 1765.609 
536@ = -2285.911 
618@ = 25.9621 
455@ = 1764.294 
537@ = -2084.371 
619@ = 26.0431 
456@ = 1649.402 
538@ = -1920.231 
620@ = 40.6173 
457@ = 1552.024 
539@ = -1745.273 
621@ = 30.0462 
458@ = 1419.031 
540@ = -1595.618 
622@ = 25.4285 
459@ = 1402.089 
541@ = -1441.622 
623@ = 18.2271 
460@ = 1545.335 
542@ = -1431.194 
624@ = 36.437 
461@ = 1653.446 
543@ = -1305.841 
625@ = 49.6078 
462@ = 1786.094 
544@ = -1276.766 
626@ = 22.6321 
463@ = 1901.04 
545@ = -1221.949 
627@ = 34.699 
464@ = 1848.224 
546@ = -1097.652 
628@ = 46.0898 
465@ = 1649.377 
547@ = -1085.296 
629@ = 36.7768 
466@ = 1487.205 
548@ = -970.0334 
630@ = 60.1281 
467@ = 1304.22 
549@ = -1038.929 
631@ = 39.8547 
468@ = 1215.798 
550@ = -1218.862 
632@ = 27.923 
469@ = 1302.613 
551@ = -1399.127 
633@ = 26.3812 
470@ = 1437.015 
552@ = -1321.431 
634@ = 45.396 
471@ = 1609.09 
553@ = -1299.497 
635@ = 25.0714 
472@ = 1791.421 
554@ = -1381.364 
636@ = 35.17 
473@ = 1827.021 
555@ = -1567.279 
637@ = 22.9243 
474@ = 1628.196 
556@ = -1600.6 
638@ = 38.8226 
475@ = 1450.909 
557@ = -1694.839 
639@ = 25.2192 
476@ = 1389.812 
558@ = -1852.984 
640@ = 24.997 
477@ = 1206.609 
559@ = -1933.723 
641@ = 57.1028 
478@ = 1053.461 
560@ = -2063.933 
642@ = 70.7254 
479@ = 1048.698 
561@ = -2265.503 
643@ = 47.2394 
480@ = 1224.402 
562@ = -2359.494 
644@ = 28.5888 
481@ = 1425.61 
563@ = -2360.047 
645@ = 28.3338 
250@ = 28 
256@ = 1 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 716@ = 425 // @ = any 
04AF: 717@ = 425 // @ = any 
04AF: 718@ = 425 // @ = any 
04AF: 719@ = 425 // @ = any 
04AF: 205@ = 3 // @ = any 
jump @CPRACE_46309 

:CPRACE_45027
454@ = -1398.355 
536@ = -197.2079 
618@ = 1043.119 
455@ = -1398.988 
537@ = -188.7892 
619@ = 1043.202 
456@ = -1465.939 
538@ = -134.0836 
620@ = 1046.011 
457@ = -1530.138 
539@ = -193.3988 
621@ = 1050.756 
458@ = -1415.686 
540@ = -274.1765 
622@ = 1051.149 
459@ = -1305.178 
541@ = -143.5283 
623@ = 1050.125 
460@ = -1302.774 
542@ = -268.6358 
624@ = 1048.487 
0087: 461@ = 454@ // (float) 
0087: 543@ = 536@ // (float) 
0087: 625@ = 618@ // (float) 
732@ = -1406.327 
733@ = -265.7914 
734@ = 1042.656 
735@ = 346.3297 
250@ = 8 
221@ = 7 
224@ = 12 
256@ = 12 
04AF: 700@ = 7 // @ = any 
04AF: 701@ = 7 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 7 // @ = any 
04AF: 704@ = 7 // @ = any 
04AF: 705@ = 7 // @ = any 
04AF: 706@ = 7 // @ = any 
04AF: 707@ = 7 // @ = any 
04AF: 708@ = 7 // @ = any 
04AF: 709@ = 7 // @ = any 
04AF: 710@ = 7 // @ = any 
04AF: 711@ = 7 // @ = any 
04AF: 712@ = 7 // @ = any 
04AF: 713@ = 7 // @ = any 
04AF: 714@ = 7 // @ = any 
04AF: 715@ = 7 // @ = any 
04AF: 716@ = 503 // @ = any 
04AF: 717@ = 502 // @ = any 
04AF: 718@ = 494 // @ = any 
04AF: 719@ = 503 // @ = any 
04AF: 720@ = 502 // @ = any 
04AF: 721@ = 494 // @ = any 
04AF: 722@ = 502 // @ = any 
04AF: 723@ = 494 // @ = any 
04AF: 724@ = 503 // @ = any 
04AF: 725@ = 494 // @ = any 
04AF: 726@ = 503 // @ = any 
04AF: 727@ = 503 // @ = any 
04AF: 728@ = 494 // @ = any 
04AF: 729@ = 502 // @ = any 
04AF: 730@ = 494 // @ = any 
04AF: 731@ = 502 // @ = any 
jump @CPRACE_46309 

:CPRACE_45576
454@ = -1354.358 
536@ = -590.5628 
618@ = 1055.453 
455@ = -1431.177 
537@ = -588.3124 
619@ = 1054.512 
456@ = -1516.874 
538@ = -635.0942 
620@ = 1050.275 
457@ = -1500.678 
539@ = -719.0175 
621@ = 1051.643 
458@ = -1387.502 
540@ = -743.1501 
622@ = 1051.016 
459@ = -1295.54 
541@ = -705.3506 
623@ = 1055.255 
460@ = -1365.312 
542@ = -666.0998 
624@ = 1055.058 
461@ = -1486.5 
543@ = -636.4586 
625@ = 1052.225 
462@ = -1447.86 
544@ = -690.3426 
626@ = 1052.834 
463@ = -1389.908 
545@ = -720.9943 
627@ = 1055.119 
464@ = -1370.685 
546@ = -687.8977 
628@ = 1053.783 
465@ = -1399.136 
547@ = -635.8359 
629@ = 1051.043 
466@ = -1308.639 
548@ = -649.4201 
630@ = 1054.972 
0087: 467@ = 454@ // (float) 
0087: 549@ = 536@ // (float) 
0087: 631@ = 618@ // (float) 
732@ = -1344.163 
733@ = -598.8836 
734@ = 1051.829 
735@ = 103.3822 
250@ = 14 
221@ = 4 
224@ = 6 
256@ = 12 
04AF: 700@ = 100 // @ = any 
04AF: 701@ = 133 // @ = any 
04AF: 702@ = 7 // @ = any 
04AF: 703@ = 181 // @ = any 
04AF: 704@ = 60 // @ = any 
04AF: 705@ = 34 // @ = any 
04AF: 706@ = 198 // @ = any 
04AF: 707@ = 250 // @ = any 
04AF: 708@ = 7 // @ = any 
04AF: 709@ = 100 // @ = any 
04AF: 710@ = 34 // @ = any 
04AF: 711@ = 7 // @ = any 
04AF: 712@ = 7 // @ = any 
04AF: 713@ = 7 // @ = any 
04AF: 714@ = 7 // @ = any 
04AF: 715@ = 7 // @ = any 
04AF: 716@ = 468 // @ = any 
04AF: 717@ = 468 // @ = any 
04AF: 718@ = 468 // @ = any 
04AF: 719@ = 468 // @ = any 
04AF: 720@ = 468 // @ = any 
04AF: 721@ = 468 // @ = any 
04AF: 722@ = 468 // @ = any 
04AF: 723@ = 468 // @ = any 
04AF: 724@ = 468 // @ = any 
04AF: 725@ = 468 // @ = any 
04AF: 726@ = 468 // @ = any 
04AF: 727@ = 468 // @ = any 
04AF: 728@ = 468 // @ = any 
04AF: 729@ = 468 // @ = any 
04AF: 730@ = 468 // @ = any 
04AF: 731@ = 468 // @ = any 
jump @CPRACE_46309 

:CPRACE_46309
return 

:CPRACE_46311
if 
  736@ == 0 
else_jump @CPRACE_46384 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -148.2144 87.3396 2.1234 radius 280.0 280.0 30.0 
else_jump @CPRACE_46384 
736@ = 1 

:CPRACE_46384
if 
  736@ == 1 
else_jump @CPRACE_46418 
736@ = 2 
Model.Load(#COMBINE)
Model.Load(#VHMYELV)

:CPRACE_46418
if 
  736@ == 2 
else_jump @CPRACE_46572 
if and
   Model.Available(#COMBINE)
   Model.Available(#VHMYELV)
else_jump @CPRACE_46572 
736@ = 3 
738@ = Car.Create(#COMBINE, -128.2144, 80.3396, 2.1234)
Car.Angle(738@) = 250.5799
0129: 740@ = create_actor_pedtype 4 model #VHMYELV in_car 738@ driverseat 
Model.Destroy(#COMBINE)
Model.Destroy(#VHMYELV)
05D6: clear_scmpath 
05D7: add_point_to_scmpath -95.8304 68.27 3.4764 
05D7: add_point_to_scmpath -77.3806 70.3096 3.5478 
07E7: AS_assign_scmpath_to_actor 740@ in_car 738@ speed 7.5 flags 2 0 3 

:CPRACE_46572
if 
  736@ == 3 
else_jump @CPRACE_46668 
if 
   not Actor.Dead(740@)
else_jump @CPRACE_46668 
062E: unknown_get_actor 740@ task 2023 status_store_to 742@ // ret 7 if not found 
if 
04A4:   742@ == 7 // @ == any 
else_jump @CPRACE_46668 
736@ = 4 
if 
   not Car.Wrecked(738@)
else_jump @CPRACE_46663 
Car.RemoveReferences(738@)

:CPRACE_46663
Actor.RemoveReferences(740@)

:CPRACE_46668
if 
  737@ == 0 
else_jump @CPRACE_46741 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -542.1076 230.7356 11.6475 radius 320.0 320.0 30.0 
else_jump @CPRACE_46741 
737@ = 1 

:CPRACE_46741
if 
  737@ == 1 
else_jump @CPRACE_46775 
737@ = 2 
Model.Load(#WALTON)
Model.Load(#VHMYELV)

:CPRACE_46775
if 
  737@ == 2 
else_jump @CPRACE_46908 
if and
   Model.Available(#WALTON)
   Model.Available(#VHMYELV)
else_jump @CPRACE_46908 
737@ = 3 
739@ = Car.Create(#WALTON, -542.1076, 230.7356, 11.6475)
Car.Angle(739@) = 262.8685
0129: 741@ = create_actor_pedtype 4 model #VHMYELV in_car 739@ driverseat 
Model.Destroy(#WALTON)
Model.Destroy(#VHMYELV)
05D1: AS_actor 741@ drive_car 739@ to -270.5629 199.0073 6.99 speed 11.5 0 model #NULL 2 

:CPRACE_46908
if 
  737@ == 3 
else_jump @CPRACE_47019 
if 
   not Actor.Dead(741@)
else_jump @CPRACE_47019 
062E: unknown_get_actor 741@ task 1489 status_store_to 742@ // ret 7 if not found 
if 
04A4:   742@ == 7 // @ == any 
else_jump @CPRACE_47019 
737@ = 4 
if 
   not Car.Wrecked(739@)
else_jump @CPRACE_47014 
05D2: AS_actor 741@ run_to_and_hijack_car 739@ max_search_radius 11.5 traffic_behavior 2 
Car.RemoveReferences(739@)

:CPRACE_47014
Actor.RemoveReferences(741@)

:CPRACE_47019
return 

:CPRACE_47021
if 
  6 > $RACE_INDEX 
else_jump @CPRACE_47151 
if 
   not 52@ == 1 
else_jump @CPRACE_47151 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE1' 
038F: load_texture "RACE00" as 1 // Load dictionary with 0390 first 
038F: load_texture "RACE01" as 2 // Load dictionary with 0390 first 
038F: load_texture "RACE02" as 3 // Load dictionary with 0390 first 
038F: load_texture "RACE03" as 4 // Load dictionary with 0390 first 
038F: load_texture "RACE04" as 5 // Load dictionary with 0390 first 
038F: load_texture "RACE05" as 6 // Load dictionary with 0390 first 
52@ = 1 
return 

:CPRACE_47151
if and
  $RACE_INDEX > 5 
  12 > $RACE_INDEX 
else_jump @CPRACE_47288 
if 
   not 52@ == 2 
else_jump @CPRACE_47288 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE2' 
038F: load_texture "RACE06" as 7 // Load dictionary with 0390 first 
038F: load_texture "RACE07" as 8 // Load dictionary with 0390 first 
038F: load_texture "RACE08" as 9 // Load dictionary with 0390 first 
038F: load_texture "RACE09" as 10 // Load dictionary with 0390 first 
038F: load_texture "RACE10" as 11 // Load dictionary with 0390 first 
038F: load_texture "RACE11" as 12 // Load dictionary with 0390 first 
52@ = 2 
return 

:CPRACE_47288
if and
  $RACE_INDEX > 11 
  18 > $RACE_INDEX 
else_jump @CPRACE_47425 
if 
   not 52@ == 3 
else_jump @CPRACE_47425 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE3' 
038F: load_texture "RACE12" as 13 // Load dictionary with 0390 first 
038F: load_texture "RACE13" as 14 // Load dictionary with 0390 first 
038F: load_texture "RACE14" as 15 // Load dictionary with 0390 first 
038F: load_texture "RACE15" as 16 // Load dictionary with 0390 first 
038F: load_texture "RACE16" as 17 // Load dictionary with 0390 first 
038F: load_texture "RACE17" as 18 // Load dictionary with 0390 first 
52@ = 3 
return 

:CPRACE_47425
if and
  $RACE_INDEX > 17 
  24 > $RACE_INDEX 
else_jump @CPRACE_47562 
if 
   not 52@ == 4 
else_jump @CPRACE_47562 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE4' 
038F: load_texture "RACE18" as 19 // Load dictionary with 0390 first 
038F: load_texture "RACE19" as 20 // Load dictionary with 0390 first 
038F: load_texture "RACE20" as 21 // Load dictionary with 0390 first 
038F: load_texture "RACE21" as 22 // Load dictionary with 0390 first 
038F: load_texture "RACE22" as 23 // Load dictionary with 0390 first 
038F: load_texture "RACE23" as 24 // Load dictionary with 0390 first 
52@ = 4 
return 

:CPRACE_47562
if and
  $RACE_INDEX > 23 
  30 > $RACE_INDEX 
else_jump @CPRACE_47639 
if 
   not 52@ == 5 
else_jump @CPRACE_47639 
0391: release_txd_dictionary 
0390: load_txd_dictionary 'LD_RCE5' 
038F: load_texture "RACE24" as 25 // Load dictionary with 0390 first 
52@ = 5 
return 

:CPRACE_47639
return 

:CPRACE_47641
0340: set_text_draw_RGBA 134 155 184 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:CPRACE_47709
254@ = 0 
0085: 255@ = 256@ // (int) 
255@ -= 1 

:CPRACE_47731
if 
001D:   255@ > 254@ // (int) 
else_jump @CPRACE_48630 
0209: 253@ = random_int_in_ranges 0 32 
0871: init_jump_table 253@ total_jumps 32 default_jump 0 @CPRACE_48616 jumps 0 @CPRACE_48017 1 @CPRACE_48035 2 @CPRACE_48053 3 @CPRACE_48071 4 @CPRACE_48089 5 @CPRACE_48107 6 @CPRACE_48125 
0872: jump_table_jumps 7 @CPRACE_48143 8 @CPRACE_48161 9 @CPRACE_48179 10 @CPRACE_48198 11 @CPRACE_48217 12 @CPRACE_48236 13 @CPRACE_48255 14 @CPRACE_48274 15 @CPRACE_48293 
0872: jump_table_jumps 16 @CPRACE_48312 17 @CPRACE_48331 18 @CPRACE_48350 19 @CPRACE_48369 20 @CPRACE_48388 21 @CPRACE_48407 22 @CPRACE_48426 23 @CPRACE_48445 24 @CPRACE_48464 
0872: jump_table_jumps 25 @CPRACE_48483 26 @CPRACE_48502 27 @CPRACE_48521 28 @CPRACE_48540 29 @CPRACE_48559 30 @CPRACE_48578 31 @CPRACE_48597 -1 @CPRACE_48616 -1 @CPRACE_48616 

:CPRACE_48017
04AF: 700@(254@,16i) = 34 // @ = any 
jump @CPRACE_48616 

:CPRACE_48035
04AF: 700@(254@,16i) = 60 // @ = any 
jump @CPRACE_48616 

:CPRACE_48053
04AF: 700@(254@,16i) = 69 // @ = any 
jump @CPRACE_48616 

:CPRACE_48071
04AF: 700@(254@,16i) = 96 // @ = any 
jump @CPRACE_48616 

:CPRACE_48089
04AF: 700@(254@,16i) = 100 // @ = any 
jump @CPRACE_48616 

:CPRACE_48107
04AF: 700@(254@,16i) = 101 // @ = any 
jump @CPRACE_48616 

:CPRACE_48125
04AF: 700@(254@,16i) = 112 // @ = any 
jump @CPRACE_48616 

:CPRACE_48143
04AF: 700@(254@,16i) = 122 // @ = any 
jump @CPRACE_48616 

:CPRACE_48161
04AF: 700@(254@,16i) = 125 // @ = any 
jump @CPRACE_48616 

:CPRACE_48179
04AF: 700@(254@,16i) = 128 // @ = any 
jump @CPRACE_48616 

:CPRACE_48198
04AF: 700@(254@,16i) = 131 // @ = any 
jump @CPRACE_48616 

:CPRACE_48217
04AF: 700@(254@,16i) = 133 // @ = any 
jump @CPRACE_48616 

:CPRACE_48236
04AF: 700@(254@,16i) = 140 // @ = any 
jump @CPRACE_48616 

:CPRACE_48255
04AF: 700@(254@,16i) = 142 // @ = any 
jump @CPRACE_48616 

:CPRACE_48274
04AF: 700@(254@,16i) = 151 // @ = any 
jump @CPRACE_48616 

:CPRACE_48293
04AF: 700@(254@,16i) = 157 // @ = any 
jump @CPRACE_48616 

:CPRACE_48312
04AF: 700@(254@,16i) = 170 // @ = any 
jump @CPRACE_48616 

:CPRACE_48331
04AF: 700@(254@,16i) = 181 // @ = any 
jump @CPRACE_48616 

:CPRACE_48350
04AF: 700@(254@,16i) = 183 // @ = any 
jump @CPRACE_48616 

:CPRACE_48369
04AF: 700@(254@,16i) = 186 // @ = any 
jump @CPRACE_48616 

:CPRACE_48388
04AF: 700@(254@,16i) = 192 // @ = any 
jump @CPRACE_48616 

:CPRACE_48407
04AF: 700@(254@,16i) = 198 // @ = any 
jump @CPRACE_48616 

:CPRACE_48426
04AF: 700@(254@,16i) = 201 // @ = any 
jump @CPRACE_48616 

:CPRACE_48445
04AF: 700@(254@,16i) = 206 // @ = any 
jump @CPRACE_48616 

:CPRACE_48464
04AF: 700@(254@,16i) = 211 // @ = any 
jump @CPRACE_48616 

:CPRACE_48483
04AF: 700@(254@,16i) = 217 // @ = any 
jump @CPRACE_48616 

:CPRACE_48502
04AF: 700@(254@,16i) = 220 // @ = any 
jump @CPRACE_48616 

:CPRACE_48521
04AF: 700@(254@,16i) = 223 // @ = any 
jump @CPRACE_48616 

:CPRACE_48540
04AF: 700@(254@,16i) = 233 // @ = any 
jump @CPRACE_48616 

:CPRACE_48559
04AF: 700@(254@,16i) = 246 // @ = any 
jump @CPRACE_48616 

:CPRACE_48578
04AF: 700@(254@,16i) = 248 // @ = any 
jump @CPRACE_48616 

:CPRACE_48597
04AF: 700@(254@,16i) = 250 // @ = any 
jump @CPRACE_48616 

:CPRACE_48616
254@ += 1 
jump @CPRACE_47731 

:CPRACE_48630
return 

:CPRACE_48632
if or
  450@ == 1 
  256@ == 1 
else_jump @CPRACE_50590 
0394: play_music 1 
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_50590 jumps 0 @CPRACE_48919 1 @CPRACE_49007 2 @CPRACE_49066 3 @CPRACE_49125 4 @CPRACE_49184 5 @CPRACE_49243 6 @CPRACE_49302 
0872: jump_table_jumps 7 @CPRACE_49361 8 @CPRACE_49435 9 @CPRACE_49487 10 @CPRACE_49546 11 @CPRACE_49605 12 @CPRACE_49664 13 @CPRACE_49723 14 @CPRACE_49782 15 @CPRACE_49841 
0872: jump_table_jumps 16 @CPRACE_49900 17 @CPRACE_49959 18 @CPRACE_50018 19 @CPRACE_50077 20 @CPRACE_50136 21 @CPRACE_50195 22 @CPRACE_50254 23 @CPRACE_50313 24 @CPRACE_50372 
0872: jump_table_jumps 25 @CPRACE_50431 26 @CPRACE_50514 -1 @CPRACE_50590 -1 @CPRACE_50590 -1 @CPRACE_50590 -1 @CPRACE_50590 -1 @CPRACE_50590 -1 @CPRACE_50590 -1 @CPRACE_50590 

:CPRACE_48919
if 
  $RACES_WON[0] == 0 
else_jump @CPRACE_49000 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
if 
  $CUSTOM_TOURNAMENT_FLAG == 0 
else_jump @CPRACE_48984 
0318: set_latest_mission_passed 'CESAR_1'  // High Stakes, Low-rider
jump @CPRACE_48993 

:CPRACE_48984
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 

:CPRACE_48993
$RACES_WON[0] = 1 

:CPRACE_49000
jump @CPRACE_50590 

:CPRACE_49007
if 
  $RACES_WON[1] == 0 
else_jump @CPRACE_49059 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[1] = 1 

:CPRACE_49059
jump @CPRACE_50590 

:CPRACE_49066
if 
  $RACES_WON[2] == 0 
else_jump @CPRACE_49118 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[2] = 1 

:CPRACE_49118
jump @CPRACE_50590 

:CPRACE_49125
if 
  $RACES_WON[3] == 0 
else_jump @CPRACE_49177 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[3] = 1 

:CPRACE_49177
jump @CPRACE_50590 

:CPRACE_49184
if 
  $RACES_WON[4] == 0 
else_jump @CPRACE_49236 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[4] = 1 

:CPRACE_49236
jump @CPRACE_50590 

:CPRACE_49243
if 
  $RACES_WON[5] == 0 
else_jump @CPRACE_49295 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[5] = 1 

:CPRACE_49295
jump @CPRACE_50590 

:CPRACE_49302
if 
  $RACES_WON[6] == 0 
else_jump @CPRACE_49354 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[6] = 1 

:CPRACE_49354
jump @CPRACE_50590 

:CPRACE_49361
if 
  $RACES_WON[7] == 0 
else_jump @CPRACE_49428 
030C: progress_made += 1 
create_thread @CASHWIN 5000 5000 
Player.Money($PLAYER_CHAR) += 5000
$RACES_WON_NUMBER += 1 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[7] = 1 

:CPRACE_49428
jump @CPRACE_50590 

:CPRACE_49435
if 
  $RACES_WON[8] == 0 
else_jump @CPRACE_49480 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[8] = 1 

:CPRACE_49480
jump @CPRACE_50590 

:CPRACE_49487
if 
  $RACES_WON[9] == 0 
else_jump @CPRACE_49539 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[9] = 1 

:CPRACE_49539
jump @CPRACE_50590 

:CPRACE_49546
if 
  $RACES_WON[10] == 0 
else_jump @CPRACE_49598 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[10] = 1 

:CPRACE_49598
jump @CPRACE_50590 

:CPRACE_49605
if 
  $RACES_WON[11] == 0 
else_jump @CPRACE_49657 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[11] = 1 

:CPRACE_49657
jump @CPRACE_50590 

:CPRACE_49664
if 
  $RACES_WON[12] == 0 
else_jump @CPRACE_49716 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[12] = 1 

:CPRACE_49716
jump @CPRACE_50590 

:CPRACE_49723
if 
  $RACES_WON[13] == 0 
else_jump @CPRACE_49775 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[13] = 1 

:CPRACE_49775
jump @CPRACE_50590 

:CPRACE_49782
if 
  $RACES_WON[14] == 0 
else_jump @CPRACE_49834 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[14] = 1 

:CPRACE_49834
jump @CPRACE_50590 

:CPRACE_49841
if 
  $RACES_WON[15] == 0 
else_jump @CPRACE_49893 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[15] = 1 

:CPRACE_49893
jump @CPRACE_50590 

:CPRACE_49900
if 
  $RACES_WON[16] == 0 
else_jump @CPRACE_49952 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[16] = 1 

:CPRACE_49952
jump @CPRACE_50590 

:CPRACE_49959
if 
  $RACES_WON[17] == 0 
else_jump @CPRACE_50011 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[17] = 1 

:CPRACE_50011
jump @CPRACE_50590 

:CPRACE_50018
if 
  $RACES_WON[18] == 0 
else_jump @CPRACE_50070 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[18] = 1 

:CPRACE_50070
jump @CPRACE_50590 

:CPRACE_50077
if 
  $RACES_WON[19] == 0 
else_jump @CPRACE_50129 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[19] = 1 

:CPRACE_50129
jump @CPRACE_50590 

:CPRACE_50136
if 
  $RACES_WON[20] == 0 
else_jump @CPRACE_50188 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[20] = 1 

:CPRACE_50188
jump @CPRACE_50590 

:CPRACE_50195
if 
  $RACES_WON[21] == 0 
else_jump @CPRACE_50247 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[21] = 1 

:CPRACE_50247
jump @CPRACE_50590 

:CPRACE_50254
if 
  $RACES_WON[22] == 0 
else_jump @CPRACE_50306 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[22] = 1 

:CPRACE_50306
jump @CPRACE_50590 

:CPRACE_50313
if 
  $RACES_WON[23] == 0 
else_jump @CPRACE_50365 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[23] = 1 

:CPRACE_50365
jump @CPRACE_50590 

:CPRACE_50372
if 
  $RACES_WON[24] == 0 
else_jump @CPRACE_50424 
030C: progress_made += 1 
$RACES_WON_NUMBER += 1 
gosub @CPRACE_50592 
0318: set_latest_mission_passed 85@($RACE_INDEX,30s) 
$RACES_WON[24] = 1 

:CPRACE_50424
jump @CPRACE_50590 

:CPRACE_50431
if 
  $RACES_WON[25] == 0 
else_jump @CPRACE_50507 
create_thread @CASHWIN 10000 5000 
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 
0318: set_latest_mission_passed 'STAD_03'  // 8-Track
014C: set_parked_car_generator $2786 cars_to_generate_to 101 
014C: set_parked_car_generator $2787 cars_to_generate_to 101 
$RACES_WON[25] = 1 

:CPRACE_50507
jump @CPRACE_50590 

:CPRACE_50514
if 
  $RACES_WON[26] == 0 
else_jump @CPRACE_50583 
create_thread @CASHWIN 25000 5000 
Player.Money($PLAYER_CHAR) += 25000
030C: progress_made += 1 
0318: set_latest_mission_passed 'STAD_01'  // Dirt Track
014C: set_parked_car_generator $2788 cars_to_generate_to 101 
$RACES_WON[26] = 1 

:CPRACE_50583
jump @CPRACE_50590 

:CPRACE_50590
return 

:CPRACE_50592
if 
003C:   $RACES_WON_NUMBER == 208@ // (int) 
else_jump @CPRACE_50671 
if 
  $ALL_RACES_WON_PRIZE_FLAG == 0 
else_jump @CPRACE_50664 
create_thread @CASHWIN 1000000 5000 45 
Player.Money($PLAYER_CHAR) += 1000000
$ALL_RACES_WON_PRIZE_FLAG = 1 

:CPRACE_50664
jump @CPRACE_50693 

:CPRACE_50671
create_thread @CASHWIN 10000 5000 
Player.Money($PLAYER_CHAR) += 10000

:CPRACE_50693
return 

:CPRACE_50695
254@ = 0 

:CPRACE_50702
0209: 255@ = random_int_in_ranges 0 5 
0871: init_jump_table 255@ total_jumps 5 default_jump 0 @CPRACE_51004 jumps 0 @CPRACE_50774 1 @CPRACE_50819 2 @CPRACE_50868 3 @CPRACE_50913 4 @CPRACE_50957 -1 @CPRACE_51004 -1 @CPRACE_51004 

:CPRACE_50774
0605: actor -1 perform_animation_sequence "RIOT_CHANT" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2700 // versionA 
jump @CPRACE_51004 

:CPRACE_50819
0605: actor -1 perform_animation_sequence "RIOT_CHALLENGE" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2000 // versionA 
jump @CPRACE_51004 

:CPRACE_50868
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2000 // versionA 
jump @CPRACE_51004 

:CPRACE_50913
0605: actor -1 perform_animation_sequence "RIOT_FUKU" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 3000 // versionA 
jump @CPRACE_51004 

:CPRACE_50957
0605: actor -1 perform_animation_sequence "RIOT_PUNCHES" IFP_file "RIOT" 4.0 loop 1 0 0 0 time 2200 // versionA 
jump @CPRACE_51004 

:CPRACE_51004
254@ += 1 
  254@ >= 7 
else_jump @CPRACE_50702 
return 

:CPRACE_51027
if 
  225@ == 0 
else_jump @CPRACE_51224 
if 
03D2:   wav 4 ended 
else_jump @CPRACE_51224 
if 
001E:   $CURRENT_TIME_IN_MS2 > 226@ // (int) 
else_jump @CPRACE_51224 
040D: unload_wav 4 
0209: 227@ = random_int_in_ranges 0 4 
0871: init_jump_table 227@ total_jumps 4 default_jump 0 @CPRACE_51217 jumps 0 @CPRACE_51155 1 @CPRACE_51171 2 @CPRACE_51187 3 @CPRACE_51203 -1 @CPRACE_51217 -1 @CPRACE_51217 -1 @CPRACE_51217 

:CPRACE_51155
03CF: load_wav 36200 as 4 
jump @CPRACE_51217 

:CPRACE_51171
03CF: load_wav 36202 as 4 
jump @CPRACE_51217 

:CPRACE_51187
03CF: load_wav 36205 as 4 
jump @CPRACE_51217 

:CPRACE_51203
03CF: load_wav 1827 as 4 
jump @CPRACE_51217 

:CPRACE_51217
225@ += 1 

:CPRACE_51224
if 
  225@ == 1 
else_jump @CPRACE_51332 
if 
03D0:   wav 4 loaded 
else_jump @CPRACE_51332 
if 
  227@ == 3 
else_jump @CPRACE_51302 
097A: play_audio_at 0.0 0.0 0.0 event 1164 
jump @CPRACE_51306 

:CPRACE_51302
03D1: play_wav 4 

:CPRACE_51306
0209: 226@ = random_int_in_ranges 2000 10000 
005C: 226@ += $CURRENT_TIME_IN_MS2 // (int) 
225@ = 0 

:CPRACE_51332
return 
return 
return 
47@ = 0.0 
47@ = 0.0 
47@ = 0.0 
return 
return 
return 

:CPRACE_51374
if or
  53@ == 0 
  53@ == 1 
  53@ == 3 
else_jump @CPRACE_51898 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CPRACE_51898 
if 
  53@ == 3 
else_jump @CPRACE_51563 
if 
  $RACE_INDEX == 25 
else_jump @CPRACE_51498 
$TEMPVAR_FLOAT_1 = 2693.184 
$TEMPVAR_FLOAT_2 = -1699.655 
$TEMPVAR_FLOAT_3 = 9.3891 
$TEMPVAR_ANGLE = 34.2987 

:CPRACE_51498
if 
  $RACE_INDEX == 26 
else_jump @CPRACE_51556 
$TEMPVAR_FLOAT_1 = 1101.781 
$TEMPVAR_FLOAT_2 = 1604.578 
$TEMPVAR_FLOAT_3 = 11.5506 
$TEMPVAR_ANGLE = 353.1771 

:CPRACE_51556
jump @CPRACE_51810 

:CPRACE_51563
if 
  $CURRENT_TOURNAMENT == 0 
else_jump @CPRACE_51625 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_FLOAT_2 += 4.0 
$TEMPVAR_ANGLE = 180.0 

:CPRACE_51625
if 
  $CURRENT_TOURNAMENT == 1 
else_jump @CPRACE_51687 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_FLOAT_1 += 4.0 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_ANGLE = 90.0 

:CPRACE_51687
if or
  $CURRENT_TOURNAMENT == 2 
  $CURRENT_TOURNAMENT == 3 
else_jump @CPRACE_51756 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_FLOAT_1 += 4.0 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
$TEMPVAR_ANGLE = 90.0 

:CPRACE_51756
if 
   not 53@ == 1 
else_jump @CPRACE_51798 
0086: $TEMPVAR_FLOAT_1 = $X_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 

:CPRACE_51798
0086: $TEMPVAR_FLOAT_3 = $Z_RACE_TOURNAMENT_POINT($CURRENT_TOURNAMENT,4f) // (float) 

:CPRACE_51810
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle($PLAYER_ACTOR) = $TEMPVAR_ANGLE
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 
04E4: unknown_refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0915: unknown_release_weather 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 2000 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_51898
253@ = 0 

:CPRACE_51905
if 
001D:   256@ > 253@ // (int) 
else_jump @CPRACE_52025 
if 
803B:   not  253@ == 442@ // (int) 
else_jump @CPRACE_51984 
if 
87D6:   not  395@(253@,16i) == $PLAYER_ACTOR // integer vars 
else_jump @CPRACE_51984 
Car.RemoveReferences(379@(253@,16i))
Actor.RemoveReferences(395@(253@,16i))

:CPRACE_51984
Model.Destroy(700@(253@,16i))
Model.Destroy(716@(253@,16i))
Marker.Disable(412@(253@,16i))
253@ += 1 
jump @CPRACE_51905 

:CPRACE_52025
Actor.DestroyWithFade(411@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
if 
  $FREEFALL_STAGE > 0 
else_jump @CPRACE_52063 
$FREEFALL_STAGE = 6 

:CPRACE_52063
Actor.RemoveReferences(411@)
Actor.RemoveReferences(429@)
253@ = 0 

:CPRACE_52080
if 
  11 > 253@ 
else_jump @CPRACE_52117 
Actor.RemoveReferences(441@)
253@ += 1 
jump @CPRACE_52080 

:CPRACE_52117
if 
  $RACE_INDEX == 23 
else_jump @CPRACE_52160 
if 
  $PILOT_LICENSE_OBTAINED == 1 
else_jump @CPRACE_52160 
014C: set_parked_car_generator $PARKED_PLANES[1] cars_to_generate_to 101 

:CPRACE_52160
Marker.Disable(54@)
06D6: disable_racing_checkpoint 449@ 
Object.Destroy(430@)
014F: stop_timer $6960 
04EF: release_animation "RIOT" 
04EF: release_animation "CAR" 
03F0: enable_text_draw 0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
01EB: set_traffic_density_multiplier_to 1.0 
08E7: disable_entrance_markers 0 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
09AC: disable_map_icons 0 
057E: set_radar_grey 0 
0826: enable_hud 1 
04FA: reset_interior 0 colors 
0989: set_text_boxes_width 200 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CPRACE_52276 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_52276
$10493 = 0 
$CARMOD_DISABLED_FLAG = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 36---------------
// Originally: Lowrider (High Stakes)

:CESAR1
thread 'CESAR1' 
gosub @CESAR1_1165 
if 
wasted_or_busted 
else_jump @CESAR1_38 
gosub @CESAR1_4957 

:CESAR1_38
gosub @CESAR1_5008 
end_thread 

:CESAR1_47
Model.Load(#VLA1)
Model.Load(#REMINGTN)
Model.Load(#MAJESTIC)
Model.Load(#SAVANNA)
Model.Load(#BLADE)
038B: load_requested_models 

:CESAR1_73
if or
   not Model.Available(#VLA1)
   not Model.Available(#REMINGTN)
   not Model.Available(#MAJESTIC)
   not Model.Available(#SAVANNA)
   not Model.Available(#BLADE)
else_jump @CESAR1_119 
wait 0 
jump @CESAR1_73 

:CESAR1_119
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
038B: load_requested_models 

:CESAR1_147
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
else_jump @CESAR1_177 
wait 0 
jump @CESAR1_147 

:CESAR1_177
return 
116@ = Marker.CreateAboveCar($2197)
return 
018A: 42@ = create_checkpoint_at $X_CESAR_HOUSE $Y_CESAR_HOUSE $Z_CESAR_HOUSE 

:CESAR1_203
07C0: load_path 172 

:CESAR1_208
if 
87C1:   not path 172 available 
else_jump @CESAR1_235 
wait 0 
jump @CESAR1_208 

:CESAR1_235
128@ = 1793.687 
129@ = -2138.686 
130@ = 12.5547 
131@ = 0.1899 
0395: clear_area 1 at 128@ 129@ 130@ radius 20.5 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
125@ = Car.Create(#SAVANNA, 128@, 129@, 130@)
0587: enable_car 125@ validate_position 0 
0732: random_car_generator_disable_model #SAVANNA 
0229: set_car 125@ primary_color_to 3 secondary_color_to 3 
0129: 123@ = create_actor_pedtype 4 model #SPECIAL01 in_car 125@ driverseat 
01C8: 127@ = create_actor_pedtype 5 model #SPECIAL02 in_car 125@ passenger_seat 0 
Car.Angle(125@) = 131@
Car.SetMaxSpeed(125@, 35.0)
00AE: set_car 125@ traffic_behaviour_to 3 
01EC: make_car 125@ very_heavy 1 
Car.DoorStatus(125@) = 3
Car.SetImmunities(125@, 1, 1, 1, 1, 1)
053F: set_car 125@ tires_vulnerability 0 
Actor.SetImmunities(123@, 1, 1, 1, 1, 1)
Actor.SetImmunities(127@, 1, 1, 1, 1, 1)
054A: set_actor 123@ immune_to_car_headshots 0 
054A: set_actor 127@ immune_to_car_headshots 0 
return 
126@ = Marker.CreateAboveCar(125@)

:CESAR1_489
142@ = 1492.304 
146@ = -1869.023 
150@ = 12.3828 
154@ = 90.0 
0395: clear_area 1 at 142@ 146@ 150@ radius 2.5 
138@ = Car.Create(#MAJESTIC, 142@, 146@, 150@)
0587: enable_car 138@ validate_position 0 
0229: set_car 138@ primary_color_to 6 secondary_color_to 0 
Car.Angle(138@) = 154@
0129: 134@ = create_actor_pedtype 14 model #VLA1 in_car 138@ driverseat 
Actor.SetImmunities(134@, 1, 1, 1, 1, 1)
Car.SetMaxSpeed(138@, 35.0)
00AE: set_car 138@ traffic_behaviour_to 3 
Car.DoorStatus(138@) = 3
Car.SetImmunities(138@, 1, 1, 1, 0, 1)
053F: set_car 138@ tires_vulnerability 0 
143@ = 1492.304 
147@ = -1875.023 
151@ = 12.3828 
155@ = 90.0 
0395: clear_area 1 at 143@ 147@ 151@ radius 2.5 
139@ = Car.Create(#REMINGTN, 143@, 147@, 151@)
0587: enable_car 139@ validate_position 0 
0732: random_car_generator_disable_model #REMINGTN 
0229: set_car 139@ primary_color_to 8 secondary_color_to 0 
Car.Angle(139@) = 155@
0129: 135@ = create_actor_pedtype 14 model #VLA1 in_car 139@ driverseat 
Actor.SetImmunities(135@, 1, 1, 1, 1, 1)
Car.SetMaxSpeed(139@, 35.0)
00AE: set_car 139@ traffic_behaviour_to 3 
Car.DoorStatus(139@) = 3
Car.SetImmunities(139@, 1, 1, 1, 1, 1)
053F: set_car 139@ tires_vulnerability 0 
144@ = 1504.304 
148@ = -1869.023 
152@ = 12.3828 
156@ = 90.0 
0395: clear_area 1 at 144@ 148@ 152@ radius 2.5 
140@ = Car.Create(#MAJESTIC, 144@, 148@, 152@)
0587: enable_car 140@ validate_position 0 
0732: random_car_generator_disable_model #MAJESTIC 
0229: set_car 140@ primary_color_to 2 secondary_color_to 1 
Car.Angle(140@) = 156@
0129: 136@ = create_actor_pedtype 14 model #VLA1 in_car 140@ driverseat 
Actor.SetImmunities(136@, 1, 1, 1, 1, 1)
Car.SetMaxSpeed(140@, 35.0)
00AE: set_car 140@ traffic_behaviour_to 3 
Car.DoorStatus(140@) = 3
Car.SetImmunities(140@, 1, 1, 1, 1, 1)
053F: set_car 140@ tires_vulnerability 0 
145@ = 1504.304 
149@ = -1875.023 
153@ = 12.3828 
157@ = 90.0 
0395: clear_area 1 at 145@ 149@ 153@ radius 2.5 
141@ = Car.Create(#BLADE, 145@, 149@, 153@)
0587: enable_car 141@ validate_position 0 
Car.Angle(141@) = 157@
0129: 137@ = create_actor_pedtype 14 model #VLA1 in_car 141@ driverseat 
Car.SetMaxSpeed(141@, 35.0)
00AE: set_car 141@ traffic_behaviour_to 3 
Car.DoorStatus(141@) = 3
Car.SetImmunities(141@, 1, 1, 1, 1, 1)
053F: set_car 141@ tires_vulnerability 0 
return 

:CESAR1_1165
increment_mission_attempts 
$ONMISSION = 1 
wait 0 
054C: use_GXT_table 'CESAR1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
34@ = 0 
35@ = 0 
36@ = -1 
$2336 = 0 
39@ = 2 
38@ = 0 
111@ = 0 
115@ = 1 
113@ = 1 
114@ = 2 
112@ = 0 
40@ = 0 
41@ = 4 
50@ = 1820.44 
51@ = -2117.32 
52@ = 13.09 
56@ = 1518.304 
57@ = -1875.023 
58@ = 12.3828 
53@ = 1518.304 
54@ = -1869.023 
55@ = 12.3828 
05AA: 61@s = 'CES1_AA'  // ~z~Hey, keep up, holmes!
05AA: 63@s = 'CES1_AB'  // ~z~Not far now, eh!
05AA: 65@s = 'CES1_AC'  // ~z~C'mon, Carl, follow us!
05AA: 67@s = 'CES1_AD'  // ~z~You're almost there, Carl!
05AA: 69@s = 'CES1_BA'  // ~z~You gonna have to drive better than that, CJ!
05AA: 71@s = 'CES1_BB'  // ~z~Hey, CJ, you wrecking your car, eh!
05AA: 73@s = 'CES1_BC'  // ~z~C'mon, Carl, you've gotta be kidding me right? - pick it up!
05AA: 75@s = 'CES1_BD'  // ~z~Oh, Carl, I thought you said you could drive!
05AA: 77@s = 'CES1_CA'  // ~z~Carl! What are you doing?
05AA: 79@s = 'CES1_CB'  // ~z~Watch out, Carl!
05AA: 81@s = 'CES1_CC'  // ~z~Carl, you idiot!
05AA: 83@s = 'CES1_CD'  // ~z~Hey, Carl, don't play dirty!
05AA: 85@s = 'CES1_CE'  // ~z~Hey, watch out, Carl!
05AA: 87@s = 'CES1_CF'  // ~z~You trying to kill your sister?
04AF: 95@ = 10000 // @ = any 
04AF: 96@ = 10001 // @ = any 
04AF: 97@ = 10002 // @ = any 
04AF: 98@ = 10003 // @ = any 
04AF: 99@ = 10004 // @ = any 
04AF: 100@ = 10005 // @ = any 
04AF: 101@ = 10006 // @ = any 
04AF: 102@ = 10007 // @ = any 
04AF: 103@ = 10008 // @ = any 
04AF: 104@ = 10009 // @ = any 
04AF: 105@ = 10010 // @ = any 
04AF: 106@ = 10011 // @ = any 
04AF: 107@ = 10012 // @ = any 
04AF: 108@ = 10013 // @ = any 
01EB: set_traffic_density_multiplier_to 0.0 
$2197 = Actor.Car($PLAYER_ACTOR)
Car.PutAt($2197, $X_CESAR_HOUSE, $Y_CESAR_HOUSE, $Z_CESAR_HOUSE)
Car.Angle($2197) = 270.0
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 25.0 
02E4: load_cutscene_data 'CESAR1A' 

:CESAR1_1759
if 
86B9:   not cutscene_data_loaded 
else_jump @CESAR1_1783 
wait 0 
jump @CESAR1_1759 

:CESAR1_1783
02E7: start_cutscene 
fade 1 1000 

:CESAR1_1792
if 
82E9:   not cutscene_reached_end 
else_jump @CESAR1_1816 
wait 0 
jump @CESAR1_1792 

:CESAR1_1816
fade 0 0 

:CESAR1_1822
if 
fading 
else_jump @CESAR1_1846 
wait 0 
jump @CESAR1_1822 

:CESAR1_1846
02EA: end_cutscene 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 15.0 
01EB: set_traffic_density_multiplier_to 0.5 
gosub @CESAR1_47 
0169: set_fade_color_RGB 0 0 0 
01BD: 46@ = current_time_in_ms 
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = False

:CESAR1_1908
wait 0 
if 
   not 111@ == 0 
else_jump @CESAR1_2251 
if 
  112@ == 0 
else_jump @CESAR1_1976 
if 
03D0:   wav 114@ loaded 
else_jump @CESAR1_1969 
040D: unload_wav 114@ 

:CESAR1_1969
112@ = 1 

:CESAR1_1976
if 
  112@ == 1 
else_jump @CESAR1_2013 
03CF: load_wav 94@(111@,17i) as 113@ 
112@ = 2 

:CESAR1_2013
if 
  112@ == 2 
else_jump @CESAR1_2073 
if 
03D0:   wav 113@ loaded 
else_jump @CESAR1_2073 
03D1: play_wav 113@ 
00BC: show_text_highpriority GXT 59@(111@,17s) time 10000 flag 1 
112@ = 3 

:CESAR1_2073
if 
  112@ == 3 
else_jump @CESAR1_2251 
if 
03D2:   wav 113@ ended 
else_jump @CESAR1_2190 
03D5: remove_text 59@(111@,17s) 
if 
  113@ == 1 
else_jump @CESAR1_2155 
113@ = 2 
114@ = 1 
jump @CESAR1_2169 

:CESAR1_2155
113@ = 1 
114@ = 2 

:CESAR1_2169
111@ = 0 
112@ = 0 
jump @CESAR1_2251 

:CESAR1_2190
if 
83D0:   not wav 114@ loaded 
else_jump @CESAR1_2251 
if 
  60 > 111@ 
else_jump @CESAR1_2251 
0085: 115@ = 111@ // (int) 
115@ += 1 
03CF: load_wav 94@(115@,17i) as 114@ 

:CESAR1_2251
if 
0735:   NOP_false 83 
else_jump @CESAR1_2280 
$MISSION_LOWRIDER_PASSED += 1 
jump @CESAR1_4999 

:CESAR1_2280
if 
  34@ > 0 
else_jump @CESAR1_2305 
gosub @CESAR1_5106 

:CESAR1_2305
if and
  34@ > 0 
  666 > 34@ 
else_jump @CESAR1_2370 
if 
   Car.Wrecked(125@)
else_jump @CESAR1_2370 
00BC: show_text_highpriority GXT 'CES1_09' time 7000 flag 1  // ~r~You destroyed Cesar's car!
jump @CESAR1_4957 

:CESAR1_2370
if 
  34@ == 0 
else_jump @CESAR1_3200 
if 
  36@ == -1 
else_jump @CESAR1_2481 
if and
   not Car.Wrecked($2197)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CESAR1_2481 
036A: put_actor $PLAYER_ACTOR in_car $2197 
00BE: text_clear_all 
01BD: 43@ = current_time_in_ms 
gosub @CESAR1_203 
02A3: enable_widescreen 1 
fade 1 500 
fade 1 500 
fade 1 500 
36@ = 0 

:CESAR1_2481
if 
  36@ == 0 
else_jump @CESAR1_2736 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked($2197)
else_jump @CESAR1_2736 
if 
   Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_2736 
if and
   not Actor.Dead(123@)
   not Car.Wrecked(125@)
else_jump @CESAR1_2736 
01BD: 44@ = current_time_in_ms 
0085: 45@ = 44@ // (int) 
0062: 45@ -= 43@ // (int) 
if and
   not Actor.Dead(123@)
   not Actor.Dead(127@)
else_jump @CESAR1_2736 
Actor.SetImmunities(123@, 1, 1, 1, 1, 1)
Actor.SetImmunities(127@, 1, 1, 1, 1, 1)
054A: set_actor 123@ immune_to_car_headshots 0 
054A: set_actor 127@ immune_to_car_headshots 0 
if 
   not Car.Wrecked(125@)
else_jump @CESAR1_2670 
05EB: assign_car 125@ to_path 172 

:CESAR1_2670
Camera.SetPosition(1786.331, -2120.066, 12.8592, 0.0, 0.0, 0.0)
Camera.PointAt(1787.309, -2120.129, 13.0548, 2)
117@ = Car.Health($2197)
36@ = 2 

:CESAR1_2736
if and
   not Actor.Dead(123@)
   not Car.Wrecked(125@)
else_jump @CESAR1_3200 
if 
  36@ == 1 
else_jump @CESAR1_2881 
if 
0100:   actor 123@ in_sphere 1802.126 -2110.103 12.3902 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CESAR1_2881 
Camera.SetPosition(1825.202, -2100.55, 18.3156, 0.0, 0.0, 0.0)
Camera.PointAt(1824.693, -2101.373, 18.0676, 2)
36@ = 2 

:CESAR1_2881
if 
  36@ == 2 
else_jump @CESAR1_3168 
if 
   not Car.Wrecked(125@)
else_jump @CESAR1_3168 
if 
   Actor.InCar(123@, 125@)
else_jump @CESAR1_3168 
if 
0100:   actor 123@ in_sphere 50@ 51@ 52@ radius 25.0 25.0 25.0 sphere 0 in_car 
else_jump @CESAR1_3168 
if 
860E:   not car 125@ assigned_to_path 
else_jump @CESAR1_3168 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 125@ to 1533.008 -1877.243 12.3828 speed 20.0 1 model #NULL 2 
05D1: AS_actor -1 drive_car 125@ to 53@ 54@ 55@ speed 12.0 1 model #NULL 2 
0616: define_AS_pack_end 49@ 
0618: assign_actor 123@ to_AS_pack 49@ 
072F: enable_car 125@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
Marker.Disable(126@)
126@ = Marker.CreateAboveCar(125@)
07E0: set_marker 126@ type_to 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
35@ = 1 
00BC: show_text_highpriority GXT 'CES1_04' time 5000 flag 2  // ~s~Follow ~b~Cesar ~s~to the race start.
39@ = 2 
01BD: 46@ = current_time_in_ms 
36@ = 3 

:CESAR1_3168
if 
  36@ == 3 
else_jump @CESAR1_3200 
gosub @CESAR1_489 
34@ = 1 

:CESAR1_3200
if 
  34@ == 1 
else_jump @CESAR1_4924 
if 
  36@ == 3 
else_jump @CESAR1_3340 
01BD: 46@ = current_time_in_ms 
if 
   not Actor.Dead(134@)
else_jump @CESAR1_3264 
054A: set_actor 134@ immune_to_car_headshots 0 

:CESAR1_3264
if 
   not Actor.Dead(135@)
else_jump @CESAR1_3287 
054A: set_actor 135@ immune_to_car_headshots 0 

:CESAR1_3287
if 
   not Actor.Dead(136@)
else_jump @CESAR1_3310 
054A: set_actor 136@ immune_to_car_headshots 0 

:CESAR1_3310
if 
   not Actor.Dead(137@)
else_jump @CESAR1_3333 
054A: set_actor 137@ immune_to_car_headshots 0 

:CESAR1_3333
36@ = 4 

:CESAR1_3340
if 
  36@ == 4 
else_jump @CESAR1_4776 
if 
   not Car.Wrecked($2197)
else_jump @CESAR1_4776 
if and
   not Actor.Dead(123@)
   not Car.Wrecked(125@)
else_jump @CESAR1_3883 
062E: unknown_get_actor 123@ task 1489 status_store_to 37@ // ret 7 if not found 
if 
04A4:   37@ == 7 // @ == any 
else_jump @CESAR1_3445 
if 
06FC:   car 125@ stuck_check_enabled 
else_jump @CESAR1_3445 
03CD: disable_car 125@ stuck_check 

:CESAR1_3445
if 
8100:   not actor 123@ in_sphere 53@ 54@ 55@ radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @CESAR1_3627 
Car.StorePos($2197, 119@, 120@, 121@)
Car.StorePos(125@, 128@, 129@, 130@)
0509: 132@ = distance_between_XY 119@ 120@ and_XY 128@ 129@ 
133@ = 1000.0 
0073: 133@ /= 132@ // (float) 
if 
  133@ > 30.0 
else_jump @CESAR1_3581 
133@ = 30.0 

:CESAR1_3581
if 
  12.0 > 133@ 
else_jump @CESAR1_3612 
133@ = 12.0 

:CESAR1_3612
Car.SetMaxSpeed(125@, 133@)
jump @CESAR1_3637 

:CESAR1_3627
Car.SetMaxSpeed(125@, 12.0)

:CESAR1_3637
if 
  38@ == 0 
else_jump @CESAR1_3746 
if 
0100:   actor 123@ in_sphere 53@ 54@ 55@ radius 10.0 10.0 10.0 sphere 0 in_car 
else_jump @CESAR1_3746 
Marker.Disable(126@)
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.
39@ = 5 
38@ = 1 

:CESAR1_3746
if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CESAR1_3883 
if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CESAR1_3883 
if 
  39@ == 0 
else_jump @CESAR1_3883 
if 
  4 > 40@ 
else_jump @CESAR1_3883 
01BD: 46@ = current_time_in_ms 
39@ = 1 
00BE: text_clear_all 
008A: $6961 = 40@ // (int) 
40@ += 1 

:CESAR1_3883
118@ = Car.Health($2197)
if 
001D:   117@ > 118@ // (int) 
else_jump @CESAR1_4053 
if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
else_jump @CESAR1_4053 
if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
else_jump @CESAR1_4053 
if 
  39@ == 0 
else_jump @CESAR1_4053 
if 
  8 > 41@ 
else_jump @CESAR1_4053 
0085: 117@ = 118@ // (int) 
01BD: 46@ = current_time_in_ms 
39@ = 1 
008A: $6961 = 41@ // (int) 
41@ += 1 

:CESAR1_4053
if 
  39@ == 1 
else_jump @CESAR1_4652 
if 
  $6961 == 0 
else_jump @CESAR1_4133 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4133 
111@ = 1 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4133
if 
  $6961 == 1 
else_jump @CESAR1_4195 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4195 
111@ = 2 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4195
if 
  $6961 == 2 
else_jump @CESAR1_4257 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4257 
111@ = 3 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4257
if 
  $6961 == 3 
else_jump @CESAR1_4319 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4319 
111@ = 4 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4319
if 
  $6961 == 4 
else_jump @CESAR1_4381 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4381 
111@ = 5 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4381
if 
  $6961 == 5 
else_jump @CESAR1_4443 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4443 
111@ = 6 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4443
if 
  $6961 == 6 
else_jump @CESAR1_4505 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4505 
111@ = 7 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4505
if 
  $6961 == 7 
else_jump @CESAR1_4567 
if and
  112@ == 0 
  111@ == 0 
else_jump @CESAR1_4567 
111@ = 8 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4567
if 
  $6961 == 8 
else_jump @CESAR1_4652 
00BC: show_text_highpriority GXT 'CES1_04' time 100 flag 1  // ~s~Follow ~b~Cesar ~s~to the race start.
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
if 
  48@ > 5000 
else_jump @CESAR1_4652 
01BD: 46@ = current_time_in_ms 
39@ = 2 

:CESAR1_4652
if 
  39@ == 2 
else_jump @CESAR1_4776 
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
if 
  48@ > 6000 
else_jump @CESAR1_4776 
if and
   not Car.Wrecked(138@)
   not Car.Wrecked(139@)
   not Car.Wrecked(140@)
   not Car.Wrecked(141@)
else_jump @CESAR1_4769 
Car.LockInCurrentPosition(138@) = True
Car.LockInCurrentPosition(139@) = True
Car.LockInCurrentPosition(140@) = True
Car.LockInCurrentPosition(141@) = True

:CESAR1_4769
39@ = 0 

:CESAR1_4776
if and
   not Car.Wrecked(125@)
   not Actor.Dead(123@)
else_jump @CESAR1_4924 
if and
   not Car.Wrecked($2197)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @CESAR1_4924 
if 
   Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_4924 
if 
0100:   actor $PLAYER_ACTOR in_sphere 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @CESAR1_4924 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:CESAR1_4893
if 
fading 
else_jump @CESAR1_4917 
wait 0 
jump @CESAR1_4893 

:CESAR1_4917
jump @CESAR1_4999 

:CESAR1_4924
if 
  34@ == 666 
else_jump @CESAR1_4950 
jump @CESAR1_4957 

:CESAR1_4950
jump @CESAR1_1908 

:CESAR1_4957
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
Model.Destroy(#SAVANNA)
Model.Destroy(#VLA1)
Model.Destroy(#MAJESTIC)
Model.Destroy(#REMINGTN)
Model.Destroy(#BLADE)
return 

:CESAR1_4999
$2336 = 1 
return 

:CESAR1_5008
Marker.Disable(116@)
Marker.Disable(126@)
Marker.Disable(124@)
Marker.Disable(42@)
Model.Destroy(#VLA1)
Car.Destroy(125@)
Car.Destroy(138@)
Car.Destroy(139@)
Car.Destroy(140@)
Car.Destroy(141@)
0296: unload_special_actor 1 
0296: unload_special_actor 2 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
if 
   not 34@ == 666 
else_jump @CESAR1_5104 
fade 0 0 

:CESAR1_5104
return 

:CESAR1_5106
if 
   Car.Wrecked($2197)
else_jump @CESAR1_5146 
00BC: show_text_highpriority GXT 'CES1_08' time 5000 flag 1  // ~r~You destroyed the car!
34@ = 666 

:CESAR1_5146
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Car.Wrecked($2197)
else_jump @CESAR1_5518 
if 
  35@ == 1 
else_jump @CESAR1_5302 
if 
   not Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_5302 
if 
  34@ == 1 
else_jump @CESAR1_5302 
if 
  38@ == 0 
else_jump @CESAR1_5245 
Marker.Disable(126@)

:CESAR1_5245
if 
  38@ == 1 
else_jump @CESAR1_5268 
Marker.Disable(124@)

:CESAR1_5268
39@ = 10 
Marker.Disable(116@)
116@ = Marker.CreateAboveCar($2197)
07E0: set_marker 116@ type_to 1 
35@ = 0 

:CESAR1_5302
if 
  35@ == 0 
else_jump @CESAR1_5518 
if 
  34@ == 1 
else_jump @CESAR1_5353 
00BC: show_text_highpriority GXT 'CES1_06' time 100 flag 1  // ~s~Get back in ~b~the car~s~.

:CESAR1_5353
if 
   Actor.InCar($PLAYER_ACTOR, $2197)
else_jump @CESAR1_5518 
00BE: text_clear_all 
if 
  34@ == 1 
else_jump @CESAR1_5518 
if 
  38@ == 0 
else_jump @CESAR1_5446 
if 
   not Car.Wrecked(125@)
else_jump @CESAR1_5446 
Marker.Disable(126@)
126@ = Marker.CreateAboveCar(125@)
07E0: set_marker 126@ type_to 1 

:CESAR1_5446
if 
  38@ == 1 
else_jump @CESAR1_5499 
Marker.Disable(124@)
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.

:CESAR1_5499
Marker.Disable(116@)
39@ = 0 
35@ = 1 

:CESAR1_5518
return 

//-------------Mission 37---------------
// Originally: Reuniting The Families
// Add your own custom missions here
:DRUGS4       
thread 'DRUGS4'

end_thread 
    
:LA1FIN2   
thread 'LA1FIN2'
        
end_thread 
        
:BCRASH1  
thread 'BCRASH1'
        
end_thread 
        
:CATALIN  
thread 'CATALIN'
        
end_thread 
        
:CAT1     
thread 'CAT1'
        
end_thread 
        
:CAT2     
thread 'CAT2'
        
end_thread 
        
:CAT3     
thread 'CAT3'
        
end_thread 
        
:CAT4       
thread 'CAT4'
        
end_thread 
        
:CATCUT      
thread 'CATCUT'
        
end_thread 
        
:TRUTH1     
thread 'TRUTH1'
        
end_thread 
        
:TRUTH2      
thread 'TRUTH2'
        
end_thread 
        
:BCESAR4     
thread 'BCESAR4 '
        
end_thread 
        
:GARAG1    
thread 'GARAG1'
        
end_thread 
        
:DECON        
thread 'DECON'
        
end_thread 
        
:SCRASH3     
thread 'SCRASH3'
        
end_thread 
        
:SCRASH2   
thread 'SCRASH2'
        
end_thread 
        
:WUZI1      
thread 'WUZI1'
        
end_thread 
        
:FARLIE4   
thread 'FARLIE4'
        
end_thread 
        
:DRIV6    
thread 'DRIV6'
        
end_thread 
        
:WUZI2    
thread 'WUZI2'
        
end_thread 
        
:WUZI5     
thread 'WUZI5'
        
end_thread 
        
:SYN1     
thread 'SYN1'
        
end_thread 
        
:SYN2     
thread 'SYN2'
        
end_thread 
        
:SYN3    
thread 'SYN3'
        
end_thread 
         
:SYND4   
thread 'SYND4'
        
end_thread 
         
:SYN6   
thread 'SYN6'
        
end_thread 
           
:SYN7   
thread 'SYN7'
        
end_thread 
          
:SYN5     
thread 'SYN5'
        
end_thread 
        
:DRIV2     
thread 'DRIV2'
        
end_thread 
        
:DRIV3      
thread 'DRIV3'
        
end_thread 
        
:STEAL1     
thread 'STEAL1'
        
end_thread 
        
:STEAL2    
thread 'STEAL2'
        
end_thread 
        
:STEAL4     
thread 'STEAL4'
        
end_thread 
        
:STEAL5   
thread 'STEAL5'

end_thread  

end_thread
//-------------Mission 71---------------
// Originally: Back to School

:DSKOOL
thread 'DSKOOL' 
gosub @DSKOOL_47 
if 
wasted_or_busted 
else_jump @DSKOOL_38 
gosub @DSKOOL_24457 

:DSKOOL_38
gosub @DSKOOL_24618 
end_thread 

:DSKOOL_47
$ONMISSION = 1 
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_74 
increment_mission_attempts 

:DSKOOL_74
054C: use_GXT_table 'DS' 
if 
  $ONMISSION == 0 
else_jump @DSKOOL_291 
$198 = Car.Create(#BANSHEE, $277, $278, $257)
$196 = Car.Create(#BANSHEE, $277, $278, $257)
$197 = Car.Create(#BANSHEE, $277, $278, $257)
$201[20] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$201[30] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
57@ = Object.Create(#AD_JUMP, $277, $278, $257)
58@ = Object.Create(#AD_JUMP, $277, $278, $257)
59@ = Object.Create(#AD_JUMP, $277, $278, $257)
0376: 55@ = create_random_actor_at 0.0 0.0 100.0 
0376: 56@ = create_random_actor_at 0.0 0.0 100.0 

:DSKOOL_291
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: unknown_text_stuff 1 
wait 0 
fade 0 500 

:DSKOOL_316
if 
fading 
else_jump @DSKOOL_340 
wait 0 
jump @DSKOOL_316 

:DSKOOL_340
34@ = 0 
39@ = 0 
43@ = 0 
44@ = 0 
54@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
48@ = 0 
$247 = 1 
50@ = 1 
$307 = -2050.6 
$308 = -130.0 
$327 = -2031.2 
$328 = -118.0 
$329 = 1034.2 
61@ = 0 
62@ = 0 
63@ = 0 
64@ = 0 
86@ = 0 
87@ = 0 
88@ = 0 
89@ = 0 
90@ = 0 
60@ = 0 
07E5: copy_decision_maker 65542 to 49@ 
Model.Load(#INFERNUS)
Model.Load(#BLISTAC)
Model.Load(#BANSHEE)
Model.Load(#COPCARSF)
Model.Load(#SFPD1)
Model.Load(#TRAFFICCONE)
Model.Load(#TEMP_STINGER2)
Model.Load(#GARYS_LUV_RAMP)
Model.Load(#AD_JUMP)
Model.Load(#AD_ROADMARK1)
Model.Load(#AD_ROADMARK2)
Model.Load(#AD_FINISH)
Model.Load(#TAXI)
Model.Load(#SUPERGT)
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
038B: load_requested_models 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
03D6: remove_styled_text 'FAR_1'  // Back to School
09D2: unknown_flag 0 
01E8: create_forbidden_for_cars_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
Player.ClearWantedLevel($PLAYER_CHAR)
Garage.Deactivate('BODLAWN')
Garage.Deactivate('MODLAST')
Garage.Deactivate('MDSSFSE')
if 
  $1499 == 1 
else_jump @DSKOOL_887 
Garage.Deactivate('MDS1SFS')
Garage.Deactivate('VECMOD')

:DSKOOL_887
0A14: disable_respray_garages 1 
if 
  $5187 == 0 
else_jump @DSKOOL_1425 

:DSKOOL_909
if 
  $5187 == 0 
else_jump @DSKOOL_1425 
wait 0 
if 
  39@ == 0 
else_jump @DSKOOL_1228 
$53 = 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
Actor.PutAt($PLAYER_ACTOR, -2031.7, -116.4, 1034.2)
Actor.Angle($PLAYER_ACTOR) = 86.9
Model.Load(#WMYMECH)
038B: load_requested_models 
0395: clear_area 1 at -2033.2 -116.5 1034.2 radius 30.0 
91@ = Actor.Create(Mission1, #WMYMECH, -2033.2, -116.5, 1034.2)
0A09: set_actor 91@ muted 1 // versionB 
060B: set_actor 91@ decision_maker_to 49@ 
Actor.Angle(91@) = 270.0
0568: set_actor 91@ targetable 1 
0961: unknown_actor 91@ flag 1 
05BA: AS_actor 91@ move_mouth -2 ms 
Camera.SetPosition(-2030.7, -115.8, 1035.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2033.9, -116.1, 1035.7, 2)
61@ = 1 
62@ = 0 
gosub @DSKOOL_46093 
if 
   not Actor.Dead(91@)
else_jump @DSKOOL_1200 
0967: actor 91@ move_mouth 20000 ms 

:DSKOOL_1200
fade 1 1000 
0707: start_scene_skip_to @DSKOOL_1264 
32@ = 0 
39@ = 1 

:DSKOOL_1228
if 
  39@ == 1 
else_jump @DSKOOL_1411 
if 
  61@ == 0 
else_jump @DSKOOL_1411 

:DSKOOL_1264
0701: end_scene_skip 
if 
   not Actor.Dead(91@)
else_jump @DSKOOL_1287 
0968: actor 91@ stop_mouth 

:DSKOOL_1287
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
61@ = 0 
fade 0 500 

:DSKOOL_1311
if 
fading 
else_jump @DSKOOL_1335 
wait 0 
jump @DSKOOL_1311 

:DSKOOL_1335
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
39@ = 0 
$5187 = 1 
fade 1 500 

:DSKOOL_1380
if 
fading 
else_jump @DSKOOL_1404 
wait 0 
jump @DSKOOL_1380 

:DSKOOL_1404
jump @DSKOOL_24457 

:DSKOOL_1411
gosub @DSKOOL_45998 
jump @DSKOOL_909 

:DSKOOL_1425
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
gosub @DSKOOL_30329 
34@ = 0 
39@ = 0 
03F0: enable_text_draw 1 
44@ = 255 
43@ = 2 
if 
  17 > $53 
else_jump @DSKOOL_1516 
008A: $247 = 50@ // (int) 

:DSKOOL_1516
if 
  $247 == 3 
else_jump @DSKOOL_1541 
$247 = 4 

:DSKOOL_1541
if 
  $247 == 6 
else_jump @DSKOOL_1566 
$247 = 7 

:DSKOOL_1566
if 
  $247 == 8 
else_jump @DSKOOL_1591 
$247 = 9 

:DSKOOL_1591
if 
  $247 == 12 
else_jump @DSKOOL_1616 
$247 = 13 

:DSKOOL_1616
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.PutAt($PLAYER_ACTOR, -2035.4, -119.1, 33.2)
Camera.SetAtPos(-2035.4, -119.1, 33.2)
03CF: load_wav 3800 as 3 

:DSKOOL_1671
if 
83D0:   not wav 3 loaded 
else_jump @DSKOOL_1697 
wait 0 
jump @DSKOOL_1671 

:DSKOOL_1697
03D1: play_wav 3 
04FA: reset_interior 0 colors 
0826: enable_hud 0 
0581: enable_radar 0 
fade 1 500 
gosub @DSKOOL_25654 

:DSKOOL_1727
if 
fading 
else_jump @DSKOOL_1758 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_1727 

:DSKOOL_1758
gosub @DSKOOL_25654 

:DSKOOL_1765
wait 0 
if 
0735:   NOP_false 83 
else_jump @DSKOOL_1791 
jump @DSKOOL_24495 

:DSKOOL_1791
gosub @DSKOOL_25654 
if 
  39@ == 0 
else_jump @DSKOOL_2755 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DSKOOL_2113 
50@ -= 1 
$247 -= 1 
if 
  50@ == 3 
else_jump @DSKOOL_1895 
50@ = 2 

:DSKOOL_1895
if 
  50@ == 6 
else_jump @DSKOOL_1920 
50@ = 5 

:DSKOOL_1920
if 
  50@ == 8 
else_jump @DSKOOL_1945 
50@ = 7 

:DSKOOL_1945
if 
  50@ == 12 
else_jump @DSKOOL_1970 
50@ = 11 

:DSKOOL_1970
if 
  $247 == 3 
else_jump @DSKOOL_1995 
$247 = 2 

:DSKOOL_1995
if 
  $247 == 6 
else_jump @DSKOOL_2020 
$247 = 5 

:DSKOOL_2020
if 
  $247 == 8 
else_jump @DSKOOL_2045 
$247 = 7 

:DSKOOL_2045
if 
  $247 == 12 
else_jump @DSKOOL_2070 
$247 = 11 

:DSKOOL_2070
if 
  $53 > 1 
else_jump @DSKOOL_2113 
if 
  4 > 34@ 
else_jump @DSKOOL_2113 
34@ = 3 

:DSKOOL_2113
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DSKOOL_2394 
50@ += 1 
$247 += 1 
if 
  50@ == 3 
else_jump @DSKOOL_2176 
50@ = 4 

:DSKOOL_2176
if 
  50@ == 6 
else_jump @DSKOOL_2201 
50@ = 7 

:DSKOOL_2201
if 
  50@ == 8 
else_jump @DSKOOL_2226 
50@ = 9 

:DSKOOL_2226
if 
  50@ == 12 
else_jump @DSKOOL_2251 
50@ = 13 

:DSKOOL_2251
if 
  $247 == 3 
else_jump @DSKOOL_2276 
$247 = 4 

:DSKOOL_2276
if 
  $247 == 6 
else_jump @DSKOOL_2301 
$247 = 7 

:DSKOOL_2301
if 
  $247 == 8 
else_jump @DSKOOL_2326 
$247 = 9 

:DSKOOL_2326
if 
  $247 == 12 
else_jump @DSKOOL_2351 
$247 = 13 

:DSKOOL_2351
if 
  $53 > 1 
else_jump @DSKOOL_2394 
if 
  4 > 34@ 
else_jump @DSKOOL_2394 
34@ = 3 

:DSKOOL_2394
if 
  1 > $247 
else_jump @DSKOOL_2428 
0084: $247 = $53 // (int) 
008B: 50@ = $53 // (int) 

:DSKOOL_2428
if 
001C:   $247 > $53 // (int) 
else_jump @DSKOOL_2461 
$247 = 1 
50@ = 1 

:DSKOOL_2461
if 
  $53 > 1 
else_jump @DSKOOL_2583 

:DSKOOL_2479
if 
  -100 > $MOVE_AXIS_X 
else_jump @DSKOOL_2531 
wait 0 
gosub @DSKOOL_25654 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @DSKOOL_2479 

:DSKOOL_2531
if 
  $MOVE_AXIS_X > 100 
else_jump @DSKOOL_2583 
wait 0 
gosub @DSKOOL_25654 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @DSKOOL_2531 

:DSKOOL_2583
if 
00E1:   player 0 pressed_key 10 
else_jump @DSKOOL_2618 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_2583 

:DSKOOL_2618
if 
00E1:   player 0 pressed_key 11 
else_jump @DSKOOL_2653 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_2618 

:DSKOOL_2653
if 
00E1:   player 0 pressed_key 16 
else_jump @DSKOOL_2755 
if or
  $247 == 4 
  $247 == 7 
  $247 == 9 
  $247 == 13 
else_jump @DSKOOL_2723 
39@ = 1 
jump @DSKOOL_2755 

:DSKOOL_2723
if 
  4 > 34@ 
else_jump @DSKOOL_2748 
34@ = 3 

:DSKOOL_2748
jump @DSKOOL_3661 

:DSKOOL_2755
if 
  39@ == 1 
else_jump @DSKOOL_3135 
if 
  4 > 34@ 
else_jump @DSKOOL_2798 
34@ = 3 

:DSKOOL_2798
if 
  34@ == 0 
else_jump @DSKOOL_2823 
34@ = 5 

:DSKOOL_2823
gosub @DSKOOL_30100 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 160.0 GXT 'DS1_59'  // Which course?
gosub @DSKOOL_30100 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 100.0 205.0 GXT 'DS1_60'  // ~k~~GO_LEFT~ Counterclockwise
gosub @DSKOOL_30100 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 101.0 231.0 GXT 'DS1_61'  // ~k~~GO_RIGHT~ Clockwise
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DSKOOL_3004 
jump @DSKOOL_3661 

:DSKOOL_3004
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DSKOOL_3135 
if 
  $247 == 4 
else_jump @DSKOOL_3053 
$247 = 3 

:DSKOOL_3053
if 
  $247 == 7 
else_jump @DSKOOL_3078 
$247 = 6 

:DSKOOL_3078
if 
  $247 == 9 
else_jump @DSKOOL_3103 
$247 = 8 

:DSKOOL_3103
if 
  $247 == 13 
else_jump @DSKOOL_3128 
$247 = 12 

:DSKOOL_3128
jump @DSKOOL_3661 

:DSKOOL_3135
if 
0735:   NOP_false 81 
else_jump @DSKOOL_3280 
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_3273 
$107 = 100 
$105 = 100 
$98 = 100 
$96 = 100 
$94 = 100 
$103 = 100 
$91 = 100 
$101 = 100 
$92 = 100 
$102 = 100 
$100 = 100 
$97 = 100 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
$MISSION_BACK_TO_SCHOOL_PASSED = 1 

:DSKOOL_3273
$53 = 16 

:DSKOOL_3280
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_3647 
gosub @DSKOOL_25654 
fade 0 500 

:DSKOOL_3311
if 
fading 
else_jump @DSKOOL_3349 
gosub @DSKOOL_25654 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_3311 

:DSKOOL_3349
gosub @DSKOOL_25654 
040D: unload_wav 3 
00BE: text_clear_all 
04FA: reset_interior 1 colors 
0860: link_actor $PLAYER_ACTOR to_interior 3 
select_interior 3 
04E4: unknown_refresh_game_renderer_at -2031.1 -118.2 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
Actor.PutAt($PLAYER_ACTOR, -2029.7, -115.5, 1034.2)
Actor.Angle($PLAYER_ACTOR) = 0.0
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_3473 
if 
060E:   car $198 assigned_to_path 
else_jump @DSKOOL_3473 
05EC: release_car $198 from_path 

:DSKOOL_3473
Car.Destroy($198)
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Actor.DestroyInstantly(55@)
Actor.DestroyInstantly(56@)
Car.Destroy($196)
Car.Destroy($197)
Object.Destroy(57@)
Object.Destroy(58@)
Object.Destroy(59@)
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
gosub @DSKOOL_35436 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:DSKOOL_3616
if 
fading 
else_jump @DSKOOL_3640 
wait 0 
jump @DSKOOL_3616 

:DSKOOL_3640
jump @DSKOOL_24457 

:DSKOOL_3647
gosub @DSKOOL_29081 
jump @DSKOOL_1765 

:DSKOOL_3661
fade 0 500 

:DSKOOL_3668
if 
fading 
else_jump @DSKOOL_3699 
wait 0 
gosub @DSKOOL_25654 
jump @DSKOOL_3668 

:DSKOOL_3699
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_3720 
05EC: release_car $198 from_path 

:DSKOOL_3720
040D: unload_wav 3 
Car.Destroy($198)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Actor.DestroyInstantly(55@)
Actor.DestroyInstantly(56@)
Car.Destroy($196)
Car.Destroy($197)
Car.Destroy($198)
Object.Destroy(57@)
Object.Destroy(58@)
Object.Destroy(59@)
gosub @DSKOOL_35436 
34@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  $247 == 1 
else_jump @DSKOOL_5391 

:DSKOOL_3836
gosub @DSKOOL_30220 

:DSKOOL_3843
$258 = 180.0 
$253 = 11000 
gosub @DSKOOL_30329 
$198 = Car.Create(#INFERNUS, $255, $256, $257)
Car.Angle($198) = 180.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_3997 
Camera.SetPosition(-2028.3, -143.0, 38.4, 0.0, 0.0, 0.0)
Camera.PointAt(-2052.3, -129.9, 34.2, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_3995 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_3995
return 

:DSKOOL_3997
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.
gosub @DSKOOL_31041 

:DSKOOL_4067
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_4102 
$325 = 2 
jump @DSKOOL_5329 

:DSKOOL_4102
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_4134 
jump @DSKOOL_24457 

:DSKOOL_4134
if 
  $249 == 0 
else_jump @DSKOOL_4216 
if 
   not $325 == 2 
else_jump @DSKOOL_4202 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.

:DSKOOL_4202
gosub @DSKOOL_31215 
jump @DSKOOL_5384 

:DSKOOL_4216
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_5384 
gosub @DSKOOL_31535 
$258 = Car.Angle($198)
if 
  $274 == 0 
else_jump @DSKOOL_4321 
if 
  $258 > 80.0 
else_jump @DSKOOL_4321 
if 
  90.0 > $258 
else_jump @DSKOOL_4321 
$274 = 1 
40@ = 1 

:DSKOOL_4321
if 
  40@ == 1 
else_jump @DSKOOL_4540 
if 
  $274 == 1 
else_jump @DSKOOL_4406 
if 
  $258 > 350.0 
else_jump @DSKOOL_4406 
if 
  360.0 > $258 
else_jump @DSKOOL_4406 
$274 = 2 

:DSKOOL_4406
if 
  $274 == 2 
else_jump @DSKOOL_4473 
if 
  $258 > 270.0 
else_jump @DSKOOL_4473 
if 
  280.0 > $258 
else_jump @DSKOOL_4473 
$274 = 3 

:DSKOOL_4473
if 
  $274 == 3 
else_jump @DSKOOL_4540 
if 
  $258 > 170.0 
else_jump @DSKOOL_4540 
if 
  180.0 > $258 
else_jump @DSKOOL_4540 
$274 = 4 

:DSKOOL_4540
if 
  $274 == 0 
else_jump @DSKOOL_4614 
if 
  $258 > 270.0 
else_jump @DSKOOL_4614 
if 
  280.0 > $258 
else_jump @DSKOOL_4614 
40@ = 2 
$274 = 1 

:DSKOOL_4614
if 
  40@ == 2 
else_jump @DSKOOL_4833 
if 
  $274 == 1 
else_jump @DSKOOL_4699 
if 
  $258 > 350.0 
else_jump @DSKOOL_4699 
if 
  360.0 > $258 
else_jump @DSKOOL_4699 
$274 = 2 

:DSKOOL_4699
if 
  $274 == 2 
else_jump @DSKOOL_4766 
if 
  $258 > 80.0 
else_jump @DSKOOL_4766 
if 
  90.0 > $258 
else_jump @DSKOOL_4766 
$274 = 3 

:DSKOOL_4766
if 
  $274 == 3 
else_jump @DSKOOL_4833 
if 
  $258 > 170.0 
else_jump @DSKOOL_4833 
if 
  180.0 > $258 
else_jump @DSKOOL_4833 
$274 = 4 

:DSKOOL_4833
if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
  $253 == 0 
else_jump @DSKOOL_5384 
gosub @DSKOOL_31569 
gosub @DSKOOL_31609 
if 
  $274 == 4 
else_jump @DSKOOL_4902 
$266 = 100 

:DSKOOL_4902
if 
  $274 == 3 
else_jump @DSKOOL_4927 
$266 = 75 

:DSKOOL_4927
if 
  $274 == 2 
else_jump @DSKOOL_4952 
$266 = 50 

:DSKOOL_4952
if 
  $274 == 1 
else_jump @DSKOOL_4977 
$266 = 25 

:DSKOOL_4977
if 
  $274 == 0 
else_jump @DSKOOL_5002 
$266 = 0 

:DSKOOL_5002
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_5050 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_5050
if 
  $274 == 0 
else_jump @DSKOOL_5075 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_5075
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $107 // (int) 
else_jump @DSKOOL_5145 
008B: 47@ = $107 // (int) 
0084: $107 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_5152 

:DSKOOL_5145
45@ = 0 

:DSKOOL_5152
if 
  $53 == 1 
else_jump @DSKOOL_5216 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_5216 
41@ = 2 
$53 = 2 
$325 = 2 
50@ = 2 

:DSKOOL_5216
32@ = 0 

:DSKOOL_5223
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_5283 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_5283 
$325 = 2 
jump @DSKOOL_5329 

:DSKOOL_5283
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_5322 
jump @DSKOOL_5329 

:DSKOOL_5322
jump @DSKOOL_5223 

:DSKOOL_5329
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_5377 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_5384 

:DSKOOL_5377
jump @DSKOOL_3836 

:DSKOOL_5384
jump @DSKOOL_4067 

:DSKOOL_5391
if 
  $247 == 2 
else_jump @DSKOOL_6710 

:DSKOOL_5409
gosub @DSKOOL_30220 

:DSKOOL_5416
$258 = 0.0 
$253 = 11000 
gosub @DSKOOL_30329 
$198 = Car.Create(#BLISTAC, $255, $256, $257)
Car.Angle($198) = 180.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_5570 
Camera.SetPosition(-2060.2, -227.3, 36.6, 0.0, 0.0, 0.0)
Camera.PointAt(-2049.5, -210.6, 34.0, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_5568 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_5568
return 

:DSKOOL_5570
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.
gosub @DSKOOL_31041 

:DSKOOL_5698
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_5733 
$325 = 2 
jump @DSKOOL_6648 

:DSKOOL_5733
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_5765 
jump @DSKOOL_24457 

:DSKOOL_5765
if 
  $249 == 0 
else_jump @DSKOOL_5847 
if 
   not $325 == 2 
else_jump @DSKOOL_5833 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.

:DSKOOL_5833
gosub @DSKOOL_31215 
jump @DSKOOL_6703 

:DSKOOL_5847
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_6703 
gosub @DSKOOL_31535 
if 
  $274 == 0 
else_jump @DSKOOL_5925 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_5925 
$274 = 1 

:DSKOOL_5925
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_6703 
gosub @DSKOOL_31569 
gosub @DSKOOL_31609 
if 
  $274 == 0 
else_jump @DSKOOL_5980 
$267 = 0 

:DSKOOL_5980
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_6028 
$266 = 100 
jump @DSKOOL_6321 

:DSKOOL_6028
if 
  $252 == 360 
else_jump @DSKOOL_6061 
$266 = 100 
jump @DSKOOL_6321 

:DSKOOL_6061
if 
  $252 > 0 
else_jump @DSKOOL_6104 
if 
  21 > $252 
else_jump @DSKOOL_6104 
$266 = 100 

:DSKOOL_6104
if 
  $252 > 179 
else_jump @DSKOOL_6191 
if 
  340 > $252 
else_jump @DSKOOL_6191 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @DSKOOL_6321 

:DSKOOL_6191
if 
  $252 > 339 
else_jump @DSKOOL_6236 
if 
  360 > $252 
else_jump @DSKOOL_6236 
$266 = 100 

:DSKOOL_6236
if 
  $252 > 20 
else_jump @DSKOOL_6321 
if 
  180 > $252 
else_jump @DSKOOL_6321 
008D: $276 = integer $252 to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_6321 

:DSKOOL_6321
if 
  1 > $266 
else_jump @DSKOOL_6346 
$266 = 0 

:DSKOOL_6346
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_6394 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_6394
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $105 // (int) 
else_jump @DSKOOL_6464 
008B: 47@ = $105 // (int) 
0084: $105 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_6471 

:DSKOOL_6464
45@ = 0 

:DSKOOL_6471
if 
  $53 == 2 
else_jump @DSKOOL_6535 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_6535 
41@ = 2 
$53 = 4 
$325 = 2 
50@ = 4 

:DSKOOL_6535
32@ = 0 

:DSKOOL_6542
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_6602 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_6602 
$325 = 2 
jump @DSKOOL_6648 

:DSKOOL_6602
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_6641 
jump @DSKOOL_6648 

:DSKOOL_6641
jump @DSKOOL_6542 

:DSKOOL_6648
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_6696 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_6703 

:DSKOOL_6696
jump @DSKOOL_5409 

:DSKOOL_6703
jump @DSKOOL_5698 

:DSKOOL_6710
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_8322 

:DSKOOL_6735
gosub @DSKOOL_30220 

:DSKOOL_6742
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30329 
if 
  $247 == 3 
else_jump @DSKOOL_6795 
$255 += 20.0 

:DSKOOL_6795
if 
  $247 == 4 
else_jump @DSKOOL_6823 
$255 -= 20.0 

:DSKOOL_6823
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_6950 
Camera.SetPosition(-2022.6, -173.4, 36.2, 0.0, 0.0, 0.0)
Camera.PointAt(-2034.2, -165.4, 34.5, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_6948 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_6948
return 

:DSKOOL_6950
if 
  $247 == 3 
else_jump @DSKOOL_7004 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 40.0 37.0 0.0 
jump @DSKOOL_7033 

:DSKOOL_7004
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -40.0 37.0 0.0 

:DSKOOL_7033
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.
gosub @DSKOOL_31041 

:DSKOOL_7074
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_7109 
$325 = 2 
jump @DSKOOL_8260 

:DSKOOL_7109
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_7141 
jump @DSKOOL_24457 

:DSKOOL_7141
if 
  $249 == 0 
else_jump @DSKOOL_7223 
if 
   not $325 == 2 
else_jump @DSKOOL_7209 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.

:DSKOOL_7209
gosub @DSKOOL_31215 
jump @DSKOOL_8315 

:DSKOOL_7223
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_8315 
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_8315 
gosub @DSKOOL_31569 
if 
  $247 == 3 
else_jump @DSKOOL_7310 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
jump @DSKOOL_7326 

:DSKOOL_7310
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_7326
gosub @DSKOOL_31609 
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_7381 
$266 = 0 
jump @DSKOOL_7933 

:DSKOOL_7381
if 
  $252 == 360 
else_jump @DSKOOL_7414 
$266 = 0 
jump @DSKOOL_7933 

:DSKOOL_7414
if 
  $247 == 3 
else_jump @DSKOOL_7683 
if 
  $252 == 90 
else_jump @DSKOOL_7464 
$266 = 100 
jump @DSKOOL_7933 

:DSKOOL_7464
if 
  $252 > 0 
else_jump @DSKOOL_7533 
if 
  85 > $252 
else_jump @DSKOOL_7533 
008D: $276 = integer $252 to_float 
$276 *= 1.16 
008C: $266 = float $276 to_integer 
jump @DSKOOL_7933 

:DSKOOL_7533
if 
  $252 > 84 
else_jump @DSKOOL_7576 
if 
  96 > $252 
else_jump @DSKOOL_7576 
$266 = 100 

:DSKOOL_7576
if 
  $252 > 95 
else_jump @DSKOOL_7676 
if 
  360 > $252 
else_jump @DSKOOL_7676 
0084: $273 = $252 // (int) 
$273 -= 90 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_7933 

:DSKOOL_7676
jump @DSKOOL_7933 

:DSKOOL_7683
if 
  $252 == 270 
else_jump @DSKOOL_7716 
$266 = 100 
jump @DSKOOL_7933 

:DSKOOL_7716
if 
  $252 > 0 
else_jump @DSKOOL_7786 
if 
  265 > $252 
else_jump @DSKOOL_7786 
008D: $276 = integer $252 to_float 
$276 *= 0.37 
008C: $266 = float $276 to_integer 
jump @DSKOOL_7933 

:DSKOOL_7786
if 
  $252 > 264 
else_jump @DSKOOL_7831 
if 
  276 > $252 
else_jump @DSKOOL_7831 
$266 = 100 

:DSKOOL_7831
if 
  $252 > 275 
else_jump @DSKOOL_7933 
if 
  360 > $252 
else_jump @DSKOOL_7933 
0084: $273 = $252 // (int) 
$273 -= 270 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_7933 

:DSKOOL_7933
if 
  1 > $266 
else_jump @DSKOOL_7958 
$266 = 0 

:DSKOOL_7958
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_8006 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_8006
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $98 // (int) 
else_jump @DSKOOL_8076 
008B: 47@ = $98 // (int) 
0084: $98 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_8083 

:DSKOOL_8076
45@ = 0 

:DSKOOL_8083
if 
  $53 == 4 
else_jump @DSKOOL_8147 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_8147 
41@ = 2 
$53 = 5 
$325 = 2 
50@ = 5 

:DSKOOL_8147
32@ = 0 

:DSKOOL_8154
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_8214 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_8214 
$325 = 2 
jump @DSKOOL_8260 

:DSKOOL_8214
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_8253 
jump @DSKOOL_8260 

:DSKOOL_8253
jump @DSKOOL_8154 

:DSKOOL_8260
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_8308 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_8315 

:DSKOOL_8308
jump @DSKOOL_6735 

:DSKOOL_8315
jump @DSKOOL_7074 

:DSKOOL_8322
if 
  $247 == 5 
else_jump @DSKOOL_9825 

:DSKOOL_8340
gosub @DSKOOL_30220 

:DSKOOL_8347
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30329 
$198 = Car.Create(#COPCARSF, $255, $256, $257)
Car.Angle($198) = $258
0407: store_coords_to $255 $256 $257 from_car $198 with_offset 2.0 38.0 -0.5 
0407: store_coords_to $277 $278 $257 from_car $198 with_offset -2.0 40.0 -0.5 
59@ = Object.Create(#TEMP_STINGER2, -2050.8, -167.0, 34.6)
Object.Angle(59@) = 90.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_8595 
Camera.SetPosition(-2047.7, -243.3, 37.0, 0.0, 0.0, 0.0)
Camera.PointAt(-2049.7, -227.4, 34.1, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_8593 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_8593
return 

:DSKOOL_8595
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 104.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.
gosub @DSKOOL_31041 

:DSKOOL_8665
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_8700 
$325 = 2 
jump @DSKOOL_9758 

:DSKOOL_8700
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_8732 
jump @DSKOOL_24457 

:DSKOOL_8732
if 
  $249 == 0 
else_jump @DSKOOL_8814 
if 
   not $325 == 2 
else_jump @DSKOOL_8800 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.

:DSKOOL_8800
gosub @DSKOOL_31215 
jump @DSKOOL_9818 

:DSKOOL_8814
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_9818 
gosub @DSKOOL_31535 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $255 $256 cornerB $277 $278 
else_jump @DSKOOL_8892 
if 
8496:   not tire 3 on_car $198 deflated 
else_jump @DSKOOL_8892 
04FE: deflate_tire 3 on_car $198 

:DSKOOL_8892
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_9818 
gosub @DSKOOL_31569 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 1.0 
else_jump @DSKOOL_9068 
if 
  10.0 > $259 
else_jump @DSKOOL_9054 
$259 -= 1.0 
$259 *= 11.0 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_9061 

:DSKOOL_9054
$267 = 0 

:DSKOOL_9061
jump @DSKOOL_9075 

:DSKOOL_9068
$267 = 100 

:DSKOOL_9075
if 
8496:   not tire 3 on_car $198 deflated 
else_jump @DSKOOL_9100 
$267 = 0 

:DSKOOL_9100
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_9148 
$266 = 0 
jump @DSKOOL_9431 

:DSKOOL_9148
if 
  $252 == 180 
else_jump @DSKOOL_9181 
$266 = 100 
jump @DSKOOL_9431 

:DSKOOL_9181
if 
  $252 == 360 
else_jump @DSKOOL_9214 
$266 = 0 
jump @DSKOOL_9431 

:DSKOOL_9214
if 
  $252 > 0 
else_jump @DSKOOL_9284 
if 
  175 > $252 
else_jump @DSKOOL_9284 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_9431 

:DSKOOL_9284
if 
  $252 > 174 
else_jump @DSKOOL_9329 
if 
  186 > $252 
else_jump @DSKOOL_9329 
$266 = 100 

:DSKOOL_9329
if 
  $252 > 185 
else_jump @DSKOOL_9431 
if 
  360 > $252 
else_jump @DSKOOL_9431 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_9431 

:DSKOOL_9431
if 
  1 > $266 
else_jump @DSKOOL_9456 
$266 = 0 

:DSKOOL_9456
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_9504 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_9504
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $96 // (int) 
else_jump @DSKOOL_9574 
008B: 47@ = $96 // (int) 
0084: $96 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_9581 

:DSKOOL_9574
45@ = 0 

:DSKOOL_9581
if 
  $53 == 5 
else_jump @DSKOOL_9645 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_9645 
41@ = 2 
$53 = 7 
$325 = 2 
50@ = 7 

:DSKOOL_9645
32@ = 0 

:DSKOOL_9652
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_9712 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_9712 
$325 = 2 
jump @DSKOOL_9758 

:DSKOOL_9712
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_9751 
jump @DSKOOL_9758 

:DSKOOL_9751
jump @DSKOOL_9652 

:DSKOOL_9758
gosub @DSKOOL_35152 
Object.Destroy(59@)
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_9811 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_9818 

:DSKOOL_9811
jump @DSKOOL_8340 

:DSKOOL_9818
jump @DSKOOL_8665 

:DSKOOL_9825
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_11927 

:DSKOOL_9850
gosub @DSKOOL_30220 

:DSKOOL_9857
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
gosub @DSKOOL_35490 
if 
  $247 == 6 
else_jump @DSKOOL_10186 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 50.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $313 $314 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 38.0 0.0 
0407: store_coords_to $315 $316 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $317 $318 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 -4.0 0.0 
0407: store_coords_to $321 $322 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 8.0 0.0 
59@ = Object.Create(#AD_FINISH, -2050.5, -135.5, 34.35)

:DSKOOL_10186
if 
  $247 == 7 
else_jump @DSKOOL_10510 
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 50.0 0.0 
0407: store_coords_to $313 $314 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $315 $316 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 38.0 0.0 
0407: store_coords_to $317 $318 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $TEMPVAR_Z_COORD from_car $198 with_offset -4.0 -4.0 0.0 
0407: store_coords_to $321 $322 $TEMPVAR_Z_COORD from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 8.0 0.0 
0407: store_coords_to $277 $278 $TEMPVAR_Z_COORD from_car $198 with_offset 8.0 0.0 0.0 
59@ = Object.Create(#AD_FINISH, -2058.5, -135.5, 34.35)
Car.PutAt($198, $277, $278, $TEMPVAR_Z_COORD)
Car.Angle($198) = $258

:DSKOOL_10510
if 
  34@ == 0 
else_jump @DSKOOL_10605 
Camera.SetPosition(-2054.6, -109.1, 36.4, 0.0, 0.0, 0.0)
Camera.PointAt(-2054.6, -122.0, 34.2, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_10603 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_10603
return 

:DSKOOL_10605
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.
gosub @DSKOOL_31041 

:DSKOOL_10646
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_10681 
$325 = 2 
jump @DSKOOL_11860 

:DSKOOL_10681
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_10713 
jump @DSKOOL_24457 

:DSKOOL_10713
if 
  $249 == 0 
else_jump @DSKOOL_10795 
if 
   not $325 == 2 
else_jump @DSKOOL_10781 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.

:DSKOOL_10781
gosub @DSKOOL_31215 
jump @DSKOOL_11920 

:DSKOOL_10795
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_11920 
if 
  $253 > 90000 
else_jump @DSKOOL_10839 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_10839
if 
  $273 == 0 
else_jump @DSKOOL_10894 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_10894 
$273 = 1 

:DSKOOL_10894
if 
  $273 == 1 
else_jump @DSKOOL_10949 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $313 $314 cornerB $315 $316 
else_jump @DSKOOL_10949 
$273 = 2 

:DSKOOL_10949
if 
  $273 == 2 
else_jump @DSKOOL_11004 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $317 $318 cornerB $319 $320 
else_jump @DSKOOL_11004 
$273 = 3 

:DSKOOL_11004
if 
  $273 == 3 
else_jump @DSKOOL_11066 
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $321 $322 cornerB $323 $324 
else_jump @DSKOOL_11066 
$254 += 1 
$273 = 0 

:DSKOOL_11066
00BE: text_clear_all 
if 
  4 > $254 
else_jump @DSKOOL_11127 
0084: $275 = $254 // (int) 
$275 += 1 
01E5: show_text_1number_highpriority GXT 'DS1_73' number $275 time 5000 flag 4  // Lap ~1~ of 5
jump @DSKOOL_11143 

:DSKOOL_11127
00BC: show_text_highpriority GXT 'DS1_74' time 5000 flag 4  // Final Lap

:DSKOOL_11143
if or
01C1:   car $198 stopped 
  $254 == 5 
else_jump @DSKOOL_11920 
gosub @DSKOOL_31569 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
$301 /= 1000 
0084: $302 = $301 // (int) 
$302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
$302 /= 10 
$270 = 0 
if 
  5 > $254 
else_jump @DSKOOL_11283 
$270 = 0 
jump @DSKOOL_11541 

:DSKOOL_11283
if 
  36000 > $273 
else_jump @DSKOOL_11311 
$270 = 100 

:DSKOOL_11311
if 
  $273 >= 36000 
else_jump @DSKOOL_11412 
if 
  40000 > $273 
else_jump @DSKOOL_11412 
0084: $274 = $273 // (int) 
$274 -= 35999 
008D: $276 = integer $274 to_float 
$276 *= 0.0075 
008C: $273 = float $276 to_integer 
$270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_11412
if 
  $273 >= 40000 
else_jump @DSKOOL_11513 
if 
  45000 > $273 
else_jump @DSKOOL_11513 
0084: $274 = $273 // (int) 
$274 -= 39999 
008D: $276 = integer $274 to_float 
$276 *= 0.0138 
008C: $273 = float $276 to_integer 
$270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_11513
if 
  $273 >= 45000 
else_jump @DSKOOL_11541 
$270 = 0 

:DSKOOL_11541
if 
  1 > $270 
else_jump @DSKOOL_11566 
$270 = 0 

:DSKOOL_11566
if 
  $270 > 99 
else_jump @DSKOOL_11591 
$270 = 100 

:DSKOOL_11591
0084: $CURRENT_FLIGHT_RECORD = $270 // (int) 
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $94 // (int) 
else_jump @DSKOOL_11669 
008B: 47@ = $94 // (int) 
0084: $94 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_11676 

:DSKOOL_11669
45@ = 0 

:DSKOOL_11676
if 
  $53 == 7 
else_jump @DSKOOL_11740 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_11740 
41@ = 2 
$53 = 9 
$325 = 2 
50@ = 9 

:DSKOOL_11740
$254 = 6 
32@ = 0 

:DSKOOL_11754
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_11814 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_11814 
$325 = 2 
jump @DSKOOL_11860 

:DSKOOL_11814
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_11853 
jump @DSKOOL_11860 

:DSKOOL_11853
jump @DSKOOL_11754 

:DSKOOL_11860
gosub @DSKOOL_35152 
Object.Destroy(59@)
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_11913 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_11920 

:DSKOOL_11913
jump @DSKOOL_9850 

:DSKOOL_11920
jump @DSKOOL_10646 

:DSKOOL_11927
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_13423 

:DSKOOL_11952
gosub @DSKOOL_30220 

:DSKOOL_11959
Model.Load(#BANSHEE)

:DSKOOL_11964
if 
   not Model.Available(#BANSHEE)
else_jump @DSKOOL_11991 
wait 0 
jump @DSKOOL_11964 

:DSKOOL_11991
$258 = 180.0 
$253 = 11000 
gosub @DSKOOL_30329 
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
59@ = Object.Create(#AD_ROADMARK1, -2050.0, -172.5, 34.35)
Object.Angle(59@) = 180.0
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_12176 
Camera.SetPosition(-2042.1, -223.4, 36.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2049.1, -210.0, 34.8, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_12174 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_12174
return 

:DSKOOL_12176
0400: store_coords_to $282 $283 $284 from_object $201[15] with_offset 0.0 5.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.
gosub @DSKOOL_31041 

:DSKOOL_12275
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_12310 
$325 = 2 
jump @DSKOOL_13356 

:DSKOOL_12310
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_12342 
jump @DSKOOL_24457 

:DSKOOL_12342
if 
  $249 == 0 
else_jump @DSKOOL_12424 
if 
   not $325 == 2 
else_jump @DSKOOL_12410 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.

:DSKOOL_12410
gosub @DSKOOL_31215 
jump @DSKOOL_13416 

:DSKOOL_12424
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_13416 
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -126.0 cornerB -2058.0 -220.0 
else_jump @DSKOOL_12485 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_12485
if 
  $254 == 0 
else_jump @DSKOOL_12552 
if 
01AF:   car $198 sphere 1 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
else_jump @DSKOOL_12552 
$254 = 1 

:DSKOOL_12552
if 
  $254 == 1 
else_jump @DSKOOL_12619 
if 
01B0:   car $198 sphere 1 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 stopped 
else_jump @DSKOOL_12619 
$254 = 2 

:DSKOOL_12619
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_13416 
gosub @DSKOOL_31569 
if 
  $254 > 0 
else_jump @DSKOOL_12681 
gosub @DSKOOL_31609 
jump @DSKOOL_12688 

:DSKOOL_12681
$267 = 0 

:DSKOOL_12688
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_12736 
$266 = 100 
jump @DSKOOL_13029 

:DSKOOL_12736
if 
  $252 == 360 
else_jump @DSKOOL_12769 
$266 = 100 
jump @DSKOOL_13029 

:DSKOOL_12769
if 
  $252 > 0 
else_jump @DSKOOL_12812 
if 
  21 > $252 
else_jump @DSKOOL_12812 
$266 = 100 

:DSKOOL_12812
if 
  $252 > 179 
else_jump @DSKOOL_12899 
if 
  340 > $252 
else_jump @DSKOOL_12899 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @DSKOOL_13029 

:DSKOOL_12899
if 
  $252 > 339 
else_jump @DSKOOL_12944 
if 
  360 > $252 
else_jump @DSKOOL_12944 
$266 = 100 

:DSKOOL_12944
if 
  $252 > 20 
else_jump @DSKOOL_13029 
if 
  180 > $252 
else_jump @DSKOOL_13029 
008D: $276 = integer $252 to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_13029 

:DSKOOL_13029
if 
  1 > $266 
else_jump @DSKOOL_13054 
$266 = 0 

:DSKOOL_13054
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_13102 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_13102
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $103 // (int) 
else_jump @DSKOOL_13172 
008B: 47@ = $103 // (int) 
0084: $103 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_13179 

:DSKOOL_13172
45@ = 0 

:DSKOOL_13179
if 
  $53 == 9 
else_jump @DSKOOL_13243 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_13243 
41@ = 2 
$53 = 10 
$325 = 2 
50@ = 10 

:DSKOOL_13243
32@ = 0 

:DSKOOL_13250
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_13310 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_13310 
$325 = 2 
jump @DSKOOL_13356 

:DSKOOL_13310
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_13349 
jump @DSKOOL_13356 

:DSKOOL_13349
jump @DSKOOL_13250 

:DSKOOL_13356
gosub @DSKOOL_35152 
Object.Destroy(59@)
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_13409 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_13416 

:DSKOOL_13409
jump @DSKOOL_11952 

:DSKOOL_13416
jump @DSKOOL_12275 

:DSKOOL_13423
if 
  $247 == 10 
else_jump @DSKOOL_15321 

:DSKOOL_13441
gosub @DSKOOL_30220 

:DSKOOL_13448
$258 = 270.0 
$253 = 6000 
gosub @DSKOOL_30329 
0086: $277 = $255 // (float) 
$277 += 6.0 
0086: $278 = $256 // (float) 
$278 -= 75.0 
$196 = Car.Create(#BANSHEE, $277, $278, $257)
Car.Angle($196) = $258
Car.LockInCurrentPosition($196) = True
0086: $277 = $255 // (float) 
$277 -= 6.0 
0086: $278 = $256 // (float) 
$278 -= 75.0 
$197 = Car.Create(#BANSHEE, $277, $278, $257)
Car.Angle($197) = $258
Car.LockInCurrentPosition($197) = True
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
$198 = Car.Create(#BANSHEE, $277, $278, $257)
Car.Angle($198) = 180.0
if 
  34@ == 0 
else_jump @DSKOOL_13747 
Camera.SetPosition(-2045.8, -210.5, 35.3, 0.0, 0.0, 0.0)
Camera.PointAt(-2053.5, -198.1, 34.2, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_13745 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_13745
return 

:DSKOOL_13747
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.
gosub @DSKOOL_31041 

:DSKOOL_13788
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_13823 
$325 = 2 
jump @DSKOOL_15256 

:DSKOOL_13823
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_13855 
jump @DSKOOL_24457 

:DSKOOL_13855
if 
  $249 == 0 
else_jump @DSKOOL_13937 
if 
   not $325 == 2 
else_jump @DSKOOL_13923 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.

:DSKOOL_13923
gosub @DSKOOL_31215 
jump @DSKOOL_15314 

:DSKOOL_13937
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_15314 
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_15314 
gosub @DSKOOL_31569 
$256 -= 75.0 
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 0.5 
else_jump @DSKOOL_14130 
if 
  5.0 > $259 
else_jump @DSKOOL_14116 
$259 -= 0.5 
$259 *= 22.0 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_14123 

:DSKOOL_14116
$267 = 0 

:DSKOOL_14123
jump @DSKOOL_14137 

:DSKOOL_14130
$267 = 100 

:DSKOOL_14137
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_14193 
$266 = 0 
jump @DSKOOL_14737 

:DSKOOL_14193
if 
  $252 == 90 
else_jump @DSKOOL_14225 
$266 = 100 
jump @DSKOOL_14737 

:DSKOOL_14225
if 
  $252 == 180 
else_jump @DSKOOL_14258 
$266 = 0 
jump @DSKOOL_14737 

:DSKOOL_14258
if 
  $252 == 270 
else_jump @DSKOOL_14291 
$266 = 100 
jump @DSKOOL_14737 

:DSKOOL_14291
if 
  $252 > 0 
else_jump @DSKOOL_14360 
if 
  85 > $252 
else_jump @DSKOOL_14360 
008D: $276 = integer $252 to_float 
$276 *= 1.16 
008C: $266 = float $276 to_integer 
jump @DSKOOL_14737 

:DSKOOL_14360
if 
  $252 > 84 
else_jump @DSKOOL_14403 
if 
  96 > $252 
else_jump @DSKOOL_14403 
$266 = 100 

:DSKOOL_14403
if 
  $252 > 95 
else_jump @DSKOOL_14503 
if 
  180 > $252 
else_jump @DSKOOL_14503 
0084: $273 = $252 // (int) 
$273 -= 90 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_14737 

:DSKOOL_14503
if 
  $252 > 180 
else_jump @DSKOOL_14590 
if 
  265 > $252 
else_jump @DSKOOL_14590 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $266 = float $276 to_integer 
jump @DSKOOL_14737 

:DSKOOL_14590
if 
  $252 > 264 
else_jump @DSKOOL_14635 
if 
  276 > $252 
else_jump @DSKOOL_14635 
$266 = 100 

:DSKOOL_14635
if 
  $252 > 275 
else_jump @DSKOOL_14737 
if 
  360 > $252 
else_jump @DSKOOL_14737 
0084: $273 = $252 // (int) 
$273 -= 270 
008D: $276 = integer $273 to_float 
$276 *= 1.16 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_14737 

:DSKOOL_14737
if 
  1 > $266 
else_jump @DSKOOL_14762 
$266 = 0 

:DSKOOL_14762
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_14810 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_14810
gosub @DSKOOL_31763 
$269 = 200 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_14897 
$261 = Car.Health($196)
$264 = 1000 
0060: $264 -= $261 // (int) 
$264 /= 10 
if 
  $264 > 100 
else_jump @DSKOOL_14897 
$264 = 100 

:DSKOOL_14897
if 
   not Car.Wrecked($197)
else_jump @DSKOOL_14969 
$262 = Car.Health($197)
$265 = 1000 
0060: $265 -= $262 // (int) 
$265 /= 10 
if 
  $265 > 100 
else_jump @DSKOOL_14969 
$265 = 100 

:DSKOOL_14969
0084: $269 = $264 // (int) 
0058: $269 += $265 // (int) 
0084: $272 = $268 // (int) 
0058: $272 += $269 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $91 // (int) 
else_jump @DSKOOL_15072 
008B: 47@ = $91 // (int) 
0084: $91 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_15079 

:DSKOOL_15072
45@ = 0 

:DSKOOL_15079
if 
  $53 == 10 
else_jump @DSKOOL_15143 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_15143 
41@ = 2 
$53 = 11 
$325 = 2 
50@ = 11 

:DSKOOL_15143
32@ = 0 

:DSKOOL_15150
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_15210 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_15210 
$325 = 2 
jump @DSKOOL_15256 

:DSKOOL_15210
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_15249 
jump @DSKOOL_15256 

:DSKOOL_15249
jump @DSKOOL_15150 

:DSKOOL_15256
gosub @DSKOOL_35152 
Car.Destroy($196)
Car.Destroy($197)
if 
  $325 == 2 
else_jump @DSKOOL_15307 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_15314 

:DSKOOL_15307
jump @DSKOOL_13441 

:DSKOOL_15314
jump @DSKOOL_13788 

:DSKOOL_15321
if 
  $247 == 11 
else_jump @DSKOOL_16925 

:DSKOOL_15339
gosub @DSKOOL_30220 

:DSKOOL_15346
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$198 = Car.Create(#BANSHEE, $255, $256, $257)
Car.Angle($198) = $258
0086: $277 = $255 // (float) 
$277 += 1.0 
0086: $278 = $256 // (float) 
$278 -= 25.0 
$258 = 90.0 
58@ = Object.Create(#GARYS_LUV_RAMP, $277, $278, $257)
Object.Angle(58@) = 270.0
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -50.0 30.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 50.0 200.0 0.0 
if 
  34@ == 0 
else_jump @DSKOOL_15621 
Camera.SetPosition(-2052.6, -138.4, 34.9, 0.0, 0.0, 0.0)
Camera.PointAt(-2044.2, -208.2, 37.1, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_15619 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_15619
return 

:DSKOOL_15621
00BE: text_clear_all 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 100.0 0.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.
gosub @DSKOOL_31041 

:DSKOOL_15691
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_15726 
$325 = 2 
jump @DSKOOL_16865 

:DSKOOL_15726
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_15758 
jump @DSKOOL_24457 

:DSKOOL_15758
if 
  $249 == 0 
else_jump @DSKOOL_15840 
if 
   not $325 == 2 
else_jump @DSKOOL_15826 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.

:DSKOOL_15826
gosub @DSKOOL_31215 
jump @DSKOOL_16918 

:DSKOOL_15840
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_16918 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $305 $306 $257 radius 4.0 4.0 4.0 
else_jump @DSKOOL_15898 

:DSKOOL_15898
if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_15985 
06BE: $276 = car $198 y_angle 
if 
  4.0 > $276 
else_jump @DSKOOL_15985 
if 
  $276 > -4.0 
else_jump @DSKOOL_15985 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_15985
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_16918 
gosub @DSKOOL_31569 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_16918 
gosub @DSKOOL_31569 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 1.0 
else_jump @DSKOOL_16184 
if 
  10.0 > $259 
else_jump @DSKOOL_16170 
$259 -= 1.0 
$259 *= 11.0 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_16177 

:DSKOOL_16170
$267 = 0 

:DSKOOL_16177
jump @DSKOOL_16191 

:DSKOOL_16184
$267 = 100 

:DSKOOL_16191
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_16239 
$266 = 0 
jump @DSKOOL_16522 

:DSKOOL_16239
if 
  $252 == 180 
else_jump @DSKOOL_16272 
$266 = 100 
jump @DSKOOL_16522 

:DSKOOL_16272
if 
  $252 == 360 
else_jump @DSKOOL_16305 
$266 = 0 
jump @DSKOOL_16522 

:DSKOOL_16305
if 
  $252 > 0 
else_jump @DSKOOL_16375 
if 
  175 > $252 
else_jump @DSKOOL_16375 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_16522 

:DSKOOL_16375
if 
  $252 > 174 
else_jump @DSKOOL_16420 
if 
  186 > $252 
else_jump @DSKOOL_16420 
$266 = 100 

:DSKOOL_16420
if 
  $252 > 185 
else_jump @DSKOOL_16522 
if 
  360 > $252 
else_jump @DSKOOL_16522 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_16522 

:DSKOOL_16522
if 
  1 > $266 
else_jump @DSKOOL_16547 
$266 = 0 

:DSKOOL_16547
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_16595 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_16595
gosub @DSKOOL_31763 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $101 // (int) 
else_jump @DSKOOL_16681 
008B: 47@ = $101 // (int) 
0084: $101 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_16688 

:DSKOOL_16681
45@ = 0 

:DSKOOL_16688
if 
  $53 == 11 
else_jump @DSKOOL_16752 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_16752 
41@ = 2 
$53 = 13 
$325 = 2 
50@ = 13 

:DSKOOL_16752
32@ = 0 

:DSKOOL_16759
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_16819 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_16819 
$325 = 2 
jump @DSKOOL_16865 

:DSKOOL_16819
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_16858 
jump @DSKOOL_16865 

:DSKOOL_16858
jump @DSKOOL_16759 

:DSKOOL_16865
gosub @DSKOOL_35152 
Object.Destroy(58@)
if 
  $325 == 2 
else_jump @DSKOOL_16911 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_16918 

:DSKOOL_16911
jump @DSKOOL_15339 

:DSKOOL_16918
jump @DSKOOL_15691 

:DSKOOL_16925
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_18334 

:DSKOOL_16950
gosub @DSKOOL_30220 

:DSKOOL_16957
$258 = 0.0 
$253 = 6000 
gosub @DSKOOL_30329 
$198 = Car.Create(#TAXI, $255, $256, $257)
Car.Angle($198) = $258
08F3: unknown_car $198 flag 0 
gosub @DSKOOL_35490 
if 
  34@ == 0 
else_jump @DSKOOL_17116 
Camera.SetPosition(-2051.9, -185.5, 37.8, 0.0, 0.0, 0.0)
Camera.PointAt(-2052.2, -152.9, 34.3, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_17114 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_17114
return 

:DSKOOL_17116
if 
  $247 == 12 
else_jump @DSKOOL_17170 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 6.5 -40.0 0.0 
jump @DSKOOL_17199 

:DSKOOL_17170
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -6.5 -40.0 0.0 

:DSKOOL_17199
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.
gosub @DSKOOL_31041 

:DSKOOL_17240
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_17275 
$325 = 2 
jump @DSKOOL_18272 

:DSKOOL_17275
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_17307 
jump @DSKOOL_24457 

:DSKOOL_17307
if 
  $249 == 0 
else_jump @DSKOOL_17389 
if 
   not $325 == 2 
else_jump @DSKOOL_17375 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.

:DSKOOL_17375
gosub @DSKOOL_31215 
jump @DSKOOL_18327 

:DSKOOL_17389
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_18327 
gosub @DSKOOL_31535 
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_18327 
gosub @DSKOOL_31569 
if 
  $247 == 12 
else_jump @DSKOOL_17476 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
jump @DSKOOL_17492 

:DSKOOL_17476
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_17492
gosub @DSKOOL_31609 
if 
  $247 == 12 
else_jump @DSKOOL_17569 
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2046.9 -161.4 cornerB -2041.2 -174.5 
else_jump @DSKOOL_17562 
$267 = 0 

:DSKOOL_17562
jump @DSKOOL_17614 

:DSKOOL_17569
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2054.2 -161.4 cornerB -2060.0 -174.5 
else_jump @DSKOOL_17614 
$267 = 0 

:DSKOOL_17614
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_17662 
$266 = 0 
jump @DSKOOL_17945 

:DSKOOL_17662
if 
  $252 == 180 
else_jump @DSKOOL_17695 
$266 = 100 
jump @DSKOOL_17945 

:DSKOOL_17695
if 
  $252 == 360 
else_jump @DSKOOL_17728 
$266 = 0 
jump @DSKOOL_17945 

:DSKOOL_17728
if 
  $252 > 0 
else_jump @DSKOOL_17798 
if 
  175 > $252 
else_jump @DSKOOL_17798 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_17945 

:DSKOOL_17798
if 
  $252 > 174 
else_jump @DSKOOL_17843 
if 
  186 > $252 
else_jump @DSKOOL_17843 
$266 = 100 

:DSKOOL_17843
if 
  $252 > 185 
else_jump @DSKOOL_17945 
if 
  360 > $252 
else_jump @DSKOOL_17945 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_17945 

:DSKOOL_17945
if 
  1 > $266 
else_jump @DSKOOL_17970 
$266 = 0 

:DSKOOL_17970
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_18018 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_18018
gosub @DSKOOL_31853 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $92 // (int) 
else_jump @DSKOOL_18088 
008B: 47@ = $92 // (int) 
0084: $92 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_18095 

:DSKOOL_18088
45@ = 0 

:DSKOOL_18095
if 
  $53 == 13 
else_jump @DSKOOL_18159 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_18159 
41@ = 2 
$53 = 14 
$325 = 2 
50@ = 14 

:DSKOOL_18159
32@ = 0 

:DSKOOL_18166
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_18226 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_18226 
$325 = 2 
jump @DSKOOL_18272 

:DSKOOL_18226
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_18265 
jump @DSKOOL_18272 

:DSKOOL_18265
jump @DSKOOL_18166 

:DSKOOL_18272
gosub @DSKOOL_35152 
gosub @DSKOOL_35436 
if 
  $325 == 2 
else_jump @DSKOOL_18320 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_18327 

:DSKOOL_18320
jump @DSKOOL_16950 

:DSKOOL_18327
jump @DSKOOL_17240 

:DSKOOL_18334
if 
  $247 == 14 
else_jump @DSKOOL_20041 

:DSKOOL_18352
gosub @DSKOOL_30220 

:DSKOOL_18359
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$198 = Car.Create(#COPCARSF, $255, $256, $257)
Car.Angle($198) = $258
08F3: unknown_car $198 flag 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
$278 -= 10.0 
$196 = Car.Create(#COPCARSF, $277, $278, $257)
Car.Angle($196) = $258
0560: create_random_actor_in_car $196 handle_as 56@ 
Car.SetMaxSpeed($196, 0.0)
59@ = Object.Create(#AD_ROADMARK2, -2045.0, -177.5, 34.35)
Object.Angle(59@) = 180.0
57@ = Object.Create(#AD_ROADMARK2, -2057.0, -177.5, 34.35)
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car $198 with_offset -12.0 -4.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car $198 with_offset 12.0 100.0 0.0 
if 
  34@ == 0 
else_jump @DSKOOL_18698 
Camera.SetPosition(-2047.0, -220.2, 36.0, 0.0, 0.0, 0.0)
Camera.PointAt(-2050.2, -193.9, 32.5, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_18696 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_18696
return 

:DSKOOL_18698
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.
gosub @DSKOOL_31041 

:DSKOOL_18739
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_18774 
$325 = 2 
jump @DSKOOL_19966 

:DSKOOL_18774
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_18806 
jump @DSKOOL_24457 

:DSKOOL_18806
if 
  $249 == 0 
else_jump @DSKOOL_18888 
if 
   not $325 == 2 
else_jump @DSKOOL_18874 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.

:DSKOOL_18874
gosub @DSKOOL_31215 
jump @DSKOOL_20034 

:DSKOOL_18888
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_20034 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_20034 
if 
80B0:   not car $196 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_18964 
Car.LockInCurrentPosition($196) = True
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_18964
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @DSKOOL_19008 
Car.LockInCurrentPosition($196) = True
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_19008
$251 = Car.Angle($196)
if or
  $251 > 340.0 
  20.0 > $251 
else_jump @DSKOOL_19061 
Car.LockInCurrentPosition($196) = True
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_19061
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_20034 
Car.LockInCurrentPosition($196) = True
gosub @DSKOOL_31569 
Car.StorePos($196, $255, $256, $257)
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 4.0 
else_jump @DSKOOL_19242 
if 
  11.0 > $259 
else_jump @DSKOOL_19228 
$259 -= 4.0 
$259 *= 14.14 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_19235 

:DSKOOL_19228
$267 = 0 

:DSKOOL_19235
jump @DSKOOL_19249 

:DSKOOL_19242
$267 = 100 

:DSKOOL_19249
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
$251 = Car.Angle($196)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_19305 
$266 = 100 
jump @DSKOOL_19598 

:DSKOOL_19305
if 
  $252 == 360 
else_jump @DSKOOL_19338 
$266 = 100 
jump @DSKOOL_19598 

:DSKOOL_19338
if 
  $252 > 0 
else_jump @DSKOOL_19381 
if 
  21 > $252 
else_jump @DSKOOL_19381 
$266 = 100 

:DSKOOL_19381
if 
  $252 > 179 
else_jump @DSKOOL_19468 
if 
  340 > $252 
else_jump @DSKOOL_19468 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @DSKOOL_19598 

:DSKOOL_19468
if 
  $252 > 339 
else_jump @DSKOOL_19513 
if 
  360 > $252 
else_jump @DSKOOL_19513 
$266 = 100 

:DSKOOL_19513
if 
  $252 > 20 
else_jump @DSKOOL_19598 
if 
  180 > $252 
else_jump @DSKOOL_19598 
008D: $276 = integer $252 to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_19598 

:DSKOOL_19598
if 
  1 > $266 
else_jump @DSKOOL_19623 
$266 = 0 

:DSKOOL_19623
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_19671 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_19671
gosub @DSKOOL_31763 
if 
  3 > $268 
else_jump @DSKOOL_19703 
$268 = 0 

:DSKOOL_19703
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $102 // (int) 
else_jump @DSKOOL_19782 
008B: 47@ = $102 // (int) 
0084: $102 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_19789 

:DSKOOL_19782
45@ = 0 

:DSKOOL_19789
if 
  $53 == 14 
else_jump @DSKOOL_19853 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_19853 
41@ = 2 
$53 = 15 
$325 = 2 
50@ = 15 

:DSKOOL_19853
32@ = 0 

:DSKOOL_19860
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_19920 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_19920 
$325 = 2 
jump @DSKOOL_19966 

:DSKOOL_19920
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_19959 
jump @DSKOOL_19966 

:DSKOOL_19959
jump @DSKOOL_19860 

:DSKOOL_19966
gosub @DSKOOL_35152 
Car.Destroy($196)
Object.Destroy(59@)
Object.Destroy(57@)
Actor.DestroyInstantly(56@)
if 
  $325 == 2 
else_jump @DSKOOL_20027 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_20034 

:DSKOOL_20027
jump @DSKOOL_18352 

:DSKOOL_20034
jump @DSKOOL_18739 

:DSKOOL_20041
if 
  $247 == 15 
else_jump @DSKOOL_22693 

:DSKOOL_20059
gosub @DSKOOL_30220 

:DSKOOL_20066
$258 = 180.0 
$253 = 6000 
gosub @DSKOOL_30329 
0086: $278 = $256 // (float) 
$278 += 20.0 
$198 = Car.Create(#BANSHEE, $255, $278, $257)
Car.Angle($198) = $258
0852: set_car $198 damages_visible 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
$278 -= 55.0 
$258 = 90.0 
57@ = Object.Create(#AD_JUMP, $277, $278, $257)
Object.Angle(57@) = 180.0
0086: $278 = $256 // (float) 
$278 -= 75.0 
$196 = Car.Create(#INFERNUS, $277, $278, $257)
Car.Angle($196) = $258
Car.LockInCurrentPosition($196) = True
0086: $278 = $256 // (float) 
$278 -= 80.0 
$197 = Car.Create(#INFERNUS, $277, $278, $257)
Car.Angle($197) = $258
Car.LockInCurrentPosition($197) = True
if 
  34@ == 0 
else_jump @DSKOOL_20399 
Camera.SetPosition(-2061.2, -158.9, 37.5, 0.0, 0.0, 0.0)
Camera.PointAt(-2040.3, -197.0, 35.1, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_20397 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_20397
return 

:DSKOOL_20399
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.
gosub @DSKOOL_31041 

:DSKOOL_20440
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_20475 
$325 = 2 
jump @DSKOOL_22623 

:DSKOOL_20475
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_20507 
jump @DSKOOL_24457 

:DSKOOL_20507
if 
  $249 == 0 
else_jump @DSKOOL_20589 
if 
   not $325 == 2 
else_jump @DSKOOL_20575 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.

:DSKOOL_20575
gosub @DSKOOL_31215 
jump @DSKOOL_22686 

:DSKOOL_20589
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_22686 
gosub @DSKOOL_31535 
if 
  $254 == 0 
else_jump @DSKOOL_20685 
if 
00B1:   car $198 sphere 0 in_cube_cornerA -2047.0 -186.0 37.2 cornerB -2054.0 -190.0 39.0 
else_jump @DSKOOL_20685 
$254 = 1 

:DSKOOL_20685
if 
  $254 == 1 
else_jump @DSKOOL_20765 
Car.Health($198) = 1000
if 
81F3:   not car $198 in_air 
else_jump @DSKOOL_20765 
if 
01F4:   car $198 flipped 
else_jump @DSKOOL_20765 
Car.Health($198) = 700
0852: set_car $198 damages_visible 1 
$254 = 2 

:DSKOOL_20765
if 
81F3:   not car $198 in_air 
else_jump @DSKOOL_20804 
if 
01F4:   car $198 flipped 
else_jump @DSKOOL_20804 
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_20804
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -100.0 cornerB -2058.0 -280.0 
else_jump @DSKOOL_20849 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_20849
$251 = Car.Angle($198)
if or
  $251 > 200.0 
  160.0 > $251 
else_jump @DSKOOL_20898 
$276 = 1.0 

:DSKOOL_20898
06BE: 36@ = car $198 y_angle 
if 
  37@ == 0 
else_jump @DSKOOL_20980 
if 
  36@ > 5.0 
else_jump @DSKOOL_20952 
38@ = 1 

:DSKOOL_20952
if 
  -5.0 > 36@ 
else_jump @DSKOOL_20980 
38@ = 2 

:DSKOOL_20980
if 
  38@ == 1 
else_jump @DSKOOL_21319 
if 
  37@ == 0 
else_jump @DSKOOL_21044 
if 
  36@ > 90.0 
else_jump @DSKOOL_21044 
37@ = 1 

:DSKOOL_21044
if 
  37@ == 1 
else_jump @DSKOOL_21090 
if 
  36@ > 170.0 
else_jump @DSKOOL_21090 
37@ = 2 

:DSKOOL_21090
if 
  37@ == 2 
else_jump @DSKOOL_21157 
if 
  0.0 > 36@ 
else_jump @DSKOOL_21157 
if 
  36@ > -170.0 
else_jump @DSKOOL_21157 
37@ = 3 

:DSKOOL_21157
if 
  37@ == 3 
else_jump @DSKOOL_21252 
if 
  0.0 > 36@ 
else_jump @DSKOOL_21224 
if 
  36@ > -90.0 
else_jump @DSKOOL_21224 
37@ = 4 

:DSKOOL_21224
if 
  36@ > 10.0 
else_jump @DSKOOL_21252 
37@ = 0 

:DSKOOL_21252
if 
  37@ == 4 
else_jump @DSKOOL_21319 
if 
  0.0 > 36@ 
else_jump @DSKOOL_21319 
if 
  36@ > -5.0 
else_jump @DSKOOL_21319 
37@ = 5 

:DSKOOL_21319
if 
  38@ == 2 
else_jump @DSKOOL_21658 
if 
  37@ == 0 
else_jump @DSKOOL_21383 
if 
  -90.0 > 36@ 
else_jump @DSKOOL_21383 
37@ = 1 

:DSKOOL_21383
if 
  37@ == 1 
else_jump @DSKOOL_21429 
if 
  -170.0 > 36@ 
else_jump @DSKOOL_21429 
37@ = 2 

:DSKOOL_21429
if 
  37@ == 2 
else_jump @DSKOOL_21496 
if 
  36@ > 0.0 
else_jump @DSKOOL_21496 
if 
  170.0 > 36@ 
else_jump @DSKOOL_21496 
37@ = 3 

:DSKOOL_21496
if 
  37@ == 3 
else_jump @DSKOOL_21591 
if 
  36@ > 0.0 
else_jump @DSKOOL_21563 
if 
  90.0 > 36@ 
else_jump @DSKOOL_21563 
37@ = 4 

:DSKOOL_21563
if 
  -10.0 > 36@ 
else_jump @DSKOOL_21591 
37@ = 0 

:DSKOOL_21591
if 
  37@ == 4 
else_jump @DSKOOL_21658 
if 
  36@ > 0.0 
else_jump @DSKOOL_21658 
if 
  5.0 > 36@ 
else_jump @DSKOOL_21658 
37@ = 5 

:DSKOOL_21658
if 
01C1:   car $198 stopped 
else_jump @DSKOOL_22686 
gosub @DSKOOL_31569 
if 
  37@ == 5 
else_jump @DSKOOL_21706 
$267 = 100 

:DSKOOL_21706
if 
  37@ == 4 
else_jump @DSKOOL_21731 
$267 = 80 

:DSKOOL_21731
if 
  37@ == 3 
else_jump @DSKOOL_21756 
$267 = 60 

:DSKOOL_21756
if 
  37@ == 2 
else_jump @DSKOOL_21781 
$267 = 40 

:DSKOOL_21781
if 
  37@ == 1 
else_jump @DSKOOL_21806 
$267 = 20 

:DSKOOL_21806
if 
  37@ == 0 
else_jump @DSKOOL_21831 
$267 = 0 

:DSKOOL_21831
if 
  $254 == 0 
else_jump @DSKOOL_21856 
$267 = 0 

:DSKOOL_21856
if 
01F4:   car $198 flipped 
else_jump @DSKOOL_21879 
$267 = 0 

:DSKOOL_21879
if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -215.0 cornerB -2058.0 -280.0 
else_jump @DSKOOL_21924 
$267 = 0 

:DSKOOL_21924
$251 = Car.Angle($198)
008C: $252 = float $251 to_integer 
if 
  $252 == 0 
else_jump @DSKOOL_21972 
$266 = 0 
jump @DSKOOL_22255 

:DSKOOL_21972
if 
  $252 == 180 
else_jump @DSKOOL_22005 
$266 = 100 
jump @DSKOOL_22255 

:DSKOOL_22005
if 
  $252 == 360 
else_jump @DSKOOL_22038 
$266 = 0 
jump @DSKOOL_22255 

:DSKOOL_22038
if 
  $252 > 0 
else_jump @DSKOOL_22108 
if 
  175 > $252 
else_jump @DSKOOL_22108 
008D: $276 = integer $252 to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @DSKOOL_22255 

:DSKOOL_22108
if 
  $252 > 174 
else_jump @DSKOOL_22153 
if 
  186 > $252 
else_jump @DSKOOL_22153 
$266 = 100 

:DSKOOL_22153
if 
  $252 > 185 
else_jump @DSKOOL_22255 
if 
  360 > $252 
else_jump @DSKOOL_22255 
0084: $273 = $252 // (int) 
$273 -= 180 
008D: $276 = integer $273 to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @DSKOOL_22255 

:DSKOOL_22255
if 
  1 > $266 
else_jump @DSKOOL_22280 
$266 = 0 

:DSKOOL_22280
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @DSKOOL_22328 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_22328
gosub @DSKOOL_31763 
if 
  2 > $268 
else_jump @DSKOOL_22360 
$268 = 0 

:DSKOOL_22360
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $100 // (int) 
else_jump @DSKOOL_22439 
008B: 47@ = $100 // (int) 
0084: $100 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_22446 

:DSKOOL_22439
45@ = 0 

:DSKOOL_22446
if 
  $53 == 15 
else_jump @DSKOOL_22510 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_22510 
41@ = 2 
$53 = 16 
$325 = 2 
50@ = 16 

:DSKOOL_22510
32@ = 0 

:DSKOOL_22517
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_22577 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_22577 
$325 = 2 
jump @DSKOOL_22623 

:DSKOOL_22577
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_22616 
jump @DSKOOL_22623 

:DSKOOL_22616
jump @DSKOOL_22517 

:DSKOOL_22623
gosub @DSKOOL_35152 
Car.Destroy($196)
Car.Destroy($197)
Object.Destroy(57@)
if 
  $325 == 2 
else_jump @DSKOOL_22679 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_22686 

:DSKOOL_22679
jump @DSKOOL_20059 

:DSKOOL_22686
jump @DSKOOL_20440 

:DSKOOL_22693
if 
  $247 == 16 
else_jump @DSKOOL_24457 

:DSKOOL_22711
gosub @DSKOOL_30220 

:DSKOOL_22718
$258 = 180.0 
$253 = 0 
gosub @DSKOOL_30329 
$255 = -2046.7 
$256 = -90.2 
$257 = 33.9 
$282 = -1724.3 
$283 = 1294.0 
$284 = 6.0 
$198 = Car.Create(#SUPERGT, $255, $256, $257)
Car.Angle($198) = 0.0
039C: unknown_car $198 flag 1 
if 
  34@ == 0 
else_jump @DSKOOL_22931 
Camera.SetPosition(-2017.3, -45.0, 34.41, 0.0, 0.0, 0.0)
Camera.PointAt(-2039.0, -100.3, 37.4, 2)
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_22929 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_22929
return 

:DSKOOL_22931
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.5 
Camera.SetAtPos($255, $256, $257)
018A: 35@ = create_checkpoint_at $282 $283 $284 
06D5: 42@ = create_racing_checkpoint_at $282 $283 $284 point_to $255 $256 $257 type 0 radius 5.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).
gosub @DSKOOL_31041 

:DSKOOL_23034
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_23069 
$325 = 2 
jump @DSKOOL_24136 

:DSKOOL_23069
gosub @DSKOOL_31109 
if 
  $325 == 1 
else_jump @DSKOOL_23101 
jump @DSKOOL_24457 

:DSKOOL_23101
if 
  $325 == 2 
else_jump @DSKOOL_23126 
jump @DSKOOL_24136 

:DSKOOL_23126
if 
  $249 == 0 
else_jump @DSKOOL_23208 
if 
   not $325 == 2 
else_jump @DSKOOL_23194 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).

:DSKOOL_23194
gosub @DSKOOL_31215 
jump @DSKOOL_24450 

:DSKOOL_23208
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_24450 
if 
  $253 > 260000 
else_jump @DSKOOL_23252 
Player.CanMove($PLAYER_CHAR) = False

:DSKOOL_23252
if 
  $254 == 0 
else_jump @DSKOOL_23373 
if 
01AF:   car $198 sphere 0 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
else_jump @DSKOOL_23373 
Marker.Disable(35@)
018A: 35@ = create_checkpoint_at $255 $256 $257 
06D6: disable_racing_checkpoint 42@ 
06D5: 42@ = create_racing_checkpoint_at $255 $256 $257 point_to $255 $256 $257 type 1 radius 5.0 
$254 = 1 

:DSKOOL_23373
if 
  $254 == 1 
else_jump @DSKOOL_23445 
if 
01AF:   car $198 sphere 0 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 
else_jump @DSKOOL_23445 
Marker.Disable(35@)
$254 = 2 

:DSKOOL_23445
00BE: text_clear_all 
if or
01C1:   car $198 stopped 
  $254 == 2 
02BF:   car $198 sunk 
  $253 >= 140000 
else_jump @DSKOOL_24450 
gosub @DSKOOL_31569 
06D6: disable_racing_checkpoint 42@ 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
$301 /= 1000 
0084: $302 = $301 // (int) 
$302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
$302 /= 10 
$270 = 0 
if 
  2 > $254 
else_jump @DSKOOL_23607 
$270 = 0 
jump @DSKOOL_23865 

:DSKOOL_23607
if 
  100000 > $273 
else_jump @DSKOOL_23635 
$270 = 100 

:DSKOOL_23635
if 
  $273 >= 100000 
else_jump @DSKOOL_23736 
if 
  120000 > $273 
else_jump @DSKOOL_23736 
0084: $274 = $273 // (int) 
$274 -= 99999 
008D: $276 = integer $274 to_float 
$276 *= 0.0015 
008C: $273 = float $276 to_integer 
$270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_23736
if 
  $273 >= 120000 
else_jump @DSKOOL_23837 
if 
  140000 > $273 
else_jump @DSKOOL_23837 
0084: $274 = $273 // (int) 
$274 -= 119999 
008D: $276 = integer $274 to_float 
$276 *= 0.0035 
008C: $273 = float $276 to_integer 
$270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_23837
if 
  $273 >= 140000 
else_jump @DSKOOL_23865 
$270 = 0 

:DSKOOL_23865
if 
  1 > $270 
else_jump @DSKOOL_23890 
$270 = 0 

:DSKOOL_23890
if 
  $270 > 99 
else_jump @DSKOOL_23915 
$270 = 100 

:DSKOOL_23915
0084: $CURRENT_FLIGHT_RECORD = $270 // (int) 
gosub @DSKOOL_31763 
0084: $272 = $268 // (int) 
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
gosub @DSKOOL_32476 
if 
001C:   $CURRENT_FLIGHT_RECORD > $97 // (int) 
else_jump @DSKOOL_24009 
008B: 47@ = $97 // (int) 
0084: $97 = $CURRENT_FLIGHT_RECORD // (int) 
41@ = 1 
gosub @DSKOOL_32958 
jump @DSKOOL_24016 

:DSKOOL_24009
45@ = 0 

:DSKOOL_24016
$254 = 5 
32@ = 0 

:DSKOOL_24030
wait 0 
gosub @DSKOOL_32505 
if 
   not 41@ == 2 
else_jump @DSKOOL_24090 
if 
00E1:   player 0 pressed_key 15 
else_jump @DSKOOL_24090 
$325 = 2 
jump @DSKOOL_24136 

:DSKOOL_24090
gosub @DSKOOL_33258 
gosub @DSKOOL_35069 
if 
  $326 == 1 
else_jump @DSKOOL_24129 
jump @DSKOOL_24136 

:DSKOOL_24129
jump @DSKOOL_24030 

:DSKOOL_24136
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_24385 
if 
  $53 == 16 
else_jump @DSKOOL_24385 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_24385 
fade 0 500 

:DSKOOL_24197
if 
fading 
else_jump @DSKOOL_24221 
wait 0 
jump @DSKOOL_24197 

:DSKOOL_24221
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04FA: reset_interior 1 colors 
04E4: unknown_refresh_game_renderer_at -2031.1 -118.2 
Camera.SetAtPos(-2031.1, -118.2, 1034.2)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2029.7, -115.5, 1034.2)
Actor.Angle($PLAYER_ACTOR) = 0.0
0792: disembark_instantly_actor $PLAYER_ACTOR 
Car.Destroy($198)
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:DSKOOL_24354
if 
fading 
else_jump @DSKOOL_24378 
wait 0 
jump @DSKOOL_24354 

:DSKOOL_24378
jump @DSKOOL_24495 

:DSKOOL_24385
gosub @DSKOOL_35152 
Marker.Disable(35@)
06D6: disable_racing_checkpoint 42@ 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  $325 == 2 
else_jump @DSKOOL_24443 
00BE: text_clear_all 
jump @DSKOOL_1425 
jump @DSKOOL_24450 

:DSKOOL_24443
jump @DSKOOL_22711 

:DSKOOL_24450
jump @DSKOOL_23034 

:DSKOOL_24457
00BE: text_clear_all 
if 
  $325 == 1 
else_jump @DSKOOL_24493 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DSKOOL_24493
return 

:DSKOOL_24495
if 
  $MISSION_BACK_TO_SCHOOL_PASSED == 0 
else_jump @DSKOOL_24616 
Marker.Disable($596)
0570: $596 = create_asset_radar_marker_with_icon 36 at $X_DRIVING_SCHOOL $Y_DRIVING_SCHOOL $Z_DRIVING_SCHOOL 
018B: set_marker $596 radar_mode 2 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'DS_PASS' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~DRIVING SKILL +
0624: add 40.0 to_float_stat 160 
0394: play_music 2 
Player.ClearWantedLevel($PLAYER_CHAR)
0318: set_latest_mission_passed 'FAR_1'  // Back to School
030C: progress_made += 1 
$MISSION_BACK_TO_SCHOOL_PASSED = 1 

:DSKOOL_24616
return 

:DSKOOL_24618
if 
  $7417 == 0 
else_jump @DSKOOL_24866 
if 
  $107 >= 70 
else_jump @DSKOOL_24866 
if 
  $105 >= 70 
else_jump @DSKOOL_24866 
if 
  $98 >= 70 
else_jump @DSKOOL_24866 
if 
  $96 >= 70 
else_jump @DSKOOL_24866 
if 
  $94 >= 70 
else_jump @DSKOOL_24866 
if 
  $103 >= 70 
else_jump @DSKOOL_24866 
if 
  $91 >= 70 
else_jump @DSKOOL_24866 
if 
  $101 >= 70 
else_jump @DSKOOL_24866 
if 
  $92 >= 70 
else_jump @DSKOOL_24866 
if 
  $102 >= 70 
else_jump @DSKOOL_24866 
if 
  $100 >= 70 
else_jump @DSKOOL_24866 
if 
  $97 >= 70 
else_jump @DSKOOL_24866 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
$7417 = 1 

:DSKOOL_24866
if 
  $7418 == 0 
else_jump @DSKOOL_25114 
if 
  $107 >= 85 
else_jump @DSKOOL_25114 
if 
  $105 >= 85 
else_jump @DSKOOL_25114 
if 
  $98 >= 85 
else_jump @DSKOOL_25114 
if 
  $96 >= 85 
else_jump @DSKOOL_25114 
if 
  $94 >= 85 
else_jump @DSKOOL_25114 
if 
  $103 >= 85 
else_jump @DSKOOL_25114 
if 
  $91 >= 85 
else_jump @DSKOOL_25114 
if 
  $101 >= 85 
else_jump @DSKOOL_25114 
if 
  $92 >= 85 
else_jump @DSKOOL_25114 
if 
  $102 >= 85 
else_jump @DSKOOL_25114 
if 
  $100 >= 85 
else_jump @DSKOOL_25114 
if 
  $97 >= 85 
else_jump @DSKOOL_25114 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
$7418 = 1 

:DSKOOL_25114
if 
  $7419 == 0 
else_jump @DSKOOL_25362 
if 
  $107 == 100 
else_jump @DSKOOL_25362 
if 
  $105 == 100 
else_jump @DSKOOL_25362 
if 
  $98 == 100 
else_jump @DSKOOL_25362 
if 
  $96 == 100 
else_jump @DSKOOL_25362 
if 
  $94 == 100 
else_jump @DSKOOL_25362 
if 
  $103 == 100 
else_jump @DSKOOL_25362 
if 
  $91 == 100 
else_jump @DSKOOL_25362 
if 
  $101 == 100 
else_jump @DSKOOL_25362 
if 
  $92 == 100 
else_jump @DSKOOL_25362 
if 
  $102 == 100 
else_jump @DSKOOL_25362 
if 
  $100 == 100 
else_jump @DSKOOL_25362 
if 
  $97 == 100 
else_jump @DSKOOL_25362 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
$7419 = 1 

:DSKOOL_25362
014F: stop_timer $253 
03F0: enable_text_draw 0 
01B7: release_weather 
Model.Destroy(#BANSHEE)
Model.Destroy(#TAXI)
Model.Destroy(#TRAFFICCONE)
Model.Destroy(#WMYMECH)
Model.Destroy(#BLISTAC)
Model.Destroy(#INFERNUS)
Model.Destroy(#SUPERGT)
Model.Destroy(#COPCARSF)
Model.Destroy(#SFPD1)
Model.Destroy(#TEMP_STINGER2)
Model.Destroy(#GARYS_LUV_RAMP)
Model.Destroy(#AD_JUMP)
Model.Destroy(#AD_ROADMARK1)
Model.Destroy(#AD_ROADMARK2)
Model.Destroy(#AD_FINISH)
091D: remove_forbidden_for_boats_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
09EC: unknown_flag 0 
097A: play_audio_at 0.0 0.0 0.0 event 1184 
Garage.Activate('BODLAWN')
Garage.Activate('MODLAST')
Garage.Activate('MDSSFSE')
if 
  $1499 == 1 
else_jump @DSKOOL_25576 
Garage.Activate('MDS1SFS')
Garage.Activate('VECMOD')

:DSKOOL_25576
0A14: disable_respray_garages 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DSKOOL_25603 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DSKOOL_25603
09F5: disable_player_mutal_activities 0 
0391: release_txd_dictionary 
01EB: set_traffic_density_multiplier_to 1.0 
0826: enable_hud 1 
0581: enable_radar 1 
Marker.Disable(35@)
06D6: disable_racing_checkpoint 42@ 
09D2: unknown_flag 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:DSKOOL_25654
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 44@ 
if 
  43@ == 1 
else_jump @DSKOOL_25776 
if 
  255 > 44@ 
else_jump @DSKOOL_25769 
44@ += 5 
if 
  44@ > 255 
else_jump @DSKOOL_25762 
44@ = 255 

:DSKOOL_25762
jump @DSKOOL_25776 

:DSKOOL_25769
43@ = 2 

:DSKOOL_25776
if 
  43@ == 3 
else_jump @DSKOOL_25858 
if 
  44@ > 0 
else_jump @DSKOOL_25851 
44@ -= 5 
if 
  0 > 44@ 
else_jump @DSKOOL_25844 
44@ = 0 

:DSKOOL_25844
jump @DSKOOL_25858 

:DSKOOL_25851
43@ = 0 

:DSKOOL_25858
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @DSKOOL_30158 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $247 == 1 
else_jump @DSKOOL_25970 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_P'  // The 360
008B: 46@ = $107 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_25970
if 
  $247 == 2 
else_jump @DSKOOL_26024 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_O'  // The 180
008B: 46@ = $105 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26024
if 
  $247 == 3 
else_jump @DSKOOL_26078 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26078
if 
  $247 == 4 
else_jump @DSKOOL_26132 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26132
if 
  $247 == 5 
else_jump @DSKOOL_26186 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_F'  // Pop and Control
008B: 46@ = $96 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26186
if 
  $247 == 6 
else_jump @DSKOOL_26240 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26240
if 
  $247 == 7 
else_jump @DSKOOL_26294 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26294
if 
  $247 == 8 
else_jump @DSKOOL_26348 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26348
if 
  $247 == 9 
else_jump @DSKOOL_26402 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26402
if 
  $247 == 10 
else_jump @DSKOOL_26456 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_A'  // The '90'
008B: 46@ = $91 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26456
if 
  $247 == 11 
else_jump @DSKOOL_26510 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_K'  // Wheelie Weave
008B: 46@ = $101 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26510
if 
  $247 == 12 
else_jump @DSKOOL_26564 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26564
if 
  $247 == 13 
else_jump @DSKOOL_26618 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26618
if 
  $247 == 14 
else_jump @DSKOOL_26672 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_L'  // P. I. T. Maneuver
008B: 46@ = $102 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26672
if 
  $247 == 15 
else_jump @DSKOOL_26726 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_J'  // Alley Oop
008B: 46@ = $100 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26726
if 
  $247 == 16 
else_jump @DSKOOL_26780 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_G'  // City Slicking
008B: 46@ = $97 // (int) 
gosub @DSKOOL_27923 

:DSKOOL_26780
gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_26875 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit
jump @DSKOOL_26908 

:DSKOOL_26875
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit

:DSKOOL_26908
if 
   not 39@ == 1 
else_jump @DSKOOL_27335 
gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_27021 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start
jump @DSKOOL_27054 

:DSKOOL_27021
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start

:DSKOOL_27054
if 
   not $53 == 1 
else_jump @DSKOOL_27207 
gosub @DSKOOL_29980 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_27167 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
jump @DSKOOL_27200 

:DSKOOL_27167
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_27200
jump @DSKOOL_27335 

:DSKOOL_27207
gosub @DSKOOL_29980 
0904: get_interface 8 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_27302 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
jump @DSKOOL_27335 

:DSKOOL_27302
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_27335
gosub @DSKOOL_29980 
033F: set_text_draw_letter_size 0.32 1.25 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 150.0 360.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not 39@ == 1 
else_jump @DSKOOL_27669 
gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
if 
   not $53 == 1 
else_jump @DSKOOL_27581 
gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_27581
if 
  $53 == 1 
else_jump @DSKOOL_27669 
gosub @DSKOOL_29980 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_27669
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:DSKOOL_27923
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
if 
  70 > 46@ 
else_jump @DSKOOL_27985 
45@ = 1 

:DSKOOL_27985
if 
  46@ > 69 
else_jump @DSKOOL_28028 
if 
  85 > 46@ 
else_jump @DSKOOL_28028 
45@ = 2 

:DSKOOL_28028
if 
  46@ > 84 
else_jump @DSKOOL_28071 
if 
  100 > 46@ 
else_jump @DSKOOL_28071 
45@ = 3 

:DSKOOL_28071
if 
  46@ == 100 
else_jump @DSKOOL_28096 
45@ = 4 

:DSKOOL_28096
gosub @DSKOOL_29980 
03E4: enable_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
if 
  45@ > 1 
else_jump @DSKOOL_28186 
045A: draw_text_1number 217.0 75.0 GXT 'DS1_58' number 46@  // Record Score ~1~%
jump @DSKOOL_28381 

:DSKOOL_28186
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @DSKOOL_28225 
033E: set_draw_text_position 175.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28225
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @DSKOOL_28264 
033E: set_draw_text_position 83.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28264
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @DSKOOL_28303 
033E: set_draw_text_position 89.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28303
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @DSKOOL_28342 
033E: set_draw_text_position 147.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28342
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @DSKOOL_28381 
033E: set_draw_text_position 65.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_28381
if 
  45@ > 1 
else_jump @DSKOOL_28486 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @DSKOOL_28566 

:DSKOOL_28486
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DSKOOL_28566
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  45@ == 1 
else_jump @DSKOOL_28743 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @DSKOOL_28649 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
jump @DSKOOL_28685 

:DSKOOL_28649
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_28685
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 266.0 375.0 GXT 'DS1_68'  // NO AWARD

:DSKOOL_28743
if 
  45@ == 2 
else_jump @DSKOOL_28855 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 280.0 375.0 GXT 'DS1_57'  // BRONZE

:DSKOOL_28855
if 
  45@ == 3 
else_jump @DSKOOL_28967 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 283.0 375.0 GXT 'DS1_56'  // SILVER

:DSKOOL_28967
if 
  45@ == 4 
else_jump @DSKOOL_29079 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DSKOOL_29980 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 294.0 375.0 GXT 'DS1_55'  // GOLD

:DSKOOL_29079
return 

:DSKOOL_29081
if 
  34@ == 0 
else_jump @DSKOOL_29406 
if 
  $247 == 1 
else_jump @DSKOOL_29124 
gosub @DSKOOL_3843 

:DSKOOL_29124
if 
  $247 == 2 
else_jump @DSKOOL_29149 
gosub @DSKOOL_5416 

:DSKOOL_29149
if 
  $247 == 4 
else_jump @DSKOOL_29174 
gosub @DSKOOL_6742 

:DSKOOL_29174
if 
  $247 == 5 
else_jump @DSKOOL_29199 
gosub @DSKOOL_8347 

:DSKOOL_29199
if 
  $247 == 7 
else_jump @DSKOOL_29224 
gosub @DSKOOL_9857 

:DSKOOL_29224
if 
  $247 == 9 
else_jump @DSKOOL_29249 
gosub @DSKOOL_11959 

:DSKOOL_29249
if 
  $247 == 10 
else_jump @DSKOOL_29274 
gosub @DSKOOL_13448 

:DSKOOL_29274
if 
  $247 == 11 
else_jump @DSKOOL_29299 
gosub @DSKOOL_15346 

:DSKOOL_29299
if 
  $247 == 13 
else_jump @DSKOOL_29324 
gosub @DSKOOL_16957 

:DSKOOL_29324
if 
  $247 == 14 
else_jump @DSKOOL_29349 
gosub @DSKOOL_18359 

:DSKOOL_29349
if 
  $247 == 15 
else_jump @DSKOOL_29374 
gosub @DSKOOL_20066 

:DSKOOL_29374
if 
  $247 == 16 
else_jump @DSKOOL_29399 
gosub @DSKOOL_22718 

:DSKOOL_29399
34@ = 1 

:DSKOOL_29406
if 
  34@ == 1 
else_jump @DSKOOL_29643 
if 
  $247 == 14 
else_jump @DSKOOL_29577 
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29570 
if 
87C1:   not path 14 available 
else_jump @DSKOOL_29477 
07C0: load_path 14 

:DSKOOL_29477
if 
87C1:   not path 3 available 
else_jump @DSKOOL_29496 
07C0: load_path 3 

:DSKOOL_29496
if 
07C1:   path 14 available 
else_jump @DSKOOL_29570 
if 
07C1:   path 3 available 
else_jump @DSKOOL_29570 
05EB: assign_car $198 to_path 14 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_29556 
05EB: assign_car $196 to_path 3 

:DSKOOL_29556
43@ = 3 
34@ = 2 

:DSKOOL_29570
jump @DSKOOL_29643 

:DSKOOL_29577
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29643 
if 
87C1:   not path $247 available 
else_jump @DSKOOL_29621 
07C0: load_path $247 
jump @DSKOOL_29643 

:DSKOOL_29621
05EB: assign_car $198 to_path $247 
43@ = 3 
34@ = 2 

:DSKOOL_29643
if 
  34@ == 2 
else_jump @DSKOOL_29728 
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_29714 
if 
860E:   not car $198 assigned_to_path 
else_jump @DSKOOL_29707 
43@ = 1 
34@ = 4 

:DSKOOL_29707
jump @DSKOOL_29728 

:DSKOOL_29714
43@ = 1 
34@ = 4 

:DSKOOL_29728
if 
  34@ == 3 
else_jump @DSKOOL_29760 
43@ = 1 
34@ = 4 

:DSKOOL_29760
if 
  34@ == 4 
else_jump @DSKOOL_29978 
if 
  43@ == 2 
else_jump @DSKOOL_29978 
if 
  $247 == 14 
else_jump @DSKOOL_29835 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_29835 
05EC: release_car $196 from_path 

:DSKOOL_29835
05EC: release_car $198 from_path 
Car.Destroy($198)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Actor.DestroyInstantly(55@)
Actor.DestroyInstantly(56@)
Car.Destroy($196)
Car.Destroy($197)
Car.Destroy($198)
Object.Destroy(57@)
Object.Destroy(58@)
Object.Destroy(59@)
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
gosub @DSKOOL_35436 
34@ = 0 

:DSKOOL_29978
return 

:DSKOOL_29980
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DSKOOL_30042
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DSKOOL_30100
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:DSKOOL_30158
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DSKOOL_30220
fade 0 500 

:DSKOOL_30227
if 
fading 
else_jump @DSKOOL_30251 
wait 0 
jump @DSKOOL_30227 

:DSKOOL_30251
if 
  $247 == 16 
else_jump @DSKOOL_30290 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @DSKOOL_30304 

:DSKOOL_30290
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DSKOOL_30304
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
set_weather 6 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04FA: reset_interior 0 colors 
return 

:DSKOOL_30329
$309 = 0.0 
$310 = 0.0 
$311 = 0.0 
$312 = 0.0 
$313 = 0.0 
$314 = 0.0 
$315 = 0.0 
$316 = 0.0 
$317 = 0.0 
$318 = 0.0 
$319 = 0.0 
$320 = 0.0 
$321 = 0.0 
$322 = 0.0 
$323 = 0.0 
$324 = 0.0 
$12 = 0 
$277 = 0.0 
$278 = 0.0 
$282 = 0.0 
$283 = 0.0 
$284 = 0.0 
$285 = 10.0 
$249 = 0 
$280 = 0.0 
$281 = 0.0 
$330 = 0.0 
$331 = 0.0 
$332 = 0.0 
$333 = 0 
$261 = 0 
$262 = 0 
$303 = 0.0 
$304 = 0.0 
$305 = 0.0 
$306 = 0.0 
$326 = 0 
$266 = 0 
$250 = 0.0 
$251 = 0.0 
$252 = 0 
$260 = 0 
$325 = 0 
$254 = 0 
$286 = 0 
$287 = 0 
$289 = 0 
$290 = 0 
$292 = 0 
$293 = 0 
$295 = 0 
$296 = 0 
$298 = 0 
$299 = 0 
$288 = 0 
$291 = 0 
$294 = 0 
$297 = 0 
$300 = 0 
$301 = 0 
$302 = 0 
$CURRENT_FLIGHT_RECORD = 0 
$269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
$268 = 0 
$259 = 0.0 
$267 = 0 
$270 = 0 
$263 = 0 
$264 = 0 
$265 = 0 
$272 = 0 
$273 = 0 
$276 = 0.0 
$274 = 0 
$275 = 0 
$279 = 0.0 
36@ = 0.0 
37@ = 0 
38@ = 0 
41@ = 0 
40@ = 0 
return 

:DSKOOL_31041
036A: put_actor $PLAYER_ACTOR in_car $198 
Car.DoorStatus($198) = 4
wait 0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.ClearWantedLevel($PLAYER_CHAR)
fade 1 500 

:DSKOOL_31076
if 
fading 
else_jump @DSKOOL_31100 
wait 0 
jump @DSKOOL_31076 

:DSKOOL_31100
Player.CanMove($PLAYER_CHAR) = True
return 

:DSKOOL_31109
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_31176 
if 
  $249 == 1 
else_jump @DSKOOL_31169 
if 
   not Actor.InCar($PLAYER_ACTOR, $198)
else_jump @DSKOOL_31169 
$325 = 1 

:DSKOOL_31169
jump @DSKOOL_31213 

:DSKOOL_31176
if 
02BF:   car $198 sunk 
else_jump @DSKOOL_31206 
$325 = 2 
jump @DSKOOL_31213 

:DSKOOL_31206
$325 = 1 

:DSKOOL_31213
return 

:DSKOOL_31215
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_31258 
if 
   Actor.InCar($PLAYER_ACTOR, $198)
else_jump @DSKOOL_31258 
02E3: $250 = car $198 speed 

:DSKOOL_31258
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @DSKOOL_31533 
if 
  $250 > 0.5 
else_jump @DSKOOL_31533 
00BE: text_clear_all 
if or
  $247 == 10 
  $247 == 12 
  $247 == 13 
  $247 == 5 
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_31371 
014E: set_timer_to $253 type 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31371
if or
  $247 == 15 
  $247 == 8 
  $247 == 9 
  $247 == 2 
  $247 == 1 
else_jump @DSKOOL_31431 
014E: set_timer_to $253 type 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_31431
if or
  $247 == 6 
  $247 == 7 
  $247 == 16 
else_jump @DSKOOL_31470 
014E: set_timer_to $253 type 0 // global_variable 

:DSKOOL_31470
if 
  $247 == 14 
else_jump @DSKOOL_31526 
if 
   not Car.Wrecked($196)
else_jump @DSKOOL_31526 
Car.SetSpeedInstantly($196, 6.0)
Car.SetAnimation($196, 9, 864000000)

:DSKOOL_31526
$249 = 1 

:DSKOOL_31533
return 

:DSKOOL_31535
if 
  $253 == 0 
else_jump @DSKOOL_31567 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DSKOOL_31567
return 

:DSKOOL_31569
Player.CanMove($PLAYER_CHAR) = False
Car.LockInCurrentPosition($198) = True
0396: pause_timer 1 
097A: play_audio_at 0.0 0.0 0.0 event 1183 
return 

:DSKOOL_31609
Car.StorePos($198, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 0.5 
else_jump @DSKOOL_31746 
if 
  10.0 > $259 
else_jump @DSKOOL_31732 
$259 -= 0.5 
$259 *= 10.42 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @DSKOOL_31739 

:DSKOOL_31732
$267 = 0 

:DSKOOL_31739
jump @DSKOOL_31753 

:DSKOOL_31746
$267 = 100 

:DSKOOL_31753
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
return 

:DSKOOL_31763
$260 = Car.Health($198)
$268 = 1000 
0060: $268 -= $260 // (int) 
if 
  $247 == 16 
else_jump @DSKOOL_31819 
$268 /= 10 
jump @DSKOOL_31826 

:DSKOOL_31819
$268 /= 2 

:DSKOOL_31826
if 
  $268 > 100 
else_jump @DSKOOL_31851 
$268 = 100 

:DSKOOL_31851
return 

:DSKOOL_31853
$272 = 0 
$200 = 0 
if 
  $247 == 1 
else_jump @DSKOOL_31944 

:DSKOOL_31885
if 
  15 > $200 
else_jump @DSKOOL_31944 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_31930 
$272 += 10 

:DSKOOL_31930
$200 += 1 
jump @DSKOOL_31885 

:DSKOOL_31944
if 
  $247 == 2 
else_jump @DSKOOL_32021 

:DSKOOL_31962
if 
  25 > $200 
else_jump @DSKOOL_32021 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32007 
$272 += 10 

:DSKOOL_32007
$200 += 1 
jump @DSKOOL_31962 

:DSKOOL_32021
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_32105 

:DSKOOL_32046
if 
  46 > $200 
else_jump @DSKOOL_32105 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32091 
$272 += 10 

:DSKOOL_32091
$200 += 1 
jump @DSKOOL_32046 

:DSKOOL_32105
if 
  $247 == 5 
else_jump @DSKOOL_32182 

:DSKOOL_32123
if 
  37 > $200 
else_jump @DSKOOL_32182 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32168 
$272 += 10 

:DSKOOL_32168
$200 += 1 
jump @DSKOOL_32123 

:DSKOOL_32182
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_32266 

:DSKOOL_32207
if 
  42 > $200 
else_jump @DSKOOL_32266 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32252 
$272 += 10 

:DSKOOL_32252
$200 += 1 
jump @DSKOOL_32207 

:DSKOOL_32266
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_32350 

:DSKOOL_32291
if 
  30 > $200 
else_jump @DSKOOL_32350 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32336 
$272 += 10 

:DSKOOL_32336
$200 += 1 
jump @DSKOOL_32291 

:DSKOOL_32350
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_32434 

:DSKOOL_32375
if 
  31 > $200 
else_jump @DSKOOL_32434 
if 
0366:   object $201($200,46i) damaged 
else_jump @DSKOOL_32420 
$272 += 10 

:DSKOOL_32420
$200 += 1 
jump @DSKOOL_32375 

:DSKOOL_32434
$272 *= 2 
if 
  $272 > 90 
else_jump @DSKOOL_32466 
$272 = 100 

:DSKOOL_32466
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
return 

:DSKOOL_32476
if 
  1 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_32501 
$CURRENT_FLIGHT_RECORD = 0 

:DSKOOL_32501
00BE: text_clear_all 
return 

:DSKOOL_32505
if 
   not Car.Wrecked($198)
else_jump @DSKOOL_32956 
if 
  $333 == 0 
else_jump @DSKOOL_32701 
Car.StorePos($198, $330, $331, $332)
$332 += 5.0 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset 15.0 0.0 5.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
0A39: get_vehicle_camera_mode_to 60@ 
if or
  60@ == 1 
  60@ == 2 
  60@ == 3 
else_jump @DSKOOL_32671 
Camera.OnVehicle($198, 15, 1)
jump @DSKOOL_32680 

:DSKOOL_32671
Camera.OnVehicle($198, 15, 2)

:DSKOOL_32680
0460: set_camera_transverse_delay 50.0 time 2000 
09EC: unknown_flag 1 
$333 = 1 

:DSKOOL_32701
if 
  32@ > 3000 
else_jump @DSKOOL_32838 
if 
  6000 > 32@ 
else_jump @DSKOOL_32838 
if 
  $333 == 1 
else_jump @DSKOOL_32838 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset 0.0 15.0 5.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle($198, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 2 

:DSKOOL_32838
if 
  32@ > 6000 
else_jump @DSKOOL_32956 
if 
  $333 == 2 
else_jump @DSKOOL_32956 
0407: store_coords_to $330 $331 $TEMPVAR_FLOAT_3 from_car $198 with_offset -15.0 0.0 5.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle($198, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 3 

:DSKOOL_32956
return 

:DSKOOL_32958
45@ = 0 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DSKOOL_33067 
if 
  85 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_33067 
if and
  47@ > 69 
  85 > 47@ 
else_jump @DSKOOL_33040 
45@ = 0 
jump @DSKOOL_33067 

:DSKOOL_33040
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 2 

:DSKOOL_33067
if 
  $CURRENT_FLIGHT_RECORD > 84 
else_jump @DSKOOL_33169 
if 
  100 > $CURRENT_FLIGHT_RECORD 
else_jump @DSKOOL_33169 
if and
  47@ > 84 
  100 > 47@ 
else_jump @DSKOOL_33142 
45@ = 0 
jump @DSKOOL_33169 

:DSKOOL_33142
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 3 

:DSKOOL_33169
if 
  $CURRENT_FLIGHT_RECORD == 100 
else_jump @DSKOOL_33256 
if 
  47@ == 100 
else_jump @DSKOOL_33219 
45@ = 0 
jump @DSKOOL_33256 

:DSKOOL_33219
0624: add 30.0 to_float_stat 160 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
45@ = 4 

:DSKOOL_33256
return 

:DSKOOL_33258
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
if 
  2 > 45@ 
else_jump @DSKOOL_33331 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'DS1_65' style 3  // Results
jump @DSKOOL_33364 

:DSKOOL_33331
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:DSKOOL_33364
if or
  $247 == 6 
  $247 == 7 
  $247 == 16 
else_jump @DSKOOL_33672 
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_72'  // Overall Time:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $302 > 9 
else_jump @DSKOOL_33531 
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_21' numbers $301 $302  // ~1~.~1~s
jump @DSKOOL_33558 

:DSKOOL_33531
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_22' numbers $301 $302  // ~1~.0~1~s

:DSKOOL_33558
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_23'  // Final Time:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $270  // ~1~%
jump @DSKOOL_33886 

:DSKOOL_33672
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_5'  // Final Heading:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 255.0 GXT 'DS1_69' number $266  // ~1~%
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_6'  // Final Position:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $267  // ~1~%

:DSKOOL_33886
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 295.0 GXT 'DS1_7'  // Damage Penalty:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
045A: draw_text_1number 450.0 295.0 GXT 'DS1_70' number $272  // -~1~%
gosub @DSKOOL_30042 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 315.0 GXT 'DS1_10'  // Overall Score:
gosub @DSKOOL_30042 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 315.0 GXT 'DS1_69' number $CURRENT_FLIGHT_RECORD  // ~1~%
if or
  41@ == 1 
  41@ == 2 
else_jump @DSKOOL_34476 
if 
  45@ > 0 
else_jump @DSKOOL_34476 
038D: draw_texture 4 position 250.0 199.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 199.0 size 60.0 60.0 RGBA 180 180 180 255 
if 
  45@ == 2 
else_jump @DSKOOL_34285 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34285
if 
  45@ == 3 
else_jump @DSKOOL_34339 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34339
if 
  45@ == 4 
else_jump @DSKOOL_34393 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_34393
gosub @DSKOOL_30158 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 323.0 65.0 GXT 'DS1_47'  // NEW CERTIFICATE AWARDED

:DSKOOL_34476
if or
  41@ == 1 
  41@ == 2 
else_jump @DSKOOL_34568 
gosub @DSKOOL_30158 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'DS1_46'  // NEW RECORD

:DSKOOL_34568
if 
   not 41@ == 2 
else_jump @DSKOOL_34873 
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_66'  // Continue
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_53'  // Exit
jump @DSKOOL_35067 

:DSKOOL_34873
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_71'  // NEW TEST AVAILABLE
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @DSKOOL_30042 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_66'  // Continue

:DSKOOL_35067
return 

:DSKOOL_35069
if 
00E1:   player 0 pressed_key 16 
else_jump @DSKOOL_35125 
if 
  $12 == 1 
else_jump @DSKOOL_35118 
$12 = 0 
$326 = 1 

:DSKOOL_35118
jump @DSKOOL_35150 

:DSKOOL_35125
if 
  $12 == 0 
else_jump @DSKOOL_35150 
$12 = 1 

:DSKOOL_35150
return 

:DSKOOL_35152
097A: play_audio_at 0.0 0.0 0.0 event 1184 
00BE: text_clear_all 
fade 0 500 

:DSKOOL_35181
if 
fading 
else_jump @DSKOOL_35205 
wait 0 
jump @DSKOOL_35181 

:DSKOOL_35205
00BE: text_clear_all 
03D6: remove_styled_text 'DS1_46'  // NEW RECORD
03D6: remove_styled_text 'DS1_47'  // NEW CERTIFICATE AWARDED
09EC: unknown_flag 0 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  $325 == 2 
else_jump @DSKOOL_35323 
00BE: text_clear_all 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DSKOOL_35302 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
jump @DSKOOL_35316 

:DSKOOL_35302
Actor.PutAt($PLAYER_ACTOR, $327, $328, $329)

:DSKOOL_35316
jump @DSKOOL_35374 

:DSKOOL_35323
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DSKOOL_35360 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
jump @DSKOOL_35374 

:DSKOOL_35360
Actor.PutAt($PLAYER_ACTOR, $327, $328, $329)

:DSKOOL_35374
00BE: text_clear_all 
wait 0 
00BE: text_clear_all 
Car.Destroy($198)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
00BE: text_clear_all 
wait 0 
00BE: text_clear_all 
014F: stop_timer $253 
0396: pause_timer 0 
0826: enable_hud 1 
0581: enable_radar 1 
return 

:DSKOOL_35436
00BE: text_clear_all 
$200 = 0 

:DSKOOL_35445
if 
  46 > $200 
else_jump @DSKOOL_35488 
00BE: text_clear_all 
Object.Destroy($201($200,46i))
$200 += 1 
jump @DSKOOL_35445 

:DSKOOL_35488
return 

:DSKOOL_35490
$200 = 0 
if 
  $247 == 1 
else_jump @DSKOOL_35574 

:DSKOOL_35515
if 
  15 > $200 
else_jump @DSKOOL_35574 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35515 

:DSKOOL_35574
if 
  $247 == 2 
else_jump @DSKOOL_35651 

:DSKOOL_35592
if 
  25 > $200 
else_jump @DSKOOL_35651 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35592 

:DSKOOL_35651
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_35735 

:DSKOOL_35676
if 
  46 > $200 
else_jump @DSKOOL_35735 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35676 

:DSKOOL_35735
if 
  $247 == 5 
else_jump @DSKOOL_35812 

:DSKOOL_35753
if 
  37 > $200 
else_jump @DSKOOL_35812 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35753 

:DSKOOL_35812
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_35896 

:DSKOOL_35837
if 
  42 > $200 
else_jump @DSKOOL_35896 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35837 

:DSKOOL_35896
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_35980 

:DSKOOL_35921
if 
  30 > $200 
else_jump @DSKOOL_35980 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_35921 

:DSKOOL_35980
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_36064 

:DSKOOL_36005
if 
  31 > $200 
else_jump @DSKOOL_36064 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$200 += 1 
jump @DSKOOL_36005 

:DSKOOL_36064
if 
  $247 == 1 
else_jump @DSKOOL_36768 
$285 = 6.0 
$279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 1.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_36157
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 0.0 
else_jump @DSKOOL_36240 
Object.PutAt($201[0], $282, $283, $284)

:DSKOOL_36240
if 
  $279 == 24.0 
else_jump @DSKOOL_36275 
Object.PutAt($201[1], $282, $283, $284)

:DSKOOL_36275
if 
  $279 == 48.0 
else_jump @DSKOOL_36310 
Object.PutAt($201[2], $282, $283, $284)

:DSKOOL_36310
if 
  $279 == 72.0 
else_jump @DSKOOL_36345 
Object.PutAt($201[3], $282, $283, $284)

:DSKOOL_36345
if 
  $279 == 96.0 
else_jump @DSKOOL_36380 
Object.PutAt($201[4], $282, $283, $284)

:DSKOOL_36380
if 
  $279 == 120.0 
else_jump @DSKOOL_36415 
Object.PutAt($201[5], $282, $283, $284)

:DSKOOL_36415
if 
  $279 == 144.0 
else_jump @DSKOOL_36450 
Object.PutAt($201[6], $282, $283, $284)

:DSKOOL_36450
if 
  $279 == 168.0 
else_jump @DSKOOL_36485 
Object.PutAt($201[7], $282, $283, $284)

:DSKOOL_36485
if 
  $279 == 192.0 
else_jump @DSKOOL_36520 
Object.PutAt($201[8], $282, $283, $284)

:DSKOOL_36520
if 
  $279 == 216.0 
else_jump @DSKOOL_36555 
Object.PutAt($201[9], $282, $283, $284)

:DSKOOL_36555
if 
  $279 == 240.0 
else_jump @DSKOOL_36590 
Object.PutAt($201[10], $282, $283, $284)

:DSKOOL_36590
if 
  $279 == 264.0 
else_jump @DSKOOL_36625 
Object.PutAt($201[11], $282, $283, $284)

:DSKOOL_36625
if 
  $279 == 288.0 
else_jump @DSKOOL_36660 
Object.PutAt($201[12], $282, $283, $284)

:DSKOOL_36660
if 
  $279 == 312.0 
else_jump @DSKOOL_36695 
Object.PutAt($201[13], $282, $283, $284)

:DSKOOL_36695
if 
  $279 == 336.0 
else_jump @DSKOOL_36730 
Object.PutAt($201[14], $282, $283, $284)

:DSKOOL_36730
$279 += 24.0 
if 
  360.0 > $279 
else_jump @DSKOOL_36768 
jump @DSKOOL_36157 

:DSKOOL_36768
if 
  $247 == 2 
else_jump @DSKOOL_37657 
$285 = 6.0 
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 86.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_36861
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 120.0 
else_jump @DSKOOL_36944 
Object.PutAt($201[0], $282, $283, $284)

:DSKOOL_36944
if 
  $279 == 150.0 
else_jump @DSKOOL_36979 
Object.PutAt($201[1], $282, $283, $284)

:DSKOOL_36979
if 
  $279 == 180.0 
else_jump @DSKOOL_37014 
Object.PutAt($201[2], $282, $283, $284)

:DSKOOL_37014
if 
  $279 == 210.0 
else_jump @DSKOOL_37049 
Object.PutAt($201[3], $282, $283, $284)

:DSKOOL_37049
if 
  $279 == 240.0 
else_jump @DSKOOL_37084 
Object.PutAt($201[4], $282, $283, $284)

:DSKOOL_37084
$279 += 30.0 
if 
  271.0 > $279 
else_jump @DSKOOL_37122 
jump @DSKOOL_36861 

:DSKOOL_37122
035C: place_object $201[7] relative_to_car $198 with_offset -7.0 74.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 7.0 74.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -7.0 78.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 78.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -7.0 82.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 7.0 82.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -7.0 86.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 7.0 86.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 82.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 0.0 74.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 0.0 78.0 -0.5 
$200 = 7 

:DSKOOL_37543
if 
  25 > $200 
else_jump @DSKOOL_37657 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_37643 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_37643
$200 += 1 
jump @DSKOOL_37543 

:DSKOOL_37657
if or
  $247 == 12 
  $247 == 13 
else_jump @DSKOOL_38148 
035C: place_object $201[0] relative_to_car $198 with_offset 0.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 -8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 -8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 -12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 3.0 -12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -3.0 -16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 -16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -3.0 -20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 3.0 -20.0 -0.5 
$200 = 0 

:DSKOOL_38034
if 
  15 > $200 
else_jump @DSKOOL_38148 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_38134 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_38134
$200 += 1 
jump @DSKOOL_38034 

:DSKOOL_38148
if 
  $247 == 12 
else_jump @DSKOOL_38655 
035C: place_object $201[15] relative_to_car $198 with_offset -3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset 9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 6.5 -44.0 -0.5 
$200 = 15 

:DSKOOL_38541
if 
  31 > $200 
else_jump @DSKOOL_38655 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_38641 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_38641
$200 += 1 
jump @DSKOOL_38541 

:DSKOOL_38655
if 
  $247 == 13 
else_jump @DSKOOL_39162 
035C: place_object $201[15] relative_to_car $198 with_offset 3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset -4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset -10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset -4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -6.5 -44.0 -0.5 
$200 = 15 

:DSKOOL_39048
if 
  31 > $200 
else_jump @DSKOOL_39162 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_39148 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_39148
$200 += 1 
jump @DSKOOL_39048 

:DSKOOL_39162
if or
  $247 == 6 
  $247 == 7 
else_jump @DSKOOL_40865 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 2.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 2.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -4.0 14.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 4.0 14.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 26.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 26.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 32.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 38.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 38.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 44.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 44.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 50.0 -0.5 
$200 = 0 

:DSKOOL_39608
if 
  18 > $200 
else_jump @DSKOOL_39722 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_39708 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_39708
$200 += 1 
jump @DSKOOL_39608 

:DSKOOL_39722
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 50.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_39787
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 126.0 
else_jump @DSKOOL_39870 
Object.PutAt($201[18], $282, $283, $284)

:DSKOOL_39870
if 
  $279 == 144.0 
else_jump @DSKOOL_39905 
Object.PutAt($201[19], $282, $283, $284)

:DSKOOL_39905
if 
  $279 == 162.0 
else_jump @DSKOOL_39940 
Object.PutAt($201[20], $282, $283, $284)

:DSKOOL_39940
if 
  $279 == 180.0 
else_jump @DSKOOL_39975 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_39975
if 
  $279 == 198.0 
else_jump @DSKOOL_40010 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_40010
if 
  $279 == 216.0 
else_jump @DSKOOL_40045 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_40045
if 
  $279 == 234.0 
else_jump @DSKOOL_40080 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_40080
$279 += 18.0 
if 
  271.0 > $279 
else_jump @DSKOOL_40118 
jump @DSKOOL_39787 

:DSKOOL_40118
035C: place_object $201[25] relative_to_car $198 with_offset 12.0 8.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 12.0 2.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 -4.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 14.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 12.0 20.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 12.0 26.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 12.0 38.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 12.0 44.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 12.0 50.0 -0.5 
$200 = 25 

:DSKOOL_40355
if 
  35 > $200 
else_jump @DSKOOL_40469 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_40455 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_40455
$200 += 1 
jump @DSKOOL_40355 

:DSKOOL_40469
$279 = 270.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 -4.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_40534
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 306.0 
else_jump @DSKOOL_40617 
Object.PutAt($201[35], $282, $283, $284)

:DSKOOL_40617
if 
  $279 == 324.0 
else_jump @DSKOOL_40652 
Object.PutAt($201[36], $282, $283, $284)

:DSKOOL_40652
if 
  $279 == 342.0 
else_jump @DSKOOL_40687 
Object.PutAt($201[37], $282, $283, $284)

:DSKOOL_40687
if 
  $279 == 360.0 
else_jump @DSKOOL_40722 
Object.PutAt($201[38], $282, $283, $284)

:DSKOOL_40722
if 
  $279 == 378.0 
else_jump @DSKOOL_40757 
Object.PutAt($201[39], $282, $283, $284)

:DSKOOL_40757
if 
  $279 == 396.0 
else_jump @DSKOOL_40792 
Object.PutAt($201[40], $282, $283, $284)

:DSKOOL_40792
if 
  $279 == 414.0 
else_jump @DSKOOL_40827 
Object.PutAt($201[41], $282, $283, $284)

:DSKOOL_40827
$279 += 18.0 
if 
  451.0 > $279 
else_jump @DSKOOL_40865 
jump @DSKOOL_40534 

:DSKOOL_40865
if 
  $247 == 5 
else_jump @DSKOOL_41855 
035C: place_object $201[0] relative_to_car $198 with_offset 2.0 40.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 44.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 44.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 48.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 48.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 52.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 52.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 56.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 56.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 5.0 64.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -1.0 64.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 6.0 68.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 68.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 72.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 72.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 6.0 76.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 0.0 76.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 6.0 80.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 5.0 84.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -1.0 84.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 88.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -2.0 88.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 3.0 92.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -3.0 92.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 3.0 96.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -3.0 96.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 3.0 100.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -3.0 100.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 3.0 104.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -3.0 104.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 3.0 108.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -3.0 108.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 0.0 108.0 -0.5 
$200 = 0 

:DSKOOL_41741
if 
  37 > $200 
else_jump @DSKOOL_41855 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_41841 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_41841
$200 += 1 
jump @DSKOOL_41741 

:DSKOOL_41855
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_42651 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 0.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 4.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 24.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 4.0 28.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 4.0 32.0 -0.5 
$200 = 0 

:DSKOOL_42370
if 
  21 > $200 
else_jump @DSKOOL_42484 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_42470 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_42470
$200 += 1 
jump @DSKOOL_42370 

:DSKOOL_42484
$279 = 90.0 
if 
  $247 == 3 
else_jump @DSKOOL_42548 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 30.0 -0.5 
jump @DSKOOL_42577 

:DSKOOL_42548
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -4.0 30.0 -0.5 

:DSKOOL_42577
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_42603
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 

:DSKOOL_42651
if 
  $247 == 3 
else_jump @DSKOOL_42774 
if 
  $279 == 126.0 
else_jump @DSKOOL_42704 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_42704
if 
  $279 == 144.0 
else_jump @DSKOOL_42739 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_42739
if 
  $279 == 162.0 
else_jump @DSKOOL_42774 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_42774
if 
  $247 == 4 
else_jump @DSKOOL_42897 
if 
  $279 == 198.0 
else_jump @DSKOOL_42827 
Object.PutAt($201[21], $282, $283, $284)

:DSKOOL_42827
if 
  $279 == 216.0 
else_jump @DSKOOL_42862 
Object.PutAt($201[22], $282, $283, $284)

:DSKOOL_42862
if 
  $279 == 234.0 
else_jump @DSKOOL_42897 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_42897
if or
  $247 == 3 
  $247 == 4 
else_jump @DSKOOL_43048 
if 
  $279 == 180.0 
else_jump @DSKOOL_42957 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_42957
$279 += 18.0 
if 
  $247 == 3 
else_jump @DSKOOL_43020 
if 
  181.0 > $279 
else_jump @DSKOOL_43013 
jump @DSKOOL_42603 

:DSKOOL_43013
jump @DSKOOL_43048 

:DSKOOL_43020
if 
  235.0 > $279 
else_jump @DSKOOL_43048 
jump @DSKOOL_42603 

:DSKOOL_43048
if 
  $247 == 3 
else_jump @DSKOOL_43670 
035C: place_object $201[25] relative_to_car $198 with_offset 8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset 28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset 32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset 32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset 36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset 36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset 40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset 40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset 44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset 44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset 44.0 37.0 -0.5 
$200 = 25 

:DSKOOL_43556
if 
  46 > $200 
else_jump @DSKOOL_43670 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_43656 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_43656
$200 += 1 
jump @DSKOOL_43556 

:DSKOOL_43670
if 
  $247 == 4 
else_jump @DSKOOL_44292 
035C: place_object $201[25] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset -20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset -24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset -28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset -32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset -32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset -36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset -36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset -40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset -40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset -44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset -44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset -44.0 37.0 -0.5 
$200 = 25 

:DSKOOL_44178
if 
  46 > $200 
else_jump @DSKOOL_44292 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_44278 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_44278
$200 += 1 
jump @DSKOOL_44178 

:DSKOOL_44292
if 
  $247 == 8 
else_jump @DSKOOL_44776 
035C: place_object $201[0] relative_to_car $198 with_offset -8.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -6.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -2.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 0.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 7.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 5.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset 3.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 1.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -1.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset -8.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -6.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset -4.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 0.0 60.0 -0.5 
$200 = 0 

:DSKOOL_44662
if 
  15 > $200 
else_jump @DSKOOL_44776 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_44762 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_44762
$200 += 1 
jump @DSKOOL_44662 

:DSKOOL_44776
if 
  $247 == 9 
else_jump @DSKOOL_45260 
035C: place_object $201[0] relative_to_car $198 with_offset 7.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 5.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 1.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -1.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset -6.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset 0.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset 5.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset 1.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset -1.0 60.0 -0.5 
$200 = 0 

:DSKOOL_45146
if 
  15 > $200 
else_jump @DSKOOL_45260 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_45246 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_45246
$200 += 1 
jump @DSKOOL_45146 

:DSKOOL_45260
if or
  $247 == 8 
  $247 == 9 
else_jump @DSKOOL_45996 
$285 = 8.0 
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -0.5 81.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
$284 += 0.4 

:DSKOOL_45360
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 90.0 
else_jump @DSKOOL_45443 
Object.PutAt($201[23], $282, $283, $284)

:DSKOOL_45443
if 
  $279 == 120.0 
else_jump @DSKOOL_45478 
Object.PutAt($201[24], $282, $283, $284)

:DSKOOL_45478
if 
  $279 == 150.0 
else_jump @DSKOOL_45513 
Object.PutAt($201[25], $282, $283, $284)

:DSKOOL_45513
if 
  $279 == 180.0 
else_jump @DSKOOL_45548 
Object.PutAt($201[26], $282, $283, $284)

:DSKOOL_45548
if 
  $279 == 210.0 
else_jump @DSKOOL_45583 
Object.PutAt($201[27], $282, $283, $284)

:DSKOOL_45583
if 
  $279 == 240.0 
else_jump @DSKOOL_45618 
Object.PutAt($201[28], $282, $283, $284)

:DSKOOL_45618
if 
  $279 == 270.0 
else_jump @DSKOOL_45653 
Object.PutAt($201[29], $282, $283, $284)

:DSKOOL_45653
$279 += 30.0 
if 
  271.0 > $279 
else_jump @DSKOOL_45691 
jump @DSKOOL_45360 

:DSKOOL_45691
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
$200 = 15 

:DSKOOL_45882
if 
  23 > $200 
else_jump @DSKOOL_45996 
if 
03CA:   object $201($200,46i) exists 
else_jump @DSKOOL_45982 
Object.StorePos($201($200,46i), $282, $283, $284)
02CE: $284 = ground_z_at $282 $283 40.0 
$284 += 0.4 
Object.PutAt($201($200,46i), $282, $283, $284)

:DSKOOL_45982
$200 += 1 
jump @DSKOOL_45882 

:DSKOOL_45996
return 

:DSKOOL_45998
if 
  61@ == 1 
else_jump @DSKOOL_46091 
if 
001D:   86@ > 62@ // (int) 
else_jump @DSKOOL_46063 
gosub @DSKOOL_46259 
gosub @DSKOOL_46366 
gosub @DSKOOL_46520 
jump @DSKOOL_46091 

:DSKOOL_46063
if 
   not Actor.Dead(91@)
else_jump @DSKOOL_46084 
0968: actor 91@ stop_mouth 

:DSKOOL_46084
61@ = 0 

:DSKOOL_46091
return 

:DSKOOL_46093
if 
  61@ == 1 
else_jump @DSKOOL_46228 
05AA: 65@s = 'MEC_D1'  // ~z~Welcome to the Advanced Driving School.
05AA: 67@s = 'MEC_D2'  // ~z~To pass you must score BRONZE or higher in all 12 tests.
05AA: 69@s = 'MEC_D3'  // ~z~To view a demonstration of each test, please use the TV over there.
05AA: 71@s = 'MEC_D4'  // ~z~Passing a test will unlock the next test in the training program.
05AA: 73@s = 'MEC_D5'  // ~z~You can come back and check your scores or take new tests at any time.
04AF: 79@ = 26002 // @ = any 
04AF: 80@ = 26003 // @ = any 
04AF: 81@ = 26004 // @ = any 
04AF: 82@ = 26005 // @ = any 
04AF: 83@ = 26006 // @ = any 
86@ = 5 

:DSKOOL_46228
0085: 89@ = 62@ // (int) 
87@ = 0 
88@ = 0 
90@ = 1 
return 

:DSKOOL_46259
if 
001D:   86@ > 89@ // (int) 
else_jump @DSKOOL_46364 
if 
  87@ == 0 
else_jump @DSKOOL_46321 
03CF: load_wav 79@(89@,7i) as 1 
89@ += 1 
87@ = 1 

:DSKOOL_46321
if 
  88@ == 0 
else_jump @DSKOOL_46364 
03CF: load_wav 79@(89@,7i) as 2 
89@ += 1 
88@ = 1 

:DSKOOL_46364
return 

:DSKOOL_46366
if 
  90@ == 1 
else_jump @DSKOOL_46442 
if 
  87@ == 1 
else_jump @DSKOOL_46442 
if 
03D0:   wav 1 loaded 
else_jump @DSKOOL_46442 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
87@ = 2 

:DSKOOL_46442
if 
  90@ == 2 
else_jump @DSKOOL_46518 
if 
  88@ == 1 
else_jump @DSKOOL_46518 
if 
03D0:   wav 2 loaded 
else_jump @DSKOOL_46518 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
88@ = 2 

:DSKOOL_46518
return 

:DSKOOL_46520
if 
  87@ == 2 
else_jump @DSKOOL_46583 
if 
03D2:   wav 1 ended 
else_jump @DSKOOL_46583 
03D5: remove_text 65@(62@,7s) 
62@ += 1 
90@ = 2 
87@ = 0 

:DSKOOL_46583
if 
  88@ == 2 
else_jump @DSKOOL_46646 
if 
03D2:   wav 2 ended 
else_jump @DSKOOL_46646 
03D5: remove_text 65@(62@,7s) 
62@ += 1 
90@ = 1 
88@ = 0 

:DSKOOL_46646
return 

//-------------Mission 72---------------
// Originally: Air Raid

:ZERO1
thread 'ZERO1'

end_thread 

  
:ZERO2   
thread 'ZERO2'

end_thread              

:ZERO4              
thread 'ZERO4'    

end_thread              

:TORENO1            
thread 'TORENO1'  

end_thread              

:TORENO2            
thread 'TORENO2'  

end_thread              

:DES3               
thread 'DES3'     

end_thread              

:DESERT4            
thread 'DESERT4'  

end_thread              

:DESERT6            
thread 'DESERT6'  

end_thread              

:DESERT9            
thread 'DESERT9'  

end_thread              

:MAF4               
thread 'MAF4'     

end_thread              

//-------------Mission 81---------------
// Originally: Black Project

:TITLES
thread 'TITLES' 
0050: gosub @TITLES_TITLES
00D6: if
0112:   wasted_or_busted
004D: jump_if_false @TITLES_End
0050: gosub @TITLES_Failed

:TITLES_End
 0050: gosub @TITLES_Cleanup
 004E: end_thread

:TITLES_Failed
 // This section is what happens after you died or got busted during your mission
 0051: return
 
 :TITLES_Cleanup
 // This section is where you clean up the contents of your mission so you can end it
 0004: $ONMISSION = 0
 $MISSION_INTRO_PASSED = 0
 00D8: mission_cleanup
 0051: return

:TITLES_TITLES
0952: load_soundtrack 9 
0954: start_playing_loaded_soundtrack 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 1596.0 -1697.0 105.0
0160: set_camera_point_at 1586.0 -1697.0 75.0 mode 2 
0920: point_camera 1586.0 -1697.3671 75.0 transverse_to 1386.0 -1697.0 75.0 time 36000 mode 1 
0936: set_camera 1596.0 -1697.3671 105.0 position_to 1396.0 -1697.0 105.0 time 36000 drop_mode 1 
fade 1 1000
32@ = 0
054C: use_GXT_table 'JABM02' 
00BA: show_text_styled GXT 'CRED01' time 5000 style 1 
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CRED02' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CRED03' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CRED04' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CRED05' time 5000 flag 1  
wait 5000
00BE: text_clear_all
00BB: show_text_lowpriority GXT 'CRED06' time 5000 flag 1  

:TITLES_TIT_100
wait 0

if 
32@ >= 30000
jf @TITLES_TIT_100
00BE: text_clear_all 
fade 0 500

:TITLES_TIT_110
wait 0
if 
fading
jf @TITLES_TIT_110

:TITLES_TIT_120
wait 0
if 
8934:   not camera_target_point_manipulated 
jf @TITLES_TIT_120
02A3: enable_widescreen 0 
0955: end_playing_loaded_soundtrack 

return

//Just something extra I threw into the mix.
:DOGFIGHT
thread 'DOGFIGHT' 
gosub @DOGFIGHT_100
if 
wasted_or_busted 
then
wait 0
end

gosub @DOGFIGHT_8000 

end_thread 

:DOGFIGHT_100
// Locks your player so you can't move just yet
Player.CanMove($PLAYER_CHAR) = False
100@ = 1
$ONMISSION = 1
//Load Models 
0395: clear_area 1 at 323.5454 2540.254 15.8085 radius 50.0 
Model.Load(#RUSTLER)
Model.Load(#WFYCLOT)    // Cool Female Pilots!!
038B: load_requested_models 
//Check for Models Loading
:DOGFIGHT_110
wait 0
if or
Model.Available(#RUSTLER)
Model.Available(#WFYCLOT)
jf @DOGFIGHT_110 

//Place my plane on the Airstrip
125@ = Car.Create(#RUSTLER, 323.5454, 2540.254, 15.8085 )
Car.Angle(125@) = 180.0
//126@ is an array of 2 integers 48@ is the index 
48@ = 0   //Place Plane #0
00A5: 126@(48@,2i) = create_car #RUSTLER at 421.3578 2515.6172 16.7772
Car.Angle(126@(48@,2i)) = 90.0
009A: 123@(48@,2i) = create_actor_pedtype 5 model #WFYCLOT at 424.3162 2509.3926 16.4844
Actor.Angle(123@(48@,2i)) = 90.0
48@ = 1   //Place Plane #1
00A5: 126@(48@,2i) = create_car #RUSTLER at 421.3578 2496.7336 16.7842
Car.Angle(126@(48@,2i)) = 90.0
009A: 123@(48@,2i) = create_actor_pedtype 5 model #WFYCLOT at 424.3162 2488.623 16.4922
Actor.Angle(123@(48@,2i)) = 90.0
//Let's get into the air!
Player.CanMove($PLAYER_CHAR) = True
  


//Ladies to your planes!
48@ = 0
05CB: AS_actor 123@(48@,2i) enter_car 126@(48@,2i) as_driver -1 ms 
48@ = 1
05CB: AS_actor 123@(48@,2i) enter_car 126@(48@,2i) as_driver -1 ms 

//Dramatic cut away shot
067C: put_camera_on_actor 123@(48@,2i) with_offset 12.0 -6.0 6.0 rotation 0.0 0.0 0.0 0.0 2 
wait 12000 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer


48@ = 0
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point 328.9085 2503.646 200.0 altitude_between 0.0 and 250.0 
50@ = Marker.CreateAboveCar(126@(48@,2i))
07E0: set_marker 50@ type_to 0
0165: set_marker 50@ color_to 0 
48@ = 1
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point -228.9085 2503.646 300.0 altitude_between 0.0 and 250.0 
51@ = Marker.CreateAboveCar(126@(48@,2i))
07E0: set_marker 51@ type_to 0
0165: set_marker 51@ color_to 0 
 {
//This code will have them launching missiles at you from their planes. Just remove the braces.
48@ = 0
070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 
48@ = 1
070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 
  }
:DOGFIGHT_120
wait 0
//Wait loop for the player to get into the cockpit... I said cock. ;)
if
Actor.DrivingPlane($PLAYER_ACTOR)
jf @DOGFIGHT_120  
  
:DOGFIGHT_900
if 
100@ == 0
then
48@ = 0
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point 328.9085 2503.646 200.0 altitude_between 0.0 and 250.0
48@ = 1
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point -228.9085 2503.646 300.0 altitude_between 0.0 and 250.0 
100@ = 1
end
if 
100@ == 2
then
48@ = 0
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point -792.2631 2290.0559 271.8035 altitude_between 0.0 and 250.0
48@ = 1
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point 328.9085 2503.646 200.0 altitude_between 0.0 and 250.0 
100@ = 3
end
if 
100@ == 4
then
48@ = 0
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point 188.875 2489.7739 70.1775 altitude_between 0.0 and 250.0
48@ = 1
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point -792.2631 2290.0559 271.8035 altitude_between 0.0 and 250.0 
100@ = 5
end
if 
100@ == 6
then
48@ = 0
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point -228.9085 2503.646 300.0 altitude_between 0.0 and 250.0
48@ = 1
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point 188.875 2489.7739 70.1775 altitude_between 0.0 and 250.0 
100@ = 7
end
if 
100@ == 0
then
48@ = 0
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point 328.9085 2503.646 200.0 altitude_between 0.0 and 250.0
48@ = 1
04D2: set_plane 126@(48@,2i) fly_autopilot_around_point -228.9085 2503.646 300.0 altitude_between 0.0 and 250.0 
100@ = 1
end
48@ = 0
if
00F4:   actor 123@(48@,2i) near_actor $PLAYER_ACTOR radius 50.0 50.0 0 in_car 
then
100@ += 1
end
48@ = 1
if
00F4:   actor 123@(48@,2i) near_actor $PLAYER_ACTOR radius 50.0 50.0 0 in_car 
then
100@ += 1
end

if
Actor.DrivingPlane($PLAYER_ACTOR)
jf @DOGFIGHT_1000

wait 0
48@ = 0 
if
Car.Wrecked(126@(48@,2i)) 
jf @DOGFIGHT_900

wait 0
48@ = 1 
if
Car.Wrecked(126@(48@,2i)) 
jf @DOGFIGHT_900

0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
//01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
//0998: add_respect 1 
//When money is given you should use these lines.
01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 2000
return

:DOGFIGHT_1000

return
 
:DOGFIGHT_8000 
$ONMISSION = 0 
Model.Destroy(#RUSTLER)
Model.Destroy(#WFYCLOT)
Marker.Disable(50@)
Marker.Disable(51@)
mission_cleanup 
return


//-------------Mission 83---------------
// Originally: Learning to Fly

:DESERT5
thread 'DESERT5' 
gosub @DESERT5_47 
if 
wasted_or_busted 
else_jump @DESERT5_38 
gosub @DESERT5_29947 

:DESERT5_38
gosub @DESERT5_30139 
end_thread 

:DESERT5_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
$ONMISSION = 1 
if 
   not $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_85 
increment_mission_attempts 

:DESERT5_85
054C: use_GXT_table 'DSERT5' 
0169: set_fade_color_RGB 0 0 0 
wait 0 
fade 0 500 

:DESERT5_115
if 
fading 
else_jump @DESERT5_139 
wait 0 
jump @DESERT5_115 

:DESERT5_139
$327 = 415.55 
$328 = 2533.57 
$329 = 19.18 
230@ = 0 
226@ = 0 
227@ = 0 
229@ = 0 
228@ = 0 
231@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
237@ = 0 
238@ = 0 
44@ = -81.36 
45@ = 2476.0 
46@ = 435.92 
47@ = 2528.62 
0087: 48@ = 44@ // (float) 
005B: 48@ += 46@ // (float) 
48@ /= 2.0 
0087: 49@ = 45@ // (float) 
005B: 49@ += 47@ // (float) 
49@ /= 2.0 
50@ = 321.52 
0087: 51@ = 49@ // (float) 
52@ = 17.16 
73@ = -383.79 
0087: 76@ = 49@ // (float) 
79@ = 147.09 
0087: 74@ = 73@ // (float) 
74@ -= 300.0 
0087: 77@ = 76@ // (float) 
0087: 80@ = 79@ // (float) 
80@ -= 20.0 
0087: 75@ = 73@ // (float) 
75@ -= 650.0 
0087: 78@ = 76@ // (float) 
0087: 81@ = 79@ // (float) 
81@ += 10.0 
53@ = -383.79 
0087: 54@ = 49@ // (float) 
55@ = 85.09 
0087: 82@ = 44@ // (float) 
0087: 83@ = 49@ // (float) 
84@ = 33.3 
0087: 109@ = 50@ // (float) 
109@ -= 500.0 
0087: 110@ = 51@ // (float) 
0087: 111@ = 52@ // (float) 
111@ += 120.0 
56@ = 308.0 
0087: 57@ = 49@ // (float) 
58@ = 17.07 
63@ = 3 
66@ = 2 
0087: 112@ = 48@ // (float) 
0087: 113@ = 49@ // (float) 
114@ = 80.0 
0087: 115@ = 112@ // (float) 
115@ += 200.0 
129@ = 15.0 
0087: 136@ = 48@ // (float) 
0087: 137@ = 49@ // (float) 
138@ = 15.53 
0087: 139@ = 136@ // (float) 
139@ += 350.0 
0087: 140@ = 137@ // (float) 
141@ = 900.0 
$7523 = 0 
$7524 = 0 
$7525 = 0 
159@ = 0 
160@ = 0 
177@ = 0 
178@ = 0 
215@ = 0 
216@ = 0 
218@ = 0 
219@ = 0 
if 
  219@ == 1 
else_jump @DESERT5_954 
35@ = Car.Create(#RUSTLER, 0.0, 0.0, -100.0)
70@ = Actor.Create(Mission1, #NULL, 0.0, 0.0, -100.0)
156@ = 0 

:DESERT5_894
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_954 
60@(156@,3i) = Car.Create(#PETRO, 0.0, 0.0, -100.0)
156@ += 1 
jump @DESERT5_894 

:DESERT5_954
0A0E: unknown_text_stuff 1 
03BA: clear_cars_from_cube_cornerA 44@ 45@ 0.0 cornerB 46@ 47@ 50.0 
08F8: display_stat_update_box 0 
07A8: enable_area69_sam 0 
096A: enable_flying_helis 0 
050F: get_max_wanted_level_to 239@ 
01F0: set_max_wanted_level_to 0 
Model.Load(#RUSTLER)
Model.Load(#HUNTER)
Model.Load(#PETRO)
Model.Load(#LANDSTAL)
Model.Load(#STUNT)
08A9: load_external_script 1 (PARACHUTE) 
038B: load_requested_models 

:DESERT5_1034
if or
   not Model.Available(#RUSTLER)
   not Model.Available(#HUNTER)
   not Model.Available(#PETRO)
   not Model.Available(#LANDSTAL)
   not Model.Available(#STUNT)
else_jump @DESERT5_1081 
wait 0 
jump @DESERT5_1034 

:DESERT5_1081
if 
88AB:   not external_script 1 (PARACHUTE) loaded 
else_jump @DESERT5_1107 
wait 0 
jump @DESERT5_1081 

:DESERT5_1107
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRFLY" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILFLY" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLFLY" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
08A8: unknown_radar_flag 1 
if 
  $FLIGHT_SCHOOL_BRIEF_PLAYED == 0 
else_jump @DESERT5_2570 
0395: clear_area 0 at $327 $328 $329 radius 50.0 
Actor.PutAt($PLAYER_ACTOR, 414.8, 2534.2, 18.18)
Actor.Angle($PLAYER_ACTOR) = 200.0
05AA: 179@s = 'MTOR04A'  // ~z~Hey Carl! So what do you think of our new base of operations?
05AA: 181@s = 'MTOR04B'  // ~z~It's missing something.
05AA: 183@s = 'MTOR04C'  // ~z~Maybe a tennis court and a pool would help motivate me better.
05AA: 185@s = 'MTOR04D'  // ~z~Very nice Carl, very cute.
05AA: 187@s = 'MTOR04E'  // ~z~Now listen, you're going to have to learn how to fly.
05AA: 189@s = 'MTOR04F'  // ~z~No I ain't.
05AA: 191@s = 'MTOR04G'  // ~z~Yes, actually, you are.
05AA: 193@s = 'MTOR04H'  // ~z~I've set out a series of tests for you. You can access them on that TV.
05AA: 195@s = 'MTOR04J'  // ~z~You're going to have to prove to me you can fly
05AA: 197@s = 'MTOR04K'  // ~z~if you're going to continue working towards your brother's freedom.
05AA: 199@s = 'MTOR04L'  // ~z~Shit. Whatever, man....
05AA: 201@s = 'MTOR04M'  // ~z~Very nice.
04AF: 203@ = 29618 // @ = any 
04AF: 204@ = 29619 // @ = any 
04AF: 205@ = 29620 // @ = any 
04AF: 206@ = 29621 // @ = any 
04AF: 207@ = 29622 // @ = any 
04AF: 208@ = 29623 // @ = any 
04AF: 209@ = 29624 // @ = any 
04AF: 210@ = 29625 // @ = any 
04AF: 211@ = 29626 // @ = any 
04AF: 212@ = 29627 // @ = any 
04AF: 213@ = 29628 // @ = any 
04AF: 214@ = 29629 // @ = any 
217@ = 12 
215@ = 0 
218@ = 0 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 1 
Model.Load(#CELLPHONE)
03CF: load_wav 23000 as 3 

:DESERT5_1616
if or
   not Model.Available(#CELLPHONE)
83D0:   not wav 3 loaded 
else_jump @DESERT5_1647 
wait 0 
jump @DESERT5_1616 

:DESERT5_1647
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
Camera.SetPosition(415.83, 2532.94, 19.5, 0.0, 0.0, 0.0)
Camera.PointAt(415.28, 2533.65, 19.5, 2)
fade 1 1000 

:DESERT5_1716
if 
fading 
else_jump @DESERT5_1740 
wait 0 
jump @DESERT5_1716 

:DESERT5_1740
240@ = 1 
0707: start_scene_skip_to @DESERT5_2377 
wait 600 
040D: unload_wav 3 
wait 1000 
216@ = 0 

:DESERT5_1775
if 
  1 > 216@ 
else_jump @DESERT5_1811 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_1775 

:DESERT5_1811
if 
  2 > 216@ 
else_jump @DESERT5_1887 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_1880 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_1880
jump @DESERT5_1811 

:DESERT5_1887
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1892
if 
  3 > 216@ 
else_jump @DESERT5_1968 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_1961 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_1961
jump @DESERT5_1892 

:DESERT5_1968
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_1973
if 
  5 > 216@ 
else_jump @DESERT5_2009 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_1973 

:DESERT5_2009
if 
  6 > 216@ 
else_jump @DESERT5_2085 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_2078 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_2078
jump @DESERT5_2009 

:DESERT5_2085
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2090
if 
  8 > 216@ 
else_jump @DESERT5_2216 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
  216@ == 7 
   not 218@ == 1 
else_jump @DESERT5_2209 
Camera.SetPosition(414.83, 2532.13, 19.43, 0.0, 0.0, 0.0)
Camera.PointAt(415.01, 2533.11, 19.42, 2)
218@ = 1 

:DESERT5_2209
jump @DESERT5_2090 

:DESERT5_2216
if 
  10 > 216@ 
else_jump @DESERT5_2252 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_2216 

:DESERT5_2252
if 
  11 > 216@ 
else_jump @DESERT5_2328 
wait 0 
gosub @DESERT5_29716 
if and
  215@ == 2 
   not 218@ == 1 
else_jump @DESERT5_2321 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
218@ = 1 

:DESERT5_2321
jump @DESERT5_2252 

:DESERT5_2328
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2333
if 
001D:   217@ > 216@ // (int) 
else_jump @DESERT5_2370 
wait 0 
gosub @DESERT5_29716 
jump @DESERT5_2333 

:DESERT5_2370
240@ = 0 

:DESERT5_2377
0701: end_scene_skip 
if 
   not 240@ == 1 
else_jump @DESERT5_2404 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2404
fade 0 1000 

:DESERT5_2411
if 
fading 
else_jump @DESERT5_2435 
wait 0 
jump @DESERT5_2411 

:DESERT5_2435
if 
  240@ == 1 
else_jump @DESERT5_2460 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2460
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
Actor.PutAt($PLAYER_ACTOR, 413.94, $328, 18.18)
Actor.Angle($PLAYER_ACTOR) = 270.0
178@ = 1 
$FLIGHT_SCHOOL_BRIEF_PLAYED = 1 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000 

:DESERT5_2539
if 
fading 
else_jump @DESERT5_2563 
wait 0 
jump @DESERT5_2539 

:DESERT5_2563
jump @DESERT5_29947 

:DESERT5_2570
Actor.PutAt($PLAYER_ACTOR, 412.38, 2533.65, 18.18)
Actor.Angle($PLAYER_ACTOR) = 90.0

:DESERT5_2600
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
238@ = 0 
231@ = 0 
230@ = 0 
03F0: enable_text_draw 1 
227@ = 255 
226@ = 2 
008B: 34@ = $FLIGHT_SCHOOL_CURRENT_CONTEST // (int) 
if 
  34@ == 3 
else_jump @DESERT5_2726 
34@ = 4 

:DESERT5_2726
if 
  34@ == 5 
else_jump @DESERT5_2751 
34@ = 6 

:DESERT5_2751
0826: enable_hud 0 
0581: enable_radar 0 
03CF: load_wav 3800 as 3 

:DESERT5_2766
if 
83D0:   not wav 3 loaded 
else_jump @DESERT5_2792 
wait 0 
jump @DESERT5_2766 

:DESERT5_2792
fade 1 1000 
gosub @DESERT5_20476 

:DESERT5_2806
if 
fading 
else_jump @DESERT5_2837 
wait 0 
gosub @DESERT5_20476 
jump @DESERT5_2806 

:DESERT5_2837
wait 0 
if 
0735:   NOP_false 83 
else_jump @DESERT5_2863 
jump @DESERT5_29990 

:DESERT5_2863
gosub @DESERT5_20476 
if 
  230@ == 0 
else_jump @DESERT5_3392 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DESERT5_3035 
34@ -= 1 
$FLIGHT_SCHOOL_CURRENT_CONTEST -= 1 
if 
  34@ == 3 
else_jump @DESERT5_2967 
34@ = 2 

:DESERT5_2967
if 
  34@ == 5 
else_jump @DESERT5_2992 
34@ = 4 

:DESERT5_2992
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED > 1 
else_jump @DESERT5_3035 
if 
  4 > 231@ 
else_jump @DESERT5_3035 
231@ = 3 

:DESERT5_3035
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DESERT5_3166 
34@ += 1 
$FLIGHT_SCHOOL_CURRENT_CONTEST += 1 
if 
  34@ == 3 
else_jump @DESERT5_3098 
34@ = 4 

:DESERT5_3098
if 
  34@ == 5 
else_jump @DESERT5_3123 
34@ = 6 

:DESERT5_3123
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED > 1 
else_jump @DESERT5_3166 
if 
  4 > 231@ 
else_jump @DESERT5_3166 
231@ = 3 

:DESERT5_3166
if 
  1 > 34@ 
else_jump @DESERT5_3200 
008B: 34@ = $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 
0084: $FLIGHT_SCHOOL_CURRENT_CONTEST = $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 

:DESERT5_3200
if 
001F:   34@ > $FLIGHT_SCHOOL_CONTESTS_PASSED // (int) 
else_jump @DESERT5_3233 
34@ = 1 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 1 

:DESERT5_3233
if or
  -100 > $MOVE_AXIS_X 
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
else_jump @DESERT5_3304 
wait 0 
gosub @DESERT5_20476 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @DESERT5_3233 

:DESERT5_3304
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_3392 
if or
  34@ == 4 
  34@ == 6 
else_jump @DESERT5_3360 
230@ = 1 
jump @DESERT5_3392 

:DESERT5_3360
if 
  4 > 231@ 
else_jump @DESERT5_3385 
231@ = 3 

:DESERT5_3385
jump @DESERT5_3793 

:DESERT5_3392
if 
  230@ == 1 
else_jump @DESERT5_3722 
if 
  4 > 231@ 
else_jump @DESERT5_3435 
231@ = 3 

:DESERT5_3435
if 
  231@ == 0 
else_jump @DESERT5_3460 
231@ = 5 

:DESERT5_3460
gosub @DESERT5_24729 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 140.0 GXT 'DES5_FH'  // Which course?
gosub @DESERT5_24729 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 185.0 GXT 'DES5_FI'  // ~k~~GO_LEFT~ Counterclockwise
gosub @DESERT5_24729 
0342: enable_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 211.0 GXT 'DES5_FJ'  // ~k~~GO_RIGHT~ Clockwise
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @DESERT5_3641 
jump @DESERT5_3793 

:DESERT5_3641
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @DESERT5_3722 
if 
  34@ == 4 
else_jump @DESERT5_3690 
34@ = 3 

:DESERT5_3690
if 
  34@ == 6 
else_jump @DESERT5_3715 
34@ = 5 

:DESERT5_3715
jump @DESERT5_3793 

:DESERT5_3722
if 
0735:   NOP_false 81 
else_jump @DESERT5_3751 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
$MISSION_LEARNING_TO_FLY_PASSED = 1 

:DESERT5_3751
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_3775 
jump @DESERT5_29947 

:DESERT5_3775
set_weather 17 
gosub @DESERT5_23134 
jump @DESERT5_2837 

:DESERT5_3793
fade 0 500 

:DESERT5_3800
if 
fading 
else_jump @DESERT5_3831 
wait 0 
gosub @DESERT5_20476 
jump @DESERT5_3800 

:DESERT5_3831
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_3852 
05EC: release_car 35@ from_path 

:DESERT5_3852
Car.Destroy(35@)
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
156@ = 0 

:DESERT5_3871
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_3913 
Car.Destroy(60@(156@,3i))
156@ += 1 
jump @DESERT5_3871 

:DESERT5_3913
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 500.0 
014F: stop_timer $253 
0396: pause_timer 0 
231@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  34@ == 1 
else_jump @DESERT5_5468 

:DESERT5_3977
gosub @DESERT5_24907 

:DESERT5_3984
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7523 = 0 
$7524 = 0 
157@ = 0 
35@ = Car.Create(#RUSTLER, 50@, 51@, 52@)
Car.Angle(35@) = 90.0
if 
  231@ == 0 
else_jump @DESERT5_4135 
Camera.SetPosition(172.6, 2466.14, 17.05, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_4135
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
gosub @DESERT5_24944 

:DESERT5_4165
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_4204 
232@ = 2 
jump @DESERT5_5415 

:DESERT5_4204
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_4273 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_4266 
232@ = 2 
jump @DESERT5_5415 
jump @DESERT5_4273 

:DESERT5_4266
jump @DESERT5_29947 

:DESERT5_4273
if 
  233@ == 0 
else_jump @DESERT5_4355 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
gosub @DESERT5_25173 
if 
  233@ == 1 
else_jump @DESERT5_4348 
00BC: show_text_highpriority GXT 'DES5_1B' time 10000 flag 4  // ~s~When the plane's tail rises, push ~k~~VEHICLE_STEERDOWN~ to lift the nose and take off.

:DESERT5_4348
jump @DESERT5_5461 

:DESERT5_4355
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_5461 
if 
   not $7524 == 1 
else_jump @DESERT5_4561 
if 
   not $7523 == 1 
else_jump @DESERT5_4459 
077D: $7513 = car 35@ x_angle 
if 
  5.0 >= $7513 
else_jump @DESERT5_4459 
$7523 = 1 
00BC: show_text_highpriority GXT 'DES5_1C' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ now.

:DESERT5_4459
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_4524 
$7524 = 1 
00BC: show_text_highpriority GXT 'DES5_1I' time 10000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to retract the landing gear.
jump @DESERT5_4561 

:DESERT5_4524
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_4561 
236@ = 1 

:DESERT5_4561
if 
  $7524 == 1 
else_jump @DESERT5_4986 
if 
   not 157@ == 1 
else_jump @DESERT5_4725 
091F: get_plane 35@ landing_gear_status_to 151@ 
if 
  151@ > 0.0 
else_jump @DESERT5_4718 
157@ = 1 
018A: 220@ = create_checkpoint_at 73@ 76@ 79@ 
06D5: 118@ = create_racing_checkpoint_at 73@ 76@ 79@ point_to 0.0 76@ 79@ type 3 radius 129@ 
116@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1F' time 7000 flag 4  // ~s~Head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_1J' time 10000 flag 4  // ~s~As the plane climbs and falls, the altitude meter to the left of the radar will rise and fall respectively.

:DESERT5_4718
jump @DESERT5_4986 

:DESERT5_4725
if 
0100:   actor $PLAYER_ACTOR in_sphere 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_4986 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
116@ += 1 
if 
  3 > 116@ 
else_jump @DESERT5_4979 
018A: 220@ = create_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) 
06D5: 118@ = create_racing_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) point_to 0.0 76@(116@,3f) 79@(116@,3f) type 3 radius 129@ 
if 
  116@ == 1 
else_jump @DESERT5_4938 
00BC: show_text_highpriority GXT 'DES5_1G' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ to descend to the next ~y~corona.

:DESERT5_4938
if 
  116@ == 2 
else_jump @DESERT5_4972 
00BC: show_text_highpriority GXT 'DES5_1H' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ and press and hold ~k~~VEHICLE_ACCELERATE~ to climb back up to the final ~y~corona.

:DESERT5_4972
jump @DESERT5_4986 

:DESERT5_4979
235@ = 1 

:DESERT5_4986
if 
  $7524 == 1 
else_jump @DESERT5_5027 
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_5027 
236@ = 1 

:DESERT5_5027
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_5070 
236@ = 1 

:DESERT5_5070
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_5461 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_5169 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 30 
148@ = 45 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_5197 

:DESERT5_5169
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_5197
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[0] // (int) 
else_jump @DESERT5_5246 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[0] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[0] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_5246
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 1 
else_jump @DESERT5_5317 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_5317 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 2 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 2 
232@ = 2 

:DESERT5_5317
gosub @DESERT5_27620 

:DESERT5_5324
if 
  219@ == 0 
else_jump @DESERT5_5415 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_5384 
232@ = 2 
jump @DESERT5_5415 

:DESERT5_5384
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_5408 
jump @DESERT5_5415 

:DESERT5_5408
jump @DESERT5_5324 

:DESERT5_5415
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_5454 
jump @DESERT5_2600 
jump @DESERT5_5461 

:DESERT5_5454
jump @DESERT5_3977 

:DESERT5_5461
jump @DESERT5_4165 

:DESERT5_5468
if 
  34@ == 2 
else_jump @DESERT5_6924 

:DESERT5_5486
gosub @DESERT5_24907 

:DESERT5_5493
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
159@ = 0 
160@ = 0 
158@ = 0 
35@ = Car.Create(#RUSTLER, 53@, 54@, 55@)
Car.Angle(35@) = 270.0
if 
  231@ == 0 
else_jump @DESERT5_5644 
Camera.SetPosition(27.29, 2466.31, 16.76, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_5644
08E6: set_plane 35@ landing_gear 1 
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
gosub @DESERT5_24944 

:DESERT5_5688
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_5727 
232@ = 2 
jump @DESERT5_6871 

:DESERT5_5727
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_5796 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_5789 
232@ = 2 
jump @DESERT5_6871 
jump @DESERT5_5796 

:DESERT5_5789
jump @DESERT5_29947 

:DESERT5_5796
if 
  233@ == 0 
else_jump @DESERT5_5937 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_5930 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 30.0)
018A: 220@ = create_checkpoint_at 82@ 83@ 84@ 
06D5: 118@ = create_racing_checkpoint_at 82@ 83@ 84@ point_to -200.0 83@ 84@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
233@ = 1 

:DESERT5_5930
jump @DESERT5_6917 

:DESERT5_5937
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_6917 
if 
  159@ == 0 
else_jump @DESERT5_6171 
if 
   not 158@ == 1 
else_jump @DESERT5_6041 
091F: get_plane 35@ landing_gear_status_to 151@ 
if 
  1.0 > 151@ 
else_jump @DESERT5_6041 
158@ = 1 
00BC: show_text_highpriority GXT 'DES5_2C' time 5000 flag 4  // ~s~Head for the first ~y~corona.

:DESERT5_6041
if 
0100:   actor $PLAYER_ACTOR in_sphere 82@ 83@ 84@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_6164 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
159@ = 1 
018A: 220@ = create_checkpoint_at 308.0 49@ 52@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2I' time 5000 flag 4  // ~s~Hold ~k~~VEHICLE_BRAKE~ to lower your speed until the plane slowly descends.
00BB: show_text_lowpriority GXT 'DES5_2D' time 7000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ to reduce the rate of descent.

:DESERT5_6164
jump @DESERT5_6368 

:DESERT5_6171
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
if 
   not 160@ == 1 
else_jump @DESERT5_6321 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  17.66 >= 39@ 
else_jump @DESERT5_6314 
160@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2E' time 7000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERUP~ to keep the plane's nose down.
00BB: show_text_lowpriority GXT 'DES5_2F' time 7000 flag 4  // ~s~Taxi along the runway and stop in the ~y~target zone ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_2G' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.

:DESERT5_6314
jump @DESERT5_6368 

:DESERT5_6321
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_6368 
235@ = 1 

:DESERT5_6368
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_6483 
if 
   not 159@ == 1 
else_jump @DESERT5_6416 
236@ = 1 
jump @DESERT5_6483 

:DESERT5_6416
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_6460 
236@ = 1 
jump @DESERT5_6483 

:DESERT5_6460
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_6483 
236@ = 1 

:DESERT5_6483
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_6526 
236@ = 1 

:DESERT5_6526
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_6917 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_6625 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 25 
148@ = 40 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_6653 

:DESERT5_6625
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_6653
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[1] // (int) 
else_jump @DESERT5_6702 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[1] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[1] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_6702
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 2 
else_jump @DESERT5_6773 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_6773 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 4 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 4 
232@ = 2 

:DESERT5_6773
gosub @DESERT5_27620 

:DESERT5_6780
if 
  219@ == 0 
else_jump @DESERT5_6871 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_6840 
232@ = 2 
jump @DESERT5_6871 

:DESERT5_6840
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_6864 
jump @DESERT5_6871 

:DESERT5_6864
jump @DESERT5_6780 

:DESERT5_6871
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_6910 
jump @DESERT5_2600 
jump @DESERT5_6917 

:DESERT5_6910
jump @DESERT5_5486 

:DESERT5_6917
jump @DESERT5_5688 

:DESERT5_6924
if or
  34@ == 3 
  34@ == 4 
else_jump @DESERT5_8503 

:DESERT5_6949
gosub @DESERT5_24907 

:DESERT5_6956
gosub @DESERT5_19958 
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7524 = 0 
116@ = 0 
35@ = Car.Create(#RUSTLER, 50@, 51@, 52@)
Car.Angle(35@) = 90.0
if 
  231@ == 0 
else_jump @DESERT5_7114 
08E6: set_plane 35@ landing_gear 1 
Camera.SetPosition(-1251.02, 2301.32, 140.44, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_7114
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
gosub @DESERT5_24944 

:DESERT5_7144
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_7183 
232@ = 2 
jump @DESERT5_8402 

:DESERT5_7183
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_7252 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_7245 
232@ = 2 
jump @DESERT5_8402 
jump @DESERT5_7252 

:DESERT5_7245
jump @DESERT5_29947 

:DESERT5_7252
if 
  233@ == 0 
else_jump @DESERT5_7445 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
gosub @DESERT5_25173 
if 
  233@ == 1 
else_jump @DESERT5_7438 
116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_3C' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.
00BB: show_text_lowpriority GXT 'DES5_3D' time 10000 flag 4  // ~s~You can use the rudder to turn more quickly while banking.

:DESERT5_7438
jump @DESERT5_8496 

:DESERT5_7445
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_8496 
if 
   not $7524 == 1 
else_jump @DESERT5_7521 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_7521 
$7524 = 1 

:DESERT5_7521
if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_7973 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
116@ += 1 
if 
  8 > 116@ 
else_jump @DESERT5_7966 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
117@ += 1 
if 
  8 > 117@ 
else_jump @DESERT5_7743 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_7743
if 
  116@ == 1 
else_jump @DESERT5_7818 
if 
  34@ == 4 
else_jump @DESERT5_7802 
00BC: show_text_highpriority GXT 'DES5_3F' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERRIGHT~ to bank round and head for the next ~y~corona.
jump @DESERT5_7818 

:DESERT5_7802
00BC: show_text_highpriority GXT 'DES5_3E' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERLEFT~ to bank round and head for the next ~y~corona.

:DESERT5_7818
if 
  116@ == 2 
else_jump @DESERT5_7893 
if 
  34@ == 4 
else_jump @DESERT5_7877 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
jump @DESERT5_7893 

:DESERT5_7877
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_7893
if 
  116@ == 3 
else_jump @DESERT5_7959 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.
00BB: show_text_lowpriority GXT 'DES5_3L' time 7000 flag 4  // ~s~The artificial horizon on the radar displays the plane's attitude.
00BB: show_text_lowpriority GXT 'DES5_3M' time 10000 flag 4  // ~s~As the plane banks and pitches, the artificial horizon changes appropriately.

:DESERT5_7959
jump @DESERT5_7973 

:DESERT5_7966
235@ = 1 

:DESERT5_7973
if 
  $7524 == 1 
else_jump @DESERT5_8014 
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_8014 
236@ = 1 

:DESERT5_8014
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_8057 
236@ = 1 

:DESERT5_8057
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_8496 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_8156 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 60 
148@ = 75 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_8184 

:DESERT5_8156
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_8184
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[2] // (int) 
else_jump @DESERT5_8233 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[2] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_8233
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 4 
else_jump @DESERT5_8304 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_8304 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 6 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 6 
232@ = 2 

:DESERT5_8304
gosub @DESERT5_27620 

:DESERT5_8311
if 
  219@ == 0 
else_jump @DESERT5_8402 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_8371 
232@ = 2 
jump @DESERT5_8402 

:DESERT5_8371
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_8395 
jump @DESERT5_8402 

:DESERT5_8395
jump @DESERT5_8311 

:DESERT5_8402
gosub @DESERT5_27200 
156@ = 0 

:DESERT5_8416
if 
  8 > 156@ 
else_jump @DESERT5_8457 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_8416 

:DESERT5_8457
if 
  232@ == 2 
else_jump @DESERT5_8489 
jump @DESERT5_2600 
jump @DESERT5_8496 

:DESERT5_8489
jump @DESERT5_6949 

:DESERT5_8496
jump @DESERT5_7144 

:DESERT5_8503
if or
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_10300 

:DESERT5_8528
gosub @DESERT5_24907 

:DESERT5_8535
gosub @DESERT5_19958 
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7524 = 0 
116@ = 0 
161@ = 0 
35@ = Car.Create(#RUSTLER, 50@, 51@, 52@)
Car.Angle(35@) = 90.0
if 
  231@ == 0 
else_jump @DESERT5_8700 
08E6: set_plane 35@ landing_gear 1 
Camera.SetPosition(-394.09, 2601.47, 134.89, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_8700
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
gosub @DESERT5_24944 

:DESERT5_8730
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_8769 
232@ = 2 
jump @DESERT5_10199 

:DESERT5_8769
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_8838 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_8831 
232@ = 2 
jump @DESERT5_10199 
jump @DESERT5_8838 

:DESERT5_8831
jump @DESERT5_29947 

:DESERT5_8838
if 
  233@ == 0 
else_jump @DESERT5_8999 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
gosub @DESERT5_25173 
if 
  233@ == 1 
else_jump @DESERT5_8992 
116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.

:DESERT5_8992
jump @DESERT5_10293 

:DESERT5_8999
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_10293 
if 
   not $7524 == 1 
else_jump @DESERT5_9075 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_9075 
$7524 = 1 

:DESERT5_9075
if 
   not 161@ == 1 
else_jump @DESERT5_9609 
if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_9602 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
116@ += 1 
if 
  8 > 116@ 
else_jump @DESERT5_9506 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
117@ += 1 
if 
  8 > 117@ 
else_jump @DESERT5_9315 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_9315
if 
  116@ == 1 
else_jump @DESERT5_9390 
if 
  34@ == 6 
else_jump @DESERT5_9374 
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.
jump @DESERT5_9390 

:DESERT5_9374
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.

:DESERT5_9390
if 
  116@ == 2 
else_jump @DESERT5_9465 
if 
  34@ == 6 
else_jump @DESERT5_9449 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
jump @DESERT5_9465 

:DESERT5_9449
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_9465
if 
  116@ == 3 
else_jump @DESERT5_9499 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.

:DESERT5_9499
jump @DESERT5_9602 

:DESERT5_9506
161@ = 1 
018A: 220@ = create_checkpoint_at 308.0 45@ 52@ 
if 
  34@ == 6 
else_jump @DESERT5_9570 
00BC: show_text_highpriority GXT 'DES5_5I' time 10000 flag 4  // ~s~Bank right and land on the runway.
jump @DESERT5_9586 

:DESERT5_9570
00BC: show_text_highpriority GXT 'DES5_5H' time 10000 flag 4  // ~s~Bank left and land on the runway.

:DESERT5_9586
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.

:DESERT5_9602
jump @DESERT5_9689 

:DESERT5_9609
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_9689 
235@ = 1 

:DESERT5_9689
if and
  $7524 == 1 
81F3:   not car 35@ in_air 
else_jump @DESERT5_9811 
if 
   not 161@ == 1 
else_jump @DESERT5_9744 
236@ = 1 
jump @DESERT5_9811 

:DESERT5_9744
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_9788 
236@ = 1 
jump @DESERT5_9811 

:DESERT5_9788
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_9811 
236@ = 1 

:DESERT5_9811
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_9854 
236@ = 1 

:DESERT5_9854
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_10293 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_9953 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 80 
148@ = 95 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_9981 

:DESERT5_9953
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_9981
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[3] // (int) 
else_jump @DESERT5_10030 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[3] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_10030
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 6 
else_jump @DESERT5_10101 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_10101 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 7 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 7 
232@ = 2 

:DESERT5_10101
gosub @DESERT5_27620 

:DESERT5_10108
if 
  219@ == 0 
else_jump @DESERT5_10199 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_10168 
232@ = 2 
jump @DESERT5_10199 

:DESERT5_10168
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_10192 
jump @DESERT5_10199 

:DESERT5_10192
jump @DESERT5_10108 

:DESERT5_10199
gosub @DESERT5_27200 
156@ = 0 

:DESERT5_10213
if 
  8 > 156@ 
else_jump @DESERT5_10254 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_10213 

:DESERT5_10254
if 
  232@ == 2 
else_jump @DESERT5_10286 
jump @DESERT5_2600 
jump @DESERT5_10293 

:DESERT5_10286
jump @DESERT5_8528 

:DESERT5_10293
jump @DESERT5_8730 

:DESERT5_10300
if 
  34@ == 7 
else_jump @DESERT5_11736 

:DESERT5_10318
gosub @DESERT5_24907 

:DESERT5_10325
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
$7524 = 0 
$7525 = 0 
0087: 132@ = 111@ // (float) 
234@ = 0 
35@ = Car.Create(#HUNTER, 50@, 51@, 15.07)
Car.Angle(35@) = 270.0
Car.SetToNormalDriver(35@)
if 
  231@ == 0 
else_jump @DESERT5_10491 
Camera.SetPosition(323.02, 2446.81, 117.65, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_10491
241@ = 1 

:DESERT5_10498
if 
  241@ == 1 
else_jump @DESERT5_10566 
wait 0 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_10559 
if 
01C1:   car 35@ stopped 
else_jump @DESERT5_10559 
241@ = 0 

:DESERT5_10559
jump @DESERT5_10498 

:DESERT5_10566
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
gosub @DESERT5_24944 

:DESERT5_10596
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_10635 
232@ = 2 
jump @DESERT5_11683 

:DESERT5_10635
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_10704 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_10697 
232@ = 2 
jump @DESERT5_11683 
jump @DESERT5_10704 

:DESERT5_10697
jump @DESERT5_29947 

:DESERT5_10704
if 
  233@ == 0 
else_jump @DESERT5_10816 
00BC: show_text_highpriority GXT 'DES5_7A' time 10000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_10809 
if 
01F3:   car 35@ in_air 
else_jump @DESERT5_10809 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_7B' time 10000 flag 4  // ~s~Keep gaining height.
233@ = 1 

:DESERT5_10809
jump @DESERT5_11729 

:DESERT5_10816
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_11729 
if 
   not $7525 == 1 
else_jump @DESERT5_10922 
Car.StorePos(35@, 37@, 38@, 39@)
if 
0035:   39@ >= 132@ // (float) 
else_jump @DESERT5_10922 
$7525 = 1 
00BC: show_text_highpriority GXT 'DES5_7C' time 5000 flag 4  // ~s~Release ~k~~VEHICLE_ACCELERATE~ to stop rising and level off.
00BB: show_text_lowpriority GXT 'DES5_7D' time 10000 flag 4  // ~s~Rotate the helicopter 180 degrees by using ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ to turn left and right.

:DESERT5_10922
if 
  $7525 == 1 
else_jump @DESERT5_11194 
if 
   not 234@ == 1 
else_jump @DESERT5_11121 
40@ = Car.Angle(35@)
if and
  40@ >= 80.0 
  100.0 >= 40@ 
else_jump @DESERT5_11114 
234@ = 1 
018A: 220@ = create_checkpoint_at 109@ 110@ 111@ 
06D5: 118@ = create_racing_checkpoint_at 109@ 110@ 111@ point_to 0.0 110@ 111@ type 3 radius 129@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7F' time 10000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERUP~ to tilt the helicopter at 45 degrees.
00BB: show_text_lowpriority GXT 'DES5_7G' time 10000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to go forward and head for the ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_7H' time 10000 flag 4  // ~s~If you need to bank, hold ~k~~VEHICLE_STEERDOWN~ and steer either left or right.
00BB: show_text_lowpriority GXT 'DES5_7I' time 10000 flag 4  // ~s~If you need to descend, hold ~k~~VEHICLE_BRAKE~.

:DESERT5_11114
jump @DESERT5_11194 

:DESERT5_11121
if 
0100:   actor $PLAYER_ACTOR in_sphere 109@ 110@ 111@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_11194 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
235@ = 1 

:DESERT5_11194
if 
   not $7524 == 1 
else_jump @DESERT5_11254 
Car.StorePos(35@, 37@, 38@, 39@)
if 
  39@ >= 25.0 
else_jump @DESERT5_11254 
$7524 = 1 

:DESERT5_11254
if 
  $7524 == 1 
else_jump @DESERT5_11295 
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_11295 
236@ = 1 

:DESERT5_11295
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_11338 
236@ = 1 

:DESERT5_11338
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_11729 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_11437 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 45 
148@ = 60 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_11465 

:DESERT5_11437
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_11465
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[4] // (int) 
else_jump @DESERT5_11514 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[4] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[4] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_11514
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 7 
else_jump @DESERT5_11585 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_11585 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 8 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 8 
232@ = 2 

:DESERT5_11585
gosub @DESERT5_27620 

:DESERT5_11592
if 
  219@ == 0 
else_jump @DESERT5_11683 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_11652 
232@ = 2 
jump @DESERT5_11683 

:DESERT5_11652
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_11676 
jump @DESERT5_11683 

:DESERT5_11676
jump @DESERT5_11592 

:DESERT5_11683
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_11722 
jump @DESERT5_2600 
jump @DESERT5_11729 

:DESERT5_11722
jump @DESERT5_10318 

:DESERT5_11729
jump @DESERT5_10596 

:DESERT5_11736
if 
  34@ == 8 
else_jump @DESERT5_12955 

:DESERT5_11754
gosub @DESERT5_24907 

:DESERT5_11761
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
162@ = 0 
35@ = Car.Create(#HUNTER, 53@, 54@, 55@)
Car.Angle(35@) = 270.0
0825: set_helicopter 35@ instant_rotor_start 
if 
  231@ == 0 
else_jump @DESERT5_11903 
Camera.SetPosition(301.56, 2455.21, 55.82, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_11903
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_8A' time 5000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
gosub @DESERT5_24944 

:DESERT5_11940
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_11979 
232@ = 2 
jump @DESERT5_12902 

:DESERT5_11979
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_12048 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_12041 
232@ = 2 
jump @DESERT5_12902 
jump @DESERT5_12048 

:DESERT5_12041
jump @DESERT5_29947 

:DESERT5_12048
if 
  233@ == 0 
else_jump @DESERT5_12175 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_12168 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 15.0)
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_8A' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
00BB: show_text_lowpriority GXT 'DES5_8B' time 10000 flag 4  // ~s~Head for the far end of the runway and maintain your height.
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
233@ = 1 

:DESERT5_12168
jump @DESERT5_12948 

:DESERT5_12175
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_12948 
if 
   not 162@ == 1 
else_jump @DESERT5_12321 
if 
00EE:   actor $PLAYER_ACTOR 0 near_point 56@ 57@ radius 300.0 300.0 in_car 
else_jump @DESERT5_12314 
162@ = 1 
00BC: show_text_highpriority GXT 'DES5_8G' time 4000 flag 4  // ~s~Release ~k~~VEHICLE_ACCELERATE~ now.
00BB: show_text_lowpriority GXT 'DES5_8C' time 10000 flag 4  // ~s~Slow down and hover over the ~y~target zone~s~ by holding ~k~~VEHICLE_HORN~~s~ to auto-level the helicopter.
00BB: show_text_lowpriority GXT 'DES5_8D' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_BRAKE~ to descend slowly and land.~N~Land in the ~y~target area ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_8E' time 10000 flag 4  // ~s~If you start to descend too quickly, release ~k~~VEHICLE_BRAKE~ and hold ~k~~VEHICLE_ACCELERATE~ to slow your descent.

:DESERT5_12314
jump @DESERT5_12399 

:DESERT5_12321
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_12399 
235@ = 1 

:DESERT5_12399
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_12514 
if 
   not 162@ == 1 
else_jump @DESERT5_12447 
236@ = 1 
jump @DESERT5_12514 

:DESERT5_12447
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_12491 
236@ = 1 
jump @DESERT5_12514 

:DESERT5_12491
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_12514 
236@ = 1 

:DESERT5_12514
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_12557 
236@ = 1 

:DESERT5_12557
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_12948 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_12656 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 30 
148@ = 45 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_12684 

:DESERT5_12656
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_12684
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[5] // (int) 
else_jump @DESERT5_12733 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[5] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[5] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_12733
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 8 
else_jump @DESERT5_12804 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_12804 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 9 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 9 
232@ = 2 

:DESERT5_12804
gosub @DESERT5_27620 

:DESERT5_12811
if 
  219@ == 0 
else_jump @DESERT5_12902 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_12871 
232@ = 2 
jump @DESERT5_12902 

:DESERT5_12871
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_12895 
jump @DESERT5_12902 

:DESERT5_12895
jump @DESERT5_12811 

:DESERT5_12902
gosub @DESERT5_27200 
if 
  232@ == 2 
else_jump @DESERT5_12941 
jump @DESERT5_2600 
jump @DESERT5_12948 

:DESERT5_12941
jump @DESERT5_11754 

:DESERT5_12948
jump @DESERT5_11940 

:DESERT5_12955
if 
  34@ == 9 
else_jump @DESERT5_15284 

:DESERT5_12973
gosub @DESERT5_24907 

:DESERT5_12980
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
169@ = 0 
35@ = Car.Create(#HUNTER, 53@, 54@, 55@)
Car.Angle(35@) = 270.0
0825: set_helicopter 35@ instant_rotor_start 
if 
  231@ == 0 
else_jump @DESERT5_13233 
Camera.SetPosition(365.5, 2339.25, 63.23, 0.0, 0.0, 0.0)
Camera.PointAt(363.09, 2473.76, 33.46, 2)
69@ = 418.5 
156@ = 0 

:DESERT5_13147
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_13224 
60@(156@,3i) = Car.Create(#PETRO, 69@, 49@, 17.1)
69@ -= 40.0 
170@(156@,3i) = 0 
156@ += 1 
jump @DESERT5_13147 

:DESERT5_13224
33@ = 0 
return 

:DESERT5_13233
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_9A' time 5000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
gosub @DESERT5_24944 

:DESERT5_13270
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_13305 
232@ = 2 
jump @DESERT5_15096 

:DESERT5_13305
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_13374 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_13367 
232@ = 2 
jump @DESERT5_15096 
jump @DESERT5_13374 

:DESERT5_13367
jump @DESERT5_29947 

:DESERT5_13374
if 
  233@ == 0 
else_jump @DESERT5_13604 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_13597 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 15.0)
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_9A' time 10000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
00BB: show_text_lowpriority GXT 'DES5_9B' time 10000 flag 4  // ~s~Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the guns and ~k~~PED_FIREWEAPON~ to fire rockets.
69@ = 418.5 
156@ = 0 

:DESERT5_13490
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_13583 
60@(156@,3i) = Car.Create(#PETRO, 69@, 49@, 17.1)
221@(156@,3i) = Marker.CreateAboveCar(60@(156@,3i))
163@(156@,3i) = 1 
69@ -= 40.0 
156@ += 1 
jump @DESERT5_13490 

:DESERT5_13583
59@ = 0 
233@ = 1 

:DESERT5_13597
jump @DESERT5_15277 

:DESERT5_13604
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_15277 
if 
   not 169@ == 1 
else_jump @DESERT5_14515 
168@ = 1 
0871: init_jump_table 59@ total_jumps 2 default_jump 1 @DESERT5_14494 jumps 0 @DESERT5_13708 1 @DESERT5_14293 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 -1 @DESERT5_14508 

:DESERT5_13708
156@ = 0 

:DESERT5_13715
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_13824 
if 
   Car.Wrecked(60@(156@,3i))
else_jump @DESERT5_13803 
if 
  163@(156@,3i) == 1 
else_jump @DESERT5_13796 
Marker.Disable(221@(156@,3i))
163@(156@,3i) = 0 

:DESERT5_13796
jump @DESERT5_13810 

:DESERT5_13803
168@ = 0 

:DESERT5_13810
156@ += 1 
jump @DESERT5_13715 

:DESERT5_13824
if 
  168@ == 1 
else_jump @DESERT5_14286 
59@ = 1 
64@ = Car.Create(#LANDSTAL, 22.61, 2322.06, 22.35)
65@ = Car.Create(#LANDSTAL, 74.58, 2375.99, 16.52)
0129: 67@ = create_actor_pedtype 24 model #MALE01 in_car 64@ driverseat 
0129: 68@ = create_actor_pedtype 24 model #MALE01 in_car 65@ driverseat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
0615: define_AS_pack_begin 71@ 
06BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path 
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0618: assign_actor 67@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
0615: define_AS_pack_begin 72@ 
06BB: set_actor -1 drive_car 65@ speed 10.0 along_SCM_path 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0618: assign_actor 68@ to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
156@ = 0 

:DESERT5_14150
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_14221 
Car.DoorStatus(64@(156@,2i)) = 2
224@(156@,2i) = Marker.CreateAboveCar(64@(156@,2i))
166@(156@,2i) = 1 
156@ += 1 
jump @DESERT5_14150 

:DESERT5_14221
00BC: show_text_highpriority GXT 'DES5_9D' time 10000 flag 4  // ~s~Now destroy the two moving ~r~cars ~s~to the south-west of the runway.
156@ = 0 

:DESERT5_14244
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_14286 
Car.RemoveReferences(60@(156@,3i))
156@ += 1 
jump @DESERT5_14244 

:DESERT5_14286
jump @DESERT5_14508 

:DESERT5_14293
156@ = 0 

:DESERT5_14300
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_14409 
if 
   Car.Wrecked(64@(156@,2i))
else_jump @DESERT5_14388 
if 
  166@(156@,2i) == 1 
else_jump @DESERT5_14381 
Marker.Disable(224@(156@,2i))
166@(156@,2i) = 0 

:DESERT5_14381
jump @DESERT5_14395 

:DESERT5_14388
168@ = 0 

:DESERT5_14395
156@ += 1 
jump @DESERT5_14300 

:DESERT5_14409
if 
  168@ == 1 
else_jump @DESERT5_14487 
59@ = -1 
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'DES5_9E' time 10000 flag 4  // ~s~Land on the runway.
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.
169@ = 1 

:DESERT5_14487
jump @DESERT5_14508 

:DESERT5_14494
169@ = 1 
jump @DESERT5_14508 

:DESERT5_14508
jump @DESERT5_14593 

:DESERT5_14515
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
else_jump @DESERT5_14593 
235@ = 1 

:DESERT5_14593
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_14708 
if 
   not 169@ == 1 
else_jump @DESERT5_14641 
236@ = 1 
jump @DESERT5_14708 

:DESERT5_14641
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
else_jump @DESERT5_14685 
236@ = 1 
jump @DESERT5_14708 

:DESERT5_14685
if 
01F4:   car 35@ flipped 
else_jump @DESERT5_14708 
236@ = 1 

:DESERT5_14708
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_14751 
236@ = 1 

:DESERT5_14751
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_15277 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_14850 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 80 
148@ = 105 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_14878 

:DESERT5_14850
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_14878
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[6] // (int) 
else_jump @DESERT5_14927 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[6] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[6] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_14927
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 9 
else_jump @DESERT5_14998 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_14998 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 10 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 10 
232@ = 2 

:DESERT5_14998
gosub @DESERT5_27620 

:DESERT5_15005
if 
  219@ == 0 
else_jump @DESERT5_15096 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_15065 
232@ = 2 
jump @DESERT5_15096 

:DESERT5_15065
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_15089 
jump @DESERT5_15096 

:DESERT5_15089
jump @DESERT5_15005 

:DESERT5_15096
gosub @DESERT5_27200 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
156@ = 0 

:DESERT5_15120
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_15171 
Car.Destroy(60@(156@,3i))
Marker.Disable(221@(156@,3i))
156@ += 1 
jump @DESERT5_15120 

:DESERT5_15171
156@ = 0 

:DESERT5_15178
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_15238 
Actor.DestroyInstantly(67@(156@,2i))
Car.Destroy(64@(156@,2i))
Marker.Disable(224@(156@,2i))
156@ += 1 
jump @DESERT5_15178 

:DESERT5_15238
if 
  232@ == 2 
else_jump @DESERT5_15270 
jump @DESERT5_2600 
jump @DESERT5_15277 

:DESERT5_15270
jump @DESERT5_12973 

:DESERT5_15277
jump @DESERT5_13270 

:DESERT5_15284
if 
  34@ == 10 
else_jump @DESERT5_16962 

:DESERT5_15302
gosub @DESERT5_24907 

:DESERT5_15309
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
173@ = 0 
174@ = 0 
35@ = Car.Create(#STUNT, 53@, 113@, 114@)
Car.Angle(35@) = 270.0
if 
  231@ == 0 
else_jump @DESERT5_15453 
Camera.SetPosition(269.53, 2445.3, 88.46, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_15453
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
gosub @DESERT5_24944 

:DESERT5_15490
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_15529 
232@ = 2 
jump @DESERT5_16899 

:DESERT5_15529
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_15598 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_15591 
232@ = 2 
jump @DESERT5_16899 
jump @DESERT5_15598 

:DESERT5_15591
jump @DESERT5_29947 

:DESERT5_15598
if 
  233@ == 0 
else_jump @DESERT5_15785 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_15778 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 20.0)
233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_AB' time 10000 flag 4  // ~s~As soon as you hit the corona, use ~k~~VEHICLE_STEERDOWN~ to pull up quickly and hold to do a loop-the-loop.

:DESERT5_15778
jump @DESERT5_16955 

:DESERT5_15785
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_16955 
if 
   not 173@ == 1 
else_jump @DESERT5_15943 
if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_15936 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
173@ = 1 
00BC: show_text_highpriority GXT 'DES5_AC' time 5000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ now.
077D: $7514 = car 35@ x_angle 
$7516 = 0.0 
$7521 = 0.0 

:DESERT5_15936
jump @DESERT5_16488 

:DESERT5_15943
if 
   not 174@ == 1 
else_jump @DESERT5_16415 
06BE: $7517 = car 35@ y_angle 
if 
  0.0 > $7517 
else_jump @DESERT5_16000 
$7517 += 360.0 

:DESERT5_16000
083F: get_car 35@ vertical_deviation_to $7522 
if 
  $7522 >= 0.0 
else_jump @DESERT5_16074 
if and
  $7517 >= 20.0 
  340.0 >= $7517 
else_jump @DESERT5_16067 
236@ = 1 

:DESERT5_16067
jump @DESERT5_16112 

:DESERT5_16074
if or
  160.0 >= $7517 
  $7517 >= 200.0 
else_jump @DESERT5_16112 
236@ = 1 

:DESERT5_16112
077D: $7513 = car 35@ x_angle 
0086: $7515 = $7513 // (float) 
0061: $7515 -= $7514 // (float) 
0086: $7514 = $7513 // (float) 
if 
  $7515 > 180.0 
else_jump @DESERT5_16175 
$7515 -= 360.0 

:DESERT5_16175
if 
  -180.0 > $7515 
else_jump @DESERT5_16206 
$7515 += 360.0 

:DESERT5_16206
if 
  0.0 > $7515 
else_jump @DESERT5_16242 
0059: $7521 += $7515 // (float) 
jump @DESERT5_16304 

:DESERT5_16242
if 
  0.0 > $7521 
else_jump @DESERT5_16278 
0059: $7521 += $7515 // (float) 
jump @DESERT5_16304 

:DESERT5_16278
0059: $7516 += $7521 // (float) 
$7521 = 0.0 
0059: $7516 += $7515 // (float) 

:DESERT5_16304
if 
  -20.0 > $7521 
else_jump @DESERT5_16332 
236@ = 1 

:DESERT5_16332
if 
   not 236@ == 1 
else_jump @DESERT5_16408 
if 
  $7516 >= 360.0 
else_jump @DESERT5_16408 
174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_16408
jump @DESERT5_16488 

:DESERT5_16415
if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_16488 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
235@ = 1 

:DESERT5_16488
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_16511 
236@ = 1 

:DESERT5_16511
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_16554 
236@ = 1 

:DESERT5_16554
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_16955 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_16653 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 21 
148@ = 27 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_16681 

:DESERT5_16653
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_16681
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[7] // (int) 
else_jump @DESERT5_16730 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[7] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[7] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_16730
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 10 
else_jump @DESERT5_16801 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_16801 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 11 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 11 
232@ = 2 

:DESERT5_16801
gosub @DESERT5_27620 

:DESERT5_16808
if 
  219@ == 0 
else_jump @DESERT5_16899 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_16868 
232@ = 2 
jump @DESERT5_16899 

:DESERT5_16868
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_16892 
jump @DESERT5_16899 

:DESERT5_16892
jump @DESERT5_16808 

:DESERT5_16899
gosub @DESERT5_27200 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
if 
  232@ == 2 
else_jump @DESERT5_16948 
jump @DESERT5_2600 
jump @DESERT5_16955 

:DESERT5_16948
jump @DESERT5_15302 

:DESERT5_16955
jump @DESERT5_15490 

:DESERT5_16962
if 
  34@ == 11 
else_jump @DESERT5_18542 

:DESERT5_16980
gosub @DESERT5_24907 

:DESERT5_16987
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
173@ = 0 
174@ = 0 
35@ = Car.Create(#STUNT, 53@, 113@, 114@)
Car.Angle(35@) = 270.0
if 
  231@ == 0 
else_jump @DESERT5_17131 
Camera.SetPosition(292.95, 2445.3, 93.46, 0.0, 0.0, 0.0)
Camera.OnVehicle(35@, 15, 2)
return 

:DESERT5_17131
Car.LockInCurrentPosition(35@) = True
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
gosub @DESERT5_24944 

:DESERT5_17168
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_17207 
232@ = 2 
jump @DESERT5_18479 

:DESERT5_17207
gosub @DESERT5_25097 
if 
  232@ == 1 
else_jump @DESERT5_17276 
if 
02BF:   car 35@ sunk 
else_jump @DESERT5_17269 
232@ = 2 
jump @DESERT5_18479 
jump @DESERT5_17276 

:DESERT5_17269
jump @DESERT5_29947 

:DESERT5_17276
if 
  233@ == 0 
else_jump @DESERT5_17463 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_17456 
Car.LockInCurrentPosition(35@) = False
Car.SetSpeedInstantly(35@, 20.0)
233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_BB' time 10000 flag 4  // ~s~As soon as you hit the corona, hold ~k~~VEHICLE_STEERLEFT~ to do a barrel roll.

:DESERT5_17456
jump @DESERT5_18535 

:DESERT5_17463
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_18535 
if 
   not 173@ == 1 
else_jump @DESERT5_17654 
if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_17647 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
173@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_BC' time 5000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERLEFT~ now.
06BE: $7518 = car 35@ y_angle 
if 
  0.0 > $7518 
else_jump @DESERT5_17627 
$7518 += 360.0 

:DESERT5_17627
$7520 = 0.0 
$7521 = 0.0 

:DESERT5_17647
jump @DESERT5_18068 

:DESERT5_17654
if 
   not 174@ == 1 
else_jump @DESERT5_17995 
06BE: $7517 = car 35@ y_angle 
if 
  0.0 > $7517 
else_jump @DESERT5_17711 
$7517 += 360.0 

:DESERT5_17711
0086: $7519 = $7517 // (float) 
0061: $7519 -= $7518 // (float) 
0086: $7518 = $7517 // (float) 
if 
  $7519 > 180.0 
else_jump @DESERT5_17766 
$7519 -= 360.0 

:DESERT5_17766
if 
  -180.0 > $7519 
else_jump @DESERT5_17797 
$7519 += 360.0 

:DESERT5_17797
if 
  0.0 > $7519 
else_jump @DESERT5_17833 
0059: $7521 += $7519 // (float) 
jump @DESERT5_17895 

:DESERT5_17833
if 
  0.0 > $7521 
else_jump @DESERT5_17869 
0059: $7521 += $7519 // (float) 
jump @DESERT5_17895 

:DESERT5_17869
0059: $7520 += $7521 // (float) 
$7521 = 0.0 
0059: $7520 += $7519 // (float) 

:DESERT5_17895
if 
  -20.0 > $7521 
else_jump @DESERT5_17930 
236@ = 1 
jump @DESERT5_17988 

:DESERT5_17930
if 
  $7520 >= 360.0 
else_jump @DESERT5_17988 
174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_17988
jump @DESERT5_18068 

:DESERT5_17995
if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
else_jump @DESERT5_18068 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
235@ = 1 

:DESERT5_18068
if 
81F3:   not car 35@ in_air 
else_jump @DESERT5_18091 
236@ = 1 

:DESERT5_18091
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_18134 
236@ = 1 

:DESERT5_18134
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_18535 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_18233 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 18 
148@ = 23 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_18261 

:DESERT5_18233
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_18261
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[8] // (int) 
else_jump @DESERT5_18310 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[8] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[8] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_18310
if 
  $FLIGHT_SCHOOL_CONTESTS_PASSED == 11 
else_jump @DESERT5_18381 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_18381 
0623: add 60 to_integer_stat 223 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 12 
232@ = 2 

:DESERT5_18381
gosub @DESERT5_27620 

:DESERT5_18388
if 
  219@ == 0 
else_jump @DESERT5_18479 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_18448 
232@ = 2 
jump @DESERT5_18479 

:DESERT5_18448
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_18472 
jump @DESERT5_18479 

:DESERT5_18472
jump @DESERT5_18388 

:DESERT5_18479
gosub @DESERT5_27200 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
if 
  232@ == 2 
else_jump @DESERT5_18528 
jump @DESERT5_2600 
jump @DESERT5_18535 

:DESERT5_18528
jump @DESERT5_16980 

:DESERT5_18535
jump @DESERT5_17168 

:DESERT5_18542
if 
  34@ == 12 
else_jump @DESERT5_19958 

:DESERT5_18560
gosub @DESERT5_24907 

:DESERT5_18567
$253 = 0 
238@ = 0 
232@ = 0 
233@ = 0 
235@ = 0 
236@ = 0 
175@ = 0 
176@ = 0 
if 
  231@ == 0 
else_jump @DESERT5_18780 
70@ = Actor.Create(Mission1, #NULL, 46@, 49@, 250.0)
Actor.Angle(70@) = 90.0
Actor.LockInCurrentPosition(70@) = True
0088: $8271 = 136@ // (float) 
0088: $8272 = 137@ // (float) 
0088: $8273 = 138@ // (float) 
0913: run_external_script 1 (PARACHUTE) -1 -10.0 10.0 -5.0 -2.0 10.0 12.0 1 70@  
08A9: load_external_script 1 (PARACHUTE) 
067E: put_camera_on_actor 70@ with_offset 0.0 -5.0 4.0 point_to_actor 70@ 0.0 mode 2 
return 

:DESERT5_18780
Actor.PutAt($PLAYER_ACTOR, 139@, 140@, 141@)
Actor.Angle($PLAYER_ACTOR) = 90.0
Model.Load(#GUN_PARA)

:DESERT5_18809
if 
   not Model.Available(#GUN_PARA)
else_jump @DESERT5_18836 
wait 0 
jump @DESERT5_18809 

:DESERT5_18836
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
$1500 = 5.0 
$1501 = -5.0 
$1502 = 8.5 
$1503 = -1.5 
$1504 = -30.0 
$1505 = 15.0 
$1510 = 0 

:DESERT5_18912
if 
  2 > $PARACHUTE_CREATION_STAGE 
else_jump @DESERT5_18941 
wait 0 
jump @DESERT5_18912 

:DESERT5_18941
135@ = Object.Create(#BASEJUMP_TARGET, 136@, 137@, 138@)
Object.Angle(135@) = 90.0
06D5: 143@ = create_racing_checkpoint_at 136@ 137@ 138@ point_to 136@ 137@ 900.0 type 3 radius 6.5 
wait 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CA' time 7000 flag 4  // ~s~While freefalling, push ~k~~GO_FORWARD~ to dive forward.
00BB: show_text_lowpriority GXT 'DES5_CI' time 10000 flag 4  // ~s~Use ~k~~GO_BACK~ to slow your descent and push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate.
gosub @DESERT5_24944 

:DESERT5_19046
wait 0 
set_weather 17 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_19085 
232@ = 2 
jump @DESERT5_19842 

:DESERT5_19085
if 
  233@ == 0 
else_jump @DESERT5_19147 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
018A: 220@ = create_checkpoint_at 136@ 137@ 138@ 
233@ = 1 
jump @DESERT5_19951 

:DESERT5_19147
if 
   not 176@ == 1 
else_jump @DESERT5_19331 
if 
   not 175@ == 1 
else_jump @DESERT5_19241 
Actor.StorePos($PLAYER_ACTOR, 41@, 42@, 43@)
if 
  300.0 >= 43@ 
else_jump @DESERT5_19241 
175@ = 1 
00BC: show_text_highpriority GXT 'DES5_CC' time 10000 flag 4  // ~s~Press ~k~~PED_FIREWEAPON~ to open the parachute now.

:DESERT5_19241
if 
00E1:   player 0 pressed_key 17 
else_jump @DESERT5_19331 
176@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CD' time 7000 flag 4  // ~s~Land on the ~y~target.~s~~N~Land closer to the centre for extra points.
00BB: show_text_lowpriority GXT 'DES5_CF' time 7000 flag 4  // ~s~Push ~k~~GO_BACK~ to lift your legs up and move forward.
00BB: show_text_lowpriority GXT 'DES5_CH' time 7000 flag 4  // When you move forward, this will also slow your rate of descent.
00BB: show_text_lowpriority GXT 'DES5_CE' time 7000 flag 4  // ~s~Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to guide the parachute left and right.

:DESERT5_19331
if 
  176@ == 1 
else_jump @DESERT5_19440 
if 
  $1498 == 1 
else_jump @DESERT5_19440 
Actor.StorePos($PLAYER_ACTOR, 41@, 42@, 43@)
0509: 142@ = distance_between_XY 41@ 42@ and_XY 136@ 137@ 
if 
  10.0 >= 142@ 
else_jump @DESERT5_19433 
235@ = 1 
jump @DESERT5_19440 

:DESERT5_19433
236@ = 1 

:DESERT5_19440
if 
80EC:   not actor $PLAYER_ACTOR 0 near_point -450.0 49@ radius 1250.0 1250.0 
else_jump @DESERT5_19483 
236@ = 1 

:DESERT5_19483
if or
  235@ == 1 
  236@ == 1 
else_jump @DESERT5_19951 
gosub @DESERT5_25367 
if 
  235@ == 1 
else_jump @DESERT5_19582 
gosub @DESERT5_25988 
gosub @DESERT5_26721 
147@ = 55 
148@ = 70 
gosub @DESERT5_26882 
gosub @DESERT5_27044 
jump @DESERT5_19610 

:DESERT5_19582
$301 = 0 
$267 = 0 
145@ = 0 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_19610
if 
001C:   $CURRENT_FLIGHT_RECORD > $FLIGHT_SCHOOL_RECORDS[9] // (int) 
else_jump @DESERT5_19659 
008B: 237@ = $FLIGHT_SCHOOL_RECORDS[9] // (int) 
0084: $FLIGHT_SCHOOL_RECORDS[9] = $CURRENT_FLIGHT_RECORD // (int) 
238@ = 1 
gosub @DESERT5_25412 

:DESERT5_19659
if 
   not $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_19744 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_19744 
238@ = 2 
$FLIGHT_SCHOOL_CONTESTS_PASSED = 12 
$FLIGHT_SCHOOL_CURRENT_CONTEST = 12 
232@ = 2 
0623: add 60 to_integer_stat 223 
$MISSION_LEARNING_TO_FLY_PASSED = 1 
177@ = 1 

:DESERT5_19744
gosub @DESERT5_27620 

:DESERT5_19751
if 
  219@ == 0 
else_jump @DESERT5_19842 
wait 0 
gosub @DESERT5_29325 
if 
00E1:   player 0 pressed_key 15 
else_jump @DESERT5_19811 
232@ = 2 
jump @DESERT5_19842 

:DESERT5_19811
if 
00E1:   player 0 pressed_key 16 
else_jump @DESERT5_19835 
jump @DESERT5_19842 

:DESERT5_19835
jump @DESERT5_19751 

:DESERT5_19842
gosub @DESERT5_27200 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
if 
  177@ == 1 
else_jump @DESERT5_19912 
fade 1 500 

:DESERT5_19881
if 
fading 
else_jump @DESERT5_19905 
wait 0 
jump @DESERT5_19881 

:DESERT5_19905
jump @DESERT5_29990 

:DESERT5_19912
if 
  232@ == 2 
else_jump @DESERT5_19944 
jump @DESERT5_2600 
jump @DESERT5_19951 

:DESERT5_19944
jump @DESERT5_18560 

:DESERT5_19951
jump @DESERT5_19046 

:DESERT5_19958
85@ = -383.79 
0087: 93@ = 49@ // (float) 
101@ = 147.09 
0087: 86@ = 85@ // (float) 
86@ -= 300.0 
0087: 91@ = 85@ // (float) 
91@ -= 300.0 
if or
  34@ == 3 
  34@ == 5 
else_jump @DESERT5_20090 
0087: 94@ = 93@ // (float) 
94@ -= 300.0 
0087: 99@ = 93@ // (float) 
99@ += 300.0 
jump @DESERT5_20126 

:DESERT5_20090
0087: 94@ = 93@ // (float) 
94@ += 300.0 
0087: 99@ = 93@ // (float) 
99@ -= 300.0 

:DESERT5_20126
0087: 102@ = 101@ // (float) 
0087: 107@ = 101@ // (float) 
130@ = 350.0 
if or
  34@ == 3 
  34@ == 5 
else_jump @DESERT5_20194 
131@ = 270.0 
jump @DESERT5_20204 

:DESERT5_20194
131@ = 90.0 

:DESERT5_20204
0087: 133@ = 85@ // (float) 
133@ -= 600.0 
0087: 134@ = 93@ // (float) 
156@ = 2 

:DESERT5_20237
if 
  5 >= 156@ 
else_jump @DESERT5_20405 
02F7: 85@(156@,8f) = sine 131@ // (float) 
02F6: 93@(156@,8f) = cosine 131@ // (float) 
006B: 85@(156@,8f) *= 130@ // (float) 
006B: 93@(156@,8f) *= 130@ // (float) 
005B: 85@(156@,8f) += 133@ // (float) 
005B: 93@(156@,8f) += 134@ // (float) 
0087: 101@(156@,8f) = 101@ // (float) 
if or
  34@ == 3 
  34@ == 5 
else_jump @DESERT5_20381 
131@ -= 60.0 
jump @DESERT5_20391 

:DESERT5_20381
131@ += 60.0 

:DESERT5_20391
156@ += 1 
jump @DESERT5_20237 

:DESERT5_20405
0087: 92@ = 85@ // (float) 
0087: 100@ = 93@ // (float) 
0087: 108@ = 101@ // (float) 
if or
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_20474 
92@ += 20.0 
108@ -= 30.0 

:DESERT5_20474
return 

:DESERT5_20476
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 227@ 
if 
  226@ == 1 
else_jump @DESERT5_20598 
if 
  255 > 227@ 
else_jump @DESERT5_20591 
227@ += 5 
if 
  227@ > 255 
else_jump @DESERT5_20584 
227@ = 255 

:DESERT5_20584
jump @DESERT5_20598 

:DESERT5_20591
226@ = 2 

:DESERT5_20598
if 
  226@ == 3 
else_jump @DESERT5_20680 
if 
  227@ > 0 
else_jump @DESERT5_20673 
227@ -= 5 
if 
  0 > 227@ 
else_jump @DESERT5_20666 
227@ = 0 

:DESERT5_20666
jump @DESERT5_20680 

:DESERT5_20673
226@ = 0 

:DESERT5_20680
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @DESERT5_24787 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  34@ == 1 
else_jump @DESERT5_20792 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MA'  // Takeoff
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[0] // (int) 
gosub @DESERT5_22125 

:DESERT5_20792
if 
  34@ == 2 
else_jump @DESERT5_20846 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MB'  // Land plane
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[1] // (int) 
gosub @DESERT5_22125 

:DESERT5_20846
if 
  34@ == 3 
else_jump @DESERT5_20900 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Circle airstrip
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
gosub @DESERT5_22125 

:DESERT5_20900
if 
  34@ == 4 
else_jump @DESERT5_20954 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Circle airstrip
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[2] // (int) 
gosub @DESERT5_22125 

:DESERT5_20954
if 
  34@ == 5 
else_jump @DESERT5_21008 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Circle airstrip and land
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
gosub @DESERT5_22125 

:DESERT5_21008
if 
  34@ == 6 
else_jump @DESERT5_21062 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Circle airstrip and land
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[3] // (int) 
gosub @DESERT5_22125 

:DESERT5_21062
if 
  34@ == 7 
else_jump @DESERT5_21116 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_ME'  // Helicopter takeoff
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[4] // (int) 
gosub @DESERT5_22125 

:DESERT5_21116
if 
  34@ == 8 
else_jump @DESERT5_21170 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MF'  // Land helicopter
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[5] // (int) 
gosub @DESERT5_22125 

:DESERT5_21170
if 
  34@ == 9 
else_jump @DESERT5_21224 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MG'  // Destroy targets
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[6] // (int) 
gosub @DESERT5_22125 

:DESERT5_21224
if 
  34@ == 10 
else_jump @DESERT5_21278 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MH'  // Loop-the-loop
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[7] // (int) 
gosub @DESERT5_22125 

:DESERT5_21278
if 
  34@ == 11 
else_jump @DESERT5_21332 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MI'  // Barrel roll
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[8] // (int) 
gosub @DESERT5_22125 

:DESERT5_21332
if 
  34@ == 12 
else_jump @DESERT5_21386 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MJ'  // Parachute onto target
008B: 228@ = $FLIGHT_SCHOOL_RECORDS[9] // (int) 
gosub @DESERT5_22125 

:DESERT5_21386
gosub @DESERT5_24667 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DES5_FO'  // Exit
if 
   not 230@ == 1 
else_jump @DESERT5_21655 
gosub @DESERT5_24667 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DES5_FP'  // Start
gosub @DESERT5_24667 
if 
   not $FLIGHT_SCHOOL_CONTESTS_PASSED == 1 
else_jump @DESERT5_21592 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
jump @DESERT5_21608 

:DESERT5_21592
0904: get_interface 8 color_RGBA_to 152@ 153@ 154@ 155@ 

:DESERT5_21608
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DES5_FN'  // Navigate

:DESERT5_21655
gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 360.0 GXT 'DES5_FL'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not 230@ == 1 
else_jump @DESERT5_21883 
gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @DESERT5_24667 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DES5_FK'  // ~<~~>~

:DESERT5_21883
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:DESERT5_22125
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
if 
  70 > 228@ 
else_jump @DESERT5_22187 
229@ = 1 

:DESERT5_22187
if 
  228@ > 69 
else_jump @DESERT5_22230 
if 
  85 > 228@ 
else_jump @DESERT5_22230 
229@ = 2 

:DESERT5_22230
if 
  228@ > 84 
else_jump @DESERT5_22273 
if 
  100 > 228@ 
else_jump @DESERT5_22273 
229@ = 3 

:DESERT5_22273
if 
  228@ == 100 
else_jump @DESERT5_22298 
229@ = 4 

:DESERT5_22298
gosub @DESERT5_24667 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
if 
  229@ > 1 
else_jump @DESERT5_22392 
045A: draw_text_1number 320.0 75.0 GXT 'DES5_FQ' number 228@  // Record: ~1~%
jump @DESERT5_22413 

:DESERT5_22392
033E: set_draw_text_position 320.0 75.0 GXT 'DES5_FR'  // Get 70% or above to pass

:DESERT5_22413
if 
  229@ > 1 
else_jump @DESERT5_22518 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @DESERT5_22598 

:DESERT5_22518
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DESERT5_22598
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  229@ == 1 
else_jump @DESERT5_22784 
09FB: 242@ = current_language 
if 
04A4:   242@ == 0 // @ == any 
else_jump @DESERT5_22686 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
jump @DESERT5_22722 

:DESERT5_22686
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DESERT5_22722
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FS'  // No award

:DESERT5_22784
if 
  229@ == 2 
else_jump @DESERT5_22900 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FF'  // BRONZE

:DESERT5_22900
if 
  229@ == 3 
else_jump @DESERT5_23016 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FE'  // SILVER

:DESERT5_23016
if 
  229@ == 4 
else_jump @DESERT5_23132 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @DESERT5_24667 
0342: enable_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FD'  // GOLD

:DESERT5_23132
return 

:DESERT5_23134
if 
  231@ == 0 
else_jump @DESERT5_23413 
if 
  34@ == 1 
else_jump @DESERT5_23177 
gosub @DESERT5_3984 

:DESERT5_23177
if 
  34@ == 2 
else_jump @DESERT5_23202 
gosub @DESERT5_5493 

:DESERT5_23202
if 
  34@ == 4 
else_jump @DESERT5_23227 
gosub @DESERT5_6956 

:DESERT5_23227
if 
  34@ == 6 
else_jump @DESERT5_23252 
gosub @DESERT5_8535 

:DESERT5_23252
if 
  34@ == 7 
else_jump @DESERT5_23277 
gosub @DESERT5_10325 

:DESERT5_23277
if 
  34@ == 8 
else_jump @DESERT5_23302 
gosub @DESERT5_11761 

:DESERT5_23302
if 
  34@ == 9 
else_jump @DESERT5_23327 
gosub @DESERT5_12980 

:DESERT5_23327
if 
  34@ == 10 
else_jump @DESERT5_23352 
gosub @DESERT5_15309 

:DESERT5_23352
if 
  34@ == 11 
else_jump @DESERT5_23377 
gosub @DESERT5_16987 

:DESERT5_23377
if 
  34@ == 12 
else_jump @DESERT5_23402 
gosub @DESERT5_18567 

:DESERT5_23402
03D1: play_wav 3 
231@ = 1 

:DESERT5_23413
if 
  231@ == 1 
else_jump @DESERT5_23711 
if 
   not 34@ == 12 
else_jump @DESERT5_23616 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_23595 
150@ = 589 
005A: 150@ += 34@ // (int) 
if 
  34@ == 4 
else_jump @DESERT5_23506 
150@ -= 1 

:DESERT5_23506
if 
  34@ >= 6 
else_jump @DESERT5_23531 
150@ -= 2 

:DESERT5_23531
if 
87C1:   not path 150@ available 
else_jump @DESERT5_23559 
07C0: load_path 150@ 
jump @DESERT5_23588 

:DESERT5_23559
05EB: assign_car 35@ to_path 150@ 
gosub @DESERT5_24311 
226@ = 3 
231@ = 2 

:DESERT5_23588
jump @DESERT5_23609 

:DESERT5_23595
226@ = 3 
231@ = 2 

:DESERT5_23609
jump @DESERT5_23711 

:DESERT5_23616
if 
   not Actor.Dead(70@)
else_jump @DESERT5_23697 
if 
   Actor.Animation(70@) == "FALL_SKYDIVE"
else_jump @DESERT5_23690 
Actor.LockInCurrentPosition(70@) = False
33@ = 0 
226@ = 3 
231@ = 2 

:DESERT5_23690
jump @DESERT5_23711 

:DESERT5_23697
226@ = 3 
231@ = 2 

:DESERT5_23711
if 
  231@ == 2 
else_jump @DESERT5_24069 
if 
   not 34@ == 12 
else_jump @DESERT5_23992 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_23971 
if 
860E:   not car 35@ assigned_to_path 
else_jump @DESERT5_23807 
Car.LockInCurrentPosition(35@) = True
226@ = 1 
231@ = 4 
jump @DESERT5_23964 

:DESERT5_23807
0825: set_helicopter 35@ instant_rotor_start 
if 
  34@ == 9 
else_jump @DESERT5_23964 
0541: car 35@ enable_guns_sound 
if and
   not 172@ == 1 
   not Car.Wrecked(62@)
  33@ > 3000 
else_jump @DESERT5_23878 
070C: explode_car 62@ // versionB 
172@ = 1 

:DESERT5_23878
if and
   not 171@ == 1 
   not Car.Wrecked(61@)
  33@ > 4500 
else_jump @DESERT5_23921 
070C: explode_car 61@ // versionB 
171@ = 1 

:DESERT5_23921
if and
   not 170@ == 1 
   not Car.Wrecked(60@)
  33@ > 6000 
else_jump @DESERT5_23964 
070C: explode_car 60@ // versionB 
170@ = 1 

:DESERT5_23964
jump @DESERT5_23985 

:DESERT5_23971
226@ = 1 
231@ = 4 

:DESERT5_23985
jump @DESERT5_24069 

:DESERT5_23992
if 
   not Actor.Dead(70@)
else_jump @DESERT5_24055 
if 
  33@ > 15000 
else_jump @DESERT5_24048 
Actor.LockInCurrentPosition(70@) = True
226@ = 1 
231@ = 4 

:DESERT5_24048
jump @DESERT5_24069 

:DESERT5_24055
226@ = 1 
231@ = 4 

:DESERT5_24069
if 
  231@ == 3 
else_jump @DESERT5_24124 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_24110 
Car.LockInCurrentPosition(35@) = True

:DESERT5_24110
226@ = 1 
231@ = 4 

:DESERT5_24124
if 
  231@ == 4 
else_jump @DESERT5_24309 
if 
  226@ == 2 
else_jump @DESERT5_24309 
05EC: release_car 35@ from_path 
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
Car.Destroy(35@)
156@ = 0 

:DESERT5_24184
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_24226 
Car.Destroy(60@(156@,3i))
156@ += 1 
jump @DESERT5_24184 

:DESERT5_24226
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
231@ = 0 

:DESERT5_24309
return 

:DESERT5_24311
0871: init_jump_table 34@ total_jumps 10 default_jump 1 @DESERT5_24636 jumps 1 @DESERT5_24439 2 @DESERT5_24463 3 @DESERT5_24487 4 @DESERT5_24487 5 @DESERT5_24516 6 @DESERT5_24516 7 @DESERT5_24540 
0872: jump_table_jumps 9 @DESERT5_24564 10 @DESERT5_24588 11 @DESERT5_24612 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 -1 @DESERT5_24643 

:DESERT5_24439
Camera.SetAtPos(172.6, 2466.14, 17.05)
jump @DESERT5_24643 

:DESERT5_24463
Camera.SetAtPos(27.29, 2466.31, 16.76)
jump @DESERT5_24643 

:DESERT5_24487
0A0B: set_rendering_origin_at_3D_coord -1251.02 2301.32 120.44 angle 60.0 
jump @DESERT5_24643 

:DESERT5_24516
Camera.SetAtPos(-394.09, 2601.47, 134.89)
jump @DESERT5_24643 

:DESERT5_24540
Camera.SetAtPos(323.02, 2446.81, 117.65)
jump @DESERT5_24643 

:DESERT5_24564
Camera.SetAtPos(365.5, 2339.25, 63.23)
jump @DESERT5_24643 

:DESERT5_24588
Camera.SetAtPos(269.53, 2445.3, 88.46)
jump @DESERT5_24643 

:DESERT5_24612
Camera.SetAtPos(292.95, 2445.3, 93.46)
jump @DESERT5_24643 

:DESERT5_24636
jump @DESERT5_24643 

:DESERT5_24643
0A0B: set_rendering_origin_at_3D_coord 412.38 2533.65 18.18 angle 90.0 
return 

:DESERT5_24667
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:DESERT5_24729
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:DESERT5_24787
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DESERT5_24849
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 

:DESERT5_24907
fade 0 500 

:DESERT5_24914
if 
fading 
else_jump @DESERT5_24938 
wait 0 
jump @DESERT5_24914 

:DESERT5_24938
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
return 

:DESERT5_24944
if 
   not 34@ == 12 
else_jump @DESERT5_24986 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_24986 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT5_24986
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
04E4: unknown_refresh_game_renderer_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD 
Camera.SetAtPos($TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
wait 0 
if 
   not 34@ == 9 
else_jump @DESERT5_25045 
set_weather 17 

:DESERT5_25045
0826: enable_hud 1 
0581: enable_radar 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:DESERT5_25064
if 
fading 
else_jump @DESERT5_25088 
wait 0 
jump @DESERT5_25064 

:DESERT5_25088
Player.CanMove($PLAYER_CHAR) = True
return 

:DESERT5_25097
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_25164 
if 
  233@ == 1 
else_jump @DESERT5_25157 
if 
   not Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_25157 
232@ = 1 

:DESERT5_25157
jump @DESERT5_25171 

:DESERT5_25164
232@ = 1 

:DESERT5_25171
return 

:DESERT5_25173
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_25216 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_25216 
02E3: $7526 = car 35@ speed 

:DESERT5_25216
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @DESERT5_25331 
if 
  $7526 > 0.1 
else_jump @DESERT5_25331 
00BE: text_clear_all 
if or
  34@ == 1 
  34@ == 3 
  34@ == 4 
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_25324 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~

:DESERT5_25324
233@ = 1 

:DESERT5_25331
return 
if 
  $253 == 0 
else_jump @DESERT5_25365 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:DESERT5_25365
return 

:DESERT5_25367
Player.CanMove($PLAYER_CHAR) = False
if 
   not 34@ == 12 
else_jump @DESERT5_25399 
jump @DESERT5_25406 

:DESERT5_25399
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:DESERT5_25406
0396: pause_timer 1 
return 

:DESERT5_25412
229@ = 0 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @DESERT5_25501 
if 
  85 > $CURRENT_FLIGHT_RECORD 
else_jump @DESERT5_25501 
if and
  237@ > 69 
  85 > 237@ 
else_jump @DESERT5_25494 
229@ = 0 
jump @DESERT5_25501 

:DESERT5_25494
229@ = 2 

:DESERT5_25501
if 
  $CURRENT_FLIGHT_RECORD > 84 
else_jump @DESERT5_25583 
if 
  100 > $CURRENT_FLIGHT_RECORD 
else_jump @DESERT5_25583 
if and
  237@ > 84 
  100 > 237@ 
else_jump @DESERT5_25576 
229@ = 0 
jump @DESERT5_25583 

:DESERT5_25576
229@ = 3 

:DESERT5_25583
if 
  $CURRENT_FLIGHT_RECORD == 100 
else_jump @DESERT5_25640 
if 
  237@ == 100 
else_jump @DESERT5_25633 
229@ = 0 
jump @DESERT5_25640 

:DESERT5_25633
229@ = 4 

:DESERT5_25640
243@ = 1 
244@ = 1 
245@ = 1 
156@ = 0 

:DESERT5_25668
if 
  10 > 156@ 
else_jump @DESERT5_25862 
if 
   not $PARKED_RUSTLER_EXISTS == 1 
else_jump @DESERT5_25740 
if and
  70 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
  243@ == 1 
else_jump @DESERT5_25740 
243@ = 0 

:DESERT5_25740
if 
   not $PARKED_STUNT_EXISTS == 1 
else_jump @DESERT5_25794 
if and
  85 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
  244@ == 1 
else_jump @DESERT5_25794 
244@ = 0 

:DESERT5_25794
if 
   not $PARKED_HUNTER_EXISTS == 1 
else_jump @DESERT5_25848 
if and
  100 > $FLIGHT_SCHOOL_RECORDS(156@,10i) 
  245@ == 1 
else_jump @DESERT5_25848 
245@ = 0 

:DESERT5_25848
156@ += 1 
jump @DESERT5_25668 

:DESERT5_25862
if and
   not $PARKED_RUSTLER_EXISTS == 1 
  243@ == 1 
else_jump @DESERT5_25901 
014C: set_parked_car_generator $PARKED_RUSTLER cars_to_generate_to 101 
$PARKED_RUSTLER_EXISTS = 1 

:DESERT5_25901
if and
   not $PARKED_STUNT_EXISTS == 1 
  244@ == 1 
else_jump @DESERT5_25940 
014C: set_parked_car_generator $PARKED_STUNT cars_to_generate_to 101 
$PARKED_STUNT_EXISTS = 1 

:DESERT5_25940
if and
   not $PARKED_HUNTER_EXISTS == 1 
  245@ == 1 
else_jump @DESERT5_25986 
014C: set_parked_car_generator $PARKED_HUNTER cars_to_generate_to 101 
014C: set_parked_car_generator $PARKED_PLANES[25] cars_to_generate_to 101 
$PARKED_HUNTER_EXISTS = 1 

:DESERT5_25986
return 

:DESERT5_25988
if or
  34@ == 1 
  34@ == 3 
  34@ == 4 
  34@ == 7 
  34@ == 10 
  34@ == 11 
else_jump @DESERT5_26055 
$267 = 100 
jump @DESERT5_26669 

:DESERT5_26055
if 
   not 34@ == 12 
else_jump @DESERT5_26487 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_26473 
$267 = 100 
if 
  34@ == 2 
else_jump @DESERT5_26165 
if 
81AC:   not car 35@ sphere 0 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
else_jump @DESERT5_26165 
$267 -= 50 

:DESERT5_26165
if or
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_26241 
if 
81AC:   not car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
else_jump @DESERT5_26241 
$267 -= 50 

:DESERT5_26241
if 
  34@ == 8 
else_jump @DESERT5_26308 
if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
else_jump @DESERT5_26308 
$267 -= 50 

:DESERT5_26308
if 
  34@ == 9 
else_jump @DESERT5_26375 
if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
else_jump @DESERT5_26375 
$267 -= 50 

:DESERT5_26375
40@ = Car.Angle(35@)
if or
   not 40@ >= 260.0 
   not 280.0 >= 40@ 
else_jump @DESERT5_26466 
if and
  40@ >= 181.0 
  359.0 >= 40@ 
else_jump @DESERT5_26459 
$267 -= 10 
jump @DESERT5_26466 

:DESERT5_26459
$267 -= 25 

:DESERT5_26466
jump @DESERT5_26480 

:DESERT5_26473
$267 = 0 

:DESERT5_26480
jump @DESERT5_26669 

:DESERT5_26487
if 
  0.8 >= 142@ 
else_jump @DESERT5_26522 
$267 = 100 
jump @DESERT5_26669 

:DESERT5_26522
if 
  2.1 >= 142@ 
else_jump @DESERT5_26557 
$267 = 85 
jump @DESERT5_26669 

:DESERT5_26557
if 
  4.0 >= 142@ 
else_jump @DESERT5_26592 
$267 = 75 
jump @DESERT5_26669 

:DESERT5_26592
if 
  6.0 >= 142@ 
else_jump @DESERT5_26627 
$267 = 70 
jump @DESERT5_26669 

:DESERT5_26627
if 
  10.0 >= 142@ 
else_jump @DESERT5_26662 
$267 = 35 
jump @DESERT5_26669 

:DESERT5_26662
$267 = 0 

:DESERT5_26669
if 
  0 > $267 
else_jump @DESERT5_26694 
$267 = 0 

:DESERT5_26694
if 
  $267 > 100 
else_jump @DESERT5_26719 
$267 = 100 

:DESERT5_26719
return 

:DESERT5_26721
if 
   not 34@ == 12 
else_jump @DESERT5_26873 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_26859 
36@ = Car.Health(35@)
$268 = 1000 
0060: $268 -= $260 // (int) 
145@ = 1000 
0062: 145@ -= 36@ // (int) 
145@ /= 10 
if 
  0 > 145@ 
else_jump @DESERT5_26827 
145@ = 0 

:DESERT5_26827
if 
  145@ > 100 
else_jump @DESERT5_26852 
145@ = 100 

:DESERT5_26852
jump @DESERT5_26866 

:DESERT5_26859
145@ = 100 

:DESERT5_26866
jump @DESERT5_26880 

:DESERT5_26873
145@ = 0 

:DESERT5_26880
return 

:DESERT5_26882
0084: $301 = $253 // (int) 
$301 /= 1000 
if 
002F:   147@ >= $301 // (int) 
else_jump @DESERT5_26931 
146@ = 100 
jump @DESERT5_27042 

:DESERT5_26931
008B: 146@ = $301 // (int) 
0062: 146@ -= 147@ // (int) 
146@ *= 30 
0085: 149@ = 148@ // (int) 
0062: 149@ -= 147@ // (int) 
0072: 146@ /= 149@ // (int) 
146@ *= -1 
146@ += 100 
if 
  0 > 146@ 
else_jump @DESERT5_27017 
146@ = 0 

:DESERT5_27017
if 
  146@ > 100 
else_jump @DESERT5_27042 
146@ = 100 

:DESERT5_27042
return 

:DESERT5_27044
008A: $CURRENT_FLIGHT_RECORD = 146@ // (int) 
if or
  34@ == 2 
  34@ == 5 
  34@ == 6 
  34@ == 8 
  34@ == 9 
  34@ == 12 
else_jump @DESERT5_27120 
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 

:DESERT5_27120
if 
   not 34@ == 12 
else_jump @DESERT5_27146 
0066: $CURRENT_FLIGHT_RECORD -= 145@ // (int) 

:DESERT5_27146
if 
  0 > $CURRENT_FLIGHT_RECORD 
else_jump @DESERT5_27171 
$CURRENT_FLIGHT_RECORD = 0 

:DESERT5_27171
if 
  $CURRENT_FLIGHT_RECORD > 100 
else_jump @DESERT5_27196 
$CURRENT_FLIGHT_RECORD = 100 

:DESERT5_27196
00BE: text_clear_all 
return 

:DESERT5_27200
Player.CanMove($PLAYER_CHAR) = False
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
fade 0 500 

:DESERT5_27234
if 
fading 
else_jump @DESERT5_27265 
wait 0 
gosub @DESERT5_29325 
jump @DESERT5_27234 

:DESERT5_27265
08DA: remove_panel 144@ 
03E6: remove_text_box 
00BE: text_clear_all 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
033F: set_text_draw_letter_size 1.0 1.0 
0221: set_player $PLAYER_CHAR trapped_in_car 0 
if 
  34@ == 12 
else_jump @DESERT5_27350 
Object.Destroy(135@)
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
Model.Destroy(#GUN_PARA)

:DESERT5_27350
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
06D6: disable_racing_checkpoint 143@ 
if 
  232@ == 2 
else_jump @DESERT5_27397 
00BE: text_clear_all 

:DESERT5_27397
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_27439 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_27439 
Car.LockInCurrentPosition(35@) = True

:DESERT5_27439
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
wait 0 
04E4: unknown_refresh_game_renderer_at 412.38 2533.65 
Camera.SetAtPos(412.38, 2533.65, 18.18)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_27520 
Car.LockInCurrentPosition(35@) = False

:DESERT5_27520
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DESERT5_27570 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
jump @DESERT5_27590 

:DESERT5_27570
Actor.PutAt($PLAYER_ACTOR, 412.38, 2533.65, 18.18)

:DESERT5_27590
Actor.Angle($PLAYER_ACTOR) = 90.0
Car.Destroy(35@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
014F: stop_timer $253 
0396: pause_timer 0 
return 

:DESERT5_27620
Player.CanMove($PLAYER_CHAR) = False
fade 0 200 

:DESERT5_27634
if 
fading 
else_jump @DESERT5_27658 
wait 0 
jump @DESERT5_27634 

:DESERT5_27658
03E6: remove_text_box 
00BE: text_clear_all 
014F: stop_timer $253 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
if or
  34@ == 3 
  34@ == 4 
  34@ == 5 
  34@ == 6 
else_jump @DESERT5_27764 
156@ = 0 

:DESERT5_27723
if 
  8 > 156@ 
else_jump @DESERT5_27764 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_27723 

:DESERT5_27764
if 
  34@ == 9 
else_jump @DESERT5_27880 
156@ = 0 

:DESERT5_27789
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_27831 
Marker.Disable(221@(156@,3i))
156@ += 1 
jump @DESERT5_27789 

:DESERT5_27831
156@ = 0 

:DESERT5_27838
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_27880 
Marker.Disable(224@(156@,2i))
156@ += 1 
jump @DESERT5_27838 

:DESERT5_27880
if or
  34@ == 10 
  34@ == 11 
else_jump @DESERT5_27915 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 

:DESERT5_27915
if 
  34@ == 12 
else_jump @DESERT5_27960 
Object.Destroy(135@)
06D6: disable_racing_checkpoint 143@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
Model.Destroy(#GUN_PARA)
0792: disembark_instantly_actor $PLAYER_ACTOR 

:DESERT5_27960
Camera.Restore_WithJumpCut
Actor.DestroyInstantly(70@)
if 
  232@ == 2 
else_jump @DESERT5_27987 
00BE: text_clear_all 

:DESERT5_27987
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_28029 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @DESERT5_28029 
Car.LockInCurrentPosition(35@) = True

:DESERT5_28029
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
wait 0 
04E4: unknown_refresh_game_renderer_at 412.38 2533.65 
Camera.SetAtPos(300.0, 2501.94, 19.65)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_28110 
Car.LockInCurrentPosition(35@) = False

:DESERT5_28110
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DESERT5_28160 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
jump @DESERT5_28180 

:DESERT5_28160
Actor.PutAt($PLAYER_ACTOR, 412.38, 2533.65, 18.18)

:DESERT5_28180
Actor.Angle($PLAYER_ACTOR) = 90.0
Car.Destroy(35@)
0826: enable_hud 0 
0581: enable_radar 0 
Camera.SetPosition(370.0, 2501.94, 19.65, 0.0, 0.0, 0.0)
Camera.PointAt(320.0, 2501.94, 19.65, 2)
08D4: 144@ = create_panel_with_title 'DUMMY' position 184.0 200.0 width 128.0 columns 2 interactive 0 background 1 alignment 0 
08DB: set_panel 144@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel 144@ column 0 alignment 1 
08D6: set_panel 144@ column 1 alignment 0 
09DB: set_panel 144@ column 0 width 192 
09DB: set_panel 144@ column 1 width 64 
270@ = 0 
if and
  238@ > 0 
  229@ > 0 
else_jump @DESERT5_28509 
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 

:DESERT5_28509
05AA: 246@(270@,12s) = 'DES5_S3'  // Time:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SC' number $301  // ~1~s
270@ += 1 
if or
  34@ == 2 
  34@ == 5 
  34@ == 6 
  34@ == 8 
  34@ == 9 
  34@ == 12 
else_jump @DESERT5_28656 
05AA: 246@(270@,12s) = 'DES5_S5'  // Position score:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $267  // ~1~%
270@ += 1 

:DESERT5_28656
if 
   not 34@ == 12 
else_jump @DESERT5_28721 
05AA: 246@(270@,12s) = 'DES5_S6'  // Damage penalty:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number 145@  // ~1~%
270@ += 1 

:DESERT5_28721
05AA: 246@(270@,12s) = 'DES5_S7'  // Overall score:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $CURRENT_FLIGHT_RECORD  // ~1~%
270@ += 1 
if 
  238@ == 2 
else_jump @DESERT5_29045 
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 
05AA: 246@(270@,12s) = 'DES5_SF'  // Flying skill upgraded.
270@ += 1 
if 
   not $PILOT_LICENSE_OBTAINED == 1 
else_jump @DESERT5_29045 
0652: 271@ = integer_stat 223 
if 
  271@ >= 180 
else_jump @DESERT5_29045 
$PILOT_LICENSE_OBTAINED = 1 
156@ = 0 

:DESERT5_28895
if 
  24 >= 156@ 
else_jump @DESERT5_28963 
if and
   not 156@ == 8 
   not 156@ == 9 
else_jump @DESERT5_28949 
014C: set_parked_car_generator $PARKED_PLANES(156@,28i) cars_to_generate_to 101 

:DESERT5_28949
156@ += 1 
jump @DESERT5_28895 

:DESERT5_28963
014C: set_parked_car_generator $PARKED_PLANES[27] cars_to_generate_to 101 
156@ = 0 

:DESERT5_28977
if 
  11 >= 156@ 
else_jump @DESERT5_29020 
014C: set_parked_car_generator $PARKED_SF_PLANES(156@,12i) cars_to_generate_to 0 
156@ += 1 
jump @DESERT5_28977 

:DESERT5_29020
05AA: 246@(270@,12s) = 'DES5_SG'  // Pilot's license now obtained!
270@ += 1 

:DESERT5_29045
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 
if 
  238@ == 2 
else_jump @DESERT5_29113 
05AA: 246@(270@,12s) = 'DES5_S8'  // ~k~~PED_SPRINT~ Continue
jump @DESERT5_29131 

:DESERT5_29113
05AA: 246@(270@,12s) = 'DES5_SE'  // ~k~~PED_SPRINT~ Retry

:DESERT5_29131
270@ += 1 
05AA: 246@(270@,12s) = 'DES5_S9'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
270@ += 1 

:DESERT5_29163
if 
  12 > 270@ 
else_jump @DESERT5_29213 
05AA: 246@(270@,12s) = 'DUMMY' 
270@ += 1 
jump @DESERT5_29163 

:DESERT5_29213
08DB: set_panel 144@ column 0 header 'DUMMY' data 246@s 248@s 250@s 252@s 254@s 256@s 258@s 260@s 262@s 264@s 266@s 268@s 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1187 
fade 1 500 

:DESERT5_29292
if 
fading 
else_jump @DESERT5_29323 
wait 0 
gosub @DESERT5_29325 
jump @DESERT5_29292 

:DESERT5_29323
return 

:DESERT5_29325
if or
  238@ == 1 
  238@ == 2 
else_jump @DESERT5_29714 
gosub @DESERT5_24849 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 120.0 GXT 'DES5_SB'  // new record
if 
  229@ > 0 
else_jump @DESERT5_29714 
gosub @DESERT5_24849 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 85.0 GXT 'DES5_SA'  // new certificate awarded
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 261.7 200.0 size -50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 378.3 200.0 size 50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  229@ == 2 
else_jump @DESERT5_29606 
038D: draw_texture 1 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29606
if 
  229@ == 3 
else_jump @DESERT5_29660 
038D: draw_texture 2 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29660
if 
  229@ == 4 
else_jump @DESERT5_29714 
038D: draw_texture 3 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_29714
return 

:DESERT5_29716
if or
  215@ == 0 
  215@ == 1 
else_jump @DESERT5_29786 
if 
001D:   217@ > 216@ // (int) 
else_jump @DESERT5_29786 
if 
  33@ > 200 
else_jump @DESERT5_29786 
gosub @DESERT5_29851 

:DESERT5_29786
if 
  215@ == 2 
else_jump @DESERT5_29849 
if 
03D2:   wav 1 ended 
else_jump @DESERT5_29849 
215@ = 0 
216@ += 1 
218@ = 0 
00BE: text_clear_all 
33@ = 0 

:DESERT5_29849
return 

:DESERT5_29851
if 
  215@ == 0 
else_jump @DESERT5_29887 
03CF: load_wav 203@(216@,12i) as 1 
215@ = 1 

:DESERT5_29887
if 
  215@ == 1 
else_jump @DESERT5_29945 
if 
03D0:   wav 1 loaded 
else_jump @DESERT5_29945 
00BC: show_text_highpriority GXT 179@(216@,12s) time 10000 flag 1 
03D1: play_wav 1 
215@ = 2 

:DESERT5_29945
return 

:DESERT5_29947
00BE: text_clear_all 
if or
  232@ == 1 
   not Player.Defined($PLAYER_CHAR)
else_jump @DESERT5_29988 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DESERT5_29988
return 

:DESERT5_29990
if 
   not $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_30015 
$MISSION_LEARNING_TO_FLY_PASSED = 1 

:DESERT5_30015
if 
  $MISSION_LEARNING_TO_FLY_PASSED == 1 
else_jump @DESERT5_30137 
0318: set_latest_mission_passed 'DESERT5'  // Learning to Fly
030C: progress_made += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0629: change_integer_stat 331 to 1 
0998: add_respect 5 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
Marker.Disable($MARKER_PILOT_SCHOOL)
0570: $MARKER_PILOT_SCHOOL = create_asset_radar_marker_with_icon $ICON_SCHOOL at $666 $667 $668 
Marker.Disable($581)
$581 = Marker.CreateIconAndSphere($ICON_AIRYARD, $X_OLD_AIRPORT, $Y_OLD_AIRPORT, $Z_OLD_AIRPORT)
$TORENO_TOTAL_PASSED_MISSIONS += 1 

:DESERT5_30137
return 

:DESERT5_30139
Model.Destroy(#RUSTLER)
Model.Destroy(#HUNTER)
Model.Destroy(#PETRO)
Model.Destroy(#LANDSTAL)
Model.Destroy(#STUNT)
Model.Destroy(#GUN_PARA)
Model.Destroy(#CELLPHONE)
090F: end_external_script 1 (PARACHUTE) 
0391: release_txd_dictionary 
Marker.Disable(220@)
06D6: disable_racing_checkpoint 118@ 
156@ = 0 

:DESERT5_30197
if 
  8 > 156@ 
else_jump @DESERT5_30238 
06D6: disable_racing_checkpoint 119@(156@,8i) 
156@ += 1 
jump @DESERT5_30197 

:DESERT5_30238
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
06D6: disable_racing_checkpoint 143@ 
156@ = 0 

:DESERT5_30260
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_30302 
Marker.Disable(221@(156@,3i))
156@ += 1 
jump @DESERT5_30260 

:DESERT5_30302
156@ = 0 

:DESERT5_30309
if 
001D:   66@ > 156@ // (int) 
else_jump @DESERT5_30351 
Marker.Disable(224@(156@,2i))
156@ += 1 
jump @DESERT5_30309 

:DESERT5_30351
03E6: remove_text_box 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
08A8: unknown_radar_flag 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
08DA: remove_panel 144@ 
Object.Destroy(135@)
$1510 = 1 
if 
   not Car.Wrecked(35@)
else_jump @DESERT5_30445 
05EC: release_car 35@ from_path 

:DESERT5_30445
Car.Destroy(35@)
156@ = 0 

:DESERT5_30457
if 
001D:   63@ > 156@ // (int) 
else_jump @DESERT5_30499 
Car.Destroy(60@(156@,3i))
156@ += 1 
jump @DESERT5_30457 

:DESERT5_30499
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
014F: stop_timer $253 
0396: pause_timer 0 
01B7: release_weather 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
07A8: enable_area69_sam 1 
096A: enable_flying_helis 1 
01F0: set_max_wanted_level_to 239@ 
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @DESERT5_30618 
Camera.Restore_WithJumpCut

:DESERT5_30618
Actor.DestroyInstantly(70@)
Camera.SetBehindPlayer
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 
   
//-------------Mission 84---------------
// Originally: Fender Ketchup

:CASINO1
thread 'CASINO1' 

end_thread 

:CASINO2     
thread 'CASINO2'     

end_thread 

:CASINO3                  
thread 'CASINO3'     

end_thread 

:CASINO7                  
thread 'CASINO7'     

end_thread 

:CASINO4                  
thread 'CASINO4'     

end_thread 

:CASINO5                  
thread 'CASINO5'     

end_thread 

:CASINO6                  
thread 'CASINO6'     

end_thread 

:CASINO9                  
thread 'CASINO9'     

end_thread 

:CASIN10                  
thread 'CASIN10'     

end_thread 

:VCRASH1                  
thread 'VCRASH1'     

end_thread 

:VCR2                     
thread 'VCR2'        

end_thread 

:DOC2                     
thread 'DOC2'        

end_thread 

:HEIST1                   
thread 'HEIST1'      

end_thread 

:HEIST3                   
thread 'HEIST3'      

end_thread 

:HEIST2                   
thread 'HEIST2'      

end_thread 

:HEIST4                   
thread 'HEIST4'      

end_thread 

:HEIST5                   
thread 'HEIST5'      

end_thread 

:HEIST9                   
thread 'HEIST9'      

end_thread 

:MANSIO1                  
thread 'MANSIO1'     

end_thread 

:MANSIO2                  
thread 'MANSIO2'     

end_thread 

:MANSIO3                  
thread 'MANSIO3'     

end_thread 

:MANSON5                  
thread 'MANSON5'     

end_thread 

:GROVE1                   
thread 'GROVE1'      

end_thread 

:GROVE2                   
thread 'GROVE2'      

end_thread 

:RIOT1                    
thread 'RIOT1'       

end_thread 

:RIOT2                    
thread 'RIOT2'       

end_thread 

:FINALEA                  
thread 'FINALEA'     

end_thread 

:FINALEB                  
thread 'FINALEB'     

end_thread 

:FINALEC                  
thread 'FINALEC'     
             
end_thread 


//-------------Mission 113---------------
// Originally: Shooting range

:SHRANGE
thread 'SHRANGE' 
set_wb_check_to 0 
$ONMISSION = 1 
$ONMISSION_SHOOTING = 1 
$8017 = 286.1649 
$8021 = -30.9591 
$8018 = 301.8877 
$8022 = -77.2586 
$8019 = 306.4883 
$8023 = -141.9047 
$8020 = 307.0919 
$8024 = -159.2197 
$8057[0] = -319 
$8057[1] = -320 
$8057[2] = -321 
$8057[3] = -322 
$8057[4] = -323 
$8057[5] = -324 
$8057[6] = -325 
$8057[7] = -326 
$8038[1] = 0.275 
$8046[1] = -3.502 
$8038[2] = -0.214 
$8046[2] = -3.479 
$8038[3] = 0.245 
$8046[3] = -2.791 
$8038[4] = -0.168 
$8046[4] = -2.806 
$8038[5] = 0.079 
$8046[5] = -2.123 
$8038[6] = -0.589 
$8046[6] = -2.317 
$8038[7] = -0.357 
$8046[7] = -1.855 
35@ = 290.6264 
39@ = -24.5548 
43@ = 1000.523 
47@ = 3.0583 
51@ = 6.1726 
55@ = -13.6242 
59@ = 0.0 
36@ = 303.0788 
40@ = -61.2269 
44@ = 1000.523 
48@ = 2.9464 
52@ = 6.0799 
56@ = -13.6242 
60@ = 270.0 
37@ = 300.1018 
41@ = -137.0399 
45@ = 1003.055 
49@ = 3.1341 
53@ = 6.1264 
57@ = -13.6242 
61@ = 90.0 
38@ = 299.4518 
42@ = -166.3517 
46@ = 998.6105 
50@ = 3.0055 
54@ = 4.6018 
58@ = -13.6242 
62@ = 90.0 
$SHOOTING_INDEX = 0 

:SHRANGE_600
if 
  3 > $SHOOTING_INDEX 
else_jump @SHRANGE_723 
$8089($SHOOTING_INDEX,3i) = 1 
$8086($SHOOTING_INDEX,3i) = 0 
$8028($SHOOTING_INDEX,4i) = 0 
$8025($SHOOTING_INDEX,3i) = 0 
$8032($SHOOTING_INDEX,3i) = 0 
$8054($SHOOTING_INDEX,3f) = 90.0 
$8121($SHOOTING_INDEX,3i) = 0 
$8071($SHOOTING_INDEX,3i) = 0 
$SHOOTING_INDEX += 1 
jump @SHRANGE_600 

:SHRANGE_723
$8070 = 0 
$8075 = 0 
$8076 = 0 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @SHRANGE_777 
$5273 = 2 

:SHRANGE_777
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @SHRANGE_827 
if 
  $5273 == 2 
else_jump @SHRANGE_820 
$5274 = 1 

:SHRANGE_820
$5273 = 3 

:SHRANGE_827
if 
  $STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @SHRANGE_877 
if 
  4 > $5273 
else_jump @SHRANGE_870 
$5274 = 1 

:SHRANGE_870
$5273 = 4 

:SHRANGE_877
07E5: copy_decision_maker 65538 to $8069 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
03CF: load_wav 1801 as 4 
Model.Load(#TARGET_HEAD)
Model.Load(#TARGET_LARM)
Model.Load(#TARGET_RARM)
Model.Load(#TARGET_LLEG)
Model.Load(#TARGET_RLEG)
Model.Load(#TARGET_RTORSO)
Model.Load(#TARGET_LTORSO)
Model.Load(#TARGET_FRAME)
Model.Load(#COLT45)
Model.Load(#MICRO_UZI)
Model.Load(#CHROMEGUN)
Model.Load(#AK47)

:SHRANGE_995
if or
   not Model.Available(#COLT45)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CHROMEGUN)
   not Model.Available(#AK47)
else_jump @SHRANGE_1037 
wait 0 
jump @SHRANGE_995 

:SHRANGE_1037
if or
   not Model.Available(#TARGET_HEAD)
   not Model.Available(#TARGET_LARM)
   not Model.Available(#TARGET_RARM)
   not Model.Available(#TARGET_LLEG)
   not Model.Available(#TARGET_RLEG)
else_jump @SHRANGE_1084 
wait 0 
jump @SHRANGE_1037 

:SHRANGE_1084
if or
   not Model.Available(#TARGET_RTORSO)
   not Model.Available(#TARGET_LTORSO)
   not Model.Available(#TARGET_FRAME)
83D0:   not wav 4 loaded 
else_jump @SHRANGE_1125 
wait 0 
jump @SHRANGE_1084 

:SHRANGE_1125
if 
  $ONMISSION_SHOOTING == 47 
else_jump @SHRANGE_1201 
$8097[0] = Object.Init($8057($SHOOTING_INDEX,8i), 293.757, 1.0, 1000.516)
0376: $8094[0] = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$8065 = Object.Create(#POOLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SHRANGE_1201
077E: get_active_interior_to $8074 

:SHRANGE_1206
if 
0736:   NOP_false 87 
else_jump @SHRANGE_1298 
$SHOOTING_INDEX = 9 

:SHRANGE_1228
if 
  16 > $SHOOTING_INDEX 
else_jump @SHRANGE_1291 
if 
03CA:   object $8097($SHOOTING_INDEX,24i) exists 
else_jump @SHRANGE_1277 
0723: break_object $8097($SHOOTING_INDEX,24i) intensity 1 

:SHRANGE_1277
$SHOOTING_INDEX += 1 
jump @SHRANGE_1228 

:SHRANGE_1291
$8126 = 20 

:SHRANGE_1298
wait 0 
077E: get_active_interior_to $SHOOTING_INDEX 
if 
803A:   not  $SHOOTING_INDEX == $8074 // (int) 
else_jump @SHRANGE_1333 
jump @SHRANGE_17024 

:SHRANGE_1333
if 
   Player.Defined($PLAYER_CHAR)
else_jump @SHRANGE_1370 
gosub @SHRANGE_13485 
gosub @SHRANGE_11096 
gosub @SHRANGE_1379 

:SHRANGE_1370
jump @SHRANGE_1206 
end_thread 

:SHRANGE_1379
if 
00E1:   player 0 pressed_key 15 
else_jump @SHRANGE_1444 
if 
   not $8070 == 0 
else_jump @SHRANGE_1444 
00BE: text_clear_all 
34@ = 1 
$8070 = 20 
$8075 = 1 
$8076 = 0 

:SHRANGE_1444
0871: init_jump_table $8070 total_jumps 7 default_jump 0 @SHRANGE_11094 jumps 0 @SHRANGE_1507 1 @SHRANGE_1813 2 @SHRANGE_5136 3 @SHRANGE_5349 4 @SHRANGE_6544 5 @SHRANGE_8395 20 @SHRANGE_10212 

:SHRANGE_1507
if 
  $SHOOTING_INDEX_2 == 0 
else_jump @SHRANGE_1580 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 286.1649 -30.9591 1000.516 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1580 
$8070 = 1 

:SHRANGE_1580
if 
  $SHOOTING_INDEX_2 == 1 
else_jump @SHRANGE_1653 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 301.8877 -77.2586 1000.523 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1653 
$8070 = 1 

:SHRANGE_1653
if 
  $SHOOTING_INDEX_2 == 2 
else_jump @SHRANGE_1726 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 306.4883 -141.9047 1003.055 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1726 
$8070 = 1 

:SHRANGE_1726
if 
  $SHOOTING_INDEX_2 == 3 
else_jump @SHRANGE_1799 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 307.0919 -159.2197 998.601 radius 2.0 2.0 2.0 
else_jump @SHRANGE_1799 
$8070 = 1 

:SHRANGE_1799
64@ = 0 
jump @SHRANGE_11094 

:SHRANGE_1813
if 
  $5287 > 0 
else_jump @SHRANGE_1881 
if and
  7 > $8075 
  $8075 > 0 
else_jump @SHRANGE_1881 
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
00BE: text_clear_all 

:SHRANGE_1881
if 
  $8075 == 0 
else_jump @SHRANGE_2033 
34@ = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 3 weapon $8135 ammo $8131 model $8139 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 4 weapon $8136 ammo $8132 model $8140 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 5 weapon $8137 ammo $8133 model $8141 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 6 weapon $8138 ammo $8134 model $8142 
$8124 = 0 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
08F8: display_stat_update_box 0 
fade 0 1000 
$8075 = 1 
008A: $8076 = 32@ // (int) 
$8076 += 1500 

:SHRANGE_2033
if 
  $8075 == 1 
else_jump @SHRANGE_2267 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_2267 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ANR_1' time 4000 flag 1  // Test your skills in the Ammu-Nation shooting range challenge.
00BB: show_text_lowpriority GXT 'ANR_2' time 4000 flag 1  // Compete against two other competitors firing a range of weapons.
00BB: show_text_lowpriority GXT 'ANR_3' time 4000 flag 1  // You must finish first in each round to progress to the next.
$8083 = -0.83 
$8084 = 0.47 
$TEMPVAR_FLOAT_3 = 1.7 
gosub @SHRANGE_16856 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 0.17 
$8084 = 0.63 
$TEMPVAR_FLOAT_3 = 1.7 
gosub @SHRANGE_16856 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
fade 1 1000 
$8075 = 2 
008A: $8076 = 32@ // (int) 
$8076 += 4000 

:SHRANGE_2267
if 
  $8075 == 2 
else_jump @SHRANGE_2461 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_2461 
$8086[1] = 3 
$8089[1] = 0 
$8083 = -0.63 
$8084 = -3.47 
$TEMPVAR_FLOAT_3 = 0.2 
gosub @SHRANGE_16856 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 0.4 
$8084 = -2.5 
$TEMPVAR_FLOAT_3 = 0.5 
gosub @SHRANGE_16856 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
fade 1 1000 
$8075 = 3 
008A: $8076 = 32@ // (int) 
$8076 += 2000 

:SHRANGE_2461
if 
  $8075 == 3 
else_jump @SHRANGE_2590 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_2590 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
$8083 = 0.0 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -1.0 
gosub @SHRANGE_16856 
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 -2 ms // versionA 
$8075 = 4 
008A: $8076 = 32@ // (int) 
$8076 += 3000 

:SHRANGE_2590
if 
  $8075 == 4 
else_jump @SHRANGE_3034 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3034 
$8086[1] = 4 
0088: $8081 = 59@($SHOOTING_INDEX_2,4f) // (float) 
$8081 += 90.0 
Actor.Angle($PLAYER_ACTOR) = $8081
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8083 -= 0.8201 
$8084 = -0.4944 
$TEMPVAR_FLOAT_3 = 2.1312 
gosub @SHRANGE_16856 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8083 -= 0.1125 
$8084 = -0.0237 
$TEMPVAR_FLOAT_3 = 1.6042 
gosub @SHRANGE_16856 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -2.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16856 
08C7: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 // versionB 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16856 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)
05D3: AS_actor $PLAYER_ACTOR goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode 4 -2 ms // versionA 
if 
  $8124 == 0 
else_jump @SHRANGE_2955 
$8028[0] = 1 
$8028[2] = 1 

:SHRANGE_2955
$8086[0] = 1 
$8086[2] = 1 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
$8025[0] = 1 
$8025[1] = 1 
$8025[2] = 1 
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 3000 

:SHRANGE_3034
if 
  $8075 == 5 
else_jump @SHRANGE_3225 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3225 
00BE: text_clear_all 
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistol ~n~Round 1
$8083 = 2.1566 
$8084 = 2.4369 
$TEMPVAR_FLOAT_3 = 1.4565 
gosub @SHRANGE_16856 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 1.9771 
$8084 = 3.4129 
$TEMPVAR_FLOAT_3 = 1.3326 
gosub @SHRANGE_16856 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
$8075 = 6 
008A: $8076 = 32@ // (int) 
$8076 += 3000 

:SHRANGE_3225
if 
  $8075 == 6 
else_jump @SHRANGE_3464 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3464 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_3285 
Actor.WeaponAccuracy($8094[0]) = 100

:SHRANGE_3285
03D6: remove_styled_text 'ANR_6'  // Pistol ~n~Round 1
00BB: show_text_lowpriority GXT 'ANR_7' time 4000 flag 1  // Destroy the targets in your lane as they appear. Aim for the red markers on each target.
00BB: show_text_lowpriority GXT 'ANR_10' time 4000 flag 1  // Be the first to destroy three targets.
$8083 = 0.7525 
$8084 = -0.3628 
$TEMPVAR_FLOAT_3 = 1.6174 
gosub @SHRANGE_16856 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 0.1734 
$8084 = 0.446 
$TEMPVAR_FLOAT_3 = 1.5146 
gosub @SHRANGE_16856 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 8000 

:SHRANGE_3464
if 
  $8075 == 7 
else_jump @SHRANGE_3595 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3595 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_3517 

:SHRANGE_3517
if 
  $5287 == 0 
else_jump @SHRANGE_3572 
$5287 = 1 
fade 0 1000 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
jump @SHRANGE_3588 

:SHRANGE_3572
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistol ~n~Round 1

:SHRANGE_3588
$8075 = 8 

:SHRANGE_3595
if 
  $8075 == 8 
else_jump @SHRANGE_3903 
if and
   not fading 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_3903 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16856 
if 
83CA:   not object $8065 exists 
else_jump @SHRANGE_3725 
$8065 = Object.Create(#POOLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0750: set_object $8065 visibility 0 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)

:SHRANGE_3725
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
if 
  $8124 == 0 
else_jump @SHRANGE_3799 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 

:SHRANGE_3799
$8086[1] = 4 
$8089[1] = 0 
$8075 = 9 
008A: $8076 = 32@ // (int) 
$8076 += 800 
if 
  $8124 == 0 
else_jump @SHRANGE_3868 
$8028[0] = 1 
$8028[2] = 1 

:SHRANGE_3868
$8086[0] = 1 
$8086[2] = 1 
$8032[0] = 4 
$8032[1] = 4 
$8032[2] = 4 

:SHRANGE_3903
if 
  $8075 == 9 
else_jump @SHRANGE_4082 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4082 
fade 1 1000 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
$8025[0] = 1 
$8025[1] = 1 
$8025[2] = 1 
if 
  $5274 == 1 
else_jump @SHRANGE_4075 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
$5274 = 0 

:SHRANGE_4075
$8075 = 10 

:SHRANGE_4082
if 
  $8075 == 10 
else_jump @SHRANGE_4165 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4165 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 11 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True

:SHRANGE_4165
if 
  $8075 == 11 
else_jump @SHRANGE_4241 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4241 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$8075 = 12 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_4241
if 
  $8075 == 12 
else_jump @SHRANGE_4317 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4317 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$8075 = 13 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_4317
if 
  $8075 == 13 
else_jump @SHRANGE_4400 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4400 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
$8075 = 14 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_4400 
Actor.WeaponAccuracy($8094[0]) = 80

:SHRANGE_4400
if 
  $8075 == 14 
else_jump @SHRANGE_4432 
$8070 = 2 
$8075 = 0 

:SHRANGE_4432
if 
  $8075 == 16 
else_jump @SHRANGE_4651 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_4651 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_4621 
if 
83CA:   not object $8065 exists 
else_jump @SHRANGE_4621 
0088: $8083 = 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = 0.0 
$TEMPVAR_FLOAT_3 = 0.0 
gosub @SHRANGE_16856 
$8065 = Object.Create(#POOLCUE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0750: set_object $8065 visibility 0 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 

:SHRANGE_4621
fade 0 1000 
008A: $8076 = 32@ // (int) 
$8076 += 2500 
$8075 = 17 

:SHRANGE_4651
if 
  $8075 == 17 
else_jump @SHRANGE_5036 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_5036 
if 
  $8124 == 3 
else_jump @SHRANGE_4755 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 28 

:SHRANGE_4755
if 
  $8124 == 6 
else_jump @SHRANGE_4822 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 25 

:SHRANGE_4822
if 
  $8124 == 9 
else_jump @SHRANGE_4889 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 30 

:SHRANGE_4889
fade 1 1000 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
if 
  $8124 == 3 
else_jump @SHRANGE_4945 
00BA: show_text_styled GXT 'ANR_47' time 3000 style 1  // Micro SMG ~n~Round 1

:SHRANGE_4945
if 
  $8124 == 6 
else_jump @SHRANGE_4979 
00BA: show_text_styled GXT 'ANR_23' time 3000 style 1  // Shotgun ~n~Round 1

:SHRANGE_4979
if 
  $8124 == 9 
else_jump @SHRANGE_5013 
00BA: show_text_styled GXT 'ANR_50' time 3000 style 1  // AK47 ~n~Round 1

:SHRANGE_5013
008A: $8076 = 32@ // (int) 
$8076 += 4000 
$8075 = 18 

:SHRANGE_5036
if 
  $8075 == 18 
else_jump @SHRANGE_5129 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_5129 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
64@ = 0 
$8025[0] = 1 
$8025[1] = 1 
$8025[2] = 1 
$8075 = 10 

:SHRANGE_5129
jump @SHRANGE_11094 

:SHRANGE_5136
if 
  $8075 == 0 
else_jump @SHRANGE_5207 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_5177 
Actor.WeaponAccuracy($8094[0]) = 87

:SHRANGE_5177
if 
   not Actor.Dead($8094[2])
else_jump @SHRANGE_5200 
Actor.WeaponAccuracy($8094[2]) = 87

:SHRANGE_5200
$8075 = 1 

:SHRANGE_5207
if 
  $8075 == 1 
else_jump @SHRANGE_5342 
if and
  $8032[0] == 3 
  $8025[0] == 3 
else_jump @SHRANGE_5264 
$8070 = 20 
$8075 = 0 

:SHRANGE_5264
if and
  $8032[2] == 3 
  $8025[2] == 3 
else_jump @SHRANGE_5303 
$8070 = 20 
$8075 = 0 

:SHRANGE_5303
if and
  $8032[1] == 3 
  $8025[1] == 3 
else_jump @SHRANGE_5342 
$8070 = 3 
$8075 = 0 

:SHRANGE_5342
jump @SHRANGE_11094 

:SHRANGE_5349
if 
  $8075 == 0 
else_jump @SHRANGE_5946 
if or
  $8124 == 0 
  $8124 == 3 
  $8124 == 6 
  $8124 == 9 
else_jump @SHRANGE_5422 
00BA: show_text_styled GXT 'ANR_41' time 2000 style 1  // Round 1 Passed!

:SHRANGE_5422
if or
  $8124 == 1 
  $8124 == 4 
  $8124 == 7 
  $8124 == 10 
else_jump @SHRANGE_5477 
00BA: show_text_styled GXT 'ANR_42' time 2000 style 1  // Round 2 Passed!

:SHRANGE_5477
if or
  $8124 == 2 
  $8124 == 5 
  $8124 == 8 
else_jump @SHRANGE_5546 
008A: $8076 = 32@ // (int) 
$8076 += 5500 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 

:SHRANGE_5546
if 
  $8124 == 11 
else_jump @SHRANGE_5617 
00BA: show_text_styled GXT 'ANR_45' time 3000 style 1  // ~s~You've completed the Ammu-Nation challenge.
008A: $8076 = 32@ // (int) 
$8076 += 5500 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 

:SHRANGE_5617
if 
003A:   $8124 == $1861 // (int) 
else_jump @SHRANGE_5939 
if or
  $8124 == 0 
  $8124 == 1 
else_jump @SHRANGE_5670 
0624: add 50.0 to_float_stat 69 

:SHRANGE_5670
if or
  $8124 == 3 
  $8124 == 4 
else_jump @SHRANGE_5704 
0624: add 50.0 to_float_stat 75 

:SHRANGE_5704
if or
  $8124 == 6 
  $8124 == 7 
else_jump @SHRANGE_5738 
0624: add 50.0 to_float_stat 72 

:SHRANGE_5738
if or
  $8124 == 9 
  $8124 == 10 
else_jump @SHRANGE_5772 
0624: add 50.0 to_float_stat 77 

:SHRANGE_5772
if 
  $8124 == 2 
else_jump @SHRANGE_5803 
0624: add 100.0 to_float_stat 69 
030C: progress_made += 1 

:SHRANGE_5803
if 
  $8124 == 5 
else_jump @SHRANGE_5834 
0624: add 100.0 to_float_stat 75 
030C: progress_made += 1 

:SHRANGE_5834
if 
  $8124 == 8 
else_jump @SHRANGE_5865 
0624: add 100.0 to_float_stat 72 
030C: progress_made += 1 

:SHRANGE_5865
if 
  $8124 == 11 
else_jump @SHRANGE_5924 
0624: add 100.0 to_float_stat 77 
062A: change_float_stat 69 to 1000.0 
Player.Money($PLAYER_CHAR) += 10000
030C: progress_made += 1 
0394: play_music 2 
$5272 = 1 

:SHRANGE_5924
$1861 += 1 
0629: change_integer_stat 174 to $1861 

:SHRANGE_5939
$8075 = 1 

:SHRANGE_5946
if 
  $8075 == 1 
else_jump @SHRANGE_6537 
if 
  $8124 == 0 
else_jump @SHRANGE_5996 
$8070 = 4 
$8075 = 0 

:SHRANGE_5996
if or
  $8124 == 3 
  $8124 == 6 
  $8124 == 9 
else_jump @SHRANGE_6042 
$8070 = 4 
$8075 = 10 

:SHRANGE_6042
if 
  $8124 == 1 
else_jump @SHRANGE_6074 
$8070 = 5 
$8075 = 0 

:SHRANGE_6074
if or
  $8124 == 4 
  $8124 == 7 
  $8124 == 10 
else_jump @SHRANGE_6120 
$8070 = 5 
$8075 = 10 

:SHRANGE_6120
if or
  $8124 == 2 
  $8124 == 5 
  $8124 == 8 
else_jump @SHRANGE_6166 
$8070 = 1 
$8075 = 16 

:SHRANGE_6166
if 
  $8124 == 2 
else_jump @SHRANGE_6228 
$8028[0] = 2 
$8028[2] = 2 
$8086[0] = 1 
$8086[2] = 1 
00BA: show_text_styled GXT 'ANR_29' time 2000 style 1  // Pistol Challenge Passed

:SHRANGE_6228
if 
  $8124 == 5 
else_jump @SHRANGE_6290 
$8028[0] = 3 
$8028[2] = 3 
$8086[0] = 1 
$8086[2] = 1 
00BA: show_text_styled GXT 'ANR_53' time 2000 style 1  // Micro SMG Challenge Passed

:SHRANGE_6290
if 
  $8124 == 8 
else_jump @SHRANGE_6352 
$8028[0] = 4 
$8028[2] = 4 
$8086[0] = 1 
$8086[2] = 1 
00BA: show_text_styled GXT 'ANR_31' time 2000 style 1  // Shotgun Challenge Passed

:SHRANGE_6352
if 
  $8124 == 5 
else_jump @SHRANGE_6425 
if 
  2 >= $5273 
else_jump @SHRANGE_6409 
$8070 = 20 
$8075 = 1 
jump @SHRANGE_6425 

:SHRANGE_6409
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_6425
if 
  $8124 == 8 
else_jump @SHRANGE_6498 
if 
  3 >= $5273 
else_jump @SHRANGE_6482 
$8070 = 20 
$8075 = 1 
jump @SHRANGE_6498 

:SHRANGE_6482
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_6498
if 
  $8124 == 11 
else_jump @SHRANGE_6530 
$8070 = 20 
$8075 = 1 

:SHRANGE_6530
$8124 += 1 

:SHRANGE_6537
jump @SHRANGE_11094 

:SHRANGE_6544
if 
  $8075 == 0 
else_jump @SHRANGE_6655 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
$8025[0] = 4 
$8025[1] = 4 
$8025[2] = 4 
$8075 = 1 
008A: $8076 = 32@ // (int) 
$8076 += 6000 
64@ = 0 

:SHRANGE_6655
if 
  $8075 == 1 
else_jump @SHRANGE_6748 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_6748 
if 
  3 > $5287 
else_jump @SHRANGE_6725 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SHRANGE_6725
$8075 = 2 
008A: $8076 = 32@ // (int) 
$8076 += 1500 

:SHRANGE_6748
if 
  $8075 == 2 
else_jump @SHRANGE_7053 
if 
  $5287 > 1 
else_jump @SHRANGE_6857 
00BE: text_clear_all 
if 
03CA:   object $8097[8] exists 
else_jump @SHRANGE_6807 
Object.Destroy($8097[8])

:SHRANGE_6807
03D6: remove_styled_text 'ANR_18'  // Pistol ~n~Round 2
03D6: remove_styled_text 'ANR_19'  // Pistol ~n~Round 3
$8076 = 0 
$8075 = 3 
$8076 = 0 
jump @SHRANGE_7053 

:SHRANGE_6857
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7053 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_18' time 4000 style 1  // Pistol ~n~Round 2
00BB: show_text_lowpriority GXT 'ANR_9' time 4000 flag 1  // In this round the targets will advance towards the player.
00BB: show_text_lowpriority GXT 'ANR_10' time 3000 flag 1  // Be the first to destroy three targets.
$8083 = -2.0835 
$8084 = 6.0428 
$TEMPVAR_FLOAT_3 = 0.0387 
gosub @SHRANGE_16856 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8075 = 3 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 

:SHRANGE_7053
if 
  $8075 == 3 
else_jump @SHRANGE_7127 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7127 
fade 1 1000 
$8075 = 4 
008A: $8076 = 32@ // (int) 
$8076 += 6000 
64@ = 0 

:SHRANGE_7127
if 
  $8075 == 4 
else_jump @SHRANGE_7709 
if 
  $5287 == 1 
else_jump @SHRANGE_7216 
if 
03CA:   object $8097[8] exists 
else_jump @SHRANGE_7216 
Object.StorePos($8097[8], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 -= 2.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:SHRANGE_7216
if or
001F:   32@ > $8076 // (int) 
  $5287 > 1 
else_jump @SHRANGE_7709 
if 
   not fading 
else_jump @SHRANGE_7489 
if 
  $5287 == 1 
else_jump @SHRANGE_7312 
if 
  64@ == 0 
else_jump @SHRANGE_7305 
fade 0 1000 
64@ = 1 

:SHRANGE_7305
jump @SHRANGE_7489 

:SHRANGE_7312
if 
  64@ == 0 
else_jump @SHRANGE_7489 
if 
  $8124 == 1 
else_jump @SHRANGE_7364 
00BA: show_text_styled GXT 'ANR_18' time 3000 style 1  // Pistol ~n~Round 2

:SHRANGE_7364
if 
  $8124 == 4 
else_jump @SHRANGE_7398 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Round 2

:SHRANGE_7398
if 
  $8124 == 7 
else_jump @SHRANGE_7432 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_7432
if 
  $8124 == 10 
else_jump @SHRANGE_7466 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 2

:SHRANGE_7466
008A: $8076 = 32@ // (int) 
$8076 += 1000 
64@ = 1 

:SHRANGE_7489
if 
   not fading 
else_jump @SHRANGE_7709 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7709 
if 
  2 > $5287 
else_jump @SHRANGE_7621 
if 
  64@ == 1 
else_jump @SHRANGE_7621 
64@ = 2 
fade 1 700 
$5287 = 2 
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 

:SHRANGE_7621
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True

:SHRANGE_7709
if 
  $8075 == 5 
else_jump @SHRANGE_7785 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7785 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$8075 = 6 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_7785
if 
  $8075 == 6 
else_jump @SHRANGE_7861 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7861 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_7861
if 
  $8075 == 7 
else_jump @SHRANGE_7921 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_7921 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
$8075 = 8 

:SHRANGE_7921
if 
  $8075 == 8 
else_jump @SHRANGE_8056 
if and
  $8032[0] == 3 
  $8071[0] == 3 
else_jump @SHRANGE_7978 
$8070 = 20 
$8075 = 0 

:SHRANGE_7978
if and
  $8032[2] == 3 
  $8071[2] == 3 
else_jump @SHRANGE_8017 
$8070 = 20 
$8075 = 0 

:SHRANGE_8017
if and
  $8032[1] == 3 
  $8071[1] == 3 
else_jump @SHRANGE_8056 
$8070 = 3 
$8075 = 0 

:SHRANGE_8056
if 
  $8075 == 10 
else_jump @SHRANGE_8102 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
$8075 = 11 

:SHRANGE_8102
if 
  $8075 == 11 
else_jump @SHRANGE_8279 
if and
  $8032[0] == 99 
  $8032[1] == 99 
  $8032[2] == 99 
else_jump @SHRANGE_8279 
00BE: text_clear_all 
if 
  $8124 == 4 
else_jump @SHRANGE_8188 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Round 2

:SHRANGE_8188
if 
  $8124 == 7 
else_jump @SHRANGE_8222 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_8222
if 
  $8124 == 10 
else_jump @SHRANGE_8256 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 2

:SHRANGE_8256
008A: $8076 = 32@ // (int) 
$8076 += 4000 
$8075 = 12 

:SHRANGE_8279
if 
  $8075 == 12 
else_jump @SHRANGE_8388 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_8388 
$8025[0] = 4 
$8025[1] = 4 
$8025[2] = 4 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8075 = 4 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True

:SHRANGE_8388
jump @SHRANGE_11094 

:SHRANGE_8395
if 
  $5287 > 2 
else_jump @SHRANGE_8452 
if and
  4 > $8075 
  $8075 > 1 
else_jump @SHRANGE_8452 
$8076 = 0 
$8075 = 4 

:SHRANGE_8452
if 
  $8075 == 0 
else_jump @SHRANGE_8577 
$8125 = 0 
$8126 = 0 
$8127 = 0 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
$8025[0] = 0 
$8025[1] = 5 
$8025[2] = 0 
$8075 = 1 
008A: $8076 = 32@ // (int) 
$8076 += 8000 

:SHRANGE_8577
if 
  $8075 == 1 
else_jump @SHRANGE_8670 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_8670 
if 
  3 > $5287 
else_jump @SHRANGE_8647 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:SHRANGE_8647
$8075 = 2 
008A: $8076 = 32@ // (int) 
$8076 += 1500 

:SHRANGE_8670
if 
  $8075 == 2 
else_jump @SHRANGE_8980 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_8980 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_19' time 4000 style 1  // Pistol ~n~Round 3
00BB: show_text_lowpriority GXT 'ANR_33' time 3000 flag 1  // ~s~In this round there will only be one target.
00BB: show_text_lowpriority GXT 'ANR_34' time 3000 flag 1  // ~s~Competitors will shoot the target simultaneously.
00BB: show_text_lowpriority GXT 'ANR_35' time 3000 flag 1  // ~s~Each element hit will score a point.
00BB: show_text_lowpriority GXT 'ANR_46' time 3000 flag 1  // ~s~The first to score 20 points will win.
$8083 = 3.0583 
$8084 = 0.6889 
$TEMPVAR_FLOAT_3 = 1.2953 
gosub @SHRANGE_16856 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
$8083 = 2.9703 
$8084 = 1.684 
$TEMPVAR_FLOAT_3 = 1.2513 
gosub @SHRANGE_16856 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
fade 1 1000 
$8075 = 3 
008A: $8076 = 32@ // (int) 
$8076 += 12000 
$8032[0] = 5 
$8032[1] = 0 
$8032[2] = 5 

:SHRANGE_8980
if 
  $8075 == 3 
else_jump @SHRANGE_9086 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9086 
if 
  3 > $5287 
else_jump @SHRANGE_9042 
fade 0 1000 

:SHRANGE_9042
008A: $8076 = 32@ // (int) 
$8076 += 1500 
$8075 = 4 
$8125 = 0 
$8126 = 0 
$8127 = 0 

:SHRANGE_9086
if 
  $8075 == 4 
else_jump @SHRANGE_9392 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9392 
if 
   not fading 
else_jump @SHRANGE_9392 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Booth1
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Frank
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Booth2
fade 1 1000 
if 
  3 > $5287 
else_jump @SHRANGE_9252 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
Camera.Restore_WithJumpCut

:SHRANGE_9252
if 
  $5287 == 2 
else_jump @SHRANGE_9284 
$5287 = 3 
jump @SHRANGE_9300 

:SHRANGE_9284
00BA: show_text_styled GXT 'ANR_19' time 2000 style 1  // Pistol ~n~Round 3

:SHRANGE_9300
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8032[0] = 5 
$8032[1] = 0 
$8032[2] = 5 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:SHRANGE_9392
if 
  $8075 == 5 
else_jump @SHRANGE_9468 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9468 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
$8075 = 6 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_9468
if 
  $8075 == 6 
else_jump @SHRANGE_9544 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9544 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
$8075 = 7 
008A: $8076 = 32@ // (int) 
$8076 += 1000 

:SHRANGE_9544
if 
  $8075 == 7 
else_jump @SHRANGE_9625 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9625 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
$8075 = 8 
$8125 = 0 
$8126 = 0 
$8127 = 0 

:SHRANGE_9625
if 
  $8075 == 8 
else_jump @SHRANGE_9744 
if 
  $8126 >= 20 
else_jump @SHRANGE_9690 
$8070 = 3 
$8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9690
if or
  $8125 >= 20 
  $8127 >= 20 
else_jump @SHRANGE_9744 
$8070 = 20 
$8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_9744
if 
  $8075 == 10 
else_jump @SHRANGE_9806 
$8032[0] = 5 
$8032[1] = 5 
$8032[2] = 5 
008A: $8076 = 32@ // (int) 
$8076 += 7000 
$8075 = 11 

:SHRANGE_9806
if 
  $8075 == 11 
else_jump @SHRANGE_9989 
if and
  $8032[0] == 99 
  $8032[1] == 99 
  $8032[2] == 99 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_9989 
if 
  $8124 == 5 
else_jump @SHRANGE_9898 
00BA: show_text_styled GXT 'ANR_49' time 2000 style 1  // Micro SMG ~n~Round 3

:SHRANGE_9898
if 
  $8124 == 8 
else_jump @SHRANGE_9932 
00BA: show_text_styled GXT 'ANR_25' time 2000 style 1  // Shotgun ~n~Round 3

:SHRANGE_9932
if 
  $8124 == 11 
else_jump @SHRANGE_9966 
00BA: show_text_styled GXT 'ANR_52' time 2000 style 1  // AK47 ~n~Round 3

:SHRANGE_9966
008A: $8076 = 32@ // (int) 
$8076 += 4000 
$8075 = 12 

:SHRANGE_9989
if 
  $8075 == 12 
else_jump @SHRANGE_10205 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_10205 
$8125 = 0 
$8126 = 0 
$8127 = 0 
$8071[1] = 0 
$8032[1] = 0 
$8025[0] = 0 
$8025[1] = 5 
$8025[2] = 0 
$8125 = 0 
$8126 = 0 
$8127 = 0 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Booth1
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Booth2
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
$8075 = 5 
008A: $8076 = 32@ // (int) 
$8076 += 1000 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:SHRANGE_10205
jump @SHRANGE_11094 

:SHRANGE_10212
if 
  $8075 == 0 
else_jump @SHRANGE_10269 
00BA: show_text_styled GXT 'ANR_16' time 3000 style 1  // ~r~You were beaten.
008A: $8076 = 32@ // (int) 
$8076 += 3000 
$8075 = 1 

:SHRANGE_10269
if 
  $8075 == 1 
else_jump @SHRANGE_10320 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_10320 
fade 0 1000 
$8075 = 2 

:SHRANGE_10320
if 
  $8075 == 2 
else_jump @SHRANGE_10378 
if 
   not fading 
else_jump @SHRANGE_10378 
008A: $8076 = 32@ // (int) 
$8076 += 500 
08F8: display_stat_update_box 1 
$8075 = 3 

:SHRANGE_10378
if 
  $8075 == 3 
else_jump @SHRANGE_11087 
if 
001F:   32@ > $8076 // (int) 
else_jump @SHRANGE_11087 
$8083 = 2.0 
$8084 = -12.0 
$TEMPVAR_FLOAT_3 = 0.0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
gosub @SHRANGE_16856 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0555: remove_weapon 22 from_actor $PLAYER_ACTOR 
if 
  $8131 > 0 
else_jump @SHRANGE_10547 

:SHRANGE_10504
if 
   not Model.Available($8139)
else_jump @SHRANGE_10536 
Model.Load($8139)
wait 0 
jump @SHRANGE_10504 

:SHRANGE_10536
01B2: give_actor $PLAYER_ACTOR weapon $8135 ammo $8131 // Load the weapon model before using this 

:SHRANGE_10547
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
if 
  $8132 > 0 
else_jump @SHRANGE_10615 

:SHRANGE_10572
if 
   not Model.Available($8140)
else_jump @SHRANGE_10604 
Model.Load($8140)
wait 0 
jump @SHRANGE_10572 

:SHRANGE_10604
01B2: give_actor $PLAYER_ACTOR weapon $8136 ammo $8132 // Load the weapon model before using this 

:SHRANGE_10615
0555: remove_weapon 25 from_actor $PLAYER_ACTOR 
if 
  $8133 > 0 
else_jump @SHRANGE_10683 

:SHRANGE_10640
if 
   not Model.Available($8141)
else_jump @SHRANGE_10672 
Model.Load($8141)
wait 0 
jump @SHRANGE_10640 

:SHRANGE_10672
01B2: give_actor $PLAYER_ACTOR weapon $8137 ammo $8133 // Load the weapon model before using this 

:SHRANGE_10683
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
if 
  $8134 > 0 
else_jump @SHRANGE_10751 

:SHRANGE_10708
if 
   not Model.Available($8142)
else_jump @SHRANGE_10740 
Model.Load($8142)
wait 0 
jump @SHRANGE_10708 

:SHRANGE_10740
01B2: give_actor $PLAYER_ACTOR weapon $8138 ammo $8134 // Load the weapon model before using this 

:SHRANGE_10751
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
Object.Destroy($8065)
00BE: text_clear_all 
08C7: put_actor $PLAYER_ACTOR at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 // versionB 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_10809 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False

:SHRANGE_10809
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_10852 
Actor.Angle($PLAYER_ACTOR) = 59@($SHOOTING_INDEX_2,4f)

:SHRANGE_10852
$8089[1] = 1 
fade 1 1000 
$8070 = 0 
$8075 = 0 
$8071[0] = 0 
$8071[1] = 0 
$8071[2] = 0 
$8028[0] = 0 
$8028[1] = 0 
$8028[2] = 0 
$8086[0] = 1 
if 
   Actor.Dead($8094[1])
else_jump @SHRANGE_10952 
$8086[1] = 0 

:SHRANGE_10952
$8086[2] = 1 
$8025[0] = 0 
$8025[1] = 0 
$8025[2] = 0 
$8032[0] = 0 
$8032[1] = 0 
$8032[2] = 0 
if 
  34@ == 1 
else_jump @SHRANGE_11046 
0A0E: unknown_text_stuff 1 
00BB: show_text_lowpriority GXT 'ANR_A1' time 4000 flag 1  // ~s~Shooting range challenge cancelled.
34@ = 0 

:SHRANGE_11046
if and
   not $5273 == 4 
   not 34@ == 1 
else_jump @SHRANGE_11087 
00BB: show_text_lowpriority GXT 'ANR_55' time 4000 flag 1  // Check back later for new weapon challenges.

:SHRANGE_11087
jump @SHRANGE_11094 

:SHRANGE_11094
return 

:SHRANGE_11096
$SHOOTING_INDEX = 0 
0084: $8143 = $8032[0] // (int) 
0084: $8146 = $8032[1] // (int) 
0084: $8149 = $8032[2] // (int) 

:SHRANGE_11127
if 
  3 > $SHOOTING_INDEX 
else_jump @SHRANGE_13483 
0871: init_jump_table $8086($SHOOTING_INDEX,3i) total_jumps 5 default_jump 0 @SHRANGE_13469 jumps 0 @SHRANGE_11212 1 @SHRANGE_11626 2 @SHRANGE_11895 3 @SHRANGE_12883 4 @SHRANGE_13422 -1 @SHRANGE_13469 -1 @SHRANGE_13469 

:SHRANGE_11212
if 
  $8089($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_11619 
$8086($SHOOTING_INDEX,3i) = 1 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
0088: $TEMPVAR_FLOAT_2 = 39@($SHOOTING_INDEX_2,4f) // (float) 
0088: $TEMPVAR_FLOAT_3 = 43@($SHOOTING_INDEX_2,4f) // (float) 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_11410 
if 
  63@ == 90.0 
else_jump @SHRANGE_11344 
005F: $TEMPVAR_FLOAT_2 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11344
if 
  63@ == 270.0 
else_jump @SHRANGE_11377 
0067: $TEMPVAR_FLOAT_2 -= 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11377
if 
  63@ == 0.0 
else_jump @SHRANGE_11410 
005F: $TEMPVAR_FLOAT_1 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11410
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_11527 
if 
  63@ == 90.0 
else_jump @SHRANGE_11461 
005F: $TEMPVAR_FLOAT_2 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11461
if 
  63@ == 270.0 
else_jump @SHRANGE_11494 
0067: $TEMPVAR_FLOAT_2 -= 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11494
if 
  63@ == 0.0 
else_jump @SHRANGE_11527 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_11527
0376: $8094($SHOOTING_INDEX,3i) = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_11619 
Actor.SetImmunities($8094($SHOOTING_INDEX,3i), 1, 1, 1, 1, 1)
060B: set_actor $8094($SHOOTING_INDEX,3i) decision_maker_to $8069 
Actor.WeaponAccuracy($8094($SHOOTING_INDEX,3i)) = 93
Actor.Angle($8094($SHOOTING_INDEX,3i)) = 63@

:SHRANGE_11619
jump @SHRANGE_13469 

:SHRANGE_11626
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_11888 
if 
  $8028($SHOOTING_INDEX,4i) == 0 
else_jump @SHRANGE_11681 
0209: $8028($SHOOTING_INDEX,4i) = random_int_in_ranges 1 5 

:SHRANGE_11681
if 
  $8028($SHOOTING_INDEX,4i) == 1 
else_jump @SHRANGE_11730 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 22 

:SHRANGE_11730
if 
  $8028($SHOOTING_INDEX,4i) == 2 
else_jump @SHRANGE_11779 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 28 

:SHRANGE_11779
if 
  $8028($SHOOTING_INDEX,4i) == 3 
else_jump @SHRANGE_11828 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 25 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 25 

:SHRANGE_11828
if 
  $8028($SHOOTING_INDEX,4i) == 4 
else_jump @SHRANGE_11877 
01B2: give_actor $8094($SHOOTING_INDEX,3i) weapon 30 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($SHOOTING_INDEX,3i) armed_weapon_to 30 

:SHRANGE_11877
$8086($SHOOTING_INDEX,3i) = 2 

:SHRANGE_11888
jump @SHRANGE_13469 

:SHRANGE_11895
$8077 = 0 
if 
  $8032($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_11931 
$8077 = 1 

:SHRANGE_11931
if and
  $8070 == 5 
  $8032[1] == 2 
else_jump @SHRANGE_11963 
$8077 = 1 

:SHRANGE_11963
if 
  $SHOOTING_INDEX == 0 
else_jump @SHRANGE_11989 
0084: $8144 = $8077 // (int) 

:SHRANGE_11989
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_12015 
0084: $8147 = $8077 // (int) 

:SHRANGE_12015
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_12041 
0084: $8150 = $8077 // (int) 

:SHRANGE_12041
if 
  $8077 == 1 
else_jump @SHRANGE_12814 
if 
001F:   32@ > $8121($SHOOTING_INDEX,3i) // (int) 
else_jump @SHRANGE_12807 
0209: $8077 = random_int_in_ranges 1 8 
if 
  $8070 == 5 
else_jump @SHRANGE_12123 
$8077 += 8 
jump @SHRANGE_12173 

:SHRANGE_12123
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_12148 
$8077 += 16 

:SHRANGE_12148
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_12173 
$8077 += 8 

:SHRANGE_12173
$8092 = 0 

:SHRANGE_12180
if and
0366:   object $8097($8077,24i) damaged 
  8 > $8092 
else_jump @SHRANGE_12267 
$8077 += 1 
$8092 += 1 
if or
  $8077 == 8 
  $8077 == 24 
  $8077 == 16 
else_jump @SHRANGE_12260 
$8077 -= 7 

:SHRANGE_12260
jump @SHRANGE_12180 

:SHRANGE_12267
if 
  $SHOOTING_INDEX == 0 
else_jump @SHRANGE_12293 
0084: $8145 = $8092 // (int) 

:SHRANGE_12293
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_12319 
0084: $8148 = $8092 // (int) 

:SHRANGE_12319
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_12345 
0084: $8151 = $8092 // (int) 

:SHRANGE_12345
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_12807 
Object.StorePos($8097($8077,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
  $8077 > 8 
  16 > $8077 
else_jump @SHRANGE_12415 
$8077 -= 8 

:SHRANGE_12415
if and
  $8077 > 16 
  24 > $8077 
else_jump @SHRANGE_12447 
$8077 -= 16 

:SHRANGE_12447
if 
  63@ == 0.0 
else_jump @SHRANGE_12480 
0059: $TEMPVAR_FLOAT_1 += $8038($8077,8f) // (float) 

:SHRANGE_12480
if 
  63@ == 90.0 
else_jump @SHRANGE_12513 
0059: $TEMPVAR_FLOAT_2 += $8038($8077,8f) // (float) 

:SHRANGE_12513
if 
  63@ == 270.0 
else_jump @SHRANGE_12546 
0061: $TEMPVAR_FLOAT_2 -= $8038($8077,8f) // (float) 

:SHRANGE_12546
0059: $TEMPVAR_FLOAT_3 += $8046($8077,8f) // (float) 
if 
  $8124 >= 8 
else_jump @SHRANGE_12659 
062E: unknown_get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
04A3:   $8077 == 7 // $ == any 
else_jump @SHRANGE_12652 
Actor.LockInCurrentPosition($8094($SHOOTING_INDEX,3i)) = True
0668: AS_actor $8094($SHOOTING_INDEX,3i) rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 800 ms 
Actor.WeaponAccuracy($8094($SHOOTING_INDEX,3i)) = 95

:SHRANGE_12652
jump @SHRANGE_12724 

:SHRANGE_12659
062E: unknown_get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
04A3:   $8077 == 7 // $ == any 
else_jump @SHRANGE_12724 
Actor.LockInCurrentPosition($8094($SHOOTING_INDEX,3i)) = True
0668: AS_actor $8094($SHOOTING_INDEX,3i) rotate_and_shoot_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1500 ms 

:SHRANGE_12724
if 
  $8124 >= 8 
else_jump @SHRANGE_12772 
0209: $8077 = random_int_in_ranges 200 400 
$8121($SHOOTING_INDEX,3i) += 600 
jump @SHRANGE_12783 

:SHRANGE_12772
0209: $8077 = random_int_in_ranges 200 1600 

:SHRANGE_12783
008A: $8121($SHOOTING_INDEX,3i) = 32@ // (int) 
0058: $8121($SHOOTING_INDEX,3i) += $8077 // (int) 

:SHRANGE_12807
jump @SHRANGE_12876 

:SHRANGE_12814
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_12876 
062E: unknown_get_actor $8094($SHOOTING_INDEX,3i) task 1640 status_store_to $8077 // ret 7 if not found 
if 
84A3:   not  $8077 == 7 // $ == any 
else_jump @SHRANGE_12876 
0687: clear_actor $8094($SHOOTING_INDEX,3i) task 

:SHRANGE_12876
jump @SHRANGE_13469 

:SHRANGE_12883
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_13415 
Actor.StorePos($8094($SHOOTING_INDEX,3i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.LockInCurrentPosition($8094($SHOOTING_INDEX,3i)) = False
05D6: clear_scmpath 
0615: define_AS_pack_begin $8079 
$8083 = 0.0 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -1.0 
02F7: $8081 = sine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  59@($SHOOTING_INDEX_2,4f) == 0.0 
else_jump @SHRANGE_13059 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
jump @SHRANGE_13101 

:SHRANGE_13059
$8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_13101
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
63@ -= 180.0 
05D4: AS_actor -1 rotate_angle 63@ 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$8083 = -0.5 
005F: $8083 += 47@($SHOOTING_INDEX_2,4f) // (float) 
$8084 = -4.5 
if 
  59@($SHOOTING_INDEX_2,4f) == 0.0 
else_jump @SHRANGE_13285 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
jump @SHRANGE_13327 

:SHRANGE_13285
$8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_13327
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
05D7: add_point_to_scmpath $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $8079 
0618: assign_actor $8094($SHOOTING_INDEX,3i) to_AS_pack $8079 
061B: remove_references_to_AS_pack $8079 
$8086($SHOOTING_INDEX,3i) = 99 

:SHRANGE_13415
jump @SHRANGE_13469 

:SHRANGE_13422
if 
   not Actor.Dead($8094($SHOOTING_INDEX,3i))
else_jump @SHRANGE_13451 
Actor.DestroyInstantly($8094($SHOOTING_INDEX,3i))

:SHRANGE_13451
$8086($SHOOTING_INDEX,3i) = 0 
jump @SHRANGE_13469 

:SHRANGE_13469
$SHOOTING_INDEX += 1 
jump @SHRANGE_11127 

:SHRANGE_13483
return 

:SHRANGE_13485
$SHOOTING_INDEX = 0 

:SHRANGE_13492
if 
  3 > $SHOOTING_INDEX 
else_jump @SHRANGE_16854 
0871: init_jump_table $8032($SHOOTING_INDEX,3i) total_jumps 6 default_jump 0 @SHRANGE_16840 jumps 0 @SHRANGE_13577 1 @SHRANGE_14359 2 @SHRANGE_14688 3 @SHRANGE_16289 4 @SHRANGE_16591 5 @SHRANGE_16712 -1 @SHRANGE_16840 

:SHRANGE_13577
0708: reset_decision_maker $8069 event 15 
$8032($SHOOTING_INDEX,3i) = 1 
if 
  $8025($SHOOTING_INDEX,3i) == 0 
else_jump @SHRANGE_13663 
0209: $8025($SHOOTING_INDEX,3i) = random_int_in_ranges 1 3 
if 
  $8025($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_13663 
$8025($SHOOTING_INDEX,3i) = 4 

:SHRANGE_13663
$TEMPVAR_FLOAT_1 = 0.0 
$TEMPVAR_FLOAT_2 = 5.0 
$TEMPVAR_FLOAT_3 = 4.0 
0087: 63@ = 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  5 > $8025($SHOOTING_INDEX,3i) 
else_jump @SHRANGE_13894 
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_13757 
005F: $TEMPVAR_FLOAT_1 += 47@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13757
if 
  $SHOOTING_INDEX == 2 
else_jump @SHRANGE_13787 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13787
if 
  $8025($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_13819 
$TEMPVAR_FLOAT_2 += 0.0 

:SHRANGE_13819
if 
  $8025($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_13851 
$TEMPVAR_FLOAT_2 += 5.0 

:SHRANGE_13851
if or
  $8025($SHOOTING_INDEX,3i) == 3 
  $8025($SHOOTING_INDEX,3i) == 4 
else_jump @SHRANGE_13894 
$TEMPVAR_FLOAT_2 += 10.0 

:SHRANGE_13894
if 
  $8025($SHOOTING_INDEX,3i) == 5 
else_jump @SHRANGE_13978 
0208: $8085 = random_float_in_ranges 0.0 10.0 
0059: $TEMPVAR_FLOAT_2 += $8085 // (float) 
0209: $8080 = random_int_in_ranges 0 2 
if 
  $8080 == 1 
else_jump @SHRANGE_13978 
005F: $TEMPVAR_FLOAT_1 += 51@($SHOOTING_INDEX_2,4f) // (float) 

:SHRANGE_13978
0086: $8083 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8084 = $TEMPVAR_FLOAT_2 // (float) 
gosub @SHRANGE_16856 
0084: $8077 = $SHOOTING_INDEX // (int) 
$8077 *= 8 
if 
03CA:   object $8097($8077,24i) exists 
else_jump @SHRANGE_14045 
Object.Destroy($8097($8077,24i))

:SHRANGE_14045
$8097($8077,24i) = Object.Init($8057[0], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0453: set_object $8097($8077,24i) XY_rotation 90.0 0.0 angle 63@ 
097B: play_audio_at_object $8097($8077,24i) event 1032 
$8054($SHOOTING_INDEX,3f) = 90.0 
$8092 = 1 

:SHRANGE_14121
if 
  8 > $8092 
else_jump @SHRANGE_14329 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_14191 
Object.Destroy($8097($8093,24i))

:SHRANGE_14191
$8097($8093,24i) = Object.Init($8057($8092,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
069A: attach_object $8097($8093,24i) to_object $8097($8077,24i) with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_14315 
0453: set_object $8097($8093,24i) XY_rotation 90.0 0.0 angle 63@ 
Object.CollisionDetection($8097($8093,24i)) = False

:SHRANGE_14315
$8092 += 1 
jump @SHRANGE_14121 

:SHRANGE_14329
$8071($SHOOTING_INDEX,3i) += 1 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
jump @SHRANGE_16840 

:SHRANGE_14359
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8077 > 3000 
else_jump @SHRANGE_14406 
$8077 = 3000 

:SHRANGE_14406
008D: $8081 = integer $8077 to_float 
$8081 /= 3000.0 
$8081 *= -90.0 
$8081 += 90.0 
0086: $8054($SHOOTING_INDEX,3f) = $8081 // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_14515 
0453: set_object $8097($8093,24i) XY_rotation $8054($SHOOTING_INDEX,3f) 0.0 angle 63@ 

:SHRANGE_14515
if 
  0.0 >= $8054($SHOOTING_INDEX,3f) 
else_jump @SHRANGE_14681 
$8032($SHOOTING_INDEX,3i) = 2 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
if or
  $8025($SHOOTING_INDEX,3i) == 4 
  $8025($SHOOTING_INDEX,3i) == 5 
else_jump @SHRANGE_14608 
097B: play_audio_at_object $8097($8093,24i) event 1033 

:SHRANGE_14608
$8092 = 0 

:SHRANGE_14615
if 
  8 > $8092 
else_jump @SHRANGE_14681 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
Object.CollisionDetection($8097($8093,24i)) = True
$8092 += 1 
jump @SHRANGE_14615 

:SHRANGE_14681
jump @SHRANGE_16840 

:SHRANGE_14688
if 
  $8025($SHOOTING_INDEX,3i) == 4 
else_jump @SHRANGE_15324 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8071($SHOOTING_INDEX,3i) == 4 
else_jump @SHRANGE_14763 
$8071($SHOOTING_INDEX,3i) = 1 

:SHRANGE_14763
if 
  $8071($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_14839 
if 
  $8077 > 20000 
else_jump @SHRANGE_14839 
$8077 = 20000 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14839
if 
  $8071($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_14915 
if 
  $8077 > 15000 
else_jump @SHRANGE_14915 
$8077 = 15000 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14915
if 
  $8071($SHOOTING_INDEX,3i) == 3 
else_jump @SHRANGE_14991 
if 
  $8077 > 10000 
else_jump @SHRANGE_14991 
$8077 = 10000 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_14991
008D: $8081 = integer $8077 to_float 
if 
  $8071($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_15031 
$8081 /= 20000.0 

:SHRANGE_15031
if 
  $8071($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_15063 
$8081 /= 15000.0 

:SHRANGE_15063
if 
  $8071($SHOOTING_INDEX,3i) == 3 
else_jump @SHRANGE_15095 
$8081 /= 10000.0 

:SHRANGE_15095
$8081 *= 10.0 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
Object.StorePos($8097($8093,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  63@ == 90.0 
else_jump @SHRANGE_15189 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
$TEMPVAR_FLOAT_1 -= 15.0 
0059: $TEMPVAR_FLOAT_1 += $8081 // (float) 

:SHRANGE_15189
if 
  63@ == 270.0 
else_jump @SHRANGE_15240 
0088: $TEMPVAR_FLOAT_1 = 35@($SHOOTING_INDEX_2,4f) // (float) 
$TEMPVAR_FLOAT_1 += 15.0 
0061: $TEMPVAR_FLOAT_1 -= $8081 // (float) 

:SHRANGE_15240
if 
  63@ == 0.0 
else_jump @SHRANGE_15291 
0088: $TEMPVAR_FLOAT_2 = 39@($SHOOTING_INDEX_2,4f) // (float) 
$TEMPVAR_FLOAT_2 += 15.0 
0061: $TEMPVAR_FLOAT_2 -= $8081 // (float) 

:SHRANGE_15291
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
Object.PutAt($8097($8093,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SHRANGE_15324
if 
  $8025($SHOOTING_INDEX,3i) == 5 
else_jump @SHRANGE_15681 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8077 > 10000 
else_jump @SHRANGE_15530 
$8077 = 10000 
$8032($SHOOTING_INDEX,3i) = 3 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1032 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
$8092 = 0 

:SHRANGE_15464
if 
  8 > $8092 
else_jump @SHRANGE_15530 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
Object.CollisionDetection($8097($8093,24i)) = False
$8092 += 1 
jump @SHRANGE_15464 

:SHRANGE_15530
008D: $8081 = integer $8077 to_float 
$8081 /= 10000.0 
006D: $8081 *= 51@($SHOOTING_INDEX_2,4f) // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
  $8080 == 0 
else_jump @SHRANGE_15608 
0086: $8083 = $8081 // (float) 
jump @SHRANGE_15628 

:SHRANGE_15608
0088: $8083 = 51@($SHOOTING_INDEX_2,4f) // (float) 
0061: $8083 -= $8081 // (float) 

:SHRANGE_15628
$TEMPVAR_FLOAT_3 = 4.0 
0086: $8084 = $8085 // (float) 
$8084 += 5.0 
gosub @SHRANGE_16856 
Object.PutAt($8097($8093,24i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:SHRANGE_15681
0084: $8077 = $8035($SHOOTING_INDEX,3i) // (int) 
$8035($SHOOTING_INDEX,3i) = 0 
$8092 = 0 

:SHRANGE_15711
if 
  8 > $8092 
else_jump @SHRANGE_15797 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
if 
0366:   object $8097($8093,24i) damaged 
else_jump @SHRANGE_15783 
$8035($SHOOTING_INDEX,3i) += 1 

:SHRANGE_15783
$8092 += 1 
jump @SHRANGE_15711 

:SHRANGE_15797
if 
001C:   $8035($SHOOTING_INDEX,3i) > $8077 // (int) 
else_jump @SHRANGE_15832 
097B: play_audio_at_object $8097($8093,24i) event 1031 

:SHRANGE_15832
if 
  $SHOOTING_INDEX == 1 
else_jump @SHRANGE_16155 
if 
001C:   $8035[1] > $8077 // (int) 
else_jump @SHRANGE_16155 
0084: $8078 = $8035[1] // (int) 
0060: $8078 -= $8077 // (int) 
0209: $8077 = random_int_in_ranges 0 2 
if 
  $8077 == 0 
else_jump @SHRANGE_16037 
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_16030 
if 
02E0:   actor $8094[0] aggressive 
else_jump @SHRANGE_15959 
0058: $8125 += $8078 // (int) 
jump @SHRANGE_16030 

:SHRANGE_15959
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @SHRANGE_15990 
0058: $8126 += $8078 // (int) 
jump @SHRANGE_16030 

:SHRANGE_15990
if 
   not Actor.Dead($8094[2])
else_jump @SHRANGE_16030 
if 
02E0:   actor $8094[2] aggressive 
else_jump @SHRANGE_16030 
0058: $8127 += $8078 // (int) 

:SHRANGE_16030
jump @SHRANGE_16155 

:SHRANGE_16037
if 
   not Actor.Dead($8094[2])
else_jump @SHRANGE_16155 
if 
02E0:   actor $8094[2] aggressive 
else_jump @SHRANGE_16084 
0058: $8127 += $8078 // (int) 
jump @SHRANGE_16155 

:SHRANGE_16084
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @SHRANGE_16115 
0058: $8126 += $8078 // (int) 
jump @SHRANGE_16155 

:SHRANGE_16115
if 
   not Actor.Dead($8094[0])
else_jump @SHRANGE_16155 
if 
02E0:   actor $8094[0] aggressive 
else_jump @SHRANGE_16155 
0058: $8125 += $8078 // (int) 

:SHRANGE_16155
if 
  $8035($SHOOTING_INDEX,3i) == 7 
else_jump @SHRANGE_16282 
008A: $8066($SHOOTING_INDEX,3i) = 32@ // (int) 
$8032($SHOOTING_INDEX,3i) = 3 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 event 1032 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 

:SHRANGE_16282
jump @SHRANGE_16840 

:SHRANGE_16289
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($SHOOTING_INDEX,3i) // (int) 
if 
  $8077 > 2000 
else_jump @SHRANGE_16336 
$8077 = 2000 

:SHRANGE_16336
008D: $8081 = integer $8077 to_float 
$8081 /= 2000.0 
$8081 *= 90.0 
0086: $8054($SHOOTING_INDEX,3f) = $8081 // (float) 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_16435 
0453: set_object $8097($8093,24i) XY_rotation $8054($SHOOTING_INDEX,3f) 0.0 angle 63@ 

:SHRANGE_16435
if 
  $8054($SHOOTING_INDEX,3f) >= 90.0 
else_jump @SHRANGE_16584 
$8032($SHOOTING_INDEX,3i) = 0 
if 
  $8025($SHOOTING_INDEX,3i) == 3 
else_jump @SHRANGE_16511 
$8025($SHOOTING_INDEX,3i) = 1 
jump @SHRANGE_16584 

:SHRANGE_16511
if 
  $8025($SHOOTING_INDEX,3i) == 2 
else_jump @SHRANGE_16551 
$8025($SHOOTING_INDEX,3i) = 3 
jump @SHRANGE_16584 

:SHRANGE_16551
if 
  $8025($SHOOTING_INDEX,3i) == 1 
else_jump @SHRANGE_16584 
$8025($SHOOTING_INDEX,3i) = 2 

:SHRANGE_16584
jump @SHRANGE_16840 

:SHRANGE_16591
$8092 = 0 

:SHRANGE_16598
if 
  8 > $8092 
else_jump @SHRANGE_16694 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
0058: $8093 += $8092 // (int) 
if 
03CA:   object $8097($8092,24i) exists 
else_jump @SHRANGE_16680 
097B: play_audio_at_object $8097($8092,24i) event 1034 
Object.Destroy($8097($8092,24i))

:SHRANGE_16680
$8092 += 1 
jump @SHRANGE_16598 

:SHRANGE_16694
$8032($SHOOTING_INDEX,3i) = 99 
jump @SHRANGE_16840 

:SHRANGE_16712
$8054($SHOOTING_INDEX,3f) += 1.0 
0084: $8093 = $SHOOTING_INDEX // (int) 
$8093 *= 8 
if 
03CA:   object $8097($8093,24i) exists 
else_jump @SHRANGE_16797 
097B: play_audio_at_object $8097($8093,24i) event 1034 
0453: set_object $8097($8093,24i) XY_rotation $8054($SHOOTING_INDEX,3f) 0.0 angle 63@ 

:SHRANGE_16797
if 
  $8054($SHOOTING_INDEX,3f) >= 90.0 
else_jump @SHRANGE_16833 
$8032($SHOOTING_INDEX,3i) = 4 

:SHRANGE_16833
jump @SHRANGE_16840 

:SHRANGE_16840
$SHOOTING_INDEX += 1 
jump @SHRANGE_13492 

:SHRANGE_16854
return 

:SHRANGE_16856
02F7: $8081 = sine 59@($SHOOTING_INDEX_2,4f) // (float) 
02F6: $8082 = cosine 59@($SHOOTING_INDEX_2,4f) // (float) 
if 
  59@($SHOOTING_INDEX_2,4f) == 0.0 
else_jump @SHRANGE_16944 
0086: $TEMPVAR_FLOAT_1 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8081 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8081 // (float) 
jump @SHRANGE_16986 

:SHRANGE_16944
$8084 *= -1.0 
0086: $TEMPVAR_FLOAT_1 = $8084 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8082 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8083 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8082 // (float) 

:SHRANGE_16986
005F: $TEMPVAR_FLOAT_1 += 35@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_2 += 39@($SHOOTING_INDEX_2,4f) // (float) 
005F: $TEMPVAR_FLOAT_3 += 43@($SHOOTING_INDEX_2,4f) // (float) 
return 

:SHRANGE_17024
Actor.DestroyInstantly($8094[0])
Actor.DestroyInstantly($8094[1])
Actor.DestroyInstantly($8094[2])
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
Model.Destroy(#TARGET_HEAD)
Model.Destroy(#TARGET_LARM)
Model.Destroy(#TARGET_RARM)
Model.Destroy(#TARGET_LLEG)
Model.Destroy(#TARGET_RLEG)
Model.Destroy(#TARGET_RTORSO)
Model.Destroy(#TARGET_LTORSO)
Model.Destroy(#TARGET_FRAME)
Model.Destroy(#COLT45)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#AK47)
065C: release_decision_maker $8069 
040D: unload_wav 4 
$8092 = 0 

:SHRANGE_17130
if 
  24 > $8092 
else_jump @SHRANGE_17191 
if 
03CA:   object $8097($8092,24i) exists 
else_jump @SHRANGE_17177 
Object.Destroy($8097($8092,24i))

:SHRANGE_17177
$8092 += 1 
jump @SHRANGE_17130 

:SHRANGE_17191
$ONMISSION_SHOOTING = 0 
$ONMISSION = 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @SHRANGE_17228 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False

:SHRANGE_17228
end_thread 
return 
end_thread 

//-------------Mission 114---------------
// Originally: Los Santos Gym Fight School

:GYMLS
thread 'GYMLS' 
gosub @GYMLS_57 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMLS_46 
gosub @GYMLS_5862 

:GYMLS_46
gosub @GYMLS_5902 
end_thread 
increment_mission_attempts 

:GYMLS_57
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLS_80
$ONMISSION = 1 
$8152 = 0 
0623: add 1 to_integer_stat 198 
$ONMISSION_GYMFIGHT = 1 
054C: use_GXT_table 'GYM' 
Model.Load(#VBMYBOX)
Model.Load(#VWMYBOX)
Model.Load(#BMYDJ)
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_B" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 

:GYMLS_177
if or
84EE:   not animation "GYMNASIUM" loaded 
   not Model.Available(#VBMYBOX)
   not Model.Available(#VWMYBOX)
else_jump @GYMLS_220 
wait 0 
jump @GYMLS_177 

:GYMLS_220
if or
   not Model.Available(#BMYDJ)
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_B" loaded 
84EE:   not animation "INT_SHOP" loaded 
else_jump @GYMLS_277 
wait 0 
jump @GYMLS_220 

:GYMLS_277
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 58@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker 58@ event 31 
0708: reset_decision_maker 57@ event 31 
0708: reset_decision_maker 58@ event 9 
0708: reset_decision_maker 58@ event 15 
0708: reset_decision_maker 58@ event 37 
0708: reset_decision_maker 57@ event 37 
0709: set_decision_maker 58@ on_event 31 taskID 413 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 9 taskID 415 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 31 taskID 413 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 15 taskID 300 unknown 100.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 37 taskID 300 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 37 taskID 300 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0615: define_AS_pack_begin 40@ 
0603: AS_actor -1 goto 762.8681 7.4928 999.7141 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 13.3401 
0605: actor -1 perform_animation_sequence "RIOT_PUNCHES" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto 765.2909 16.0319 999.698 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 198.8789 
0643: set_AS_pack 54@ loop 1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto 767.2571 14.4044 999.6998 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 263.2938 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 0 time -1 // versionA 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 51@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
34@ = Actor.Create(Mission2, #VWMYBOX, 761.6263, 11.4876, 1000.164)
Actor.Angle(34@) = 128.1297
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
35@ = Actor.Create(Mission2, #VWMYBOX, 760.343, 10.1973, 999.7099)
Actor.Angle(35@) = 310.2206
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto 761.6263 11.4876 1000.164 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 128.1297 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1192 
05E2: AS_actor -1 kill_actor 35@ 

:GYMLS_1192
0643: set_AS_pack 52@ loop 1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 41@ 
0603: AS_actor -1 goto 760.343 10.1973 999.7099 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 310.2206 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1264 
05E2: AS_actor -1 kill_actor 34@ 

:GYMLS_1264
0643: set_AS_pack 41@ loop 1 
0616: define_AS_pack_end 41@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
37@ = Actor.Create(Mission2, #BMYDJ, 762.8681, 7.4928, 999.7141)
Actor.Angle(37@) = 13.3401
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
39@ = Actor.Create(Mission2, #VBMYBOX, 767.2571, 14.4044, 999.6998)
Actor.Angle(39@) = 263.2938
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 6 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLS_1412
if 
83D0:   not wav 4 loaded 
else_jump @GYMLS_1438 
wait 0 
jump @GYMLS_1412 

:GYMLS_1438
32@ = 0 
64@ = 2 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMLS_1489 
$GYM_DAY_LIMIT = 0.0 

:GYMLS_1489
wait 0 
gosub @GYMLS_6164 
if 
  48@ == 0 
else_jump @GYMLS_1667 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1589 
if 
   Actor.Animation(34@) == "GYM_SHADOWBOX"
else_jump @GYMLS_1589 
0614: set_actor 34@ animation "GYMSHADOWBOX" progress_to 0.0 // 0.0 to 1.0 

:GYMLS_1589
if 
   not Actor.Dead(35@)
else_jump @GYMLS_1660 
if 
   Actor.Animation(35@) == "GYM_SHADOWBOX"
else_jump @GYMLS_1660 
0614: set_actor 35@ animation "GYMSHADOWBOX" progress_to 0.5 // 0.0 to 1.0 

:GYMLS_1660
48@ = 1 

:GYMLS_1667
if and
   Actor.Dead(34@)
  32@ > 20000 
else_jump @GYMLS_1727 
if 
   not Actor.Dead(35@)
else_jump @GYMLS_1727 
0687: clear_actor 35@ task 
05C5: AS_actor 35@ cower 20000 ms 
32@ = 0 

:GYMLS_1727
if and
   Actor.Dead(35@)
  32@ > 20000 
else_jump @GYMLS_1787 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1787 
0687: clear_actor 34@ task 
05C5: AS_actor 34@ cower 20000 ms 
32@ = 0 

:GYMLS_1787
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 760.8566 11.063 1000.164 radius 3.0 3.0 2.0 
else_jump @GYMLS_1941 
if 
  59@ == 0 
else_jump @GYMLS_1934 
if 
   not Actor.Dead(34@)
else_jump @GYMLS_1890 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 57@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 

:GYMLS_1890
if 
   not Actor.Dead(35@)
else_jump @GYMLS_1927 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 57@ 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 

:GYMLS_1927
59@ = 1 

:GYMLS_1934
jump @GYMLS_2029 

:GYMLS_1941
if 
  59@ == 1 
else_jump @GYMLS_2029 
if and
   not Actor.Dead(34@)
   not Actor.Dead(35@)
else_jump @GYMLS_2022 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 58@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 58@ 
0618: assign_actor 35@ to_AS_pack 41@ 

:GYMLS_2022
59@ = 0 

:GYMLS_2029
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYMLS_2062 
jump @GYMLS_5862 

:GYMLS_2062
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 767.1368 12.511 999.7036 radius 2.5 2.5 4.0 
else_jump @GYMLS_2117 
46@ = 0 

:GYMLS_2117
if 
   not Actor.Dead(39@)
else_jump @GYMLS_5855 
if and
  46@ == 0 
00FE:   actor 39@ sphere 0 in_sphere 767.2571 14.4044 999.6998 radius 1.0 1.0 1.2 
else_jump @GYMLS_5855 
if 
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMLS_2236 

:GYMLS_2236
if and
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 1.2 1.2 1.2 sphere 0 stopped 
   not Actor.Dead(39@)
else_jump @GYMLS_5855 
if and
   not Actor.Dead(39@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_2343 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 39@ 
0639: AS_actor 39@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 39@ 

:GYMLS_2343
if 
  $8156 == 0 
else_jump @GYMLS_2418 
040D: unload_wav 1 
03CF: load_wav 4800 as 1 

:GYMLS_2372
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2398 
wait 0 
jump @GYMLS_2372 

:GYMLS_2398
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_1' time 3000 flag 1  // ~z~Yo, you want to learn some new moves?

:GYMLS_2418
if 
  $8156 == 1 
else_jump @GYMLS_2493 
040D: unload_wav 1 
03CF: load_wav 4803 as 1 

:GYMLS_2447
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2473 
wait 0 
jump @GYMLS_2447 

:GYMLS_2473
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_4' time 3000 flag 1  // ~z~Hey, you want to go a round with me?

:GYMLS_2493
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:GYMLS_2504
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_2852 
wait 0 
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMLS_2717 
0653: 60@ = float_stat 23 
if 
  60@ > 349.0 
else_jump @GYMLS_2592 
44@ = 1 
03E6: remove_text_box 
jump @GYMLS_2852 
jump @GYMLS_2717 

:GYMLS_2592
44@ = 0 
46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4802 as 1 

:GYMLS_2619
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2645 
wait 0 
jump @GYMLS_2619 

:GYMLS_2645
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_3' time 3000 flag 1  // ~z~Man, you're an embarrassment! Get yourself some muscles first!
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead(39@)
else_jump @GYMLS_2696 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2696
32@ = 0 
55@ = 1 
jump @GYMLS_1489 

:GYMLS_2717
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMLS_2845 
44@ = 0 
46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4801 as 1 

:GYMLS_2761
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_2787 
wait 0 
jump @GYMLS_2761 

:GYMLS_2787
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_2' time 3000 flag 1  // ~z~Suit yourself, holmes, but the streets are mean, dude!
Player.CanMove($PLAYER_CHAR) = True
if 
   not Actor.Dead(39@)
else_jump @GYMLS_2838 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2838
jump @GYMLS_1489 

:GYMLS_2845
jump @GYMLS_2504 

:GYMLS_2852
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
gosub @GYMLS_6055 
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
34@ = Actor.Create(Mission2, #VWMYBOX, 761.6934, 4.2203, 999.7099)
Actor.Angle(34@) = 171.4614
0618: assign_actor 34@ to_AS_pack 49@ 
35@ = Actor.Create(Mission2, #VWMYBOX, 764.7962, 0.7163, 999.715)
Actor.Angle(35@) = 93.8066
0618: assign_actor 35@ to_AS_pack 50@ 
37@ = Actor.Create(Mission2, #BMYDJ, 759.5085, 4.2343, 999.7051)
Actor.Angle(37@) = 189.7654
0618: assign_actor 37@ to_AS_pack 51@ 
if 
   not Actor.Dead(39@)
else_jump @GYMLS_3080 
08C7: put_actor 39@ at 762.616 2.1235 1000.594 // versionB 
Actor.Angle(39@) = 135.5749
Actor.Health(39@) = 1000
08AF: set_actor 39@ max_health_to 1000 

:GYMLS_3080
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3126 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 // versionB 
Actor.Angle($PLAYER_ACTOR) = 312.9747

:GYMLS_3126
if 
   not Actor.Dead(39@)
else_jump @GYMLS_3174 
060B: set_actor 39@ decision_maker_to 57@ 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 39@ fighting_style_to 5 6 
07DD: set_actor 39@ temper_to 100 // see pedstats.dat 

:GYMLS_3174
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
if 
  $8156 == 0 
else_jump @GYMLS_3212 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLS_3212
if 
  $8156 == 1 
else_jump @GYMLS_3241 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMLS_3241
gosub @GYMLS_6111 
32@ = 0 
33@ = 0 
if and
03D0:   wav 4 loaded 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3290 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLS_3290
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3807 
wait 0 
if 
   not Actor.Dead(35@)
else_jump @GYMLS_3381 
if 
80FE:   not actor 35@ sphere 0 in_sphere 761.0182 0.6609 1000.594 radius 6.0 6.0 6.0 
else_jump @GYMLS_3381 
jump @GYMLS_3807 

:GYMLS_3381
if 
   not Actor.Dead(34@)
else_jump @GYMLS_3437 
if and
  33@ > 3000 
  65@ == 0 
else_jump @GYMLS_3430 
65@ = 1 

:GYMLS_3430
33@ = 0 

:GYMLS_3437
if 
   not Actor.Dead(35@)
else_jump @GYMLS_3493 
if and
  33@ > 3000 
  65@ == 1 
else_jump @GYMLS_3486 
65@ = 0 

:GYMLS_3486
33@ = 0 

:GYMLS_3493
if 
  $8156 == 1 
else_jump @GYMLS_3777 
if 
  56@ == 0 
else_jump @GYMLS_3556 
32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
56@ = 1 

:GYMLS_3556
if 
840C:   not is_german_game 
else_jump @GYMLS_3682 
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLS_3622 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 2 

:GYMLS_3622
if and
  32@ > 6000 
  56@ == 2 
else_jump @GYMLS_3675 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 
56@ = 3 

:GYMLS_3675
jump @GYMLS_3735 

:GYMLS_3682
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLS_3735 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 
56@ = 3 

:GYMLS_3735
if and
  32@ > 6000 
  56@ == 3 
else_jump @GYMLS_3777 
03E6: remove_text_box 
32@ = 0 
56@ = 0 

:GYMLS_3777
if 
   Actor.Dead(39@)
else_jump @GYMLS_3800 
jump @GYMLS_3807 

:GYMLS_3800
jump @GYMLS_3290 

:GYMLS_3807
03E6: remove_text_box 
if 
  $8156 == 1 
else_jump @GYMLS_3834 
jump @GYMLS_5431 

:GYMLS_3834
gosub @GYMLS_6055 
Actor.DestroyInstantly(39@)
0395: clear_area 1 at 760.7445 0.6538 1000.594 radius 10.0 
gosub @GYMLS_6003 
39@ = Actor.Create(Mission2, #VBMYBOX, 762.616, 2.1235, 1000.594)
Actor.Angle(39@) = 135.5749
060B: set_actor 39@ decision_maker_to 43@ 
0792: disembark_instantly_actor 39@ 
060B: set_actor 39@ decision_maker_to 43@ 
07FE: set_actor 39@ fighting_style_to 5 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_3987 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 // versionB 
Actor.Angle($PLAYER_ACTOR) = 312.9747

:GYMLS_3987
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
Actor.DestroyInstantly(37@)
Camera.SetPosition(764.0964, -4.8216, 1003.062, 0.0, 0.0, 0.0)
Camera.PointAt(763.5206, -4.0516, 1002.787, 2)
gosub @GYMLS_6111 
00BC: show_text_highpriority GXT 'BBOX_5' time 4000 flag 1  // ~z~Yo, pay attention and you might learn something.
040D: unload_wav 1 
03CF: load_wav 4804 as 1 

:GYMLS_4087
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4130 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4123 

:GYMLS_4123
jump @GYMLS_4087 

:GYMLS_4130
03D1: play_wav 1 
wait 1000 
32@ = 0 

:GYMLS_4146
if 
  2000 > 32@ 
else_jump @GYMLS_4193 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4186 

:GYMLS_4186
jump @GYMLS_4146 

:GYMLS_4193
Camera.SetPosition(762.5212, -0.4172, 1001.843, 0.0, 0.0, 0.0)
Camera.PointAt(762.5431, 0.5793, 1001.762, 2)
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
32@ = 0 

:GYMLS_4267
if 
  2000 > 32@ 
else_jump @GYMLS_4314 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4307 

:GYMLS_4307
jump @GYMLS_4267 

:GYMLS_4314
040D: unload_wav 1 
03CF: load_wav 4805 as 1 

:GYMLS_4325
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4368 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4361 

:GYMLS_4361
jump @GYMLS_4325 

:GYMLS_4368
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLS_4395
if 
  4000 > 32@ 
else_jump @GYMLS_4442 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4435 

:GYMLS_4435
jump @GYMLS_4395 

:GYMLS_4442
if 
   not Actor.Dead(39@)
else_jump @GYMLS_4497 
0605: actor 39@ perform_animation_sequence "FIGHTB_M" IFP_file "FIGHT_B" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4497
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_4545 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4545
32@ = 0 

:GYMLS_4552
if 
  3000 > 32@ 
else_jump @GYMLS_4599 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4592 

:GYMLS_4592
jump @GYMLS_4552 

:GYMLS_4599
if 
840C:   not is_german_game 
else_jump @GYMLS_5018 
Camera.SetPosition(759.6699, 1.9955, 1001.068, 0.0, 0.0, 0.0)
Camera.PointAt(760.6637, 2.0051, 1001.178, 2)
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
32@ = 0 

:GYMLS_4686
if 
  2000 > 32@ 
else_jump @GYMLS_4733 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4726 

:GYMLS_4726
jump @GYMLS_4686 

:GYMLS_4733
040D: unload_wav 1 
03CF: load_wav 4806 as 1 

:GYMLS_4744
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_4787 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4780 

:GYMLS_4780
jump @GYMLS_4744 

:GYMLS_4787
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLS_4814
if 
  4000 > 32@ 
else_jump @GYMLS_4861 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_4854 

:GYMLS_4854
jump @GYMLS_4814 

:GYMLS_4861
if 
   not Actor.Dead(39@)
else_jump @GYMLS_4916 
0605: actor 39@ perform_animation_sequence "FIGHTB_G" IFP_file "FIGHT_B" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4916
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_4964 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_4964
32@ = 0 

:GYMLS_4971
if 
  3000 > 32@ 
else_jump @GYMLS_5018 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5011 

:GYMLS_5011
jump @GYMLS_4971 

:GYMLS_5018
Camera.SetPosition(764.5368, 3.1767, 1002.349, 0.0, 0.0, 0.0)
Camera.PointAt(763.7495, 2.6046, 1002.12, 2)
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
32@ = 0 

:GYMLS_5092
if 
  2000 > 32@ 
else_jump @GYMLS_5139 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5132 

:GYMLS_5132
jump @GYMLS_5092 

:GYMLS_5139
040D: unload_wav 1 
03CF: load_wav 4807 as 1 

:GYMLS_5150
if 
83D0:   not wav 1 loaded 
else_jump @GYMLS_5193 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5186 

:GYMLS_5186
jump @GYMLS_5150 

:GYMLS_5193
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 

:GYMLS_5220
if 
  4000 > 32@ 
else_jump @GYMLS_5267 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5260 

:GYMLS_5260
jump @GYMLS_5220 

:GYMLS_5267
if 
   not Actor.Dead(39@)
else_jump @GYMLS_5329 
Actor.LockInCurrentPosition(39@) = True
0605: actor 39@ perform_animation_sequence "FIGHTB_3" IFP_file "FIGHT_B" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLS_5329
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5377 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMLS_5377
32@ = 0 

:GYMLS_5384
if 
  2000 > 32@ 
else_jump @GYMLS_5431 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_5424 

:GYMLS_5424
jump @GYMLS_5384 

:GYMLS_5431
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(35@)
gosub @GYMLS_6055 
34@ = Actor.Create(Mission2, #VWMYBOX, 761.6263, 11.4876, 1000.164)
Actor.Angle(34@) = 128.1297
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
35@ = Actor.Create(Mission2, #VWMYBOX, 760.343, 10.1973, 999.7099)
Actor.Angle(35@) = 310.2206
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
37@ = Actor.Create(Mission2, #BMYDJ, 762.8681, 7.4928, 999.7141)
Actor.Angle(37@) = 13.3401
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
Actor.DestroyInstantly(39@)
39@ = Actor.Create(Mission2, #VBMYBOX, 767.2571, 14.4044, 999.6998)
Actor.Angle(39@) = 263.2938
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5741 
08C7: put_actor $PLAYER_ACTOR at 765.6662 2.7963 999.718 // versionB 
Actor.Angle($PLAYER_ACTOR) = 277.3348

:GYMLS_5741
gosub @GYMLS_6027 
gosub @GYMLS_6111 
if 
  $8153 == 0 
else_jump @GYMLS_5784 
030C: progress_made += 1 
$8153 = 1 

:GYMLS_5784
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 6 
if 
  $8156 == 0 
else_jump @GYMLS_5827 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLS_5827
$8155 = 0 
$8156 = 1 
$8157 = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLS_5855
jump @GYMLS_1489 

:GYMLS_5862
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:GYMLS_5902
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLS_5925 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLS_5925
Model.Destroy(#VBMYBOX)
Model.Destroy(#VWMYBOX)
Model.Destroy(#BMYDJ)
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_B" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
$ONMISSION_GYMFIGHT = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMLS_6003
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMLS_6027
03E6: remove_text_box 
00BE: text_clear_all 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMLS_6055
fade 0 500 

:GYMLS_6062
if 
fading 
else_jump @GYMLS_6109 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLS_6102 
fade 0 1 

:GYMLS_6102
jump @GYMLS_6062 

:GYMLS_6109
return 

:GYMLS_6111
fade 1 500 

:GYMLS_6118
if 
fading 
else_jump @GYMLS_6142 
wait 0 
jump @GYMLS_6118 

:GYMLS_6142
return 
040D: unload_wav 1 
03CF: load_wav 63@ as 1 
64@ = 0 
return 

:GYMLS_6164
if and
03D0:   wav 1 loaded 
  64@ == 0 
else_jump @GYMLS_6207 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 61@s time 10000 flag 1 
64@ = 1 

:GYMLS_6207
if and
03D2:   wav 1 ended 
  64@ == 1 
else_jump @GYMLS_6245 
040D: unload_wav 1 
03D5: remove_text 61@s 
64@ = 2 

:GYMLS_6245
return 

//-------------Mission 115---------------
// Originally: San Fierro Gym Fight School

:GYMSF
thread 'GYMSF' 
fade 0 0 
gosub @GYMSF_63 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMSF_52 
gosub @GYMSF_5328 

:GYMSF_52
gosub @GYMSF_5368 
end_thread 
increment_mission_attempts 

:GYMSF_63
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_86 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMSF_86
$ONMISSION_GYMFIGHT = 1 
63@ = 2 
$ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
Model.Load(#WMYJG)
Model.Load(#OMYKARA)
Model.Load(#WMYLG)
Model.Load(#OMOKUNG)
Model.Load(#WMYKARA)

:GYMSF_147
if or
   not Model.Available(#WMYJG)
   not Model.Available(#OMYKARA)
   not Model.Available(#WMYLG)
   not Model.Available(#OMOKUNG)
   not Model.Available(#WMYKARA)
else_jump @GYMSF_191 
wait 0 
jump @GYMSF_147 

:GYMSF_191
04ED: load_animation "PARK" 
04ED: load_animation "FIGHT_C" 
04ED: load_animation "GYMNASIUM" 

:GYMSF_223
if or
84EE:   not animation "PARK" loaded 
84EE:   not animation "FIGHT_C" loaded 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMSF_277 
wait 0 
jump @GYMSF_223 

:GYMSF_277
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMSF_288
if 
83D0:   not wav 4 loaded 
else_jump @GYMSF_314 
wait 0 
jump @GYMSF_288 

:GYMSF_314
060A: create_decision_maker_type 0 store_to 40@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 57@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 41@ // decision\allowed\m_.ped files 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto 768.064 -41.5728 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto 770.3961 -23.0853 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto 766.3062 -23.0554 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto 769.8199 -36.4933 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 88.548 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" IFP_file "FIGHT_C" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto 767.057 -37.0465 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 270.0 
0605: actor -1 perform_animation_sequence "FIGHTC_IDLE" IFP_file "FIGHT_C" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 43@ loop 1 
0616: define_AS_pack_end 43@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto 768.064 -41.5728 999.6865 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 57@ 
07FE: set_actor 38@ fighting_style_to 6 6 
0615: define_AS_pack_begin 49@ 
0603: AS_actor -1 goto 770.3961 -23.0853 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
35@ = Actor.Create(CivMale, #WMYJG, 770.3961, -23.0853, 999.5938)
Actor.Angle(35@) = 87.3049
0618: assign_actor 35@ to_AS_pack 49@ 
060B: set_actor 35@ decision_maker_to 41@ 
07FE: set_actor 35@ fighting_style_to 6 6 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto 766.3062 -23.0554 999.5938 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
34@ = Actor.Create(CivMale, #WMYLG, 766.3062, -23.0554, 999.5938)
Actor.Angle(34@) = 272.4196
0618: assign_actor 34@ to_AS_pack 50@ 
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 6 6 
36@ = Actor.Create(CivMale, #OMYKARA, 769.8199, -36.4933, 999.6865)
Actor.Angle(36@) = 95.1885
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
37@ = Actor.Create(CivMale, #WMYKARA, 766.1017, -37.3952, 999.6865)
Actor.Angle(37@) = 271.1251
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
gosub @GYMSF_5567 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMSF_1318 
$GYM_DAY_LIMIT = 0.0 

:GYMSF_1318
wait 0 
gosub @GYMSF_5620 
if 
  51@ == 0 
else_jump @GYMSF_1422 
if 
   not Actor.Dead(37@)
else_jump @GYMSF_1422 
if 
   Actor.Animation(37@) == "FIGHTC_SPAR"
else_jump @GYMSF_1422 
0614: set_actor 37@ animation "FIGHTC_SPAR" progress_to 0.45 // 0.0 to 1.0 
51@ = 1 

:GYMSF_1422
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYMSF_1455 
jump @GYMSF_5328 

:GYMSF_1455
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 769.7938 -42.1122 999.6865 radius 2.5 2.5 4.0 
else_jump @GYMSF_1510 
47@ = 0 

:GYMSF_1510
if 
   not Actor.Dead(38@)
else_jump @GYMSF_5321 
if and
  47@ == 0 
00FE:   actor 38@ sphere 0 in_sphere 768.064 -41.5728 999.6865 radius 1.0 1.0 1.2 
else_jump @GYMSF_5321 
if 
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMSF_1629 

:GYMSF_1629
if and
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 1.2 1.2 1.2 sphere 0 stopped 
   not Actor.Dead(38@)
else_jump @GYMSF_5321 
if and
   not Actor.Dead(38@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_1731 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
0639: AS_actor 38@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 38@ 

:GYMSF_1731
if 
  $8155 == 0 
else_jump @GYMSF_1806 
040D: unload_wav 1 
03CF: load_wav 21200 as 1 

:GYMSF_1760
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_1786 
wait 0 
jump @GYMSF_1760 

:GYMSF_1786
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_1' time 3000 flag 1  // ~z~So, you wish to become a warrior!

:GYMSF_1806
if 
  $8155 == 1 
else_jump @GYMSF_1881 
040D: unload_wav 1 
03CF: load_wav 21203 as 1 

:GYMSF_1835
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_1861 
wait 0 
jump @GYMSF_1835 

:GYMSF_1861
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_4' time 3000 flag 1  // ~z~Would you like to spar with your master?

:GYMSF_1881
0512: show_permanent_text_box 'GYM1_73'  // Press ~k~~CONVERSATION_NO~ to answer 'NO' or press ~k~~CONVERSATION_YES~ to answer 'YES'.

:GYMSF_1892
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_2216 
wait 0 
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMSF_2081 
0653: 59@ = float_stat 23 
if 
  59@ > 349.0 
else_jump @GYMSF_1980 
44@ = 1 
03E6: remove_text_box 
jump @GYMSF_2218 
jump @GYMSF_2081 

:GYMSF_1980
44@ = 0 
47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21202 as 1 

:GYMSF_2007
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_2033 
wait 0 
jump @GYMSF_2007 

:GYMSF_2033
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_3' time 3000 flag 1  // ~z~You are weak, like a wilted weed! Condition your body!
Player.CanMove($PLAYER_CHAR) = True
32@ = 0 
55@ = 1 
jump @GYMSF_1318 

:GYMSF_2081
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMSF_2209 
44@ = 0 
47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21201 as 1 

:GYMSF_2125
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_2151 
wait 0 
jump @GYMSF_2125 

:GYMSF_2151
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_2' time 3000 flag 1  // ~z~The warrior's path will bring you back...
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2195 
0618: assign_actor 38@ to_AS_pack 48@ 

:GYMSF_2195
Player.CanMove($PLAYER_CHAR) = True
jump @GYMSF_1318 

:GYMSF_2209
jump @GYMSF_1892 

:GYMSF_2216
03E6: remove_text_box 

:GYMSF_2218
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
  44@ == 1 
else_jump @GYMSF_5321 
gosub @GYMSF_5511 
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2333 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 // versionB 
Actor.Angle(38@) = 88.1801
Actor.Health(38@) = 1000
08AF: set_actor 38@ max_health_to 1000 

:GYMSF_2333
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_2379 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 273.9816

:GYMSF_2379
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2427 
060B: set_actor 38@ decision_maker_to 41@ 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 38@ fighting_style_to 6 6 
07DD: set_actor 38@ temper_to 100 // see pedstats.dat 

:GYMSF_2427
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
if 
  $8155 == 0 
else_jump @GYMSF_2465 
0512: show_permanent_text_box 'GYM1106'  // Defeat your opponent to learn new moves. If you leave the ring you lose!

:GYMSF_2465
if 
  $8155 == 1 
else_jump @GYMSF_2494 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMSF_2494
gosub @GYMSF_5567 
58@ = 0 
if and
03D0:   wav 4 loaded 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_2536 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMSF_2536
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_3285 
wait 0 
if 
  $8155 == 1 
else_jump @GYMSF_2840 
if 
  56@ == 0 
else_jump @GYMSF_2619 
32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
56@ = 1 

:GYMSF_2619
if 
840C:   not is_german_game 
else_jump @GYMSF_2745 
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMSF_2685 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 2 

:GYMSF_2685
if and
  32@ > 6000 
  56@ == 2 
else_jump @GYMSF_2738 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 
56@ = 3 

:GYMSF_2738
jump @GYMSF_2798 

:GYMSF_2745
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMSF_2798 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 
56@ = 3 

:GYMSF_2798
if and
  32@ > 6000 
  56@ == 3 
else_jump @GYMSF_2840 
03E6: remove_text_box 
32@ = 0 
56@ = 0 

:GYMSF_2840
if 
   not Actor.Dead(38@)
else_jump @GYMSF_2911 
if 
80FE:   not actor 38@ sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
else_jump @GYMSF_2911 
jump @GYMSF_3285 

:GYMSF_2911
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
else_jump @GYMSF_3255 
gosub @GYMSF_5511 
Actor.DestroyInstantly(38@)
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 6 
36@ = Actor.Create(CivMale, #OMYKARA, 769.8199, -36.4933, 999.6865)
Actor.Angle(36@) = 95.1885
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
37@ = Actor.Create(CivMale, #WMYKARA, 766.1017, -37.3952, 999.6865)
Actor.Angle(37@) = 271.1251
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_3203 
08C7: put_actor $PLAYER_ACTOR at 762.756 -37.2153 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 90.0
Player.CanMove($PLAYER_CHAR) = True

:GYMSF_3203
00BE: text_clear_all 
03E6: remove_text_box 
gosub @GYMSF_5567 
if 
  $8155 == 0 
else_jump @GYMSF_3248 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMSF_3248
jump @GYMSF_1318 

:GYMSF_3255
if 
   Actor.Dead(38@)
else_jump @GYMSF_3278 
jump @GYMSF_3285 

:GYMSF_3278
jump @GYMSF_2536 

:GYMSF_3285
03E6: remove_text_box 
if 
  $8155 == 1 
else_jump @GYMSF_3319 
gosub @GYMSF_5511 
jump @GYMSF_4956 

:GYMSF_3319
gosub @GYMSF_5511 
Actor.DestroyInstantly(38@)
0395: clear_area 1 at 768.1746 -36.6986 999.6865 radius 5.0 
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
060B: set_actor 38@ decision_maker_to 40@ 
if 
   not Actor.Dead(38@)
else_jump @GYMSF_3443 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 // versionB 
Actor.Angle(38@) = 88.1801

:GYMSF_3443
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_3494 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 273.9816

:GYMSF_3494
if 
   not Actor.Dead(38@)
else_jump @GYMSF_3520 
060B: set_actor 38@ decision_maker_to 65542 

:GYMSF_3520
gosub @GYMSF_5467 
Camera.SetPosition(762.8773, -35.4754, 1001.545, 0.0, 0.0, 0.0)
Camera.PointAt(763.8198, -35.703, 1001.3, 2)
gosub @GYMSF_5567 
00BC: show_text_highpriority GXT 'KUNG_5' time 4000 flag 1  // ~z~Absorb with the eyes, young student, and you will learn!
040D: unload_wav 1 
03CF: load_wav 21204 as 1 

:GYMSF_3612
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_3655 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3648 

:GYMSF_3648
jump @GYMSF_3612 

:GYMSF_3655
03D1: play_wav 1 
wait 1000 
32@ = 0 

:GYMSF_3671
if 
  2000 > 32@ 
else_jump @GYMSF_3718 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3711 

:GYMSF_3711
jump @GYMSF_3671 

:GYMSF_3718
Camera.SetPosition(767.428, -39.4061, 1000.416, 0.0, 0.0, 0.0)
Camera.PointAt(768.1919, -38.7609, 1000.4, 2)
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
32@ = 0 

:GYMSF_3792
if 
  2000 > 32@ 
else_jump @GYMSF_3839 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3832 

:GYMSF_3832
jump @GYMSF_3792 

:GYMSF_3839
040D: unload_wav 1 
03CF: load_wav 21205 as 1 

:GYMSF_3850
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_3893 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3886 

:GYMSF_3886
jump @GYMSF_3850 

:GYMSF_3893
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMSF_3920
if 
  4000 > 32@ 
else_jump @GYMSF_3967 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_3960 

:GYMSF_3960
jump @GYMSF_3920 

:GYMSF_3967
if 
   not Actor.Dead(38@)
else_jump @GYMSF_4022 
0605: actor 38@ perform_animation_sequence "FIGHTC_M" IFP_file "FIGHT_C" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4022
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4070 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4070
32@ = 0 

:GYMSF_4077
if 
  3000 > 32@ 
else_jump @GYMSF_4124 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4117 

:GYMSF_4117
jump @GYMSF_4077 

:GYMSF_4124
if 
840C:   not is_german_game 
else_jump @GYMSF_4543 
Camera.SetPosition(768.0062, -35.1731, 1000.276, 0.0, 0.0, 0.0)
Camera.PointAt(768.757, -35.8325, 1000.314, 2)
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
32@ = 0 

:GYMSF_4211
if 
  2000 > 32@ 
else_jump @GYMSF_4258 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4251 

:GYMSF_4251
jump @GYMSF_4211 

:GYMSF_4258
040D: unload_wav 1 
03CF: load_wav 21206 as 1 

:GYMSF_4269
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_4312 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4305 

:GYMSF_4305
jump @GYMSF_4269 

:GYMSF_4312
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMSF_4339
if 
  4000 > 32@ 
else_jump @GYMSF_4386 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4379 

:GYMSF_4379
jump @GYMSF_4339 

:GYMSF_4386
if 
   not Actor.Dead(38@)
else_jump @GYMSF_4441 
0605: actor 38@ perform_animation_sequence "FIGHTC_G" IFP_file "FIGHT_C" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4441
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4489 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4489
32@ = 0 

:GYMSF_4496
if 
  3000 > 32@ 
else_jump @GYMSF_4543 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4536 

:GYMSF_4536
jump @GYMSF_4496 

:GYMSF_4543
Camera.SetPosition(772.6448, -38.011, 1000.478, 0.0, 0.0, 0.0)
Camera.PointAt(771.679, -37.7522, 1000.485, 2)
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
32@ = 0 

:GYMSF_4617
if 
  2000 > 32@ 
else_jump @GYMSF_4664 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4657 

:GYMSF_4657
jump @GYMSF_4617 

:GYMSF_4664
040D: unload_wav 1 
03CF: load_wav 21207 as 1 

:GYMSF_4675
if 
83D0:   not wav 1 loaded 
else_jump @GYMSF_4718 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4711 

:GYMSF_4711
jump @GYMSF_4675 

:GYMSF_4718
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 

:GYMSF_4745
if 
  4000 > 32@ 
else_jump @GYMSF_4792 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4785 

:GYMSF_4785
jump @GYMSF_4745 

:GYMSF_4792
if 
   not Actor.Dead(38@)
else_jump @GYMSF_4854 
Actor.LockInCurrentPosition(38@) = True
0605: actor 38@ perform_animation_sequence "FIGHTC_3" IFP_file "FIGHT_C" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMSF_4854
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_4902 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMSF_4902
32@ = 0 

:GYMSF_4909
if 
  2000 > 32@ 
else_jump @GYMSF_4956 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_4949 

:GYMSF_4949
jump @GYMSF_4909 

:GYMSF_4956
gosub @GYMSF_5511 
Actor.DestroyInstantly(38@)
38@ = Actor.Create(CivMale, #OMOKUNG, 768.064, -41.5728, 999.6865)
Actor.Angle(38@) = 358.0992
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 6 
36@ = Actor.Create(CivMale, #OMYKARA, 769.8199, -36.4933, 999.6865)
Actor.Angle(36@) = 95.1885
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 6 
37@ = Actor.Create(CivMale, #WMYKARA, 766.1017, -37.3952, 999.6865)
Actor.Angle(37@) = 271.1251
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 6 
gosub @GYMSF_5487 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_5214 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 765.9402 -41.602 999.6865 // versionB 
Actor.Angle($PLAYER_ACTOR) = 265.007
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer

:GYMSF_5214
gosub @GYMSF_5567 
if 
  $8154 == 0 
else_jump @GYMSF_5250 
030C: progress_made += 1 
$8154 = 1 

:GYMSF_5250
if 
  $8155 == 0 
else_jump @GYMSF_5284 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMSF_5284
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
$8155 = 1 
$8156 = 0 
$8157 = 0 

:GYMSF_5321
jump @GYMSF_1318 

:GYMSF_5328
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:GYMSF_5368
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMSF_5391 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMSF_5391
Model.Destroy(#WMYJG)
Model.Destroy(#OMYKARA)
Model.Destroy(#WMYLG)
Model.Destroy(#OMOKUNG)
Model.Destroy(#WMYKARA)
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "PARK" 
04EF: release_animation "FIGHT_C" 
040D: unload_wav 4 
$ONMISSION_GYMFIGHT = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMSF_5467
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMSF_5487
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMSF_5511
fade 0 500 

:GYMSF_5518
if 
fading 
else_jump @GYMSF_5565 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMSF_5558 
fade 0 1 

:GYMSF_5558
jump @GYMSF_5518 

:GYMSF_5565
return 

:GYMSF_5567
fade 1 500 

:GYMSF_5574
if 
fading 
else_jump @GYMSF_5598 
wait 0 
jump @GYMSF_5574 

:GYMSF_5598
return 
040D: unload_wav 1 
03CF: load_wav 62@ as 1 
63@ = 0 
return 

:GYMSF_5620
if and
03D0:   wav 1 loaded 
  63@ == 0 
else_jump @GYMSF_5663 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 60@s time 10000 flag 1 
63@ = 1 

:GYMSF_5663
if and
03D2:   wav 1 ended 
  63@ == 1 
else_jump @GYMSF_5701 
040D: unload_wav 1 
03D5: remove_text 60@s 
63@ = 2 

:GYMSF_5701
return 

//-------------Mission 116---------------
// Originally: Las Venturas Gym Fight School

:GYMLV
thread 'GYMLV' 
gosub @GYMLV_57 
0169: set_fade_color_RGB 0 0 0 
if 
wasted_or_busted 
else_jump @GYMLV_46 
gosub @GYMLV_5200 

:GYMLV_46
gosub @GYMLV_5240 
end_thread 
increment_mission_attempts 

:GYMLV_57
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_80 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLV_80
$ONMISSION_GYMFIGHT = 1 
$ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
Model.Load(#VBMYBOX)
Model.Load(#VWMYBOX)
Model.Load(#BMYDJ)
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_D" 
04ED: load_animation "GYMNASIUM" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 

:GYMLV_170
if or
84EE:   not animation "GYMNASIUM" loaded 
   not Model.Available(#VBMYBOX)
   not Model.Available(#VWMYBOX)
else_jump @GYMLV_213 
wait 0 
jump @GYMLV_170 

:GYMLV_213
if or
   not Model.Available(#BMYDJ)
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_D" loaded 
84EE:   not animation "INT_SHOP" loaded 
else_jump @GYMLV_270 
wait 0 
jump @GYMLV_213 

:GYMLV_270
060A: create_decision_maker_type 0 store_to 41@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 51@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 63@ 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 63@ loop 1 
0616: define_AS_pack_end 63@ 
0615: define_AS_pack_begin 64@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 64@ loop 1 
0616: define_AS_pack_end 64@ 
0615: define_AS_pack_begin 65@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation_sequence "RIOT_SHOUT" IFP_file "RIOT" 4.0 loop 0 0 0 0 time -1 // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 65@ loop 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto 773.8429 -61.5409 999.7184 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 93.0279 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto 771.2518 -69.3033 999.6562 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 85.5162 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto 762.3508 -78.2144 999.6562 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto 762.3508 -78.2144 999.6562 mode 4 timelimit -1 // versionC 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 4.0 loop 1 0 0 0 time -1 // versionA 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
34@ = Actor.Create(CivMale, #VWMYBOX, 762.3508, -78.2144, 999.6562)
Actor.Angle(34@) = 359.2498
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
36@ = Actor.Create(CivMale, #VWMYBOX, 766.2026, -69.2071, 1000.569)
Actor.Angle(36@) = 330.7023
060B: set_actor 36@ decision_maker_to 41@ 
37@ = Actor.Create(CivMale, #VBMYBOX, 767.1087, -67.9132, 1000.569)
Actor.Angle(37@) = 129.3961
060B: set_actor 37@ decision_maker_to 41@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation_sequence "GYMSHADOWBOX" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 43@ 
0618: assign_actor 36@ to_AS_pack 42@ 
0618: assign_actor 37@ to_AS_pack 43@ 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLV_1078
if 
83D0:   not wav 4 loaded 
else_jump @GYMLV_1104 
wait 0 
jump @GYMLV_1078 

:GYMLV_1104
62@ = 2 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMLV_1148 
$GYM_DAY_LIMIT = 0.0 

:GYMLV_1148
wait 0 
gosub @GYMLV_5494 
if 
  57@ == 0 
else_jump @GYMLV_1279 
if 
   Actor.Dead(36@)
else_jump @GYMLV_1228 
if 
   not Actor.Dead(37@)
else_jump @GYMLV_1228 
0792: disembark_instantly_actor 37@ 
05C5: AS_actor 37@ cower -2 ms 
57@ = 1 

:GYMLV_1228
if 
   Actor.Dead(37@)
else_jump @GYMLV_1279 
if 
   not Actor.Dead(36@)
else_jump @GYMLV_1279 
0792: disembark_instantly_actor 36@ 
05C5: AS_actor 36@ cower -2 ms 
57@ = 1 

:GYMLV_1279
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior 
if 
  $ACTIVE_INTERIOR == 0 
else_jump @GYMLV_1312 
jump @GYMLV_5200 

:GYMLV_1312
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 763.3589 -76.7606 999.6562 radius 2.5 2.5 4.0 
else_jump @GYMLV_1367 
45@ = 0 

:GYMLV_1367
if 
   not Actor.Dead(34@)
else_jump @GYMLV_5193 
if and
  45@ == 0 
00FE:   actor 34@ sphere 0 in_sphere 762.3508 -78.2144 999.6562 radius 1.0 1.0 1.2 
else_jump @GYMLV_5193 
if 
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 0.6 0.6 1.0 sphere 1 stopped 
else_jump @GYMLV_1486 

:GYMLV_1486
if and
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 1.2 1.2 1.2 sphere 0 stopped 
   not Actor.Dead(34@)
else_jump @GYMLV_5193 
if and
   not Actor.Dead(34@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_1593 
Player.CanMove($PLAYER_CHAR) = False
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 34@ 

:GYMLV_1593
if 
  $8157 == 0 
else_jump @GYMLV_1670 
040D: unload_wav 1 
03CF: load_wav 43400 as 1 

:GYMLV_1624
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1650 
wait 0 
jump @GYMLV_1624 

:GYMLV_1650
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_1' time 3000 flag 1  // ~z~Hey, you wanna learn some new moves?

:GYMLV_1670
if 
  $8157 == 1 
else_jump @GYMLV_1747 
040D: unload_wav 1 
03CF: load_wav 43403 as 1 

:GYMLV_1701
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1727 
wait 0 
jump @GYMLV_1701 

:GYMLV_1727
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_4' time 3000 flag 1  // ~z~You think you can last a round with me?

:GYMLV_1747
0512: show_permanent_text_box 'GYM1_73'  // Press ~k~~CONVERSATION_NO~ to answer 'NO' or press ~k~~CONVERSATION_YES~ to answer 'YES'.

:GYMLV_1758
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2062 
wait 0 
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMLV_1949 
0653: 58@ = float_stat 23 
if 
  58@ > 349.0 
else_jump @GYMLV_1846 
44@ = 1 
03E6: remove_text_box 
jump @GYMLV_2064 
jump @GYMLV_1949 

:GYMLV_1846
44@ = 0 
45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43402 as 1 

:GYMLV_1875
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_1901 
wait 0 
jump @GYMLV_1875 

:GYMLV_1901
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_3' time 3000 flag 1  // ~z~You need a fighter's physique! Go put on some muscle!
Player.CanMove($PLAYER_CHAR) = True
32@ = 0 
55@ = 1 
jump @GYMLV_1148 

:GYMLV_1949
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMLV_2055 
44@ = 0 
45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43401 as 1 

:GYMLV_1995
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_2021 
wait 0 
jump @GYMLV_1995 

:GYMLV_2021
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_2' time 3000 flag 1  // ~z~Your choice, man, but I know you'll be back!
Player.CanMove($PLAYER_CHAR) = True
jump @GYMLV_1148 

:GYMLV_2055
jump @GYMLV_1758 

:GYMLV_2062
03E6: remove_text_box 

:GYMLV_2064
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
if 
  44@ == 1 
else_jump @GYMLV_5193 
gosub @GYMLV_5385 
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(34@)
36@ = Actor.Create(CivMale, #VBMYBOX, 767.9493, -64.6707, 999.6562)
Actor.Angle(36@) = 166.9465
0618: assign_actor 36@ to_AS_pack 63@ 
37@ = Actor.Create(CivMale, #VWMYBOX, 770.7913, -67.3238, 999.6562)
Actor.Angle(37@) = 90.0184
0618: assign_actor 37@ to_AS_pack 64@ 
38@ = Actor.Create(CivMale, #VBMYBOX, 770.4339, -69.5049, 999.6562)
Actor.Angle(38@) = 91.3393
0618: assign_actor 38@ to_AS_pack 65@ 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2392 
0792: disembark_instantly_actor $PLAYER_ACTOR 
34@ = Actor.Create(Mission1, #VWMYBOX, 768.2548, -67.2063, 1000.569)
Actor.Angle(34@) = 145.0
Actor.Health(34@) = 1000
08AF: set_actor 34@ max_health_to 1000 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 // versionB 
Actor.Angle($PLAYER_ACTOR) = 310.0
060B: set_actor 34@ decision_maker_to 51@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 34@ fighting_style_to 7 6 
07DD: set_actor 34@ temper_to 100 // see pedstats.dat 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
gosub @GYMLV_5441 

:GYMLV_2392
Player.CanMove($PLAYER_CHAR) = True
if 
  $8157 == 0 
else_jump @GYMLV_2428 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLV_2428
if 
  $8157 == 1 
else_jump @GYMLV_2457 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMLV_2457
gosub @GYMLV_5441 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if and
03D0:   wav 4 loaded 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2506 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLV_2506
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_3164 
wait 0 
if 
  $8157 == 1 
else_jump @GYMLV_2810 
if 
  56@ == 0 
else_jump @GYMLV_2589 
32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
56@ = 1 

:GYMLV_2589
if 
840C:   not is_german_game 
else_jump @GYMLV_2715 
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLV_2655 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 
56@ = 2 

:GYMLV_2655
if and
  32@ > 6000 
  56@ == 2 
else_jump @GYMLV_2708 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 
56@ = 3 

:GYMLV_2708
jump @GYMLV_2768 

:GYMLV_2715
if and
  32@ > 6000 
  56@ == 1 
else_jump @GYMLV_2768 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 
56@ = 3 

:GYMLV_2768
if and
  32@ > 6000 
  56@ == 3 
else_jump @GYMLV_2810 
03E6: remove_text_box 
32@ = 0 
56@ = 0 

:GYMLV_2810
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2840 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:GYMLV_2840
if 
   Actor.Dead(34@)
else_jump @GYMLV_2863 
jump @GYMLV_3164 

:GYMLV_2863
if 
  1000.7 > $TEMPVAR_FLOAT_3 
else_jump @GYMLV_3157 
gosub @GYMLV_5385 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_2962 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 // versionB 
Actor.Angle($PLAYER_ACTOR) = 103.4243

:GYMLV_2962
34@ = Actor.Create(CivMale, #VWMYBOX, 762.3508, -78.2144, 999.6562)
Actor.Angle(34@) = 359.2498
060B: set_actor 34@ decision_maker_to 41@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
36@ = Actor.Create(CivMale, #VWMYBOX, 766.2026, -69.2071, 1000.569)
Actor.Angle(36@) = 330.7023
0618: assign_actor 36@ to_AS_pack 42@ 
37@ = Actor.Create(CivMale, #VBMYBOX, 767.1087, -67.9132, 1000.569)
Actor.Angle(37@) = 129.3961
0618: assign_actor 37@ to_AS_pack 43@ 
00BE: text_clear_all 
03E6: remove_text_box 
gosub @GYMLV_5441 
if 
  $8157 == 0 
else_jump @GYMLV_3150 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMLV_3150
jump @GYMLV_1148 

:GYMLV_3157
jump @GYMLV_2506 

:GYMLV_3164
03E6: remove_text_box 
if 
  $8157 == 1 
else_jump @GYMLV_3191 
jump @GYMLV_4847 

:GYMLV_3191
gosub @GYMLV_5385 
gosub @GYMLV_5341 
0395: clear_area 1 at 768.2548 -67.2063 1000.569 radius 10.0 
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
34@ = Actor.Create(CivMale, #VWMYBOX, 768.2548, -67.2063, 1000.569)
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 7 6 
if and
   not Actor.Dead(34@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_3381 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 // versionB 
08C7: put_actor 34@ at 768.2548 -67.2063 1000.569 // versionB 
Actor.Angle($PLAYER_ACTOR) = 310.0
Actor.Angle(34@) = 145.0

:GYMLV_3381
Camera.SetPosition(765.1049, -74.2975, 1003.591, 0.0, 0.0, 0.0)
Camera.PointAt(765.3495, -73.4547, 1003.112, 2)
gosub @GYMLV_5441 
00BC: show_text_highpriority GXT 'WBOX_5' time 4000 flag 1  // ~z~Watch this, it will come in handy.
040D: unload_wav 1 
03CF: load_wav 43404 as 1 

:GYMLV_3468
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_3511 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3504 

:GYMLV_3504
jump @GYMLV_3468 

:GYMLV_3511
03D1: play_wav 1 
wait 1000 
32@ = 0 

:GYMLV_3527
if 
  2000 > 32@ 
else_jump @GYMLV_3574 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3567 

:GYMLV_3567
jump @GYMLV_3527 

:GYMLV_3574
Camera.SetPosition(767.7358, -70.2958, 1001.493, 0.0, 0.0, 0.0)
Camera.PointAt(767.9329, -69.3157, 1001.47, 2)
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
32@ = 0 

:GYMLV_3648
if 
  2000 > 32@ 
else_jump @GYMLV_3695 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3688 

:GYMLV_3688
jump @GYMLV_3648 

:GYMLV_3695
040D: unload_wav 1 
03CF: load_wav 43405 as 1 

:GYMLV_3708
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_3751 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3744 

:GYMLV_3744
jump @GYMLV_3708 

:GYMLV_3751
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLV_3778
if 
  4000 > 32@ 
else_jump @GYMLV_3825 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3818 

:GYMLV_3818
jump @GYMLV_3778 

:GYMLV_3825
if 
   not Actor.Dead(34@)
else_jump @GYMLV_3880 
0605: actor 34@ perform_animation_sequence "FIGHTD_M" IFP_file "FIGHT_D" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_3880
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_3928 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_3928
32@ = 0 

:GYMLV_3935
if 
  3000 > 32@ 
else_jump @GYMLV_3982 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_3975 

:GYMLV_3975
jump @GYMLV_3935 

:GYMLV_3982
if 
840C:   not is_german_game 
else_jump @GYMLV_4403 
Camera.SetPosition(765.0073, -67.3258, 1001.465, 0.0, 0.0, 0.0)
Camera.PointAt(766.0051, -67.2777, 1001.419, 2)
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
32@ = 0 

:GYMLV_4069
if 
  2000 > 32@ 
else_jump @GYMLV_4116 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4109 

:GYMLV_4109
jump @GYMLV_4069 

:GYMLV_4116
040D: unload_wav 1 
03CF: load_wav 43406 as 1 

:GYMLV_4129
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_4172 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4165 

:GYMLV_4165
jump @GYMLV_4129 

:GYMLV_4172
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
32@ = 0 

:GYMLV_4199
if 
  4000 > 32@ 
else_jump @GYMLV_4246 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4239 

:GYMLV_4239
jump @GYMLV_4199 

:GYMLV_4246
if 
   not Actor.Dead(34@)
else_jump @GYMLV_4301 
0605: actor 34@ perform_animation_sequence "FIGHTD_G" IFP_file "FIGHT_D" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_4301
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4349 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_4349
32@ = 0 

:GYMLV_4356
if 
  3000 > 32@ 
else_jump @GYMLV_4403 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4396 

:GYMLV_4396
jump @GYMLV_4356 

:GYMLV_4403
Camera.SetPosition(770.4639, -65.7272, 1002.231, 0.0, 0.0, 0.0)
Camera.PointAt(769.6946, -66.3243, 1002.003, 2)
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
if and
   not Actor.Dead(34@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4499 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 

:GYMLV_4499
32@ = 0 

:GYMLV_4506
if 
  2000 > 32@ 
else_jump @GYMLV_4553 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4546 

:GYMLV_4546
jump @GYMLV_4506 

:GYMLV_4553
040D: unload_wav 1 
03CF: load_wav 43407 as 1 

:GYMLV_4566
if 
83D0:   not wav 1 loaded 
else_jump @GYMLV_4609 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4602 

:GYMLV_4602
jump @GYMLV_4566 

:GYMLV_4609
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
32@ = 0 

:GYMLV_4636
if 
  4000 > 32@ 
else_jump @GYMLV_4683 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4676 

:GYMLV_4676
jump @GYMLV_4636 

:GYMLV_4683
if 
   not Actor.Dead(34@)
else_jump @GYMLV_4745 
Actor.LockInCurrentPosition(34@) = True
0605: actor 34@ perform_animation_sequence "FIGHTD_3" IFP_file "FIGHT_D" 4.0 loop 0 1 1 0 time -1 // versionA 

:GYMLV_4745
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4793 
0605: actor $PLAYER_ACTOR perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMLV_4793
32@ = 0 

:GYMLV_4800
if 
  2000 > 32@ 
else_jump @GYMLV_4847 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_4840 

:GYMLV_4840
jump @GYMLV_4800 

:GYMLV_4847
gosub @GYMLV_5385 
if 
  $8158 == 0 
else_jump @GYMLV_4883 
030C: progress_made += 1 
$8158 = 1 

:GYMLV_4883
Actor.DestroyInstantly(34@)
Actor.DestroyInstantly(36@)
Actor.DestroyInstantly(37@)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_4949 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 // versionB 
Actor.Angle($PLAYER_ACTOR) = 103.4243

:GYMLV_4949
34@ = Actor.Create(CivMale, #VWMYBOX, 762.3508, -78.2144, 999.6562)
Actor.Angle(34@) = 359.2498
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 6 
36@ = Actor.Create(CivMale, #VWMYBOX, 766.2026, -69.2071, 1000.569)
Actor.Angle(36@) = 330.7023
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
37@ = Actor.Create(CivMale, #VBMYBOX, 767.1087, -67.9132, 1000.569)
Actor.Angle(37@) = 129.3961
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
gosub @GYMLV_5361 
gosub @GYMLV_5441 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 6 
if 
  $8157 == 0 
else_jump @GYMLV_5165 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLV_5165
$8155 = 0 
$8156 = 0 
$8157 = 1 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLV_5193
jump @GYMLV_1148 

:GYMLV_5200
return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 30000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
return 

:GYMLV_5240
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMLV_5263 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLV_5263
Model.Destroy(#VBMYBOX)
Model.Destroy(#VWMYBOX)
Model.Destroy(#BMYDJ)
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
$ONMISSION_GYMFIGHT = 0 
$ONMISSION = 0 
mission_cleanup 
return 

:GYMLV_5341
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
return 

:GYMLV_5361
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
return 

:GYMLV_5385
fade 0 500 

:GYMLV_5392
if 
fading 
else_jump @GYMLV_5439 
wait 0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMLV_5432 
fade 0 1 

:GYMLV_5432
jump @GYMLV_5392 

:GYMLV_5439
return 

:GYMLV_5441
fade 1 500 

:GYMLV_5448
if 
fading 
else_jump @GYMLV_5472 
wait 0 
jump @GYMLV_5448 

:GYMLV_5472
return 
040D: unload_wav 1 
03CF: load_wav 61@ as 1 
62@ = 0 
return 

:GYMLV_5494
if and
03D0:   wav 1 loaded 
  62@ == 0 
else_jump @GYMLV_5537 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 59@s time 10000 flag 1 
62@ = 1 

:GYMLV_5537
if and
03D2:   wav 1 ended 
  62@ == 1 
else_jump @GYMLV_5575 
040D: unload_wav 1 
03D5: remove_text 59@s 
62@ = 2 

:GYMLV_5575
return 

//-------------Mission 117---------------
// Originally: Trucking

:TRUCK
thread 'TRUCK' 
gosub @TRUCK_47 
if 
wasted_or_busted 
else_jump @TRUCK_38 
gosub @TRUCK_16344 

:TRUCK_38
gosub @TRUCK_16753 
end_thread 

:TRUCK_47
if 
  $MISSION_TRUCKING_PASSED == 0 
else_jump @TRUCK_67 
increment_mission_attempts 

:TRUCK_67
$ONMISSION = 1 
$411 = 1 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
47@ = 0 
48@ = 0 
32@ = 0 
33@ = 0 
105@ = 0 
106@ = 0 
114@ = 0 
if 
  36@ == -99 
else_jump @TRUCK_324 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
74@ = Car.Create(#PETRO, 0.0, 0.0, 0.0)
75@ = Car.Create(#PETROTR, 0.0, 0.0, 0.0)
78@ = Marker.CreateAboveCar(74@)
77@ = Marker.CreateAboveCar(74@)
79@ = Marker.CreateAboveCar(75@)

:TRUCK_324
054C: use_GXT_table 'TRUCK' 
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS >= 6 
else_jump @TRUCK_468 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @TRUCK_468 
00BC: show_text_highpriority GXT 'TRK_H17' time 5000 flag 1  // The next trucking mission will be available when you have access to Las Venturas.
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRUCK_450 
Actor.PutAt($PLAYER_ACTOR, -76.9664, -1134.639, 0.0781)
Actor.Angle($PLAYER_ACTOR) = 14.7291
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True

:TRUCK_450
fade 1 500 
wait 5000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:TRUCK_468
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS >= 4 
else_jump @TRUCK_601 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  1 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @TRUCK_601 
00BC: show_text_highpriority GXT 'TRK_H18' time 5000 flag 1  // The next trucking mission will be available when you have access to San Fierro.
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRUCK_583 
Actor.PutAt($PLAYER_ACTOR, -76.9664, -1134.639, 0.0781)
Actor.Angle($PLAYER_ACTOR) = 14.7291
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True

:TRUCK_583
fade 1 500 
wait 5000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:TRUCK_601
gosub @TRUCK_15391 
gosub @TRUCK_15393 
wait 100 

:TRUCK_619
wait 0 
gosub @TRUCK_12403 
gosub @TRUCK_12776 
if or
  40@ == 1 
  41@ == 1 
else_jump @TRUCK_669 
jump @TRUCK_896 

:TRUCK_669
gosub @TRUCK_15288 
gosub @TRUCK_15322 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @TRUCK_713 
39@ = 1 
jump @TRUCK_896 

:TRUCK_713
if 
  36@ == 0 
else_jump @TRUCK_771 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TRUCK_771
if 
  36@ == 1 
else_jump @TRUCK_796 
gosub @TRUCK_1097 

:TRUCK_796
if 
  36@ == 2 
else_jump @TRUCK_821 
gosub @TRUCK_1312 

:TRUCK_821
if 
  36@ == 3 
else_jump @TRUCK_846 
38@ = 1 

:TRUCK_846
if 
  36@ == 50 
else_jump @TRUCK_871 
gosub @TRUCK_2470 

:TRUCK_871
if 
  36@ == 51 
else_jump @TRUCK_896 
40@ = 1 

:TRUCK_896
if 
  40@ == 0 
else_jump @TRUCK_1049 
if 
  39@ == 0 
else_jump @TRUCK_1033 
if 
  38@ == 0 
else_jump @TRUCK_964 
jump @TRUCK_619 
jump @TRUCK_1026 

:TRUCK_964
gosub @TRUCK_16746 
if 
  114@ == 1 
else_jump @TRUCK_1024 
38@ = 0 
36@ = 50 
37@ = 0 
114@ = 0 
jump @TRUCK_619 

:TRUCK_1024
return 

:TRUCK_1026
jump @TRUCK_1042 

:TRUCK_1033
gosub @TRUCK_16344 
return 

:TRUCK_1042
jump @TRUCK_1051 

:TRUCK_1049
return 

:TRUCK_1051
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:TRUCK_1097
if or
   Car.Wrecked(75@)
   Car.Wrecked(74@)
else_jump @TRUCK_1134 
39@ = 1 
89@ = 3 
return 

:TRUCK_1134
if 
  37@ == 0 
else_jump @TRUCK_1236 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
008A: $8160 = 91@ // (int) 
0085: 83@ = 91@ // (int) 
gosub @TRUCK_3418 
gosub @TRUCK_3636 
gosub @TRUCK_5170 
77@ = Marker.CreateAboveCar(74@)
07E0: set_marker 77@ type_to 1 
113@ = 0 
37@ += 1 

:TRUCK_1236
if 
  37@ == 1 
else_jump @TRUCK_1285 
if 
   Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_1285 
Marker.Disable(77@)
37@ = 99 

:TRUCK_1285
if 
  37@ == 99 
else_jump @TRUCK_1310 
gosub @TRUCK_15361 

:TRUCK_1310
return 

:TRUCK_1312
if or
   Car.Wrecked(74@)
   Car.Wrecked(75@)
else_jump @TRUCK_1349 
39@ = 1 
89@ = 3 
return 

:TRUCK_1349
if 
  113@ == 0 
else_jump @TRUCK_1394 
gosub @TRUCK_5187 
if 
  39@ == 1 
else_jump @TRUCK_1394 
return 

:TRUCK_1394
if 
  37@ == 0 
else_jump @TRUCK_1679 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
Marker.SetIconSize(76@, 4)
106@ = 0 
gosub @TRUCK_5875 
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_1648 jumps 1 @TRUCK_1510 2 @TRUCK_1533 3 @TRUCK_1556 4 @TRUCK_1579 5 @TRUCK_1602 6 @TRUCK_1625 -1 @TRUCK_1672 

:TRUCK_1510
00BC: show_text_highpriority GXT 'TRK_H6' time 15000 flag 1  // This is a fragile load. Deliver the goods intact or lose cash for damages.
jump @TRUCK_1672 

:TRUCK_1533
00BC: show_text_highpriority GXT 'TRK_H7' time 15000 flag 1  // Deliver the goods as quickly as possible. If you are late you'll lose cash.
jump @TRUCK_1672 

:TRUCK_1556
00BC: show_text_highpriority GXT 'TRK_H12' time 15000 flag 1  // These goods are extremely fragile.
jump @TRUCK_1672 

:TRUCK_1579
00BC: show_text_highpriority GXT 'TRK_H9' time 15000 flag 1  // These goods are hot and will attract police interest.
jump @TRUCK_1672 

:TRUCK_1602
00BC: show_text_highpriority GXT 'TRK_H11' time 15000 flag 1  // You must deliver these fragile goods quickly and safely.
jump @TRUCK_1672 

:TRUCK_1625
00BC: show_text_highpriority GXT 'TRK_H10' time 15000 flag 1  // These goods are very hot and will attract a lot of police interest.
jump @TRUCK_1672 

:TRUCK_1648
0662: NOP "UNKNOWN_MISSION_TYPE" 

:TRUCK_1672
37@ += 1 

:TRUCK_1679
if 
  37@ == 1 
else_jump @TRUCK_1922 
0087: 63@ = 102@ // (float) 
63@ -= 4.0 
0087: 64@ = 103@ // (float) 
64@ -= 4.0 
0087: 65@ = 104@ // (float) 
65@ -= 4.0 
0087: 66@ = 102@ // (float) 
66@ += 4.0 
0087: 67@ = 103@ // (float) 
67@ += 4.0 
0087: 68@ = 104@ // (float) 
68@ += 4.0 
if or
00B1:   car 75@ sphere 1 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
00B1:   car 74@ sphere 0 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
else_jump @TRUCK_1922 
if and
   Actor.InCar($PLAYER_ACTOR, 74@)
07AB:   trailer 75@ attached_to_cab 74@ 
else_jump @TRUCK_1922 
Player.CanMove($PLAYER_CHAR) = False
113@ = 1 
81@ += 15000 
37@ += 1 

:TRUCK_1922
if 
  37@ == 2 
else_jump @TRUCK_1990 
if and
01C1:   car 75@ stopped 
01C1:   car 74@ stopped 
else_jump @TRUCK_1990 
Car.LockInCurrentPosition(74@) = True
05CD: AS_actor $PLAYER_ACTOR exit_car 74@ 
gosub @TRUCK_16540 
37@ += 1 

:TRUCK_1990
if 
  37@ == 3 
else_jump @TRUCK_2053 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_2053 
0508: car 74@ close_all_doors 
Car.DoorStatus(74@) = 2
Player.CanMove($PLAYER_CHAR) = True
37@ = 99 

:TRUCK_2053
gosub @TRUCK_7116 
gosub @TRUCK_7271 
gosub @TRUCK_7500 
if 
  106@ == 1 
else_jump @TRUCK_2099 
gosub @TRUCK_7694 

:TRUCK_2099
if 
  106@ == 0 
else_jump @TRUCK_2284 
59@ = -76.1692 
60@ = -1128.963 
61@ = 0.0781 
if and
01AF:   car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 40.0 40.0 40.0 
81AF:   not car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 20.0 20.0 20.0 
else_jump @TRUCK_2284 
01EB: set_traffic_density_multiplier_to 1.0 
if 
  88@ == 4 
else_jump @TRUCK_2252 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:TRUCK_2252
if 
  88@ == 6 
else_jump @TRUCK_2277 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)

:TRUCK_2277
106@ = 1 

:TRUCK_2284
if 
  105@ == 0 
else_jump @TRUCK_2384 
if 
  110@ == 1 
else_jump @TRUCK_2343 
00BC: show_text_highpriority GXT 'TRK_H14' time 6000 flag 1  // The goods are late. Your cash has been halved.
110@ = 0 

:TRUCK_2343
if 
  111@ == 1 
else_jump @TRUCK_2384 
00BC: show_text_highpriority GXT 'TRK_H15' time 6000 flag 1  // The goods are very late. Your cash has been halved again.
111@ = 0 

:TRUCK_2384
if 
  105@ == 0 
else_jump @TRUCK_2443 
if 
  112@ == 1 
else_jump @TRUCK_2443 
00BC: show_text_highpriority GXT 'TRK_H16' time 7000 flag 1  // You are running out of time. Deliver the goods by the deadline to pass this mission.
112@ = 0 

:TRUCK_2443
if 
  37@ == 99 
else_jump @TRUCK_2468 
gosub @TRUCK_15361 

:TRUCK_2468
return 

:TRUCK_2470
if 
  37@ == 0 
else_jump @TRUCK_2545 
Player.CanMove($PLAYER_CHAR) = False
0085: 82@ = 47@ // (int) 
82@ += 5000 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
62@ = Actor.Angle($PLAYER_ACTOR)
0151: remove_status_text $8160 
37@ += 1 

:TRUCK_2545
if 
  37@ == 1 
else_jump @TRUCK_2612 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_2612 
fade 0 500 
0085: 82@ = 47@ // (int) 
82@ += 500 
37@ += 1 

:TRUCK_2612
if 
  37@ == 2 
else_jump @TRUCK_2861 
if and
001D:   47@ > 82@ // (int) 
   not fading 
else_jump @TRUCK_2861 
04A6: $1933 = create_asset_money_pickup_at -82.2693 -1135.526 0.5847 money $1934 $1934 
02A3: enable_widescreen 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRUCK_2724 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -47.0873 -1122.146 0.4453 
jump @TRUCK_2744 

:TRUCK_2724
Actor.PutAt($PLAYER_ACTOR, -47.0873, -1122.146, 0.4453)

:TRUCK_2744
Car.RemoveReferences(74@)
Car.RemoveReferences(75@)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0A0B: set_rendering_origin_at_3D_coord -96.3779 -1125.262 0.093 angle 261.7115 
Camera.SetPosition(-109.2539, -1122.353, 15.1451, 0.0, 0.0, 0.0)
Camera.PointAt(-108.3806, -1122.439, 14.6655, 2)
0085: 82@ = 47@ // (int) 
82@ += 2000 
37@ += 1 

:TRUCK_2861
if 
  37@ == 3 
else_jump @TRUCK_2944 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_2944 
fade 1 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 82@ = 47@ // (int) 
82@ += 5000 
37@ += 1 

:TRUCK_2944
if 
  37@ == 4 
else_jump @TRUCK_3074 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_3074 
Camera.SetPosition(-83.7387, -1133.793, 0.9871, 0.0, 0.0, 0.0)
Camera.PointAt(-82.9525, -1134.41, 0.9592, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1934 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 82@ = 47@ // (int) 
82@ += 6000 
37@ += 1 

:TRUCK_3074
if 
  37@ == 5 
else_jump @TRUCK_3141 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_3141 
fade 0 500 
0085: 82@ = 47@ // (int) 
82@ += 500 
37@ += 1 

:TRUCK_3141
if 
  37@ == 6 
else_jump @TRUCK_3244 
if and
001D:   47@ > 82@ // (int) 
   not fading 
else_jump @TRUCK_3244 
Actor.PutAt($PLAYER_ACTOR, 59@, 60@, 61@)
Actor.Angle($PLAYER_ACTOR) = 62@
Camera.SetAtPos(59@, 60@, 61@)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0085: 82@ = 47@ // (int) 
82@ += 2000 
37@ += 1 

:TRUCK_3244
if 
  37@ == 7 
else_jump @TRUCK_3327 
if 
001D:   47@ > 82@ // (int) 
else_jump @TRUCK_3327 
00BC: show_text_highpriority GXT 'TRK_P2' time 10000 flag 1  // ~s~All future missions will be of variable distance, difficulty, and reward.
fade 1 500 
0085: 82@ = 47@ // (int) 
82@ += 500 
37@ += 1 

:TRUCK_3327
if 
  37@ == 8 
else_jump @TRUCK_3391 
if and
001D:   47@ > 82@ // (int) 
   not fading 
else_jump @TRUCK_3391 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Player.CanMove($PLAYER_CHAR) = True
37@ = 99 

:TRUCK_3391
if 
  37@ == 99 
else_jump @TRUCK_3416 
gosub @TRUCK_15361 

:TRUCK_3416
return 

:TRUCK_3418
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_3607 jumps 1 @TRUCK_3481 2 @TRUCK_3502 3 @TRUCK_3523 4 @TRUCK_3544 5 @TRUCK_3565 6 @TRUCK_3586 -1 @TRUCK_3634 

:TRUCK_3481
05AA: 98@s = 'TRK_MND'  // ~s~Goods must be delivered without damage to ~a~
jump @TRUCK_3634 

:TRUCK_3502
05AA: 98@s = 'TRK_MNT'  // ~s~Goods must be delivered quickly to ~a~
jump @TRUCK_3634 

:TRUCK_3523
05AA: 98@s = 'TRK_MFD'  // ~s~Extremely fragile goods to ~a~
jump @TRUCK_3634 

:TRUCK_3544
05AA: 98@s = 'TRK_MI'  // ~s~Illegal goods to ~a~
jump @TRUCK_3634 

:TRUCK_3565
05AA: 98@s = 'TRK_MTD'  // ~s~Goods must be delivered quickly without damage to ~a~
jump @TRUCK_3634 

:TRUCK_3586
05AA: 98@s = 'TRK_MHI'  // ~s~Highly illegal goods to ~a~
jump @TRUCK_3634 

:TRUCK_3607
0662: NOP "UNKNOWN_MISSION_TYPE_ID" 

:TRUCK_3634
return 

:TRUCK_3636
if 
  86@ == 1 
else_jump @TRUCK_3801 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_3801 jumps 0 @TRUCK_3717 1 @TRUCK_3738 2 @TRUCK_3759 3 @TRUCK_3780 -1 @TRUCK_3801 -1 @TRUCK_3801 -1 @TRUCK_3801 

:TRUCK_3717
05AA: 100@s = 'TRK_CE0'  // ~s~Red County, East San Andreas
jump @TRUCK_3801 

:TRUCK_3738
05AA: 100@s = 'TRK_CE1'  // ~s~Blueberry, Central San Andreas
jump @TRUCK_3801 

:TRUCK_3759
05AA: 100@s = 'TRK_CE2'  // ~s~Blueberry Acres, Central San Andreas
jump @TRUCK_3801 

:TRUCK_3780
05AA: 100@s = 'TRK_CE3'  // ~s~Dillimore, East San Andreas
jump @TRUCK_3801 

:TRUCK_3801
if 
  86@ == 2 
else_jump @TRUCK_3924 
0871: init_jump_table 87@ total_jumps 2 default_jump 0 @TRUCK_3924 jumps 0 @TRUCK_3882 1 @TRUCK_3903 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 -1 @TRUCK_3924 

:TRUCK_3882
05AA: 100@s = 'TRK_CE4'  // ~s~Montgomery, East San Andreas
jump @TRUCK_3924 

:TRUCK_3903
05AA: 100@s = 'TRK_CE5'  // ~s~Montgomery, East San Andreas
jump @TRUCK_3924 

:TRUCK_3924
if 
  86@ == 3 
else_jump @TRUCK_4089 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_4089 jumps 0 @TRUCK_4005 1 @TRUCK_4026 2 @TRUCK_4047 3 @TRUCK_4068 -1 @TRUCK_4089 -1 @TRUCK_4089 -1 @TRUCK_4089 

:TRUCK_4005
05AA: 100@s = 'TRK_LS0'  // ~s~Ocean Docks, Los Santos
jump @TRUCK_4089 

:TRUCK_4026
05AA: 100@s = 'TRK_LS1'  // ~s~Ocean Docks, Los Santos
jump @TRUCK_4089 

:TRUCK_4047
05AA: 100@s = 'TRK_LS2'  // ~s~Willowfield, Los Santos
jump @TRUCK_4089 

:TRUCK_4068
05AA: 100@s = 'TRK_LS3'  // ~s~El Corona, Los Santos
jump @TRUCK_4089 

:TRUCK_4089
if 
  86@ == 8 
else_jump @TRUCK_4529 
0871: init_jump_table 87@ total_jumps 14 default_jump 0 @TRUCK_4529 jumps 0 @TRUCK_4235 1 @TRUCK_4256 2 @TRUCK_4277 3 @TRUCK_4298 4 @TRUCK_4319 5 @TRUCK_4340 6 @TRUCK_4361 
0872: jump_table_jumps 7 @TRUCK_4382 8 @TRUCK_4403 9 @TRUCK_4424 10 @TRUCK_4445 11 @TRUCK_4466 12 @TRUCK_4487 13 @TRUCK_4508 -1 @TRUCK_4529 -1 @TRUCK_4529 

:TRUCK_4235
05AA: 100@s = 'TRK_V0'  // ~s~Redsands West, Las Venturas
jump @TRUCK_4529 

:TRUCK_4256
05AA: 100@s = 'TRK_V1'  // ~s~Whitewood Estates, Las Venturas
jump @TRUCK_4529 

:TRUCK_4277
05AA: 100@s = 'TRK_V2'  // ~s~Whitewood Estates, Las Venturas
jump @TRUCK_4529 

:TRUCK_4298
05AA: 100@s = 'TRK_V3'  // ~s~Las Venturas Airport Depot, Las Venturas
jump @TRUCK_4529 

:TRUCK_4319
05AA: 100@s = 'TRK_V4'  // ~s~Starfish Casino, Las Venturas
jump @TRUCK_4529 

:TRUCK_4340
05AA: 100@s = 'TRK_V5'  // ~s~Creek, Las Venturas
jump @TRUCK_4529 

:TRUCK_4361
05AA: 100@s = 'TRK_V6'  // ~s~Spinybed, Las Venturas
jump @TRUCK_4529 

:TRUCK_4382
05AA: 100@s = 'TRK_V7'  // ~s~Pilgrim, Las Venturas
jump @TRUCK_4529 

:TRUCK_4403
05AA: 100@s = 'TRK_V8'  // ~s~Rockshore East, Las Venturas
jump @TRUCK_4529 

:TRUCK_4424
05AA: 100@s = 'TRK_V9'  // ~s~Rockshore East, Las Venturas
jump @TRUCK_4529 

:TRUCK_4445
05AA: 100@s = 'TRK_V10'  // ~s~Randolph Ind. Est., Las Venturas
jump @TRUCK_4529 

:TRUCK_4466
05AA: 100@s = 'TRK_V11'  // ~s~LVA Freight depot, Las Venturas
jump @TRUCK_4529 

:TRUCK_4487
05AA: 100@s = 'TRK_V12'  // ~s~Las Venturas Airport, Las Venturas
jump @TRUCK_4529 

:TRUCK_4508
05AA: 100@s = 'TRK_V13'  // ~s~Redsands West, Las Venturas
jump @TRUCK_4529 

:TRUCK_4529
if 
  86@ == 7 
else_jump @TRUCK_4715 
0871: init_jump_table 87@ total_jumps 5 default_jump 0 @TRUCK_4715 jumps 0 @TRUCK_4610 1 @TRUCK_4631 2 @TRUCK_4652 3 @TRUCK_4673 4 @TRUCK_4694 -1 @TRUCK_4715 -1 @TRUCK_4715 

:TRUCK_4610
05AA: 100@s = 'TRK_NC0'  // ~s~Green Palms, North San Andreas
jump @TRUCK_4715 

:TRUCK_4631
05AA: 100@s = 'TRK_NC1'  // ~s~Bone County, North San Andreas
jump @TRUCK_4715 

:TRUCK_4652
05AA: 100@s = 'TRK_NC2'  // ~s~Bone County, North San Andreas
jump @TRUCK_4715 

:TRUCK_4673
05AA: 100@s = 'TRK_NC3'  // ~s~The Sherman Dam, North San Andreas
jump @TRUCK_4715 

:TRUCK_4694
05AA: 100@s = 'TRK_NC4'  // ~s~Verdant Meadows, North San Andreas
jump @TRUCK_4715 

:TRUCK_4715
if 
  86@ == 4 
else_jump @TRUCK_4859 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_4859 jumps 0 @TRUCK_4796 1 @TRUCK_4817 2 @TRUCK_4838 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 -1 @TRUCK_4859 

:TRUCK_4796
05AA: 100@s = 'TRK_CS0'  // ~s~Whetstone, South San Andreas
jump @TRUCK_4859 

:TRUCK_4817
05AA: 100@s = 'TRK_CS1'  // ~s~Angel Pine, South San Andreas
jump @TRUCK_4859 

:TRUCK_4838
05AA: 100@s = 'TRK_CS2'  // ~s~Whetstone, South San Andreas
jump @TRUCK_4859 

:TRUCK_4859
if 
  86@ == 5 
else_jump @TRUCK_5024 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_5024 jumps 0 @TRUCK_4940 1 @TRUCK_4961 2 @TRUCK_4982 3 @TRUCK_5003 -1 @TRUCK_5024 -1 @TRUCK_5024 -1 @TRUCK_5024 

:TRUCK_4940
05AA: 100@s = 'TRK_SF0'  // ~s~Easter Bay Airport, San Fierro
jump @TRUCK_5024 

:TRUCK_4961
05AA: 100@s = 'TRK_SF1'  // ~s~Battery Point, San Fierro
jump @TRUCK_5024 

:TRUCK_4982
05AA: 100@s = 'TRK_SF2'  // ~s~Easter Basin, San Fierro
jump @TRUCK_5024 

:TRUCK_5003
05AA: 100@s = 'TRK_SF3'  // ~s~Easter Basin, San Fierro
jump @TRUCK_5024 

:TRUCK_5024
if 
  86@ == 6 
else_jump @TRUCK_5168 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_5168 jumps 0 @TRUCK_5105 1 @TRUCK_5126 2 @TRUCK_5147 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 -1 @TRUCK_5168 

:TRUCK_5105
05AA: 100@s = 'TRK_CN0'  // ~s~El Quebrados, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5126
05AA: 100@s = 'TRK_CN1'  // ~s~Bayside Marina, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5147
05AA: 100@s = 'TRK_CN2'  // ~s~Tierra Robada, North West San Andreas
jump @TRUCK_5168 

:TRUCK_5168
return 

:TRUCK_5170
03EB: clear_small_messages_only 
0384: show_text_1string GXT 98@s string 100@s time 15000 1 
return 

:TRUCK_5187
if 
  105@ == 1 
else_jump @TRUCK_5743 
if and
07AB:   trailer 75@ attached_to_cab 74@ 
   Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5281 
84@ = 0 
105@ = 0 
Marker.Disable(78@)
Marker.Disable(79@)
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
Marker.SetIconSize(76@, 4)
03EB: clear_small_messages_only 
return 

:TRUCK_5281
50@ = Car.Health(74@)
if 
  250 > 50@ 
else_jump @TRUCK_5320 
03EB: clear_small_messages_only 
Marker.Disable(78@)
Marker.Disable(79@)

:TRUCK_5320
if 
001D:   47@ > 80@ // (int) 
else_jump @TRUCK_5362 
84@ -= 1 
0085: 80@ = 47@ // (int) 
80@ += 1000 

:TRUCK_5362
if 
  0 > 84@ 
else_jump @TRUCK_5474 
39@ = 1 
03EB: clear_small_messages_only 
Marker.Disable(78@)
Marker.Disable(79@)
72@ = 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5439 
72@ = 1 
89@ = 4 

:TRUCK_5439
if and
87AB:   not trailer 75@ attached_to_cab 74@ 
  72@ == 0 
else_jump @TRUCK_5472 
89@ = 5 

:TRUCK_5472
return 

:TRUCK_5474
00BE: text_clear_all 
09C1: unknown_text_flag 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5621 
if 
  84@ == 1 
else_jump @TRUCK_5543 
01E4: show_text_1number_lowpriority GXT 'TRK_H5B' number 84@ time 1000 flag 1  // ~s~You have ~1~ second to get back in the ~b~cab~s~.
jump @TRUCK_5562 

:TRUCK_5543
01E4: show_text_1number_lowpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.

:TRUCK_5562
if 
075C:   marker 79@ enabled 
else_jump @TRUCK_5583 
Marker.Disable(79@)

:TRUCK_5583
if 
875C:   not marker 78@ enabled 
else_jump @TRUCK_5614 
78@ = Marker.CreateAboveCar(74@)
07E0: set_marker 78@ type_to 1 

:TRUCK_5614
jump @TRUCK_5736 

:TRUCK_5621
if 
  84@ == 1 
else_jump @TRUCK_5665 
01E4: show_text_1number_lowpriority GXT 'TRK_H4B' number 84@ time 1000 flag 1  // ~s~You have ~1~ second to reattach the ~b~trailer~s~ to the cab.
jump @TRUCK_5684 

:TRUCK_5665
01E4: show_text_1number_lowpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_5684
if 
875C:   not marker 79@ enabled 
else_jump @TRUCK_5715 
79@ = Marker.CreateAboveCar(75@)
07E0: set_marker 79@ type_to 1 

:TRUCK_5715
if 
075C:   marker 78@ enabled 
else_jump @TRUCK_5736 
Marker.Disable(78@)

:TRUCK_5736
jump @TRUCK_5873 

:TRUCK_5743
if or
87AB:   not trailer 75@ attached_to_cab 74@ 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5873 
84@ = 60 
0085: 80@ = 47@ // (int) 
80@ += 1000 
105@ = 1 
Marker.Disable(76@)
09C1: unknown_text_flag 0 
if 
   not Actor.InCar($PLAYER_ACTOR, 74@)
else_jump @TRUCK_5854 
01E5: show_text_1number_highpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.
jump @TRUCK_5873 

:TRUCK_5854
01E5: show_text_1number_highpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_5873
return 

:TRUCK_5875
90@ = 750 
if or
  88@ == 1 
  88@ == 5 
else_jump @TRUCK_5916 
90@ = 500 

:TRUCK_5916
if 
  88@ == 3 
else_jump @TRUCK_5942 
90@ = 250 

:TRUCK_5942
0085: 50@ = 90@ // (int) 
50@ += 250 
Car.Health(75@) = 50@
Car.Health(74@) = 50@
92@ = 0 
gosub @TRUCK_6155 
if or
  88@ == 1 
  88@ == 3 
else_jump @TRUCK_6031 
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage

:TRUCK_6031
if 
  88@ == 2 
else_jump @TRUCK_6076 
gosub @TRUCK_6559 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
0396: pause_timer 1 

:TRUCK_6076
if 
  88@ == 5 
else_jump @TRUCK_6139 
gosub @TRUCK_6559 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage
0396: pause_timer 1 

:TRUCK_6139
110@ = 0 
111@ = 0 
return 

:TRUCK_6155
0871: init_jump_table 92@ total_jumps 5 default_jump 0 @TRUCK_6365 jumps 0 @TRUCK_6218 1 @TRUCK_6256 2 @TRUCK_6293 3 @TRUCK_6330 4 @TRUCK_6351 -1 @TRUCK_6365 -1 @TRUCK_6365 

:TRUCK_6218
0085: 81@ = 93@ // (int) 
81@ *= 140 
005A: 81@ += 47@ // (int) 
92@ = 1 
jump @TRUCK_6365 

:TRUCK_6256
0085: 81@ = 93@ // (int) 
81@ *= 84 
005A: 81@ += 47@ // (int) 
92@ = 2 
jump @TRUCK_6365 

:TRUCK_6293
0085: 81@ = 93@ // (int) 
81@ *= 84 
005A: 81@ += 47@ // (int) 
92@ = 3 
jump @TRUCK_6365 

:TRUCK_6330
gosub @TRUCK_6367 
92@ = 4 
jump @TRUCK_6365 

:TRUCK_6351
92@ = 5 
jump @TRUCK_6365 

:TRUCK_6365
return 

:TRUCK_6367
50@ = 2 
50@ *= 60 
50@ += 0 
50@ *= 1000 
0085: 81@ = 47@ // (int) 
005A: 81@ += 50@ // (int) 
00BF: 50@ = current_time_hours, 51@ = current_time_minutes 
51@ += 0 
if 
  51@ >= 60 
else_jump @TRUCK_6459 
51@ -= 60 
50@ += 1 

:TRUCK_6459
50@ += 2 
if 
  50@ >= 24 
else_jump @TRUCK_6491 
50@ -= 24 

:TRUCK_6491
0085: 52@ = 50@ // (int) 
52@ *= 60 
005A: 52@ += 51@ // (int) 
52@ *= 1000 
008A: $8162 = 52@ // (int) 
03C3: set_timer_to $8162 type 0 GXT 'TRK_DLN' // global_variable  // Deadline
0396: pause_timer 1 
112@ = 1 
return 

:TRUCK_6559
0085: 50@ = 93@ // (int) 
50@ *= 140 
50@ /= 1000 
0085: 51@ = 50@ // (int) 
51@ /= 60 
0085: 52@ = 51@ // (int) 
52@ *= 60 
0062: 50@ -= 52@ // (int) 
00BF: 94@ = current_time_hours, 95@ = current_time_minutes 
005A: 95@ += 50@ // (int) 
if 
  95@ >= 60 
else_jump @TRUCK_6669 
94@ += 1 
95@ -= 60 

:TRUCK_6669
005A: 94@ += 51@ // (int) 

:TRUCK_6677
if 
  94@ >= 24 
else_jump @TRUCK_6709 
94@ -= 24 
jump @TRUCK_6677 

:TRUCK_6709
72@ = 0 
if 
  95@ > 45 
else_jump @TRUCK_6811 
50@ = 60 
0062: 50@ -= 95@ // (int) 
95@ = 0 
94@ += 1 
if 
  94@ == 24 
else_jump @TRUCK_6788 
94@ = 0 

:TRUCK_6788
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_6811
if 
  72@ == 0 
else_jump @TRUCK_6899 
if and
  95@ > 30 
  45 > 95@ 
else_jump @TRUCK_6899 
50@ = 45 
0062: 50@ -= 95@ // (int) 
95@ = 45 
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_6899
if 
  72@ == 0 
else_jump @TRUCK_6987 
if and
  95@ > 15 
  30 > 95@ 
else_jump @TRUCK_6987 
50@ = 30 
0062: 50@ -= 95@ // (int) 
95@ = 30 
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_6987
if 
  72@ == 0 
else_jump @TRUCK_7075 
if and
  95@ > 0 
  15 > 95@ 
else_jump @TRUCK_7075 
50@ = 15 
0062: 50@ -= 95@ // (int) 
95@ = 15 
50@ *= 1000 
005A: 81@ += 50@ // (int) 
72@ = 1 

:TRUCK_7075
0085: 50@ = 94@ // (int) 
50@ *= 60 
005A: 50@ += 95@ // (int) 
50@ *= 1000 
008A: $8162 = 50@ // (int) 
return 

:TRUCK_7116
50@ = Car.Health(75@)
51@ = Car.Health(74@)
if 
001D:   50@ > 51@ // (int) 
else_jump @TRUCK_7159 
0085: 50@ = 51@ // (int) 

:TRUCK_7159
if 
  50@ > 1 
else_jump @TRUCK_7193 
Car.Health(74@) = 50@
Car.Health(75@) = 50@

:TRUCK_7193
if 
  108@ == 0 
else_jump @TRUCK_7213 
return 

:TRUCK_7213
50@ -= 250 
50@ *= 100 
0072: 50@ /= 90@ // (int) 
if 
  0 > 50@ 
else_jump @TRUCK_7261 
50@ = 0 

:TRUCK_7261
008A: $8161 = 50@ // (int) 
return 

:TRUCK_7271
if 
001D:   47@ > 81@ // (int) 
else_jump @TRUCK_7498 
gosub @TRUCK_6155 
if 
  92@ == 5 
else_jump @TRUCK_7345 
39@ = 1 
81@ = 0 
83@ = 0 
89@ = 2 
return 

:TRUCK_7345
if 
  107@ == 1 
else_jump @TRUCK_7498 
if or
  92@ == 2 
  92@ == 3 
  92@ == 4 
else_jump @TRUCK_7498 
91@ /= 2 
0151: remove_status_text $8160 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
if 
  92@ == 2 
else_jump @TRUCK_7448 
014F: stop_timer $8162 

:TRUCK_7448
if 
  92@ == 2 
else_jump @TRUCK_7473 
110@ = 1 

:TRUCK_7473
if 
  92@ == 3 
else_jump @TRUCK_7498 
111@ = 1 

:TRUCK_7498
return 

:TRUCK_7500
0085: 83@ = 91@ // (int) 
if 
  108@ == 1 
else_jump @TRUCK_7643 
if 
   Car.Wrecked(74@)
else_jump @TRUCK_7556 
83@ = 0 
jump @TRUCK_7643 

:TRUCK_7556
50@ = Car.Health(74@)
if 
  250 > 50@ 
else_jump @TRUCK_7597 
83@ = 0 
jump @TRUCK_7643 

:TRUCK_7597
50@ -= 250 
0085: 51@ = 50@ // (int) 
51@ *= 100 
0072: 51@ /= 90@ // (int) 
006A: 83@ *= 51@ // (int) 
83@ /= 100 

:TRUCK_7643
if 
  109@ == 1 
else_jump @TRUCK_7684 
if 
   Car.Wrecked(74@)
else_jump @TRUCK_7684 
83@ = 0 

:TRUCK_7684
008A: $8160 = 83@ // (int) 
return 

:TRUCK_7694
if 
  109@ == 0 
else_jump @TRUCK_7714 
return 

:TRUCK_7714
if 
  88@ == 4 
else_jump @TRUCK_7759 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 2
else_jump @TRUCK_7757 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:TRUCK_7757
return 

:TRUCK_7759
if 
  88@ == 6 
else_jump @TRUCK_7804 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 3
else_jump @TRUCK_7802 
Player.SetMinWantedLevel($PLAYER_CHAR, 4)

:TRUCK_7802
return 

:TRUCK_7804
return 

:TRUCK_7806
86@ = -1 
87@ = -1 
88@ = 0 
gosub @TRUCK_7871 
gosub @TRUCK_8323 
gosub @TRUCK_9841 
gosub @TRUCK_8986 
gosub @TRUCK_9326 
gosub @TRUCK_9431 
return 

:TRUCK_7871
59@ = -76.1692 
60@ = -1128.963 
61@ = 0.0781 
62@ = 69.9957 
0395: clear_area 0 at 59@ 60@ 61@ radius 30.0 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_8064 jumps 1 @TRUCK_7992 2 @TRUCK_8016 3 @TRUCK_8040 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 -1 @TRUCK_8079 

:TRUCK_7992
74@ = Car.Create(#PETRO, 59@, 60@, 61@)
jump @TRUCK_8079 

:TRUCK_8016
74@ = Car.Create(#LINERUN, 59@, 60@, 61@)
jump @TRUCK_8079 

:TRUCK_8040
74@ = Car.Create(#RDTRAIN, 59@, 60@, 61@)
jump @TRUCK_8079 

:TRUCK_8064
0662: NOP "UNKNOWN_CAB" 

:TRUCK_8079
Car.Angle(74@) = 62@
59@ = -60.6033 
60@ = -1136.899 
61@ = 0.0781 
0395: clear_area 0 at 59@ 60@ 61@ radius 50.0 
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_8294 jumps 1 @TRUCK_8198 2 @TRUCK_8222 3 @TRUCK_8246 4 @TRUCK_8270 -1 @TRUCK_8313 -1 @TRUCK_8313 -1 @TRUCK_8313 

:TRUCK_8198
75@ = Car.Create(#PETROTR, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8222
75@ = Car.Create(#ARTICT1, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8246
75@ = Car.Create(#ARTICT2, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8270
75@ = Car.Create(#ARTICT3, 59@, 60@, 61@)
jump @TRUCK_8313 

:TRUCK_8294
0662: NOP "UNKNOWN_TRAILER" 

:TRUCK_8313
0893: put_trailer 75@ on_cab 74@ 
return 

:TRUCK_8323
0871: init_jump_table $TRUCKING_TOTAL_PASSED_MISSIONS total_jumps 8 default_jump 1 @TRUCK_8597 jumps 0 @TRUCK_8451 1 @TRUCK_8465 2 @TRUCK_8479 3 @TRUCK_8493 4 @TRUCK_8507 5 @TRUCK_8521 6 @TRUCK_8552 
0872: jump_table_jumps 7 @TRUCK_8583 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 -1 @TRUCK_8628 

:TRUCK_8451
86@ = 1 
jump @TRUCK_8628 

:TRUCK_8465
86@ = 2 
jump @TRUCK_8628 

:TRUCK_8479
86@ = 3 
jump @TRUCK_8628 

:TRUCK_8493
86@ = 4 
jump @TRUCK_8628 

:TRUCK_8507
86@ = 5 
jump @TRUCK_8628 

:TRUCK_8521
51@ = 5 
51@ += 1 
0209: 86@ = random_int_in_ranges 4 51@ 
jump @TRUCK_8628 

:TRUCK_8552
51@ = 7 
51@ += 1 
0209: 86@ = random_int_in_ranges 6 51@ 
jump @TRUCK_8628 

:TRUCK_8583
86@ = 8 
jump @TRUCK_8628 

:TRUCK_8597
51@ = 8 
51@ += 1 
0209: 86@ = random_int_in_ranges 2 51@ 
jump @TRUCK_8628 

:TRUCK_8628
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_8868 jumps 1 @TRUCK_8756 2 @TRUCK_8770 3 @TRUCK_8784 4 @TRUCK_8826 5 @TRUCK_8840 6 @TRUCK_8854 7 @TRUCK_8812 
0872: jump_table_jumps 8 @TRUCK_8798 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 -1 @TRUCK_8896 

:TRUCK_8756
gosub @TRUCK_8898 
jump @TRUCK_8896 

:TRUCK_8770
gosub @TRUCK_8909 
jump @TRUCK_8896 

:TRUCK_8784
gosub @TRUCK_8931 
jump @TRUCK_8896 

:TRUCK_8798
gosub @TRUCK_8920 
jump @TRUCK_8896 

:TRUCK_8812
gosub @TRUCK_8975 
jump @TRUCK_8896 

:TRUCK_8826
gosub @TRUCK_8953 
jump @TRUCK_8896 

:TRUCK_8840
gosub @TRUCK_8942 
jump @TRUCK_8896 

:TRUCK_8854
gosub @TRUCK_8964 
jump @TRUCK_8896 

:TRUCK_8868
0662: NOP "UNKNOWN_DESTINATION_AREA" 

:TRUCK_8896
return 

:TRUCK_8898
0209: 87@ = random_int_in_ranges 0 4 
return 

:TRUCK_8909
0209: 87@ = random_int_in_ranges 0 2 
return 

:TRUCK_8920
0209: 87@ = random_int_in_ranges 0 14 
return 

:TRUCK_8931
0209: 87@ = random_int_in_ranges 0 4 
return 

:TRUCK_8942
0209: 87@ = random_int_in_ranges 0 4 
return 

:TRUCK_8953
0209: 87@ = random_int_in_ranges 0 3 
return 

:TRUCK_8964
0209: 87@ = random_int_in_ranges 0 3 
return 

:TRUCK_8975
0209: 87@ = random_int_in_ranges 0 5 
return 

:TRUCK_8986
0871: init_jump_table $TRUCKING_TOTAL_PASSED_MISSIONS total_jumps 8 default_jump 1 @TRUCK_9198 jumps 0 @TRUCK_9114 1 @TRUCK_9128 2 @TRUCK_9156 3 @TRUCK_9114 4 @TRUCK_9142 5 @TRUCK_9156 6 @TRUCK_9170 
0872: jump_table_jumps 7 @TRUCK_9184 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 -1 @TRUCK_9221 

:TRUCK_9114
88@ = 2 
jump @TRUCK_9221 

:TRUCK_9128
88@ = 1 
jump @TRUCK_9221 

:TRUCK_9142
88@ = 3 
jump @TRUCK_9221 

:TRUCK_9156
88@ = 4 
jump @TRUCK_9221 

:TRUCK_9170
88@ = 5 
jump @TRUCK_9221 

:TRUCK_9184
88@ = 6 
jump @TRUCK_9221 

:TRUCK_9198
0209: 88@ = random_int_in_ranges 0 6 
88@ += 1 
jump @TRUCK_9221 

:TRUCK_9221
if or
  88@ == 1 
  88@ == 3 
  88@ == 5 
else_jump @TRUCK_9260 
108@ = 1 

:TRUCK_9260
if or
  88@ == 2 
  88@ == 5 
else_jump @TRUCK_9292 
107@ = 1 

:TRUCK_9292
if or
  88@ == 4 
  88@ == 6 
else_jump @TRUCK_9324 
109@ = 1 

:TRUCK_9324
return 

:TRUCK_9326
0087: 63@ = 102@ // (float) 
0065: 63@ -= $2373 // (float) 
0087: 64@ = 103@ // (float) 
0065: 64@ -= $2374 // (float) 
0087: 66@ = 63@ // (float) 
006B: 66@ *= 63@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 69@ = 66@ // (float) 
005B: 69@ += 67@ // (float) 
01FB: 70@ = square_root 69@ 
0092: 93@ = float 70@ to_integer 
49@ += 1 
return 

:TRUCK_9431
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_9604 jumps 1 @TRUCK_9559 2 @TRUCK_9559 3 @TRUCK_9559 4 @TRUCK_9574 5 @TRUCK_9574 6 @TRUCK_9589 7 @TRUCK_9589 
0872: jump_table_jumps 8 @TRUCK_9589 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 -1 @TRUCK_9643 

:TRUCK_9559
91@ = 1000 
jump @TRUCK_9643 

:TRUCK_9574
91@ = 3000 
jump @TRUCK_9643 

:TRUCK_9589
91@ = 4000 
jump @TRUCK_9643 

:TRUCK_9604
0662: NOP "INITIALISE_CASH_UNKNOWN_DESTINATION" 

:TRUCK_9643
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_9773 jumps 1 @TRUCK_9713 2 @TRUCK_9706 3 @TRUCK_9728 4 @TRUCK_9728 5 @TRUCK_9743 6 @TRUCK_9758 -1 @TRUCK_9813 

:TRUCK_9706
jump @TRUCK_9813 

:TRUCK_9713
91@ += 500 
jump @TRUCK_9813 

:TRUCK_9728
91@ += 1000 
jump @TRUCK_9813 

:TRUCK_9743
91@ += 3000 
jump @TRUCK_9813 

:TRUCK_9758
91@ += 6000 
jump @TRUCK_9813 

:TRUCK_9773
0662: NOP "INITIALISE_CASH_UNKNOWN_MISSION_TYPE" 

:TRUCK_9813
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS == 5 
else_jump @TRUCK_9839 
91@ += 1000 

:TRUCK_9839
return 

:TRUCK_9841
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_10081 jumps 1 @TRUCK_9969 2 @TRUCK_9983 3 @TRUCK_9997 4 @TRUCK_10039 5 @TRUCK_10053 6 @TRUCK_10067 7 @TRUCK_10025 
0872: jump_table_jumps 8 @TRUCK_10011 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 -1 @TRUCK_10109 

:TRUCK_9969
gosub @TRUCK_10111 
jump @TRUCK_10109 

:TRUCK_9983
gosub @TRUCK_10360 
jump @TRUCK_10109 

:TRUCK_9997
gosub @TRUCK_11214 
jump @TRUCK_10109 

:TRUCK_10011
gosub @TRUCK_10534 
jump @TRUCK_10109 

:TRUCK_10025
gosub @TRUCK_11875 
jump @TRUCK_10109 

:TRUCK_10039
gosub @TRUCK_11457 
jump @TRUCK_10109 

:TRUCK_10053
gosub @TRUCK_12159 
jump @TRUCK_10109 

:TRUCK_10067
gosub @TRUCK_11666 
jump @TRUCK_10109 

:TRUCK_10081
0662: NOP "UNKNOWN_DESTINATION_AREA" 

:TRUCK_10109
return 

:TRUCK_10111
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_10322 jumps 0 @TRUCK_10174 1 @TRUCK_10211 2 @TRUCK_10248 3 @TRUCK_10285 -1 @TRUCK_10358 -1 @TRUCK_10358 -1 @TRUCK_10358 

:TRUCK_10174
102@ = -187.4041 
103@ = -277.0196 
104@ = 0.4219 
jump @TRUCK_10358 

:TRUCK_10211
102@ = 58.0364 
103@ = -256.7285 
104@ = 0.5781 
jump @TRUCK_10358 

:TRUCK_10248
102@ = 95.8675 
103@ = -154.3627 
104@ = 1.5751 
jump @TRUCK_10358 

:TRUCK_10285
102@ = 809.7556 
103@ = -598.0007 
104@ = 15.1875 
jump @TRUCK_10358 

:TRUCK_10322
0662: NOP "UNKNOWN_COUNTRYEASTNEAR_LOCATION" 

:TRUCK_10358
return 

:TRUCK_10360
0871: init_jump_table 87@ total_jumps 2 default_jump 1 @TRUCK_10497 jumps 0 @TRUCK_10423 1 @TRUCK_10460 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 -1 @TRUCK_10532 

:TRUCK_10423
102@ = 1403.833 
103@ = 399.4294 
104@ = 18.75 
jump @TRUCK_10532 

:TRUCK_10460
102@ = 1338.289 
103@ = 348.9004 
104@ = 18.4062 
jump @TRUCK_10532 

:TRUCK_10497
0662: NOP "UNKNOWN_COUNTRYEASTFAR_LOCATION" 

:TRUCK_10532
return 

:TRUCK_10534
0871: init_jump_table 87@ total_jumps 14 default_jump 1 @TRUCK_11180 jumps 0 @TRUCK_10662 1 @TRUCK_10699 2 @TRUCK_10736 3 @TRUCK_10773 4 @TRUCK_10810 5 @TRUCK_10847 6 @TRUCK_10884 
0872: jump_table_jumps 7 @TRUCK_10921 8 @TRUCK_10958 9 @TRUCK_10995 10 @TRUCK_11032 11 @TRUCK_11069 12 @TRUCK_11106 13 @TRUCK_11143 -1 @TRUCK_11212 -1 @TRUCK_11212 

:TRUCK_10662
102@ = 1449.715 
103@ = 2358.852 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10699
102@ = 1037.475 
103@ = 2131.344 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10736
102@ = 987.9741 
103@ = 2080.389 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10773
102@ = 1288.671 
103@ = 1195.232 
104@ = 9.8656 
jump @TRUCK_11212 

:TRUCK_10810
102@ = 2467.902 
103@ = 1950.061 
104@ = 9.2381 
jump @TRUCK_11212 

:TRUCK_10847
102@ = 2792.744 
103@ = 2578.336 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10884
102@ = 2271.477 
103@ = 2791.739 
104@ = 9.8203 
jump @TRUCK_11212 

:TRUCK_10921
102@ = 2596.519 
103@ = 1738.582 
104@ = 9.8281 
jump @TRUCK_11212 

:TRUCK_10958
102@ = 2818.84 
103@ = 912.5091 
104@ = 9.75 
jump @TRUCK_11212 

:TRUCK_10995
102@ = 2706.505 
103@ = 827.3236 
104@ = 9.2145 
jump @TRUCK_11212 

:TRUCK_11032
102@ = 1627.723 
103@ = 688.4043 
104@ = 9.8281 
jump @TRUCK_11212 

:TRUCK_11069
102@ = 1504.492 
103@ = 981.141 
104@ = 9.7187 
jump @TRUCK_11212 

:TRUCK_11106
102@ = 1724.012 
103@ = 1590.128 
104@ = 9.2578 
jump @TRUCK_11212 

:TRUCK_11143
102@ = 1727.833 
103@ = 2338.017 
104@ = 9.813 
jump @TRUCK_11212 

:TRUCK_11180
0662: NOP "UNKNOWN_LASVENTURAS_LOCATION" 

:TRUCK_11212
return 

:TRUCK_11214
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_11425 jumps 0 @TRUCK_11277 1 @TRUCK_11314 2 @TRUCK_11351 3 @TRUCK_11388 -1 @TRUCK_11455 -1 @TRUCK_11455 -1 @TRUCK_11455 

:TRUCK_11277
102@ = 2413.683 
103@ = -2113.674 
104@ = 12.3881 
jump @TRUCK_11455 

:TRUCK_11314
102@ = 2784.973 
103@ = -2455.441 
104@ = 12.625 
jump @TRUCK_11455 

:TRUCK_11351
102@ = 2112.662 
103@ = -2070.376 
104@ = 12.5547 
jump @TRUCK_11455 

:TRUCK_11388
102@ = 1763.641 
103@ = -2070.371 
104@ = 12.6195 
jump @TRUCK_11455 

:TRUCK_11425
0662: NOP "UNKNOWN_LOSSANTOS_LOCATION" 

:TRUCK_11455
return 

:TRUCK_11457
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_11631 jumps 0 @TRUCK_11520 1 @TRUCK_11557 2 @TRUCK_11594 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 -1 @TRUCK_11664 

:TRUCK_11520
102@ = -1888.621 
103@ = -1711.836 
104@ = 20.7656 
jump @TRUCK_11664 

:TRUCK_11557
102@ = -2117.227 
103@ = -2380.507 
104@ = 29.4688 
jump @TRUCK_11664 

:TRUCK_11594
102@ = -1545.439 
103@ = -2747.032 
104@ = 47.5314 
jump @TRUCK_11664 

:TRUCK_11631
0662: NOP "UNKNOWN_COUNTRYSOUTH_LOCATION" 

:TRUCK_11664
return 

:TRUCK_11666
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_11840 jumps 0 @TRUCK_11729 1 @TRUCK_11766 2 @TRUCK_11803 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 -1 @TRUCK_11873 

:TRUCK_11729
102@ = -1407.375 
103@ = 2645.957 
104@ = 54.7031 
jump @TRUCK_11873 

:TRUCK_11766
102@ = -2245.581 
103@ = 2371.693 
104@ = 3.9919 
jump @TRUCK_11873 

:TRUCK_11803
102@ = -1360.633 
103@ = 2068.094 
104@ = 51.4589 
jump @TRUCK_11873 

:TRUCK_11840
0662: NOP "UNKNOWN_COUNTRYNORTH_LOCATION" 

:TRUCK_11873
return 

:TRUCK_11875
0871: init_jump_table 87@ total_jumps 5 default_jump 1 @TRUCK_12123 jumps 0 @TRUCK_11938 1 @TRUCK_11975 2 @TRUCK_12012 3 @TRUCK_12049 4 @TRUCK_12086 -1 @TRUCK_12157 -1 @TRUCK_12157 

:TRUCK_11938
102@ = 274.2705 
103@ = 1382.781 
104@ = 9.6016 
jump @TRUCK_12157 

:TRUCK_11975
102@ = 628.8638 
103@ = 1714.891 
104@ = 5.9922 
jump @TRUCK_12157 

:TRUCK_12012
102@ = 635.0028 
103@ = 1213.777 
104@ = 10.7188 
jump @TRUCK_12157 

:TRUCK_12049
102@ = -914.953 
103@ = 2012.138 
104@ = 59.9283 
jump @TRUCK_12157 

:TRUCK_12086
102@ = 385.8214 
103@ = 2595.55 
104@ = 15.4843 
jump @TRUCK_12157 

:TRUCK_12123
0662: NOP "UNKNOWN_COUNTRYNORTH2_LOCATION" 

:TRUCK_12157
return 

:TRUCK_12159
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_12370 jumps 0 @TRUCK_12222 1 @TRUCK_12259 2 @TRUCK_12296 3 @TRUCK_12333 -1 @TRUCK_12401 -1 @TRUCK_12401 -1 @TRUCK_12401 

:TRUCK_12222
102@ = -1556.977 
103@ = -441.3493 
104@ = 5.0 
jump @TRUCK_12401 

:TRUCK_12259
102@ = -2659.631 
103@ = 1380.642 
104@ = 6.1643 
jump @TRUCK_12401 

:TRUCK_12296
102@ = -1650.928 
103@ = 437.5679 
104@ = 6.1797 
jump @TRUCK_12401 

:TRUCK_12333
102@ = -1745.116 
103@ = 37.8752 
104@ = 2.5408 
jump @TRUCK_12401 

:TRUCK_12370
0662: NOP "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_12401
return 

:TRUCK_12403
if 
0736:   NOP_false 32 
else_jump @TRUCK_12452 
48@ += 1 
if 
  48@ > 2 
else_jump @TRUCK_12450 
48@ = 0 

:TRUCK_12450
086A: NOP 

:TRUCK_12452
if 
  48@ == 1 
else_jump @TRUCK_12646 
008A: $8163 = 36@ // (int) 
008A: $8164 = 37@ // (int) 
008A: $8165 = 47@ // (int) 
008A: $8166 = 81@ // (int) 
0066: $8166 -= 47@ // (int) 
008A: $8167 = 92@ // (int) 
008A: $8168 = 93@ // (int) 
$8169 = 0 
$8170 = 0 
065D: NOP $8163 "M_STAGE" 
065D: NOP $8164 "M_GOALS" 
065D: NOP $8165 "M_MISSION_TIMER" 
065D: NOP $8166 "TIME_BOUNDARY_HIT" 
065D: NOP $8167 "TIME_STAGE" 
065D: NOP $8168 "DISTANCE" 

:TRUCK_12646
if 
  48@ == 2 
else_jump @TRUCK_12664 

:TRUCK_12664
if 
0736:   NOP_false 98 
else_jump @TRUCK_12686 
40@ = 1 

:TRUCK_12686
if 
0736:   NOP_false 80 
else_jump @TRUCK_12774 
if 
  41@ == 0 
else_jump @TRUCK_12749 
41@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @TRUCK_12774 

:TRUCK_12749
41@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:TRUCK_12774
return 

:TRUCK_12776
if or
  36@ == 50 
  36@ == 51 
else_jump @TRUCK_12803 
return 

:TRUCK_12803
if 
0736:   NOP_false 83 
else_jump @TRUCK_12834 
gosub @TRUCK_16540 
38@ = 1 
return 

:TRUCK_12834
if 
0736:   NOP_false 77 
else_jump @TRUCK_12880 
$TRUCKING_TOTAL_PASSED_MISSIONS += 1 
0663: NOP "MISSIONS_PASSED" $TRUCKING_TOTAL_PASSED_MISSIONS 
return 

:TRUCK_12880
72@ = 0 
if 
0736:   NOP_false 65 
else_jump @TRUCK_12909 
72@ = 1 

:TRUCK_12909
73@ = 0 
if 
0736:   NOP_false 68 
else_jump @TRUCK_12938 
73@ = 1 

:TRUCK_12938
50@ = 0 
if 
0736:   NOP_false 74 
else_jump @TRUCK_12967 
50@ = 1 

:TRUCK_12967
if and
   not 72@ == 1 
   not 73@ == 1 
   not 50@ == 1 
else_jump @TRUCK_13001 
return 

:TRUCK_13001
if 
  72@ == 1 
else_jump @TRUCK_13071 
34@ += 1 
if 
  34@ == 6 
else_jump @TRUCK_13051 
34@ = 0 

:TRUCK_13051
35@ = 0 
0663: NOP "AREA" 34@ 
return 

:TRUCK_13071
if 
  73@ == 1 
else_jump @TRUCK_13116 
35@ += 1 
0663: NOP "DESTINATION" 35@ 
return 

:TRUCK_13116
if 
  34@ == 0 
else_jump @TRUCK_13426 
0871: init_jump_table 35@ total_jumps 6 default_jump 1 @TRUCK_13382 jumps 0 @TRUCK_13382 1 @TRUCK_13197 2 @TRUCK_13234 3 @TRUCK_13271 4 @TRUCK_13308 5 @TRUCK_13345 -1 @TRUCK_13426 

:TRUCK_13197
102@ = 56.744 
103@ = -268.404 
104@ = 0.579 
jump @TRUCK_13426 

:TRUCK_13234
102@ = 100.397 
103@ = -155.05 
104@ = 1.583 
jump @TRUCK_13426 

:TRUCK_13271
102@ = 815.046 
103@ = -605.128 
104@ = 15.336 
jump @TRUCK_13426 

:TRUCK_13308
102@ = 1401.109 
103@ = 398.763 
104@ = 18.756 
jump @TRUCK_13426 

:TRUCK_13345
102@ = 1343.125 
103@ = 345.667 
104@ = 18.556 
jump @TRUCK_13426 

:TRUCK_13382
102@ = -189.23 
103@ = -273.013 
104@ = 0.429 
35@ = 0 
jump @TRUCK_13426 

:TRUCK_13426
if 
  34@ == 2 
else_jump @TRUCK_14097 
0871: init_jump_table 35@ total_jumps 14 default_jump 1 @TRUCK_14053 jumps 0 @TRUCK_14053 1 @TRUCK_13572 2 @TRUCK_13609 3 @TRUCK_13646 4 @TRUCK_13683 5 @TRUCK_13720 6 @TRUCK_13757 
0872: jump_table_jumps 7 @TRUCK_13794 8 @TRUCK_13831 9 @TRUCK_13868 10 @TRUCK_13905 11 @TRUCK_13942 12 @TRUCK_13979 13 @TRUCK_14016 -1 @TRUCK_14097 -1 @TRUCK_14097 

:TRUCK_13572
102@ = 1042.15 
103@ = 2130.46 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13609
102@ = 983.11 
103@ = 2076.38 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13646
102@ = 1288.671 
103@ = 1195.232 
104@ = 9.8656 
jump @TRUCK_14097 

:TRUCK_13683
102@ = 2469.57 
103@ = 1949.52 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13720
102@ = 2807.83 
103@ = 2609.94 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13757
102@ = 2248.71 
103@ = 2775.12 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13794
102@ = 2603.22 
103@ = 1730.48 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13831
102@ = 2818.84 
103@ = 912.19 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13868
102@ = 2710.36 
103@ = 850.12 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13905
102@ = 1588.9 
103@ = 715.31 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13942
102@ = 1446.26 
103@ = 1000.51 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_13979
102@ = 1724.012 
103@ = 1590.128 
104@ = 9.2578 
jump @TRUCK_14097 

:TRUCK_14016
102@ = 1713.79 
103@ = 2329.05 
104@ = 101.0 
jump @TRUCK_14097 

:TRUCK_14053
102@ = 1450.8 
103@ = 2360.69 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14097 

:TRUCK_14097
if 
  34@ == 1 
else_jump @TRUCK_14333 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_14289 jumps 0 @TRUCK_14289 1 @TRUCK_14178 2 @TRUCK_14215 3 @TRUCK_14252 -1 @TRUCK_14333 -1 @TRUCK_14333 -1 @TRUCK_14333 

:TRUCK_14178
102@ = 2759.0 
103@ = -2446.0 
104@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14215
102@ = 2104.0 
103@ = -2089.0 
104@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14252
102@ = 1751.0 
103@ = -2067.0 
104@ = 101.0 
jump @TRUCK_14333 

:TRUCK_14289
102@ = 2412.0 
103@ = -2106.0 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14333 

:TRUCK_14333
if 
  34@ == 4 
else_jump @TRUCK_14532 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_14488 jumps 0 @TRUCK_14488 1 @TRUCK_14414 2 @TRUCK_14451 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 -1 @TRUCK_14532 

:TRUCK_14414
102@ = -2001.03 
103@ = -2388.08 
104@ = 101.0 
jump @TRUCK_14532 

:TRUCK_14451
102@ = -1560.67 
103@ = -2728.39 
104@ = 101.0 
jump @TRUCK_14532 

:TRUCK_14488
102@ = -1835.0 
103@ = -1647.68 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14532 

:TRUCK_14532
if 
  34@ == 6 
else_jump @TRUCK_14731 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_14687 jumps 0 @TRUCK_14687 1 @TRUCK_14613 2 @TRUCK_14650 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 -1 @TRUCK_14731 

:TRUCK_14613
102@ = -1945.89 
103@ = 2377.9 
104@ = 101.0 
jump @TRUCK_14731 

:TRUCK_14650
102@ = -1471.49 
103@ = 1864.85 
104@ = 101.0 
jump @TRUCK_14731 

:TRUCK_14687
102@ = -1286.73 
103@ = 2695.92 
104@ = 101.0 
35@ = 0 
jump @TRUCK_14731 

:TRUCK_14731
if 
  34@ == 3 
else_jump @TRUCK_15004 
0871: init_jump_table 35@ total_jumps 5 default_jump 1 @TRUCK_14960 jumps 0 @TRUCK_14960 1 @TRUCK_14812 2 @TRUCK_14849 3 @TRUCK_14886 4 @TRUCK_14923 -1 @TRUCK_15004 -1 @TRUCK_15004 

:TRUCK_14812
102@ = 613.75 
103@ = 1692.39 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14849
102@ = 620.35 
103@ = 1249.328 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14886
102@ = -533.24 
103@ = 1995.917 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14923
102@ = 325.05 
103@ = 2543.29 
104@ = 101.0 
jump @TRUCK_15004 

:TRUCK_14960
102@ = 246.56 
103@ = 1435.19 
104@ = 101.0 
35@ = 0 
jump @TRUCK_15004 

:TRUCK_15004
if 
  34@ == 5 
else_jump @TRUCK_15240 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_15196 jumps 0 @TRUCK_15196 1 @TRUCK_15085 2 @TRUCK_15122 3 @TRUCK_15159 -1 @TRUCK_15240 -1 @TRUCK_15240 -1 @TRUCK_15240 

:TRUCK_15085
102@ = -2629.091 
103@ = 1387.42 
104@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15122
102@ = -1530.776 
103@ = 487.201 
104@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15159
102@ = -1745.08 
103@ = 27.759 
104@ = 101.0 
jump @TRUCK_15240 

:TRUCK_15196
102@ = -1549.859 
103@ = -434.86 
104@ = 101.0068 
35@ = 0 
jump @TRUCK_15240 

:TRUCK_15240
0395: clear_area 0 at 102@ 103@ 104@ radius 0.5 
Actor.Angle($PLAYER_ACTOR) = 0.0
Actor.PutAt($PLAYER_ACTOR, 102@, 103@, -101.0)
Camera.SetBehindPlayer
return 

:TRUCK_15288
43@ += 1 
if 
  43@ > 9 
else_jump @TRUCK_15320 
43@ = 0 

:TRUCK_15320
return 

:TRUCK_15322
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
return 

:TRUCK_15361
36@ += 1 
37@ = 0 
32@ = 0 
33@ = 0 
return 

:TRUCK_15391
return 

:TRUCK_15393
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRUCK_15420 
wait 0 
jump @TRUCK_15393 

:TRUCK_15420
Player.CanMove($PLAYER_CHAR) = False
wait 1000 
fade 0 1000 

:TRUCK_15439
if 
fading 
else_jump @TRUCK_15463 
wait 0 
jump @TRUCK_15439 

:TRUCK_15463
gosub @TRUCK_15630 
gosub @TRUCK_15696 
gosub @TRUCK_16342 
0395: clear_area 1 at $2373 $2374 $2375 radius 100.0 
Camera.SetAtPos($2373, $2374, $2375)
Actor.PutAt($PLAYER_ACTOR, -76.9664, -1134.639, 0.0781)
Actor.Angle($PLAYER_ACTOR) = 14.7291
Camera.SetBehindPlayer
01EB: set_traffic_density_multiplier_to 0.0 
gosub @TRUCK_7806 
wait 2000 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:TRUCK_15583
if 
fading 
else_jump @TRUCK_15607 
wait 0 
jump @TRUCK_15583 

:TRUCK_15607
Player.CanMove($PLAYER_CHAR) = True
89@ = 0 
gosub @TRUCK_15361 
return 

:TRUCK_15630
0209: 97@ = random_int_in_ranges 0 3 
97@ += 1 
if 
  97@ == 1 
else_jump @TRUCK_15678 
96@ = 1 
jump @TRUCK_15694 

:TRUCK_15678
0209: 96@ = random_int_in_ranges 1 4 
96@ += 1 

:TRUCK_15694
return 

:TRUCK_15696
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_15795 jumps 1 @TRUCK_15759 2 @TRUCK_15771 3 @TRUCK_15783 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 -1 @TRUCK_15810 

:TRUCK_15759
Model.Load(#PETRO)
jump @TRUCK_15810 

:TRUCK_15771
Model.Load(#LINERUN)
jump @TRUCK_15810 

:TRUCK_15783
Model.Load(#RDTRAIN)
jump @TRUCK_15810 

:TRUCK_15795
0662: NOP "UNKNOWN_CAB" 

:TRUCK_15810
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_15921 jumps 1 @TRUCK_15873 2 @TRUCK_15885 3 @TRUCK_15897 4 @TRUCK_15909 -1 @TRUCK_15940 -1 @TRUCK_15940 -1 @TRUCK_15940 

:TRUCK_15873
Model.Load(#PETROTR)
jump @TRUCK_15940 

:TRUCK_15885
Model.Load(#ARTICT1)
jump @TRUCK_15940 

:TRUCK_15897
Model.Load(#ARTICT2)
jump @TRUCK_15940 

:TRUCK_15909
Model.Load(#ARTICT3)
jump @TRUCK_15940 

:TRUCK_15921
0662: NOP "UNKNOWN_TRAILER" 

:TRUCK_15940
038B: load_requested_models 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_16107 jumps 1 @TRUCK_16005 2 @TRUCK_16039 3 @TRUCK_16073 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 -1 @TRUCK_16122 

:TRUCK_16005
if 
   not Model.Available(#PETRO)
else_jump @TRUCK_16032 
wait 0 
jump @TRUCK_16005 

:TRUCK_16032
jump @TRUCK_16122 

:TRUCK_16039
if 
   not Model.Available(#LINERUN)
else_jump @TRUCK_16066 
wait 0 
jump @TRUCK_16039 

:TRUCK_16066
jump @TRUCK_16122 

:TRUCK_16073
if 
   not Model.Available(#RDTRAIN)
else_jump @TRUCK_16100 
wait 0 
jump @TRUCK_16073 

:TRUCK_16100
jump @TRUCK_16122 

:TRUCK_16107
0662: NOP "UNKNOWN_CAB" 

:TRUCK_16122
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_16321 jumps 1 @TRUCK_16185 2 @TRUCK_16219 3 @TRUCK_16253 4 @TRUCK_16287 -1 @TRUCK_16340 -1 @TRUCK_16340 -1 @TRUCK_16340 

:TRUCK_16185
if 
   not Model.Available(#PETROTR)
else_jump @TRUCK_16212 
wait 0 
jump @TRUCK_16185 

:TRUCK_16212
jump @TRUCK_16340 

:TRUCK_16219
if 
   not Model.Available(#ARTICT1)
else_jump @TRUCK_16246 
wait 0 
jump @TRUCK_16219 

:TRUCK_16246
jump @TRUCK_16340 

:TRUCK_16253
if 
   not Model.Available(#ARTICT2)
else_jump @TRUCK_16280 
wait 0 
jump @TRUCK_16253 

:TRUCK_16280
jump @TRUCK_16340 

:TRUCK_16287
if 
   not Model.Available(#ARTICT3)
else_jump @TRUCK_16314 
wait 0 
jump @TRUCK_16287 

:TRUCK_16314
jump @TRUCK_16340 

:TRUCK_16321
0662: NOP "UNKNOWN_TRAILER" 

:TRUCK_16340
return 

:TRUCK_16342
return 

:TRUCK_16344
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0871: init_jump_table 89@ total_jumps 5 default_jump 0 @TRUCK_16538 jumps 1 @TRUCK_16423 2 @TRUCK_16446 3 @TRUCK_16469 4 @TRUCK_16492 5 @TRUCK_16515 -1 @TRUCK_16538 -1 @TRUCK_16538 

:TRUCK_16423
00BC: show_text_highpriority GXT 'TRK_F1' time 5000 flag 1  // ~r~Out of cash
jump @TRUCK_16538 

:TRUCK_16446
00BC: show_text_highpriority GXT 'TRK_F2' time 5000 flag 1  // ~r~Out of time
jump @TRUCK_16538 

:TRUCK_16469
00BC: show_text_highpriority GXT 'TRK_F3' time 5000 flag 1  // ~r~Truck destroyed!
jump @TRUCK_16538 

:TRUCK_16492
00BC: show_text_highpriority GXT 'TRK_F4' time 5000 flag 1  // ~r~Not in cab
jump @TRUCK_16538 

:TRUCK_16515
00BC: show_text_highpriority GXT 'TRK_F5' time 5000 flag 1  // ~r~Trailer not attached
jump @TRUCK_16538 

:TRUCK_16538
return 

:TRUCK_16540
gosub @TRUCK_7500 
01E3: show_text_1number_styled GXT 'M_PASS' number 83@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 83@
0151: remove_status_text $8160 
$TRUCKING_TOTAL_PASSED_MISSIONS += 1 
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS == 1 
else_jump @TRUCK_16627 
00BC: show_text_highpriority GXT 'TRK_P1' time 5000 flag 1  // ~s~You've completed your first trucking mission. Return to the depot at any time for more.
jump @TRUCK_16729 

:TRUCK_16627
if 
  $TRUCKING_TOTAL_PASSED_MISSIONS == 8 
else_jump @TRUCK_16710 
if 
  $MISSION_TRUCKING_PASSED == 0 
else_jump @TRUCK_16687 
0595: mission_complete 
030C: progress_made += 1 
0394: play_music 2 
$MISSION_TRUCKING_PASSED = 1 
114@ = 1 

:TRUCK_16687
00BA: show_text_styled GXT 'TRK_P4' time 5000 style 4  // Trucking Complete!
jump @TRUCK_16729 

:TRUCK_16710
01E5: show_text_1number_highpriority GXT 'TRK_P3' number $TRUCKING_TOTAL_PASSED_MISSIONS time 5000 flag 1  // ~s~~1~ trucking missions complete.

:TRUCK_16729
0A10: increase_integer_stat 161 by 1 
0A10: increase_integer_stat 162 by 83@ 
return 

:TRUCK_16746
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:TRUCK_16753
Car.RemoveReferences(74@)
Car.RemoveReferences(75@)
Marker.Disable(77@)
Marker.Disable(76@)
Marker.Disable(78@)
Marker.Disable(79@)
0151: remove_status_text $8160 
0151: remove_status_text $8161 
014F: stop_timer $8162 
Model.Destroy(#PETRO)
Model.Destroy(#LINERUN)
Model.Destroy(#RDTRAIN)
Model.Destroy(#PETROTR)
Model.Destroy(#ARTICT1)
Model.Destroy(#ARTICT2)
Model.Destroy(#ARTICT3)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
$411 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 118---------------
// Originally: Quarry

:QUARRY
thread 'QUARRY' 
gosub @QUARRY_47 
if 
wasted_or_busted 
else_jump @QUARRY_38 
gosub @QUARRY_25912 

:QUARRY_38
gosub @QUARRY_27546 
end_thread 

:QUARRY_47
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_67 
increment_mission_attempts 

:QUARRY_67
$ONMISSION = 1 
$411 = 1 
82@ = 0 
83@ = 0 
84@ = 0 
34@ = 0 
35@ = 0 
36@ = 0 
37@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
32@ = 0 
33@ = 0 
230@ = 0 
231@ = 0 
233@ = 0 
234@ = 0 
235@ = 0 
236@ = 0 
238@ = 0 
239@ = 0 
240@ = 0 
241@ = 0 
242@ = 0 
243@ = 0 
251@ = 0 
252@ = 0 
262@ = 0 
263@ = 0 
264@ = 0 
265@ = 0 
266@ = 0 
267@ = 0 
278@ = 0 
279@ = 0 
280@ = 0 
281@ = 0 
282@ = 0 
283@ = 0 
284@ = 0 
292@ = 0 
293@ = 0 
294@ = 0 
295@ = 0 
if 
  34@ == -99 
else_jump @QUARRY_1311 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
86@ = Car.Create(#SANCHEZ, 0.0, 0.0, 0.0)
87@ = Car.Create(#DOZER, 0.0, 0.0, 0.0)
88@ = Car.Create(#DUMPER, 0.0, 0.0, 0.0)
89@ = Car.Create(#COPBIKE, 0.0, 0.0, 0.0)
91@ = Car.Create(#DUMPER, 0.0, 0.0, 0.0)
85@ = Actor.Create(CivMale, #BMYBE, 0.0, 0.0, 0.0)
92@ = Object.Create(#DEAD_TIED_COP, 0.0, 0.0, 0.0)
93@ = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
121@ = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
48@ = 0 

:QUARRY_679
94@(48@,7i) = Object.Create(#DYN_QUARRYROCK03, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_679 
48@ = 0 

:QUARRY_734
101@(48@,10i) = Object.Create(#KB_BARREL, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_734 
48@ = 0 

:QUARRY_789
111@(48@,3i) = Object.Create(#DEAD_TIED_COP, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_789 
48@ = 0 

:QUARRY_844
114@(48@,7i) = Object.Create(#CM_BOX, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_844 
06D8: 90@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
48@ = 0 

:QUARRY_923
06D5: 190@(48@,7i) = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_923 
48@ = 0 

:QUARRY_997
122@(48@,3i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_997 
06D5: 197@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
125@ = Marker.CreateAboveCar(87@)
126@ = Marker.CreateAboveCar(88@)
130@ = Marker.CreateAboveCar(89@)
141@ = Marker.CreateAboveCar(90@)
152@ = Marker.CreateAboveCar(91@)
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 128@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 131@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
129@ = Marker.CreateAboveObject(92@)
140@ = Marker.CreateAboveObject(101@)
48@ = 0 

:QUARRY_1230
133@(48@,7i) = Marker.CreateAboveObject(94@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_1230 
48@ = 0 

:QUARRY_1274
142@(48@,10i) = Marker.CreateAboveObject(101@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_1274 

:QUARRY_1311
054C: use_GXT_table 'QUARRY' 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @QUARRY_1424 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @QUARRY_1424 
00BC: show_text_highpriority GXT 'VAL_C1' time 5000 flag 1  // ~s~You can't work here with a wanted level!
Actor.PutAt($PLAYER_ACTOR, 827.9296, 857.7913, 11.311)
Actor.Angle($PLAYER_ACTOR) = 120.0
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
return 

:QUARRY_1424
gosub @QUARRY_21090 

:QUARRY_1431
wait 0 
if and
   not 34@ == 18 
   not 34@ == 19 
else_jump @QUARRY_1701 
if 
0736:   NOP_false 83 
else_jump @QUARRY_1525 
008B: 50@ = $8174($QUARRY_MISSIONS_PASSED,7i) // (int) 
50@ *= 1000 
0085: 206@ = 46@ // (int) 
0062: 206@ -= 50@ // (int) 
36@ = 1 
jump @QUARRY_2224 

:QUARRY_1525
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_1701 
if 
  292@ == 1 
else_jump @QUARRY_1677 
if 
80E1:   not player 0 pressed_key 19 
else_jump @QUARRY_1670 
38@ = 1 
00BC: show_text_highpriority GXT 'QUAR_37' time 5000 flag 1  // ~s~Return to the site office to start the next mission.
00BA: show_text_styled GXT 'SKIPPED' time 5000 style 5  // SKIPPED!
$QUARRY_MISSIONS_PASSED += 1 
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_1649 
$QUARRY_MISSIONS_PASSED = 0 

:QUARRY_1649
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 
jump @QUARRY_2224 

:QUARRY_1670
jump @QUARRY_1701 

:QUARRY_1677
if 
00E1:   player 0 pressed_key 19 
else_jump @QUARRY_1701 
292@ = 1 

:QUARRY_1701
gosub @QUARRY_20409 
gosub @QUARRY_20898 
if or
  38@ == 1 
  39@ == 1 
else_jump @QUARRY_1747 
jump @QUARRY_2224 

:QUARRY_1747
gosub @QUARRY_20987 
gosub @QUARRY_21021 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @QUARRY_1791 
37@ = 1 
jump @QUARRY_2224 

:QUARRY_1791
if 
  34@ == 0 
else_jump @QUARRY_1849 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:QUARRY_1849
0871: init_jump_table 34@ total_jumps 19 default_jump 0 @QUARRY_2224 jumps 1 @QUARRY_2126 2 @QUARRY_2140 3 @QUARRY_2154 4 @QUARRY_2182 5 @QUARRY_2042 6 @QUARRY_2182 7 @QUARRY_2056 
0872: jump_table_jumps 8 @QUARRY_2182 9 @QUARRY_2070 10 @QUARRY_2084 11 @QUARRY_2182 12 @QUARRY_2098 13 @QUARRY_2182 14 @QUARRY_2112 15 @QUARRY_2182 16 @QUARRY_2168 
0872: jump_table_jumps 17 @QUARRY_2182 18 @QUARRY_2196 19 @QUARRY_2210 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 -1 @QUARRY_2224 

:QUARRY_2042
gosub @QUARRY_6252 
jump @QUARRY_2224 

:QUARRY_2056
gosub @QUARRY_8986 
jump @QUARRY_2224 

:QUARRY_2070
gosub @QUARRY_11447 
jump @QUARRY_2224 

:QUARRY_2084
gosub @QUARRY_11875 
jump @QUARRY_2224 

:QUARRY_2098
gosub @QUARRY_13354 
jump @QUARRY_2224 

:QUARRY_2112
gosub @QUARRY_15693 
jump @QUARRY_2224 

:QUARRY_2126
gosub @QUARRY_2425 
jump @QUARRY_2224 

:QUARRY_2140
gosub @QUARRY_3641 
jump @QUARRY_2224 

:QUARRY_2154
gosub @QUARRY_4711 
jump @QUARRY_2224 

:QUARRY_2168
gosub @QUARRY_17197 
jump @QUARRY_2224 

:QUARRY_2182
36@ = 1 
jump @QUARRY_2224 

:QUARRY_2196
gosub @QUARRY_18899 
jump @QUARRY_2224 

:QUARRY_2210
38@ = 1 
jump @QUARRY_2224 

:QUARRY_2224
if 
  38@ == 0 
else_jump @QUARRY_2377 
if 
  37@ == 0 
else_jump @QUARRY_2361 
if 
  36@ == 0 
else_jump @QUARRY_2292 
jump @QUARRY_1431 
jump @QUARRY_2354 

:QUARRY_2292
gosub @QUARRY_26382 
if 
  295@ == 1 
else_jump @QUARRY_2352 
36@ = 0 
34@ = 18 
35@ = 0 
295@ = 0 
jump @QUARRY_1431 

:QUARRY_2352
return 

:QUARRY_2354
jump @QUARRY_2370 

:QUARRY_2361
gosub @QUARRY_25912 
return 

:QUARRY_2370
jump @QUARRY_2379 

:QUARRY_2377
return 

:QUARRY_2379
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:QUARRY_2425
if 
   Car.Wrecked(87@)
else_jump @QUARRY_2457 
37@ = 1 
45@ = 1 
return 

:QUARRY_2457
if 
   Car.Wrecked(88@)
else_jump @QUARRY_2489 
37@ = 1 
45@ = 2 
return 

:QUARRY_2489
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_2513 
Car.Health(89@) = 10000

:QUARRY_2513
if 
  35@ == 0 
else_jump @QUARRY_2722 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
230@ = 0 
233@ = 0 
234@ = 0 
282@ = 0 
212@ = 672.7664 
213@ = 888.3682 
214@ = -41.3985 
00BC: show_text_highpriority GXT 'QUAR_00' time 10000 flag 1  // ~s~A cop has been killed. Use the ~b~bulldozer~s~ in the quarry to get rid of the body before more cops come snooping.
50@ = 7 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_2701 
09B0: set_car 89@ accessible_for_player_using_controller 0 

:QUARRY_2701
08A5: set_car 88@ attractive_to_magnet 0 
08A5: set_car 87@ attractive_to_magnet 0 
35@ += 1 

:QUARRY_2722
if 
  0 >= $8172 
else_jump @QUARRY_2756 
37@ = 1 
45@ = 4 
return 

:QUARRY_2756
if 
  35@ == 1 
else_jump @QUARRY_2819 
if 
  230@ == 1 
else_jump @QUARRY_2819 
Marker.Disable(128@)
Marker.Disable(125@)
Marker.Disable(129@)
Marker.Disable(130@)
35@ = 99 

:QUARRY_2819
if 
  230@ == 0 
else_jump @QUARRY_3030 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_2968 
if 
075C:   marker 125@ enabled 
else_jump @QUARRY_2961 
Marker.Disable(125@)
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
if 
  234@ == 0 
else_jump @QUARRY_2928 
129@ = Marker.CreateAboveObject(92@)

:QUARRY_2928
if 
  233@ == 0 
else_jump @QUARRY_2961 
130@ = Marker.CreateAboveCar(89@)
Marker.SetColor(130@, 1)

:QUARRY_2961
jump @QUARRY_3030 

:QUARRY_2968
if 
875C:   not marker 125@ enabled 
else_jump @QUARRY_3030 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
Marker.Disable(128@)
Marker.Disable(129@)
Marker.Disable(130@)
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_3030
if 
  232@ == 0 
else_jump @QUARRY_3098 
if or
   Actor.InCar($PLAYER_ACTOR, 89@)
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_3098 
232@ = 1 
00BC: show_text_highpriority GXT 'QUAR_02' time 7000 flag 1  // ~s~Push the ~g~body~s~ and the ~g~bike~s~ towards the crane ~y~pick up area~s~.

:QUARRY_3098
if 
  230@ == 0 
else_jump @QUARRY_3614 
if 
  233@ == 0 
else_jump @QUARRY_3279 
if 
01AF:   car 89@ sphere 232@ in_sphere 212@ 213@ 214@ radius 7.0 7.0 4.0 
else_jump @QUARRY_3279 
if 
01AF:   car 89@ sphere 0 in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 
else_jump @QUARRY_3279 
233@ = 1 
Marker.Disable(130@)
Car.LockInCurrentPosition(89@) = True
099A: set_car 89@ collision_detection 0 
if 
  234@ == 0 
else_jump @QUARRY_3279 
00BC: show_text_highpriority GXT 'QUAR_03' time 5000 flag 1  // ~s~Now get the ~g~body~s~.

:QUARRY_3279
if 
  234@ == 0 
else_jump @QUARRY_3559 
if 
  233@ == 1 
else_jump @QUARRY_3433 
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 232@ 
else_jump @QUARRY_3426 
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
else_jump @QUARRY_3426 
234@ = 1 
Marker.Disable(129@)
Object.KeepInMemory(92@) = True
Object.CollisionDetection(92@) = False

:QUARRY_3426
jump @QUARRY_3559 

:QUARRY_3433
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 0 
else_jump @QUARRY_3559 
if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
else_jump @QUARRY_3559 
234@ = 1 
Marker.Disable(129@)
Object.KeepInMemory(92@) = True
Object.CollisionDetection(92@) = False
00BC: show_text_highpriority GXT 'QUAR_04' time 5000 flag 1  // ~s~Now get the ~g~cop's bike~s~.

:QUARRY_3559
if and
  234@ == 1 
  233@ == 1 
else_jump @QUARRY_3614 
230@ = 1 
00BC: show_text_highpriority GXT 'QUAR_05' time 5000 flag 1  // ~s~Get into the ~y~crane.
282@ = 1 

:QUARRY_3614
if 
  35@ == 99 
else_jump @QUARRY_3639 
gosub @QUARRY_21060 

:QUARRY_3639
return 

:QUARRY_3641
if 
   Car.Wrecked(87@)
else_jump @QUARRY_3673 
37@ = 1 
45@ = 1 
return 

:QUARRY_3673
if 
   Car.Wrecked(88@)
else_jump @QUARRY_3705 
37@ = 1 
45@ = 2 
return 

:QUARRY_3705
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_3729 
Car.Health(89@) = 10000

:QUARRY_3729
if 
  35@ == 0 
else_jump @QUARRY_3809 
231@ = 0 
233@ = 0 
234@ = 0 
018A: 127@ = create_checkpoint_at 705.1055 916.3154 -19.6407 
07E0: set_marker 127@ type_to 1 
240@ = 1 
35@ += 1 

:QUARRY_3809
if 
  0 >= $8172 
else_jump @QUARRY_3843 
37@ = 1 
45@ = 4 
return 

:QUARRY_3843
if 
  35@ == 1 
else_jump @QUARRY_3898 
if 
  231@ == 1 
else_jump @QUARRY_3898 
Marker.Disable(126@)
01EC: make_car 88@ very_heavy 1 
35@ = 99 

:QUARRY_3898
if 
8685:   not object 93@ attached 
else_jump @QUARRY_3952 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_3952
if 
  231@ == 0 
else_jump @QUARRY_4503 
Object.StorePos(93@, 59@, 60@, 61@)
0798: get_crane_magnet $2742 attached_car_handle_to 53@ attached_actor_handle_to 54@ attached_object_handle_to 55@ 
if 
  234@ == 0 
else_jump @QUARRY_4143 
if 
04E6:   object 92@ near_point 59@ 60@ 61@ radius 3.2 3.2 1.5 flag 0 
else_jump @QUARRY_4136 
if 
0685:   object 92@ attached 
else_jump @QUARRY_4136 
if 
803B:   not  55@ == 92@ // (int) 
else_jump @QUARRY_4114 
234@ = 1 
0916: set_object 92@ attractive_to_magnet 0 
jump @QUARRY_4136 

:QUARRY_4114
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_4136
jump @QUARRY_4238 

:QUARRY_4143
if 
8685:   not object 92@ attached 
else_jump @QUARRY_4238 
Object.StorePos(92@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_4238 
234@ = 0 
0916: set_object 92@ attractive_to_magnet 1 

:QUARRY_4238
if 
  233@ == 0 
else_jump @QUARRY_4376 
if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
else_jump @QUARRY_4369 
if 
803B:   not  53@ == 89@ // (int) 
else_jump @QUARRY_4369 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 
233@ = 1 
08A5: set_car 89@ attractive_to_magnet 0 

:QUARRY_4369
jump @QUARRY_4471 

:QUARRY_4376
if 
8686:   not car 89@ attached 
else_jump @QUARRY_4471 
Car.StorePos(89@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_4471 
233@ = 0 
08A5: set_car 89@ attractive_to_magnet 1 

:QUARRY_4471
if and
  234@ == 1 
  233@ == 1 
else_jump @QUARRY_4503 
231@ = 1 

:QUARRY_4503
if 
  240@ == 1 
else_jump @QUARRY_4612 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 705.1055 916.3154 -19.6407 radius 4.0 4.0 1.2 
else_jump @QUARRY_4612 
Marker.Disable(127@)
240@ = 0 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_06' time 7000 flag 1  // ~s~Use the crane to load the body and the bike into the back of the ~b~dumper truck~s~.

:QUARRY_4612
if 
  282@ == 1 
else_jump @QUARRY_4684 
if 
   not Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_4684 
Object.KeepInMemory(92@) = False
Object.CollisionDetection(92@) = True
Car.LockInCurrentPosition(89@) = False
099A: set_car 89@ collision_detection 1 
282@ = 0 

:QUARRY_4684
if 
  35@ == 99 
else_jump @QUARRY_4709 
gosub @QUARRY_21060 

:QUARRY_4709
return 

:QUARRY_4711
if 
   Car.Wrecked(88@)
else_jump @QUARRY_4743 
37@ = 1 
45@ = 2 
return 

:QUARRY_4743
if 
   not Car.Wrecked(89@)
else_jump @QUARRY_4767 
Car.Health(89@) = 10000

:QUARRY_4767
if 
  35@ == 0 
else_jump @QUARRY_4894 
212@ = 985.1581 
213@ = 688.4734 
214@ = 8.7255 
gosub @QUARRY_19761 
236@ = 0 
235@ = 0 
242@ = 0 
280@ = 0 
281@ = 0 
284@ = 0 
172@ = 0 
00BC: show_text_highpriority GXT 'QUAR_07' time 5000 flag 1  // ~s~Get into the ~b~dumper~s~.
35@ += 1 

:QUARRY_4894
if 
  0 >= $8172 
else_jump @QUARRY_4928 
37@ = 1 
45@ = 4 
return 

:QUARRY_4928
if 
  235@ == 0 
else_jump @QUARRY_5136 
if 
8686:   not car 89@ attached 
else_jump @QUARRY_5041 
Car.StorePos(89@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_5041 
37@ = 1 
45@ = 3 

:QUARRY_5041
if 
8685:   not object 92@ attached 
else_jump @QUARRY_5136 
Object.StorePos(92@, 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.5 > 76@ 
else_jump @QUARRY_5136 
37@ = 1 
45@ = 3 

:QUARRY_5136
if 
  35@ == 1 
else_jump @QUARRY_5208 
if 
  236@ == 1 
else_jump @QUARRY_5208 
if 
001D:   46@ > 172@ // (int) 
else_jump @QUARRY_5208 
Marker.Disable(128@)
06D6: disable_racing_checkpoint 197@ 
35@ = 99 

:QUARRY_5208
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_5373 
if 
075C:   marker 126@ enabled 
else_jump @QUARRY_5359 
Marker.Disable(126@)
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
if 
  238@ == 1 
else_jump @QUARRY_5291 
gosub @QUARRY_19761 
jump @QUARRY_5359 

:QUARRY_5291
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 

:QUARRY_5359
284@ = 1 
jump @QUARRY_5453 

:QUARRY_5373
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_5453 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
Marker.Disable(128@)
06D6: disable_racing_checkpoint 197@ 
Marker.Disable(131@)
if 
  284@ == 1 
else_jump @QUARRY_5453 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_5453
if 
  242@ == 0 
else_jump @QUARRY_5513 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_5513 
00BC: show_text_highpriority GXT 'QUAR_08' time 7000 flag 1  // ~s~Drive carefully up to the ~y~quarry entrance~s~.
242@ = 1 

:QUARRY_5513
if 
075C:   marker 131@ enabled 
else_jump @QUARRY_5698 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 
else_jump @QUARRY_5698 
Marker.Disable(131@)
238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 
00BC: show_text_highpriority GXT 'QUAR_09' time 5000 flag 1  // ~s~Dump the body and the bike in the ~y~water~s~.

:QUARRY_5698
if 
  235@ == 0 
else_jump @QUARRY_5790 
if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 50.0 30.0 10.0 
else_jump @QUARRY_5783 
235@ = 1 
03E5: show_text_box 'QUAR_H4'  // Don't let the Dumper Truck follow the bike and the body into the water.
jump @QUARRY_5790 

:QUARRY_5783
235@ = 0 

:QUARRY_5790
if 
  235@ == 1 
else_jump @QUARRY_5913 
098D: get_car 88@ extra_parts_angle 75@ 
if 
  75@ > 0.05 
else_jump @QUARRY_5913 
if 
0686:   car 89@ attached 
else_jump @QUARRY_5875 
0684: detach_car 89@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5875
if 
0685:   object 92@ attached 
else_jump @QUARRY_5913 
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_5913
if 
  280@ == 0 
else_jump @QUARRY_5954 
if 
02BF:   car 89@ sunk 
else_jump @QUARRY_5954 
280@ = 1 

:QUARRY_5954
if 
  281@ == 0 
else_jump @QUARRY_5995 
if 
04E7:   object 92@ in_water 
else_jump @QUARRY_5995 
281@ = 1 

:QUARRY_5995
if 
  236@ == 0 
else_jump @QUARRY_6061 
if and
  280@ == 1 
  281@ == 1 
else_jump @QUARRY_6061 
236@ = 1 
0085: 172@ = 46@ // (int) 
172@ += 2000 

:QUARRY_6061
if 
8685:   not object 93@ attached 
else_jump @QUARRY_6115 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_6115
if 
8686:   not car 89@ attached 
else_jump @QUARRY_6225 
Object.StorePos(93@, 59@, 60@, 61@)
if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
else_jump @QUARRY_6225 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 

:QUARRY_6225
if 
  35@ == 99 
else_jump @QUARRY_6250 
gosub @QUARRY_21060 

:QUARRY_6250
return 

:QUARRY_6252
if 
   Car.Wrecked(87@)
else_jump @QUARRY_6284 
37@ = 1 
45@ = 1 
return 

:QUARRY_6284
if 
  35@ == 0 
else_jump @QUARRY_6462 
199@ = 0 
48@ = 0 

:QUARRY_6316
244@(48@,7i) = 0 
285@(48@,7i) = 0 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6316 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_11' time 10000 flag 1  // ~s~Use the ~b~bulldozer~s~ to clear the paths before the next delivery arrives.
50@ = 1 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D2' // global_variable  // Delivery
0085: 206@ = 46@ // (int) 
243@ = 0 
35@ += 1 

:QUARRY_6462
if 
  0 >= $8172 
else_jump @QUARRY_6496 
37@ = 1 
45@ = 5 
return 

:QUARRY_6496
if 
  35@ == 1 
else_jump @QUARRY_6539 
if 
  199@ == 7 
else_jump @QUARRY_6539 
35@ = 99 

:QUARRY_6539
if 
075C:   marker 125@ enabled 
else_jump @QUARRY_6663 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_6656 
Marker.Disable(125@)
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
48@ = 0 

:QUARRY_6597
if 
  244@(48@,7i) == 0 
else_jump @QUARRY_6635 
133@(48@,7i) = Marker.CreateAboveObject(94@(48@,7i))

:QUARRY_6635
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6597 

:QUARRY_6656
jump @QUARRY_8899 

:QUARRY_6663
if 
   not Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_6757 
48@ = 0 

:QUARRY_6689
Marker.Disable(133@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6689 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.
jump @QUARRY_8899 

:QUARRY_6757
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
48@ = 0 

:QUARRY_6778
80@ = 0 
if 
  244@(48@,7i) == 0 
else_jump @QUARRY_8878 
0871: init_jump_table 48@ total_jumps 7 default_jump 1 @QUARRY_8662 jumps 0 @QUARRY_6870 1 @QUARRY_7126 2 @QUARRY_7382 3 @QUARRY_7638 4 @QUARRY_7894 5 @QUARRY_8150 6 @QUARRY_8406 

:QUARRY_6870
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_7077 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7011 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 762.119 836.6474 -3.4382 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7011
if 
04E6:   object 94@(48@,7i) near_point 762.119 836.6474 -5.4382 radius 15.0 35.0 5.0 flag 0 
else_jump @QUARRY_7070 
80@ = 1 

:QUARRY_7070
jump @QUARRY_7119 

:QUARRY_7077
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7119 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7119
jump @QUARRY_8680 

:QUARRY_7126
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  50.0 > 78@ 
else_jump @QUARRY_7333 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7267 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 735.8682 933.0437 -4.3942 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7267
if 
04E6:   object 94@(48@,7i) near_point 735.8682 933.0437 -4.3942 radius 20.0 30.0 5.0 flag 0 
else_jump @QUARRY_7326 
80@ = 1 

:QUARRY_7326
jump @QUARRY_7375 

:QUARRY_7333
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7375 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7375
jump @QUARRY_8680 

:QUARRY_7382
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_7589 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7523 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 518.9683 967.7642 -25.891 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7523
if 
04E6:   object 94@(48@,7i) near_point 518.9683 967.7642 -17.891 radius 45.0 20.0 9.0 flag 0 
else_jump @QUARRY_7582 
80@ = 1 

:QUARRY_7582
jump @QUARRY_7631 

:QUARRY_7589
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7631 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7631
jump @QUARRY_8680 

:QUARRY_7638
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_7845 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_7779 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 671.3267 941.1938 -29.338 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_7779
if 
04E6:   object 94@(48@,7i) near_point 671.3267 941.1938 -29.338 radius 25.0 25.0 5.0 flag 0 
else_jump @QUARRY_7838 
80@ = 1 

:QUARRY_7838
jump @QUARRY_7887 

:QUARRY_7845
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_7887 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_7887
jump @QUARRY_8680 

:QUARRY_7894
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_8101 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_8035 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 523.2235 907.1995 -43.4101 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_8035
if 
04E6:   object 94@(48@,7i) near_point 523.2235 907.1995 -40.4101 radius 35.0 25.0 5.0 flag 0 
else_jump @QUARRY_8094 
80@ = 1 

:QUARRY_8094
jump @QUARRY_8143 

:QUARRY_8101
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8143 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8143
jump @QUARRY_8680 

:QUARRY_8150
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  30.0 > 78@ 
else_jump @QUARRY_8357 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_8291 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 536.8022 838.0778 -38.2296 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_8291
if 
04E6:   object 94@(48@,7i) near_point 536.8022 838.0778 -38.2296 radius 25.0 15.0 5.0 flag 0 
else_jump @QUARRY_8350 
80@ = 1 

:QUARRY_8350
jump @QUARRY_8399 

:QUARRY_8357
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8399 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8399
jump @QUARRY_8680 

:QUARRY_8406
Object.StorePos(94@(48@,7i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  50.0 > 78@ 
else_jump @QUARRY_8613 
if 
  285@(48@,7i) == 0 
else_jump @QUARRY_8547 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 645.2571 773.7028 -28.2457 point_to 0.0 0.0 0.0 type 2 radius 5.0 
285@(48@,7i) = 1 

:QUARRY_8547
if 
04E6:   object 94@(48@,7i) near_point 645.2571 773.7028 -26.2457 radius 35.0 20.0 7.0 flag 0 
else_jump @QUARRY_8606 
80@ = 1 

:QUARRY_8606
jump @QUARRY_8655 

:QUARRY_8613
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8655 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8655
jump @QUARRY_8680 

:QUARRY_8662
0662: NOP "TOO_MANY_ROCKS" 

:QUARRY_8680
if 
  80@ == 1 
else_jump @QUARRY_8878 
Marker.Disable(133@(48@,7i))
Object.Destroy(94@(48@,7i))
if 
  285@(48@,7i) == 1 
else_jump @QUARRY_8758 
06D6: disable_racing_checkpoint 190@(48@,7i) 
285@(48@,7i) = 0 

:QUARRY_8758
244@(48@,7i) = 1 
199@ += 1 
50@ = 7 
0062: 50@ -= 199@ // (int) 
if 
   not 50@ == 0 
else_jump @QUARRY_8878 
if 
  199@ == 1 
else_jump @QUARRY_8856 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_14' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ rock cleared. ~1~ to go.
jump @QUARRY_8878 

:QUARRY_8856
02FD: show_text_2numbers_lowpriority GXT 'QUAR_13' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ rocks cleared. ~1~ to go.

:QUARRY_8878
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_6778 

:QUARRY_8899
if 
  243@ == 0 
else_jump @QUARRY_8959 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_8959 
00BC: show_text_highpriority GXT 'QUAR_12' time 7000 flag 1  // ~s~Clear a path by pushing the ~g~rocks~s~ over the edge into the markers.
243@ = 1 

:QUARRY_8959
if 
  35@ == 99 
else_jump @QUARRY_8984 
gosub @QUARRY_21060 

:QUARRY_8984
return 

:QUARRY_8986
if 
   Car.Wrecked(87@)
else_jump @QUARRY_9018 
37@ = 1 
45@ = 1 
return 

:QUARRY_9018
if 
  35@ == 0 
else_jump @QUARRY_9242 
204@ = 0 
48@ = 0 

:QUARRY_9050
253@(48@,4i) = 0 
257@(48@,4i) = 0 
178@(48@,4i) = 0 
48@ += 1 
  48@ >= 4 
else_jump @QUARRY_9050 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_15' time 10000 flag 1  // ~s~Bombs have been planted by a rival organization. Use the ~b~bulldozer~s~ to push the bombs to safe area markers.
008A: $8172 = 174@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Explode
0085: 206@ = 46@ // (int) 
48@ = 0 

:QUARRY_9174
005A: 174@(48@,4i) += 46@ // (int) 
48@ += 1 
  48@ >= 4 
else_jump @QUARRY_9174 
251@ = 0 
252@ = 0 
261@ = 0 
243@ = 0 
35@ += 1 

:QUARRY_9242
if 
  35@ == 1 
else_jump @QUARRY_9408 
if 
  252@ == 1 
else_jump @QUARRY_9408 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
50@ = 4 
50@ -= 1 
Object.StorePos(101@(50@,10i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  78@ > 20.0 
else_jump @QUARRY_9408 
020C: create_explosion_with_radius 7 at 62@ 63@ 64@ 
Object.Destroy(101@(50@,10i))
253@(50@,4i) = 1 
35@ = 99 

:QUARRY_9408
if 
075C:   marker 125@ enabled 
else_jump @QUARRY_9466 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_9459 
Marker.Disable(125@)
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_9459
jump @QUARRY_9533 

:QUARRY_9466
if 
   not Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_9533 
Marker.Disable(140@)
Marker.Disable(128@)
251@ = 0 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_9533
if 
  252@ == 0 
else_jump @QUARRY_10787 
80@ = 0 
0871: init_jump_table 204@ total_jumps 4 default_jump 1 @QUARRY_10048 jumps 0 @QUARRY_9621 1 @QUARRY_9687 2 @QUARRY_9916 3 @QUARRY_9982 -1 @QUARRY_10067 -1 @QUARRY_10067 -1 @QUARRY_10067 

:QUARRY_9621
if 
04E6:   object 101@(204@,10i) near_point 830.4274 889.852 12.3516 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9680 
80@ = 1 

:QUARRY_9680
jump @QUARRY_10067 

:QUARRY_9687
if 
  261@ == 0 
else_jump @QUARRY_9850 
if 
04E6:   object 101@(204@,10i) near_point 678.5786 981.4282 -13.749 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9764 
80@ = 1 

:QUARRY_9764
Object.StorePos(101@(204@,10i), 59@, 60@, 61@)
if 
  -23.6787 > 61@ 
else_jump @QUARRY_9843 
261@ = 1 
Marker.Disable(140@)
Marker.Disable(128@)
251@ = 0 
00BC: show_text_highpriority GXT 'QUAR_21' time 7000 flag 1  // ~s~Move the ~g~bomb~s~ to the alternative ~y~safe area~s~.

:QUARRY_9843
jump @QUARRY_9909 

:QUARRY_9850
if 
04E6:   object 101@(204@,10i) near_point 660.666 913.719 -41.4059 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9909 
80@ = 1 

:QUARRY_9909
jump @QUARRY_10067 

:QUARRY_9916
if 
04E6:   object 101@(204@,10i) near_point 648.9208 916.257 -42.2287 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_9975 
80@ = 1 

:QUARRY_9975
jump @QUARRY_10067 

:QUARRY_9982
if 
04E6:   object 101@(204@,10i) near_point 632.4524 810.3196 -43.9609 radius 4.0 4.0 1.0 flag 1 
else_jump @QUARRY_10041 
80@ = 1 

:QUARRY_10041
jump @QUARRY_10067 

:QUARRY_10048
0662: NOP "UNKNOWN_BOMB_ID" 

:QUARRY_10067
if 
  80@ == 1 
else_jump @QUARRY_10222 
Marker.Disable(140@)
Marker.Disable(128@)
251@ = 0 
261@ = 0 
Object.KeepInMemory(101@(204@,10i)) = True
Object.CollisionDetection(101@(204@,10i)) = False
0085: 50@ = 204@ // (int) 
50@ += 1 
if 
  50@ == 4 
else_jump @QUARRY_10215 
0085: 51@ = 46@ // (int) 
51@ += 15000 
if 
001D:   174@(204@,4i) > 51@ // (int) 
else_jump @QUARRY_10215 
0085: 174@(204@,4i) = 51@ // (int) 

:QUARRY_10215
204@ += 1 

:QUARRY_10222
if 
  204@ == 4 
else_jump @QUARRY_10247 
252@ = 1 

:QUARRY_10247
if 
  80@ == 1 
else_jump @QUARRY_10324 
014F: stop_timer $8172 
if 
  252@ == 0 
else_jump @QUARRY_10324 
008A: $8172 = 174@(204@,4i) // (int) 
0066: $8172 -= 46@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Explode

:QUARRY_10324
if 
  80@ == 1 
else_jump @QUARRY_10522 
if 
  252@ == 1 
else_jump @QUARRY_10383 
00BC: show_text_highpriority GXT 'QUAR_20' time 7000 flag 1  // ~s~Move out of the bomb's blast radius.
jump @QUARRY_10522 

:QUARRY_10383
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_10522 jumps 0 @QUARRY_10446 1 @QUARRY_10453 2 @QUARRY_10476 3 @QUARRY_10499 -1 @QUARRY_10522 -1 @QUARRY_10522 -1 @QUARRY_10522 

:QUARRY_10446
jump @QUARRY_10522 

:QUARRY_10453
00BC: show_text_highpriority GXT 'QUAR_17' time 7000 flag 1  // ~s~There's a ~g~bomb~s~ beside the crane. Make it ~y~safe~s~.
jump @QUARRY_10522 

:QUARRY_10476
00BC: show_text_highpriority GXT 'QUAR_18' time 7000 flag 1  // ~s~The next ~g~bomb~s~ is at the grinder. Push it to the ~y~safe area~s~.
jump @QUARRY_10522 

:QUARRY_10499
00BC: show_text_highpriority GXT 'QUAR_34' time 7000 flag 1  // ~s~The last ~g~bomb~s~ is between the crushers. Move it to ~y~safety~s~.
jump @QUARRY_10522 

:QUARRY_10522
if and
  251@ == 0 
  252@ == 0 
875C:   not marker 125@ enabled 
else_jump @QUARRY_10787 
140@ = Marker.CreateAboveObject(101@(204@,10i))
251@ = 1 
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_10787 jumps 0 @QUARRY_10634 1 @QUARRY_10661 2 @QUARRY_10733 3 @QUARRY_10760 -1 @QUARRY_10787 -1 @QUARRY_10787 -1 @QUARRY_10787 

:QUARRY_10634
018A: 128@ = create_checkpoint_at 830.4274 889.852 12.3516 
jump @QUARRY_10787 

:QUARRY_10661
if 
  261@ == 0 
else_jump @QUARRY_10706 
018A: 128@ = create_checkpoint_at 678.5786 981.4282 -13.749 
jump @QUARRY_10726 

:QUARRY_10706
018A: 128@ = create_checkpoint_at 660.666 913.719 -41.4059 

:QUARRY_10726
jump @QUARRY_10787 

:QUARRY_10733
018A: 128@ = create_checkpoint_at 648.9208 916.257 -42.2287 
jump @QUARRY_10787 

:QUARRY_10760
018A: 128@ = create_checkpoint_at 632.4524 810.3196 -43.9609 
jump @QUARRY_10787 

:QUARRY_10787
48@ = 0 
0085: 50@ = 204@ // (int) 
if 
  252@ == 1 
else_jump @QUARRY_10827 
50@ -= 1 

:QUARRY_10827
if 
002D:   50@ >= 48@ // (int) 
else_jump @QUARRY_11360 
if 
  253@(48@,4i) == 0 
else_jump @QUARRY_11265 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
Car.StorePos(87@, 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
Actor.StorePos($PLAYER_ACTOR, 65@, 66@, 67@)
050A: 79@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 65@ 66@ 67@ 
if 
803B:   not  48@ == 204@ // (int) 
else_jump @QUARRY_11033 
if and
  78@ > 21.0 
  79@ > 21.0 
else_jump @QUARRY_11033 
0085: 174@(48@,4i) = 46@ // (int) 
174@(48@,4i) -= 1 

:QUARRY_11033
if 
001D:   46@ > 174@(48@,4i) // (int) 
else_jump @QUARRY_11258 
020C: create_explosion_with_radius 10 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))
253@(48@,4i) = 1 
257@(48@,4i) = 0 
0085: 178@(48@,4i) = 46@ // (int) 
178@(48@,4i) += 2000 
0087: 218@(48@,4f) = 59@ // (float) 
0087: 222@(48@,4f) = 60@ // (float) 
0087: 226@(48@,4f) = 61@ // (float) 
if 
  20.0 > 78@ 
else_jump @QUARRY_11186 
020B: explode_car 87@ // versionA 

:QUARRY_11186
if 
  20.0 > 79@ 
else_jump @QUARRY_11223 
37@ = 1 
45@ = 7 
return 

:QUARRY_11223
if 
003B:   48@ == 204@ // (int) 
else_jump @QUARRY_11258 
37@ = 1 
45@ = 6 
return 

:QUARRY_11258
jump @QUARRY_11346 

:QUARRY_11265
if 
  257@(48@,4i) == 0 
else_jump @QUARRY_11346 
if 
001D:   46@ > 178@(48@,4i) // (int) 
else_jump @QUARRY_11346 
020C: create_explosion_with_radius 9 at 218@(48@,4f) 222@(48@,4f) 226@(48@,4f) 
257@(48@,4i) = 1 

:QUARRY_11346
48@ += 1 
jump @QUARRY_10827 

:QUARRY_11360
if 
  243@ == 0 
else_jump @QUARRY_11420 
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_11420 
00BC: show_text_highpriority GXT 'QUAR_16' time 7000 flag 1  // ~s~The first ~g~bomb~s~ is behind the site office. Push it to ~y~safety~s~.
243@ = 1 

:QUARRY_11420
if 
  35@ == 99 
else_jump @QUARRY_11445 
gosub @QUARRY_21060 

:QUARRY_11445
return 

:QUARRY_11447
if 
   Car.Wrecked(88@)
else_jump @QUARRY_11479 
37@ = 1 
45@ = 2 
return 

:QUARRY_11479
if 
  35@ == 0 
else_jump @QUARRY_11607 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
gosub @QUARRY_19814 
00BC: show_text_highpriority GXT 'QUAR_22' time 10000 flag 1  // ~s~The bombers have been caught. Their bodies are loaded on a ~b~dumper~s~ at the quarry's ~y~other entrance~s~. Dump them before the cops come snooping.
235@ = 0 
50@ = 4 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
35@ += 1 

:QUARRY_11607
if 
  0 >= $8172 
else_jump @QUARRY_11641 
37@ = 1 
45@ = 4 
return 

:QUARRY_11641
if 
  35@ == 1 
else_jump @QUARRY_11701 
if 
  235@ == 1 
else_jump @QUARRY_11701 
Marker.Disable(132@)
239@ = 0 
Marker.Disable(126@)
35@ = 99 

:QUARRY_11701
if 
  235@ == 0 
else_jump @QUARRY_11745 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_11745 
235@ = 1 

:QUARRY_11745
if 
  239@ == 1 
else_jump @QUARRY_11848 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 15.0 10.0 4.0 
else_jump @QUARRY_11848 
Marker.Disable(132@)
239@ = 0 

:QUARRY_11848
if 
  35@ == 99 
else_jump @QUARRY_11873 
gosub @QUARRY_21060 

:QUARRY_11873
return 

:QUARRY_11875
if 
   Car.Wrecked(88@)
else_jump @QUARRY_11907 
37@ = 1 
45@ = 2 
return 

:QUARRY_11907
if 
  35@ == 0 
else_jump @QUARRY_12473 
212@ = 469.377 
213@ = 877.2751 
214@ = -29.0362 
gosub @QUARRY_19761 
48@ = 0 

:QUARRY_11969
0209: 50@ = random_int_in_ranges 2 4 
0208: 59@ = random_float_in_ranges -2.0 2.0 
0208: 60@ = random_float_in_ranges -3.0 3.0 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
02CF: 153@(48@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 50@ 
48@ += 1 
  48@ >= 15 
else_jump @QUARRY_11969 
48@ = 0 

:QUARRY_12091
0209: 50@ = random_int_in_ranges 0 4 
0208: 59@ = random_float_in_ranges -1.3 1.3 
0208: 60@ = random_float_in_ranges -1.8 1.8 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @QUARRY_12337 jumps 0 @QUARRY_12225 1 @QUARRY_12253 2 @QUARRY_12281 3 @QUARRY_12309 -1 @QUARRY_12337 -1 @QUARRY_12337 -1 @QUARRY_12337 

:QUARRY_12225
114@(50@,7i) = Object.Create(#CM_BOX, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12253
114@(50@,7i) = Object.Create(#BLACKBAG2, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12281
114@(50@,7i) = Object.Create(#DYN_WOODPILE, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12309
114@(50@,7i) = Object.Create(#DYN_WOODPILE2, 59@, 60@, 61@)
jump @QUARRY_12337 

:QUARRY_12337
0208: 75@ = random_float_in_ranges 0.0 359.0 
0208: 76@ = random_float_in_ranges 0.0 359.0 
0208: 77@ = random_float_in_ranges 0.0 359.0 
0453: set_object 114@(50@,7i) XY_rotation 75@ 76@ angle 77@ 
0654: unknown_object 114@(50@,7i) flag 1 
Object.CollisionDetection(114@(50@,7i)) = False
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_12091 
00BC: show_text_highpriority GXT 'QUAR_23' time 7000 flag 1  // ~s~Take the bodies to the quarry ~y~main entrance~s~.
263@ = 0 
35@ += 1 

:QUARRY_12473
if 
  236@ == 0 
else_jump @QUARRY_12806 
50@ = 0 
48@ = 0 

:QUARRY_12505
if 
8685:   not object 111@(48@,3i) attached 
else_jump @QUARRY_12760 
Object.StorePos(111@(48@,3i), 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  0.5 > 76@ 
else_jump @QUARRY_12760 
if 
04E6:   object 111@(48@,3i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
else_jump @QUARRY_12744 
51@ = 15 
005A: 51@ += 48@ // (int) 
if 
8973:   not fire 153@(51@,18i) exists 
else_jump @QUARRY_12730 
02CF: 153@(51@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 3 
0654: unknown_object 111@(48@,3i) flag 1 
Object.KeepInMemory(111@(48@,3i)) = True
Object.CollisionDetection(111@(48@,3i)) = False

:QUARRY_12730
50@ += 1 
jump @QUARRY_12760 

:QUARRY_12744
37@ = 1 
45@ = 8 
return 

:QUARRY_12760
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_12505 
if 
  50@ == 3 
else_jump @QUARRY_12806 
236@ = 1 

:QUARRY_12806
if 
  0 >= $8172 
else_jump @QUARRY_12840 
37@ = 1 
45@ = 4 
return 

:QUARRY_12840
if 
  35@ == 1 
else_jump @QUARRY_12883 
if 
  236@ == 1 
else_jump @QUARRY_12883 
35@ = 99 

:QUARRY_12883
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_12994 
if 
075C:   marker 126@ enabled 
else_jump @QUARRY_12987 
Marker.Disable(126@)
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
if 
  238@ == 1 
else_jump @QUARRY_12973 
018A: 128@ = create_checkpoint_at 215@ 216@ 217@ 
jump @QUARRY_12987 

:QUARRY_12973
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_12987
jump @QUARRY_13046 

:QUARRY_12994
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_13046 
Marker.Disable(128@)
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_13046
if 
  236@ == 0 
else_jump @QUARRY_13199 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_13199 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 25.0 25.0 20.0 sphere 0 in_car 
else_jump @QUARRY_13163 
0100:   actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 sphere 1 in_car 
jump @QUARRY_13199 

:QUARRY_13163
if 
  262@ == 0 
else_jump @QUARRY_13199 
0512: show_permanent_text_box 'QUAR_H1'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to raise and lower the Dumper's loader.
262@ = 1 

:QUARRY_13199
if 
  263@ == 0 
else_jump @QUARRY_13327 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_13327 
if 
0100:   actor $PLAYER_ACTOR in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 sphere 1 in_car 
else_jump @QUARRY_13327 
00BC: show_text_highpriority GXT 'QUAR_24' time 7000 flag 1  // ~s~Follow the tracks down to the quarry floor and burn the bodies in the ~y~fire~s~.
263@ = 1 
Marker.Disable(131@)
238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_13327
if 
  35@ == 99 
else_jump @QUARRY_13352 
gosub @QUARRY_21060 

:QUARRY_13352
return 

:QUARRY_13354
if 
   Car.Wrecked(88@)
else_jump @QUARRY_13386 
37@ = 1 
45@ = 2 
return 

:QUARRY_13386
if 
  35@ == 0 
else_jump @QUARRY_13602 
212@ = -59.3126 
213@ = 2502.254 
214@ = 15.4766 
205@ = Car.Health(88@)
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
50@ = 5 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 206@ = 46@ // (int) 
00BC: show_text_highpriority GXT 'QUAR_38' time 10000 flag 1  // ~s~The ~b~dumper~s~ is loaded with explosives and needs to be driven gently. Deliver the explosives to the ~y~desert airstrip~s~.
236@ = 0 
264@ = 0 
48@ = 0 

:QUARRY_13552
296@(48@,6i) = 0 
184@(48@,6i) = 0 
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_13552 
35@ += 1 

:QUARRY_13602
if 
  236@ == 0 
else_jump @QUARRY_13974 
80@ = 0 
50@ = 0 
48@ = 0 

:QUARRY_13641
if 
8685:   not object 101@(48@,10i) attached 
else_jump @QUARRY_13819 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
if 
  1.0 > 76@ 
else_jump @QUARRY_13819 
if 
04E6:   object 101@(48@,10i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
else_jump @QUARRY_13790 
50@ += 1 
jump @QUARRY_13819 

:QUARRY_13790
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))
80@ = 1 

:QUARRY_13819
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_13641 
if 
  80@ == 1 
else_jump @QUARRY_13949 
48@ = 0 

:QUARRY_13865
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_13907 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))

:QUARRY_13907
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_13865 
020B: explode_car 88@ // versionA 
37@ = 1 
45@ = 9 
return 

:QUARRY_13949
if 
  50@ == 6 
else_jump @QUARRY_13974 
236@ = 1 

:QUARRY_13974
if 
  236@ == 0 
else_jump @QUARRY_14151 
50@ = Car.Health(88@)
0085: 51@ = 205@ // (int) 
0062: 51@ -= 50@ // (int) 
if 
  51@ > 10 
else_jump @QUARRY_14143 
48@ = 0 

:QUARRY_14041
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_14101 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))

:QUARRY_14101
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_14041 
020B: explode_car 88@ // versionA 
37@ = 1 
45@ = 9 
return 

:QUARRY_14143
0085: 205@ = 50@ // (int) 

:QUARRY_14151
if 
  0 >= $8172 
else_jump @QUARRY_14185 
37@ = 1 
45@ = 10 
return 

:QUARRY_14185
if 
  35@ == 1 
else_jump @QUARRY_14228 
if 
  236@ == 1 
else_jump @QUARRY_14228 
35@ = 99 

:QUARRY_14228
48@ = 0 

:QUARRY_14235
if 
03CA:   object 122@(48@,3i) exists 
else_jump @QUARRY_14485 
if 
8685:   not object 122@(48@,3i) attached 
else_jump @QUARRY_14485 
0871: init_jump_table 48@ total_jumps 3 default_jump 0 @QUARRY_14485 jumps 0 @QUARRY_14338 1 @QUARRY_14387 2 @QUARRY_14436 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 -1 @QUARRY_14485 

:QUARRY_14338
0681: attach_object 122@(48@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14485 

:QUARRY_14387
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14485 

:QUARRY_14436
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
jump @QUARRY_14485 

:QUARRY_14485
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_14235 
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_14578 
if 
875C:   not marker 128@ enabled 
else_jump @QUARRY_14571 
Marker.Disable(126@)
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_14571
jump @QUARRY_14630 

:QUARRY_14578
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_14630 
Marker.Disable(128@)
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_14630
if 
075C:   marker 128@ enabled 
else_jump @QUARRY_14677 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 212@ 213@ 214@ radius 8.0 8.0 4.0 

:QUARRY_14677
if 
  264@ == 0 
else_jump @QUARRY_14760 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 212@ 213@ 214@ radius 24.0 30.0 8.0 
else_jump @QUARRY_14760 
00BC: show_text_highpriority GXT 'QUAR_26' time 7000 flag 1  // ~s~Drop the barrels. The soft sand will prevent an explosion.
264@ = 1 

:QUARRY_14760
if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
else_jump @QUARRY_14925 
098D: get_car 88@ extra_parts_angle 75@ 
if 
  75@ > 0.05 
else_jump @QUARRY_14925 
48@ = 0 

:QUARRY_14838
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_14904 
if 
0685:   object 101@(48@,10i) attached 
else_jump @QUARRY_14904 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_14904
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_14838 

:QUARRY_14925
80@ = 0 
48@ = 0 

:QUARRY_14939
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_14997 
071E: get_object 101@(48@,10i) health_to 50@ 
if 
  950 >= 50@ 
else_jump @QUARRY_14997 
80@ = 1 

:QUARRY_14997
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_14939 
if 
  80@ == 1 
else_jump @QUARRY_15145 
48@ = 0 

:QUARRY_15043
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_15103 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))

:QUARRY_15103
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_15043 
020B: explode_car 88@ // versionA 
37@ = 1 
45@ = 9 
return 

:QUARRY_15145
if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
else_jump @QUARRY_15656 
098D: get_car 88@ extra_parts_angle 75@ 
if 
  75@ > 0.25 
else_jump @QUARRY_15656 
48@ = 0 

:QUARRY_15223
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_15635 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
80@ = 0 
50@ = 0 

:QUARRY_15275
if 
  3 > 50@ 
else_jump @QUARRY_15403 
if and
  80@ == 0 
03CA:   object 122@(50@,3i) exists 
else_jump @QUARRY_15389 
Object.StorePos(122@(50@,3i), 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  0.75 > 78@ 
else_jump @QUARRY_15389 
80@ = 1 

:QUARRY_15389
50@ += 1 
jump @QUARRY_15275 

:QUARRY_15403
if 
  80@ == 1 
else_jump @QUARRY_15613 
if 
  296@(48@,6i) == 0 
else_jump @QUARRY_15485 
296@(48@,6i) = 1 
0085: 184@(48@,6i) = 46@ // (int) 
184@(48@,6i) += 5000 
jump @QUARRY_15606 

:QUARRY_15485
if 
001D:   46@ > 184@(48@,6i) // (int) 
else_jump @QUARRY_15606 
0085: 184@(48@,6i) = 46@ // (int) 
184@(48@,6i) += 5000 
if 
0685:   object 101@(48@,10i) attached 
else_jump @QUARRY_15578 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_15578
61@ += 1.2 
Object.PutAt(101@(48@,10i), 59@, 60@, 61@)

:QUARRY_15606
jump @QUARRY_15635 

:QUARRY_15613
296@(48@,6i) = 0 
184@(48@,6i) = 0 

:QUARRY_15635
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_15223 

:QUARRY_15656
if 
  35@ == 99 
else_jump @QUARRY_15691 
Marker.Disable(128@)
Marker.Disable(126@)
gosub @QUARRY_21060 

:QUARRY_15691
return 

:QUARRY_15693
if 
   Car.Wrecked(87@)
else_jump @QUARRY_15725 
37@ = 1 
45@ = 1 
return 

:QUARRY_15725
if 
   Car.Wrecked(90@)
else_jump @QUARRY_15757 
37@ = 1 
45@ = 12 
return 

:QUARRY_15757
if 
  35@ == 0 
else_jump @QUARRY_15966 
265@ = 0 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
50@ = 6 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D5' // global_variable  // Train
0085: 206@ = 46@ // (int) 
008B: 182@ = $8174(50@,7i) // (int) 
182@ -= 15 
182@ *= 1000 
005A: 182@ += 46@ // (int) 
266@ = 0 
267@ = 0 
48@ = 0 

:QUARRY_15911
268@(48@,10i) = 1 
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_15911 
00BC: show_text_highpriority GXT 'QUAR_28' time 10000 flag 1  // ~s~A dumper has spilled it's load of explosives all along the train tracks. Use the ~b~bulldozer~s~ to clear them before the next train passes.
35@ += 1 

:QUARRY_15966
if 
  266@ == 1 
else_jump @QUARRY_16217 
Object.StorePos(121@, 62@, 63@, 64@)
48@ = 0 

:QUARRY_16005
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_16176 
if 
  268@(48@,10i) == 1 
else_jump @QUARRY_16176 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  2.0 > 78@ 
else_jump @QUARRY_16176 
020C: create_explosion_with_radius 7 at 59@ 60@ 61@ 
Object.Destroy(101@(48@,10i))
if 
   not Car.Wrecked(90@)
else_jump @QUARRY_16176 
020B: explode_car 90@ // versionA 
06DD: set_train 90@ speed 0.0 
37@ = 1 
45@ = 11 

:QUARRY_16176
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16005 
if 
  37@ == 1 
else_jump @QUARRY_16217 
return 

:QUARRY_16217
if 
  35@ == 1 
else_jump @QUARRY_16260 
if 
  267@ == 1 
else_jump @QUARRY_16260 
35@ = 99 

:QUARRY_16260
if 
   Actor.InCar($PLAYER_ACTOR, 87@)
else_jump @QUARRY_16327 
if 
  265@ == 0 
else_jump @QUARRY_16320 
265@ = 1 
Marker.Disable(125@)
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_16320
jump @QUARRY_16436 

:QUARRY_16327
if 
  265@ == 1 
else_jump @QUARRY_16389 
48@ = 0 

:QUARRY_16352
Marker.Disable(142@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16352 
265@ = 0 

:QUARRY_16389
if 
875C:   not marker 125@ enabled 
else_jump @QUARRY_16436 
125@ = Marker.CreateAboveCar(87@)
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_16436
if 
  266@ == 0 
else_jump @QUARRY_16531 
if 
  15000 >= $8172 
else_jump @QUARRY_16531 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
141@ = Marker.CreateAboveCar(90@)
07E0: set_marker 141@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
266@ = 1 

:QUARRY_16531
if 
  266@ == 0 
else_jump @QUARRY_16660 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 727.6937 2412.204 17.6685 cornerB 872.5978 2714.917 21.0511 
else_jump @QUARRY_16660 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
141@ = Marker.CreateAboveCar(90@)
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
266@ = 1 

:QUARRY_16660
if and
  266@ == 1 
  267@ == 0 
else_jump @QUARRY_16740 
if 
01AF:   car 90@ sphere 0 in_sphere 673.9813 1331.079 10.7891 radius 20.0 20.0 8.0 
else_jump @QUARRY_16740 
267@ = 1 

:QUARRY_16740
if 
  265@ == 1 
else_jump @QUARRY_16949 
48@ = 0 

:QUARRY_16765
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_16928 
Object.StorePos(101@(48@,10i), 59@, 60@, 61@)
if and
  59@ > 739.0 
  747.0 > 59@ 
else_jump @QUARRY_16888 
268@(48@,10i) = 1 
if 
875C:   not marker 142@(48@,10i) enabled 
else_jump @QUARRY_16881 
142@(48@,10i) = Marker.CreateAboveObject(101@(48@,10i))

:QUARRY_16881
jump @QUARRY_16928 

:QUARRY_16888
268@(48@,10i) = 0 
if 
075C:   marker 142@(48@,10i) enabled 
else_jump @QUARRY_16928 
Marker.Disable(142@(48@,10i))

:QUARRY_16928
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16765 

:QUARRY_16949
if 
  266@ == 0 
else_jump @QUARRY_17170 
50@ = 0 
48@ = 0 

:QUARRY_16981
if 
03CA:   object 101@(48@,10i) exists 
else_jump @QUARRY_17037 
if 
  268@(48@,10i) == 0 
else_jump @QUARRY_17030 
50@ += 1 

:QUARRY_17030
jump @QUARRY_17044 

:QUARRY_17037
50@ += 1 

:QUARRY_17044
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_16981 
if 
  50@ == 10 
else_jump @QUARRY_17170 
75@ = 56.0 
75@ *= 2.0 
06DC: set_train 90@ acc 75@ 
06DD: set_train 90@ speed 75@ 
141@ = Marker.CreateAboveCar(90@)
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0085: 207@ = 46@ // (int) 
266@ = 1 

:QUARRY_17170
if 
  35@ == 99 
else_jump @QUARRY_17195 
gosub @QUARRY_21060 

:QUARRY_17195
return 

:QUARRY_17197
if 
   Car.Wrecked(91@)
else_jump @QUARRY_17220 
278@ = 1 

:QUARRY_17220
if 
   Car.Wrecked(88@)
else_jump @QUARRY_17252 
37@ = 1 
45@ = 2 
return 

:QUARRY_17252
if 
  35@ == 0 
else_jump @QUARRY_17632 
Car.SetToPsychoDriver(91@)
Car.SetMaxSpeed(91@, 26.0)
00AE: set_car 91@ traffic_behaviour_to 2 
Car.ImmuneToNonPlayer(91@) = True
152@ = Marker.CreateAboveCar(91@)
Car.DoorStatus(91@) = 3
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_32' time 10000 flag 1  // ~s~The bombers are escaping in a ~r~dumper~s~. Use this ~b~dumper~s~ to destroy it before they reach safety.
03C4: set_status_text $8173 type 1 GXT 'QUAR_D6' // global_variable  // Damage
50@ = 3 
50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
$8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 206@ = 46@ // (int) 
01E8: create_forbidden_for_cars_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
01E8: create_forbidden_for_cars_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
01E8: create_forbidden_for_cars_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
01E8: create_forbidden_for_cars_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
01E8: create_forbidden_for_cars_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
01E8: create_forbidden_for_cars_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 
283@ = 1 
279@ = 0 
35@ += 1 

:QUARRY_17632
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_17855 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
Car.StorePos(91@, 62@, 63@, 64@)
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
if 
  78@ > 600.0 
else_jump @QUARRY_17736 
37@ = 1 
45@ = 13 
return 

:QUARRY_17736
if 
  279@ == 0 
else_jump @QUARRY_17798 
if 
  78@ > 500.0 
else_jump @QUARRY_17798 
00BC: show_text_highpriority GXT 'QUAR_33' time 7000 flag 1  // ~s~The ~r~bombers~s~ are getting too far away.
279@ = 1 

:QUARRY_17798
if 
  279@ == 1 
else_jump @QUARRY_17855 
if 
  400.0 > 78@ 
else_jump @QUARRY_17855 
03D5: remove_text 'QUAR_33'  // ~s~The ~r~bombers~s~ are getting too far away.
279@ = 0 

:QUARRY_17855
if 
  0 >= $8172 
else_jump @QUARRY_17889 
37@ = 1 
45@ = 14 
return 

:QUARRY_17889
if 
  35@ == 1 
else_jump @QUARRY_17948 
if 
  278@ == 1 
else_jump @QUARRY_17948 
0085: 172@ = 46@ // (int) 
172@ += 2000 
35@ += 1 

:QUARRY_17948
if 
  35@ == 2 
else_jump @QUARRY_17992 
if 
001D:   46@ > 172@ // (int) 
else_jump @QUARRY_17992 
35@ = 99 

:QUARRY_17992
if 
   Actor.InCar($PLAYER_ACTOR, 88@)
else_jump @QUARRY_18050 
if 
075C:   marker 126@ enabled 
else_jump @QUARRY_18043 
Marker.Disable(126@)
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_18043
jump @QUARRY_18097 

:QUARRY_18050
if 
875C:   not marker 126@ enabled 
else_jump @QUARRY_18097 
126@ = Marker.CreateAboveCar(88@)
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_18097
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_18156 
50@ = Car.Health(91@)
if and
  50@ > 300 
  800 >= 50@ 
else_jump @QUARRY_18156 
Car.Health(91@) = 300

:QUARRY_18156
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_18431 
50@ = Car.Health(91@)
if 
  250 >= 50@ 
else_jump @QUARRY_18213 
$8173 = 0 
jump @QUARRY_18431 

:QUARRY_18213
if 
  50@ == 1000 
else_jump @QUARRY_18246 
$8173 = 100 
jump @QUARRY_18431 

:QUARRY_18246
if 
  50@ == 300 
else_jump @QUARRY_18279 
$8173 = 20 
jump @QUARRY_18431 

:QUARRY_18279
if 
  300 > 50@ 
else_jump @QUARRY_18350 
51@ = 300 
0062: 51@ -= 50@ // (int) 
$8173 = 50 
0066: $8173 -= 51@ // (int) 
$8173 *= 20 
$8173 /= 50 
jump @QUARRY_18431 

:QUARRY_18350
if 
  800 > 50@ 
else_jump @QUARRY_18377 
50@ = 800 

:QUARRY_18377
51@ = 1000 
0062: 51@ -= 50@ // (int) 
$8173 = 200 
0066: $8173 -= 51@ // (int) 
$8173 *= 80 
$8173 /= 200 
$8173 += 20 

:QUARRY_18431
if 
   not Car.Wrecked(91@)
else_jump @QUARRY_18872 
48@ = 0 

:QUARRY_18454
if 
03CA:   object 94@(48@,7i) exists 
else_jump @QUARRY_18851 
if 
8685:   not object 94@(48@,7i) attached 
else_jump @QUARRY_18851 
0871: init_jump_table 48@ total_jumps 6 default_jump 0 @QUARRY_18851 jumps 0 @QUARRY_18557 1 @QUARRY_18606 2 @QUARRY_18655 3 @QUARRY_18704 4 @QUARRY_18753 5 @QUARRY_18802 -1 @QUARRY_18851 

:QUARRY_18557
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18606
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18655
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18704
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18753
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18802
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
jump @QUARRY_18851 

:QUARRY_18851
48@ += 1 
  48@ >= 6 
else_jump @QUARRY_18454 

:QUARRY_18872
if 
  35@ == 99 
else_jump @QUARRY_18897 
gosub @QUARRY_21060 

:QUARRY_18897
return 

:QUARRY_18899
if 
  35@ == 0 
else_jump @QUARRY_18952 
Player.CanMove($PLAYER_CHAR) = False
0085: 183@ = 46@ // (int) 
183@ += 5000 
014F: stop_timer $8172 
35@ += 1 

:QUARRY_18952
if 
  35@ == 1 
else_jump @QUARRY_19019 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19019 
fade 0 500 
0085: 183@ = 46@ // (int) 
183@ += 500 
35@ += 1 

:QUARRY_19019
if 
  35@ == 2 
else_jump @QUARRY_19190 
if and
001D:   46@ > 183@ // (int) 
   not fading 
else_jump @QUARRY_19190 
04A6: $1931 = create_asset_money_pickup_at 818.2578 853.8873 10.8059 money $1932 $1932 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetAtPos(818.2578, 853.8873, 10.8059)
Camera.SetPosition(849.6491, 839.9428, 42.7363, 0.0, 0.0, 0.0)
Camera.PointAt(848.7661, 840.1115, 42.2983, 2)
0085: 183@ = 46@ // (int) 
183@ += 2000 
35@ += 1 

:QUARRY_19190
if 
  35@ == 3 
else_jump @QUARRY_19273 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19273 
fade 1 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 183@ = 46@ // (int) 
183@ += 5000 
35@ += 1 

:QUARRY_19273
if 
  35@ == 4 
else_jump @QUARRY_19403 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19403 
Camera.SetPosition(825.0984, 855.4503, 13.577, 0.0, 0.0, 0.0)
Camera.PointAt(824.1995, 855.1732, 13.2376, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1932 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 183@ = 46@ // (int) 
183@ += 6000 
35@ += 1 

:QUARRY_19403
if 
  35@ == 5 
else_jump @QUARRY_19470 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19470 
fade 0 500 
0085: 183@ = 46@ // (int) 
183@ += 500 
35@ += 1 

:QUARRY_19470
if 
  35@ == 6 
else_jump @QUARRY_19565 
if and
001D:   46@ > 183@ // (int) 
   not fading 
else_jump @QUARRY_19565 
Actor.StorePos($PLAYER_ACTOR, 59@, 60@, 61@)
Camera.SetAtPos(59@, 60@, 61@)
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0085: 183@ = 46@ // (int) 
183@ += 2000 
35@ += 1 

:QUARRY_19565
if 
  35@ == 7 
else_jump @QUARRY_19670 
if 
001D:   46@ > 183@ // (int) 
else_jump @QUARRY_19670 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_P7' numbers 210@ 211@ time 10000 flag 1  // ~s~Quarry missions complete in ~1~m ~1~s. In future missions you will be competing against your own best times.
00BB: show_text_lowpriority GXT 'QUAR_H3' time 7000 flag 1  // The dumper truck and bulldozer will now always be available in the quarry.
fade 1 500 
0085: 183@ = 46@ // (int) 
183@ += 500 
35@ += 1 

:QUARRY_19670
if 
  35@ == 8 
else_jump @QUARRY_19734 
if and
001D:   46@ > 183@ // (int) 
   not fading 
else_jump @QUARRY_19734 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Player.CanMove($PLAYER_CHAR) = True
35@ = 99 

:QUARRY_19734
if 
  35@ == 99 
else_jump @QUARRY_19759 
gosub @QUARRY_21060 

:QUARRY_19759
return 

:QUARRY_19761
215@ = 808.4078 
216@ = 841.9887 
217@ = 8.6694 
018A: 131@ = create_checkpoint_at 215@ 216@ 217@ 
238@ = 1 
return 

:QUARRY_19814
215@ = 371.5454 
216@ = 978.1724 
217@ = 28.521 
018A: 132@ = create_checkpoint_at 215@ 216@ 217@ 
239@ = 1 
return 
00BF: 200@ = current_time_hours, 201@ = current_time_minutes 
0085: 50@ = 202@ // (int) 
50@ *= 60 
005A: 50@ += 203@ // (int) 
50@ *= 1000 
0085: 173@ = 50@ // (int) 
005A: 173@ += 46@ // (int) 
005A: 201@ += 203@ // (int) 
if 
  201@ >= 60 
else_jump @QUARRY_19962 
200@ += 1 
201@ -= 60 

:QUARRY_19962
005A: 200@ += 202@ // (int) 

:QUARRY_19970
if 
  200@ >= 24 
else_jump @QUARRY_20002 
200@ -= 24 
jump @QUARRY_19970 

:QUARRY_20002
80@ = 0 
if 
  201@ > 45 
else_jump @QUARRY_20104 
50@ = 60 
0062: 50@ -= 201@ // (int) 
201@ = 0 
200@ += 1 
if 
  200@ == 24 
else_jump @QUARRY_20081 
200@ = 0 

:QUARRY_20081
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20104
if 
  80@ == 0 
else_jump @QUARRY_20192 
if and
  201@ > 30 
  45 > 201@ 
else_jump @QUARRY_20192 
50@ = 45 
0062: 50@ -= 201@ // (int) 
201@ = 45 
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20192
if 
  80@ == 0 
else_jump @QUARRY_20280 
if and
  201@ > 15 
  30 > 201@ 
else_jump @QUARRY_20280 
50@ = 30 
0062: 50@ -= 201@ // (int) 
201@ = 30 
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20280
if 
  80@ == 0 
else_jump @QUARRY_20368 
if and
  201@ > 0 
  15 > 201@ 
else_jump @QUARRY_20368 
50@ = 15 
0062: 50@ -= 201@ // (int) 
201@ = 15 
50@ *= 1000 
005A: 173@ += 50@ // (int) 
80@ = 1 

:QUARRY_20368
0085: 50@ = 200@ // (int) 
50@ *= 60 
005A: 50@ += 201@ // (int) 
50@ *= 1000 
008A: $8172 = 50@ // (int) 
return 

:QUARRY_20409
if 
0736:   NOP_false 32 
else_jump @QUARRY_20458 
47@ += 1 
if 
  47@ > 2 
else_jump @QUARRY_20456 
47@ = 0 

:QUARRY_20456
086A: NOP 

:QUARRY_20458
if 
  47@ == 1 
else_jump @QUARRY_20585 
008A: $QUARRY_STAGE[0] = 34@ // (int) 
008A: $QUARRY_STAGE[1] = 35@ // (int) 
008A: $QUARRY_STAGE[2] = 46@ // (int) 
$QUARRY_STAGE[3] = 0 
$QUARRY_STAGE[4] = 0 
$QUARRY_STAGE[5] = 0 
$QUARRY_STAGE[6] = 0 
$QUARRY_STAGE[7] = 0 
065D: NOP $QUARRY_STAGE[0] "M_STAGE" 
065D: NOP $QUARRY_STAGE[1] "M_GOALS" 
065D: NOP $QUARRY_STAGE[2] "M_MISSION_TIMER" 

:QUARRY_20585
if 
  47@ == 2 
else_jump @QUARRY_20786 
$QUARRY_STAGE[7] = 0 
48@ = 0 

:QUARRY_20617
0084: $QUARRY_STAGE(48@,8i) = $8174(48@,7i) // (int) 
0058: $QUARRY_STAGE[7] += $8174(48@,7i) // (int) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_20617 
065D: NOP $QUARRY_STAGE[0] "ROCKFALL" 
065D: NOP $QUARRY_STAGE[1] "SABOTAGE" 
065D: NOP $QUARRY_STAGE[2] "DESTROY." 
065D: NOP $QUARRY_STAGE[3] "REMOVAL." 
065D: NOP $QUARRY_STAGE[4] "DELIVERY" 
065D: NOP $QUARRY_STAGE[5] "SPILLAGE" 
065D: NOP $QUARRY_STAGE[6] "BURIAL.." 
065D: NOP $QUARRY_STAGE[7] "TOTAL..." 

:QUARRY_20786
if 
0736:   NOP_false 98 
else_jump @QUARRY_20808 
38@ = 1 

:QUARRY_20808
if 
0736:   NOP_false 80 
else_jump @QUARRY_20896 
if 
  39@ == 0 
else_jump @QUARRY_20871 
39@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @QUARRY_20896 

:QUARRY_20871
39@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:QUARRY_20896
return 

:QUARRY_20898
if 
0736:   NOP_false 83 
else_jump @QUARRY_20922 
36@ = 1 
return 

:QUARRY_20922
if 
0736:   NOP_false 77 
else_jump @QUARRY_20968 
$QUARRY_MISSIONS_PASSED += 1 
0663: NOP "MISSIONS_PASSED" $QUARRY_MISSIONS_PASSED 
return 

:QUARRY_20968
if 
8736:   not NOP_false 74 
else_jump @QUARRY_20985 
return 

:QUARRY_20985
return 

:QUARRY_20987
41@ += 1 
if 
  41@ > 9 
else_jump @QUARRY_21019 
41@ = 0 

:QUARRY_21019
return 

:QUARRY_21021
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
return 

:QUARRY_21060
34@ += 1 
35@ = 0 
32@ = 0 
33@ = 0 
return 

:QUARRY_21090
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @QUARRY_21117 
wait 0 
jump @QUARRY_21090 

:QUARRY_21117
Player.CanMove($PLAYER_CHAR) = False
wait 1000 
fade 0 1000 

:QUARRY_21136
if 
fading 
else_jump @QUARRY_21160 
wait 0 
jump @QUARRY_21136 

:QUARRY_21160
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_21378 
if 
  $QUARRY_MISSIONS_PASSED == 0 
else_jump @QUARRY_21378 
50@ = 1 
50@ -= 1 
$8174(50@,7i) = 211 
50@ = 2 
50@ -= 1 
$8174(50@,7i) = 300 
50@ = 3 
50@ -= 1 
$8174(50@,7i) = 481 
50@ = 4 
50@ -= 1 
$8174(50@,7i) = 241 
50@ = 5 
50@ -= 1 
$8174(50@,7i) = 181 
50@ = 6 
50@ -= 1 
$8174(50@,7i) = 181 
50@ = 7 
50@ -= 1 
$8174(50@,7i) = 481 

:QUARRY_21378
0395: clear_area 0 at $2352 $2353 $2354 radius 1000.0 
Camera.SetAtPos($2352, $2353, $2354)
Actor.PutAt($PLAYER_ACTOR, $2352, $2353, $2354)
Actor.Angle($PLAYER_ACTOR) = 90.0
Camera.SetBehindPlayer
wait 500 
008B: 50@ = $QUARRY_MISSIONS_PASSED // (int) 

:QUARRY_21446
if 
  50@ >= 7 
else_jump @QUARRY_21478 
50@ -= 7 
jump @QUARRY_21446 

:QUARRY_21478
0085: 198@ = 50@ // (int) 
198@ += 1 
gosub @QUARRY_21635 
207@ = 0 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
wait 1500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 

:QUARRY_21545
if 
fading 
else_jump @QUARRY_21569 
wait 0 
jump @QUARRY_21545 

:QUARRY_21569
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_21598 
03E5: show_text_box 'QUAR_H2'  // You are competing against your own best time. Press ~k~~PED_LOOKBEHIND~ to skip this mission.

:QUARRY_21598
Player.CanMove($PLAYER_CHAR) = True
45@ = 0 
32@ = 0 
33@ = 0 
35@ = 0 
return 

:QUARRY_21635
0871: init_jump_table 198@ total_jumps 7 default_jump 1 @QUARRY_21796 jumps 1 @QUARRY_21698 2 @QUARRY_21712 3 @QUARRY_21782 4 @QUARRY_21726 5 @QUARRY_21740 6 @QUARRY_21754 7 @QUARRY_21768 

:QUARRY_21698
gosub @QUARRY_22158 
jump @QUARRY_21825 

:QUARRY_21712
gosub @QUARRY_22482 
jump @QUARRY_21825 

:QUARRY_21726
gosub @QUARRY_22957 
jump @QUARRY_21825 

:QUARRY_21740
gosub @QUARRY_23543 
jump @QUARRY_21825 

:QUARRY_21754
gosub @QUARRY_24497 
jump @QUARRY_21825 

:QUARRY_21768
gosub @QUARRY_21827 
jump @QUARRY_21825 

:QUARRY_21782
gosub @QUARRY_25306 
jump @QUARRY_21825 

:QUARRY_21796
0662: NOP "UNKNOWN_QUARRY_MISSION_ID" 

:QUARRY_21825
return 

:QUARRY_21827
34@ = 1 
Model.Load(#SANCHEZ)
Model.Load(#DOZER)
Model.Load(#DUMPER)
Model.Load(#DEAD_TIED_COP)
Model.Load(#COPBIKE)
Model.Load(#CR_AMMOBOX)
038B: load_requested_models 

:QUARRY_21866
if or
   not Model.Available(#SANCHEZ)
   not Model.Available(#DOZER)
   not Model.Available(#DUMPER)
   not Model.Available(#DEAD_TIED_COP)
   not Model.Available(#COPBIKE)
   not Model.Available(#CR_AMMOBOX)
else_jump @QUARRY_21918 
wait 0 
jump @QUARRY_21866 

:QUARRY_21918
86@ = Car.Create(#SANCHEZ, 819.7281, 858.3189, 11.0469)
Car.Angle(86@) = 291.4761
87@ = Car.Create(#DOZER, 653.1636, 879.9844, -42.5799)
Car.Angle(87@) = 119.7783
88@ = Car.Create(#DUMPER, 717.0151, 938.3721, -19.7314)
Car.Angle(88@) = 38.1129
93@ = Object.Create(#CR_AMMOBOX, 720.5391, 922.5157, -19.8436)
Object.CollisionDetection(93@) = False
0750: set_object 93@ visibility 0 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 
92@ = Object.Create(#DEAD_TIED_COP, 606.9487, 933.0876, -38.5322)
Object.ToggleInMovingList(92@) = True
89@ = Car.Create(#COPBIKE, 560.3003, 844.9364, -13.0258)
03F5: set_car 89@ apply_damage_rules 0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_22158
34@ = 5 
Model.Load(#DOZER)
Model.Load(#DYN_QUARRYROCK03)
038B: load_requested_models 

:QUARRY_22177
if or
   not Model.Available(#DOZER)
   not Model.Available(#DYN_QUARRYROCK03)
else_jump @QUARRY_22209 
wait 0 
jump @QUARRY_22177 

:QUARRY_22209
87@ = Car.Create(#DOZER, 816.4832, 845.8509, 9.4934)
Car.Angle(87@) = 115.4882
50@ = 0 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 771.6403, 836.2275, 4.8965)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 751.6732, 944.9977, 4.8593)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 538.9102, 985.6403, -8.5887)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 680.5322, 963.4501, -13.6607)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 516.8391, 928.7185, -27.6183)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 522.6153, 828.3048, -27.1838)
50@ += 1 
94@(50@,7i) = Object.Create(#DYN_QUARRYROCK03, 646.7208, 752.2311, -12.1482)
return 

:QUARRY_22482
34@ = 7 
Model.Load(#DOZER)
Model.Load(#KB_BARREL)
038B: load_requested_models 

:QUARRY_22501
if or
   not Model.Available(#DOZER)
   not Model.Available(#KB_BARREL)
else_jump @QUARRY_22533 
wait 0 
jump @QUARRY_22501 

:QUARRY_22533
87@ = Car.Create(#DOZER, 816.4832, 845.8509, 9.4934)
Car.Angle(87@) = 115.4882
50@ = 0 
101@(50@,10i) = Object.Create(#KB_BARREL, 817.0658, 865.5903, 11.0469)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 714.5327, 920.0583, -19.6787)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 632.2825, 895.8612, -43.9534)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 675.7952, 841.8704, -43.9609)
51@ = 2 
51@ -= 1 
008B: 50@ = $8174(51@,7i) // (int) 
50@ *= 100 
48@ = 0 

:QUARRY_22742
0871: init_jump_table 48@ total_jumps 4 default_jump 0 @QUARRY_22930 jumps 0 @QUARRY_22805 1 @QUARRY_22835 2 @QUARRY_22865 3 @QUARRY_22895 -1 @QUARRY_22930 -1 @QUARRY_22930 -1 @QUARRY_22930 

:QUARRY_22805
0085: 174@(48@,4i) = 50@ // (int) 
174@(48@,4i) *= 3 
jump @QUARRY_22930 

:QUARRY_22835
0085: 174@(48@,4i) = 50@ // (int) 
174@(48@,4i) *= 6 
jump @QUARRY_22930 

:QUARRY_22865
0085: 174@(48@,4i) = 50@ // (int) 
174@(48@,4i) *= 8 
jump @QUARRY_22930 

:QUARRY_22895
008B: 174@(48@,4i) = $8174(51@,7i) // (int) 
174@(48@,4i) *= 1000 
jump @QUARRY_22930 

:QUARRY_22930
48@ += 1 
  48@ >= 4 
else_jump @QUARRY_22742 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_22957
34@ = 9 
Model.Load(#DUMPER)
Model.Load(#DEAD_TIED_COP)
Model.Load(#SANCHEZ)
Model.Load(#CM_BOX)
Model.Load(#BLACKBAG2)
Model.Load(#DYN_WOODPILE)
Model.Load(#DYN_WOODPILE2)
038B: load_requested_models 

:QUARRY_23001
if or
   not Model.Available(#DUMPER)
   not Model.Available(#DEAD_TIED_COP)
   not Model.Available(#SANCHEZ)
else_jump @QUARRY_23038 
wait 0 
jump @QUARRY_23001 

:QUARRY_23038
if or
   not Model.Available(#CM_BOX)
   not Model.Available(#BLACKBAG2)
   not Model.Available(#DYN_WOODPILE)
   not Model.Available(#DYN_WOODPILE2)
else_jump @QUARRY_23080 
wait 0 
jump @QUARRY_23038 

:QUARRY_23080
88@ = Car.Create(#DUMPER, 355.8632, 895.6545, 19.399)
Car.Angle(88@) = 342.1892
86@ = Car.Create(#SANCHEZ, 819.7281, 858.3189, 11.0469)
Car.Angle(86@) = 291.4761
50@ = 0 
111@(50@,3i) = Object.Create(#DEAD_TIED_COP, 355.8632, 894.6545, 24.2254)
0208: 75@ = random_float_in_ranges 0.0 180.0 
75@ -= 90.0 
if 
  0.0 > 75@ 
else_jump @QUARRY_23236 
75@ += 360.0 

:QUARRY_23236
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -0.7 0.7 rotation 90.0 75@ 75@ 
50@ += 1 
111@(50@,3i) = Object.Create(#DEAD_TIED_COP, 355.8632, 895.6545, 24.5629)
0208: 75@ = random_float_in_ranges 0.0 180.0 
75@ -= 90.0 
if 
  0.0 > 75@ 
else_jump @QUARRY_23364 
75@ += 360.0 

:QUARRY_23364
0681: attach_object 111@(50@,3i) to_car 88@ with_offset -0.5 -1.7 0.73 rotation 90.0 75@ 75@ 
50@ += 1 
111@(50@,3i) = Object.Create(#DEAD_TIED_COP, 355.8632, 896.6545, 24.8877)
0208: 75@ = random_float_in_ranges 0.0 180.0 
75@ -= 90.0 
if 
  0.0 > 75@ 
else_jump @QUARRY_23492 
75@ += 360.0 

:QUARRY_23492
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -2.7 0.76 rotation 90.0 75@ 75@ 
01EB: set_traffic_density_multiplier_to 3.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_23543
34@ = 12 
Model.Load(#DUMPER)
Model.Load(#KB_BARREL)
038B: load_requested_models 

:QUARRY_23562
if or
   not Model.Available(#DUMPER)
   not Model.Available(#KB_BARREL)
else_jump @QUARRY_23594 
wait 0 
jump @QUARRY_23562 

:QUARRY_23594
88@ = Car.Create(#DUMPER, 816.4832, 845.8509, 9.4934)
Car.Angle(88@) = 295.4882
50@ = 0 
101@(50@,10i) = Object.Create(#KB_BARREL, 815.4841, 846.2587, 15.0409)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 816.6973, 844.8737, 15.046)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 814.2406, 845.8572, 14.9014)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 815.048, 844.0368, 14.8892)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 813.2042, 843.0317, 14.7114)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 813.2919, 845.4581, 14.8038)
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
Object.SetImmunities(101@(50@,10i), 0, 0, 0, 1, 0)
50@ = 0 
122@(50@,3i) = Object.Create(#CR_AMMOBOX, 815.4841, 846.2587, 15.0409)
Object.CollisionDetection(122@(50@,3i)) = False
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
50@ += 1 
122@(50@,3i) = Object.Create(#CR_AMMOBOX, 816.6973, 844.8737, 15.046)
Object.CollisionDetection(122@(50@,3i)) = False
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
50@ += 1 
122@(50@,3i) = Object.Create(#CR_AMMOBOX, 815.048, 844.0368, 14.8892)
Object.CollisionDetection(122@(50@,3i)) = False
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_24497
34@ = 14 
Model.Load(#DOZER)
Model.Load(#KB_BARREL)
Model.Load(#STREAK)
Model.Load(#STREAKC)
038B: load_requested_models 

:QUARRY_24526
if or
   not Model.Available(#DOZER)
   not Model.Available(#KB_BARREL)
   not Model.Available(#STREAK)
   not Model.Available(#STREAKC)
else_jump @QUARRY_24568 
wait 0 
jump @QUARRY_24526 

:QUARRY_24568
87@ = Car.Create(#DOZER, 816.4832, 845.8509, 9.4934)
Car.Angle(87@) = 295.4882
06D8: 90@ = create_train_at 832.5291 2669.716 19.8594 type 11 direction 0 
06DC: set_train 90@ acc 0.0 
06DD: set_train 90@ speed 0.0 
121@ = Object.Create(#CR_AMMOBOX, 816.4832, 848.8509, 9.4934)
Object.CollisionDetection(121@) = False
0750: set_object 121@ visibility 0 
0681: attach_object 121@ to_car 90@ with_offset 0.0 9.0 -1.8 rotation 0.0 0.0 0.0 
50@ = 0 
101@(50@,10i) = Object.Create(#KB_BARREL, 744.1446, 1583.6, 7.5408)
0453: set_object 101@(48@,10i) XY_rotation 0.0 0.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.0427, 1602.768, 7.1368)
0453: set_object 101@(48@,10i) XY_rotation 0.0 78.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.5758, 1616.749, 6.8536)
0453: set_object 101@(48@,10i) XY_rotation 0.0 64.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.6569, 1653.42, 6.158)
0453: set_object 101@(48@,10i) XY_rotation 0.0 36.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.8057, 1671.523, 5.8467)
0453: set_object 101@(48@,10i) XY_rotation 0.0 14.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.5768, 1700.305, 5.4186)
0453: set_object 101@(48@,10i) XY_rotation 0.0 128.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 743.4429, 1730.141, 5.0731)
0453: set_object 101@(48@,10i) XY_rotation 0.0 96.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.0187, 1765.321, 4.6566)
0453: set_object 101@(48@,10i) XY_rotation 0.0 65.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.176, 1812.375, 4.3281)
0453: set_object 101@(48@,10i) XY_rotation 0.0 170.0 angle 0.0 
50@ += 1 
101@(50@,10i) = Object.Create(#KB_BARREL, 742.7178, 1869.991, 4.3281)
0453: set_object 101@(48@,10i) XY_rotation 0.0 143.0 angle 0.0 
06D7: enable_train_traffic 0 
return 

:QUARRY_25306
34@ = 16 
Model.Load(#DUMPER)
Model.Load(#BMYBE)
Model.Load(#CR_GUNCRATE)
038B: load_requested_models 

:QUARRY_25329
if or
   not Model.Available(#DUMPER)
   not Model.Available(#BMYBE)
   not Model.Available(#CR_GUNCRATE)
else_jump @QUARRY_25365 
wait 0 
jump @QUARRY_25329 

:QUARRY_25365
88@ = Car.Create(#DUMPER, 816.4832, 845.8509, 9.4934)
Car.Angle(88@) = 295.4882
91@ = Car.Create(#DUMPER, 812.4955, 1144.567, 27.3445)
Car.Angle(91@) = 116.9096
Car.DoorStatus(91@) = 2
0129: 85@ = create_actor_pedtype 4 model #BMYBE in_car 91@ driverseat 
50@ = 0 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 815.4841, 846.2587, 15.0409)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 816.6973, 844.8737, 15.046)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 814.2406, 845.8572, 14.9014)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 815.048, 844.0368, 14.8892)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 813.2042, 843.0317, 14.7114)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
50@ += 1 
94@(50@,7i) = Object.Create(#CR_GUNCRATE, 813.2919, 845.4581, 14.8038)
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
return 

:QUARRY_25912
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 14 default_jump 0 @QUARRY_26380 jumps 1 @QUARRY_26081 2 @QUARRY_26104 3 @QUARRY_26127 4 @QUARRY_26150 5 @QUARRY_26173 6 @QUARRY_26196 7 @QUARRY_26219 
0872: jump_table_jumps 8 @QUARRY_26242 9 @QUARRY_26265 10 @QUARRY_26058 11 @QUARRY_26288 12 @QUARRY_26311 13 @QUARRY_26334 14 @QUARRY_26357 -1 @QUARRY_26380 -1 @QUARRY_26380 

:QUARRY_26058
00BC: show_text_highpriority GXT 'QUAR_F0' time 5000 flag 1  // ~r~Missed deadline.
jump @QUARRY_26380 

:QUARRY_26081
00BC: show_text_highpriority GXT 'QUAR_F1' time 5000 flag 1  // ~r~Dozer destroyed.
jump @QUARRY_26380 

:QUARRY_26104
00BC: show_text_highpriority GXT 'QUAR_F2' time 5000 flag 1  // ~r~Dumper destroyed.
jump @QUARRY_26380 

:QUARRY_26127
00BC: show_text_highpriority GXT 'QUAR_F3' time 5000 flag 1  // ~r~You dropped your load!
jump @QUARRY_26380 

:QUARRY_26150
00BC: show_text_highpriority GXT 'QUAR_F4' time 5000 flag 1  // ~r~The cops have arrived.
jump @QUARRY_26380 

:QUARRY_26173
00BC: show_text_highpriority GXT 'QUAR_F5' time 5000 flag 1  // ~r~The delivery trucks have arrived.
jump @QUARRY_26380 

:QUARRY_26196
00BC: show_text_highpriority GXT 'QUAR_F6' time 5000 flag 1  // ~r~The bomb exploded.
jump @QUARRY_26380 

:QUARRY_26219
00BC: show_text_highpriority GXT 'QUAR_F7' time 5000 flag 1  // ~r~Too close.
jump @QUARRY_26380 

:QUARRY_26242
00BC: show_text_highpriority GXT 'QUAR_F8' time 5000 flag 1  // ~r~You've dropped the bodies.
jump @QUARRY_26380 

:QUARRY_26265
00BC: show_text_highpriority GXT 'QUAR_F9' time 5000 flag 1  // ~r~The barrels have exploded.
jump @QUARRY_26380 

:QUARRY_26288
00BC: show_text_highpriority GXT 'QUAR_FA' time 5000 flag 1  // ~r~Explosives on track.
jump @QUARRY_26380 

:QUARRY_26311
00BC: show_text_highpriority GXT 'QUAR_FB' time 5000 flag 1  // ~r~Train destroyed.
jump @QUARRY_26380 

:QUARRY_26334
00BC: show_text_highpriority GXT 'QUAR_FC' time 5000 flag 1  // ~r~Too far away.
jump @QUARRY_26380 

:QUARRY_26357
00BC: show_text_highpriority GXT 'QUAR_FD' time 5000 flag 1  // ~r~Bombers reached safety.
jump @QUARRY_26380 

:QUARRY_26380
return 

:QUARRY_26382
if 
  207@ == 0 
else_jump @QUARRY_26423 
0085: 50@ = 46@ // (int) 
0062: 50@ -= 206@ // (int) 
jump @QUARRY_26439 

:QUARRY_26423
0085: 50@ = 207@ // (int) 
0062: 50@ -= 206@ // (int) 

:QUARRY_26439
0085: 51@ = 50@ // (int) 
51@ /= 1000 
0085: 52@ = 51@ // (int) 
52@ *= 1000 
0062: 50@ -= 52@ // (int) 
if 
  50@ > 50 
else_jump @QUARRY_26504 
51@ += 1 

:QUARRY_26504
293@ = 0 
294@ = 0 
if 
003C:   $8174($QUARRY_MISSIONS_PASSED,7i) == 51@ // (int) 
else_jump @QUARRY_26555 
293@ = 1 
jump @QUARRY_26585 

:QUARRY_26555
if 
001E:   $8174($QUARRY_MISSIONS_PASSED,7i) > 51@ // (int) 
else_jump @QUARRY_26585 
294@ = 1 

:QUARRY_26585
if 
  294@ == 1 
else_jump @QUARRY_26615 
008A: $8174($QUARRY_MISSIONS_PASSED,7i) = 51@ // (int) 

:QUARRY_26615
if and
  $MISSION_QUARRY_PASSED == 1 
  294@ == 1 
else_jump @QUARRY_26686 
0085: 208@ = 51@ // (int) 
208@ /= 60 
0085: 50@ = 208@ // (int) 
50@ *= 60 
0085: 209@ = 51@ // (int) 
0062: 209@ -= 50@ // (int) 

:QUARRY_26686
50@ = 0 
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_26751 
48@ = 0 

:QUARRY_26718
005C: 50@ += $8174(48@,7i) // (int) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_26718 

:QUARRY_26751
0629: change_integer_stat 202 to 50@ 
if and
  $MISSION_QUARRY_PASSED == 1 
  294@ == 1 
else_jump @QUARRY_26830 
0085: 210@ = 50@ // (int) 
210@ /= 60 
0085: 51@ = 210@ // (int) 
51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 

:QUARRY_26830
$QUARRY_MISSIONS_PASSED += 1 
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_27101 
0871: init_jump_table $QUARRY_MISSIONS_PASSED total_jumps 7 default_jump 0 @QUARRY_27023 jumps 1 @QUARRY_26918 2 @QUARRY_26933 3 @QUARRY_26948 4 @QUARRY_26963 5 @QUARRY_26978 6 @QUARRY_26993 7 @QUARRY_27008 

:QUARRY_26918
50@ = 500 
jump @QUARRY_27023 

:QUARRY_26933
50@ = 1000 
jump @QUARRY_27023 

:QUARRY_26948
50@ = 2000 
jump @QUARRY_27023 

:QUARRY_26963
50@ = 3000 
jump @QUARRY_27023 

:QUARRY_26978
50@ = 5000 
jump @QUARRY_27023 

:QUARRY_26993
50@ = 7500 
jump @QUARRY_27023 

:QUARRY_27008
50@ = 10000 
jump @QUARRY_27023 

:QUARRY_27023
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27067 
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 3000 style 1  // MISSION PASSED!~n~~w~$~1~
jump @QUARRY_27086 

:QUARRY_27067
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~

:QUARRY_27086
Player.Money($PLAYER_CHAR) += 50@
jump @QUARRY_27206 

:QUARRY_27101
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
if 
  293@ == 1 
else_jump @QUARRY_27160 
00BC: show_text_highpriority GXT 'QUAR_P5' time 5000 flag 1  // ~s~You equaled your best time!
jump @QUARRY_27206 

:QUARRY_27160
if 
  294@ == 1 
else_jump @QUARRY_27206 
0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 208@ 209@ 210@ 211@ time 10000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.

:QUARRY_27206
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_QUARRY_PASSED == 0 
else_jump @QUARRY_27487 
if 
  $QUARRY_MISSIONS_PASSED == 1 
else_jump @QUARRY_27270 
00BC: show_text_highpriority GXT 'QUAR_P1' time 5000 flag 1  // ~s~You have completed your first quarry mission. Return to the site office for more.
jump @QUARRY_27480 

:QUARRY_27270
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27461 
0595: mission_complete 
030C: progress_made += 1 
0394: play_music 2 
$MISSION_QUARRY_PASSED = 1 
$QUARRY_MISSIONS_PASSED = 0 
00BA: show_text_styled GXT 'QUAR_P2' time 4000 style 4  // Quarry Complete!
50@ = 0 
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_27393 
48@ = 0 

:QUARRY_27360
005C: 50@ += $8174(48@,7i) // (int) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27360 

:QUARRY_27393
0629: change_integer_stat 202 to 50@ 
0085: 210@ = 50@ // (int) 
210@ /= 60 
0085: 51@ = 210@ // (int) 
51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 
295@ = 1 
jump @QUARRY_27480 

:QUARRY_27461
01E5: show_text_1number_highpriority GXT 'QUAR_P4' number $QUARRY_MISSIONS_PASSED time 5000 flag 1  // ~s~~1~ quarry missions complete.

:QUARRY_27480
jump @QUARRY_27512 

:QUARRY_27487
if 
  $QUARRY_MISSIONS_PASSED == 7 
else_jump @QUARRY_27512 
$QUARRY_MISSIONS_PASSED = 0 

:QUARRY_27512
if 
  $MISSION_QUARRY_PASSED == 1 
else_jump @QUARRY_27544 
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 

:QUARRY_27544
return 

:QUARRY_27546
Car.RemoveReferences(86@)
Car.RemoveReferences(87@)
Car.RemoveReferences(88@)
Car.RemoveReferences(89@)
Car.RemoveReferences(91@)
Actor.RemoveReferences(85@)
Object.RemoveReferences(92@)
Object.RemoveReferences(93@)
Object.RemoveReferences(121@)
07BE: remove_references_to_train 90@ 
48@ = 0 

:QUARRY_27603
Object.RemoveReferences(94@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27603 
48@ = 0 

:QUARRY_27640
Object.RemoveReferences(101@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_27640 
48@ = 0 

:QUARRY_27677
Object.RemoveReferences(111@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_27677 
48@ = 0 

:QUARRY_27714
Object.RemoveReferences(114@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27714 
48@ = 0 

:QUARRY_27751
Object.RemoveReferences(122@(48@,3i))
48@ += 1 
  48@ >= 3 
else_jump @QUARRY_27751 
48@ = 0 

:QUARRY_27788
06D6: disable_racing_checkpoint 190@(48@,7i) 
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27788 
06D6: disable_racing_checkpoint 197@ 
Marker.Disable(125@)
Marker.Disable(126@)
Marker.Disable(128@)
Marker.Disable(130@)
Marker.Disable(129@)
Marker.Disable(131@)
Marker.Disable(132@)
Marker.Disable(140@)
Marker.Disable(141@)
Marker.Disable(152@)
Marker.Disable(127@)
48@ = 0 

:QUARRY_27885
Marker.Disable(133@(48@,7i))
48@ += 1 
  48@ >= 7 
else_jump @QUARRY_27885 
48@ = 0 

:QUARRY_27922
Marker.Disable(142@(48@,10i))
48@ += 1 
  48@ >= 10 
else_jump @QUARRY_27922 
014F: stop_timer $8172 
0151: remove_status_text $8173 
0986: unknown_fires_stuff 
if 
  262@ == 1 
else_jump @QUARRY_27984 
03E6: remove_text_box 

:QUARRY_27984
Model.Destroy(#SANCHEZ)
Model.Destroy(#DOZER)
Model.Destroy(#DUMPER)
Model.Destroy(#DYN_QUARRYROCK02)
Model.Destroy(#DEAD_TIED_COP)
Model.Destroy(#DYN_QUARRYROCK03)
Model.Destroy(#COPBIKE)
Model.Destroy(#CR_AMMOBOX)
Model.Destroy(#KB_BARREL)
Model.Destroy(#STREAK)
Model.Destroy(#STREAKC)
Model.Destroy(#BMYBE)
Model.Destroy(#CR_GUNCRATE)
Model.Destroy(#CM_BOX)
Model.Destroy(#BLACKBAG2)
Model.Destroy(#DYN_WOODPILE)
Model.Destroy(#DYN_WOODPILE2)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
if 
  283@ == 1 
else_jump @QUARRY_28307 
091D: remove_forbidden_for_boats_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
091D: remove_forbidden_for_boats_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
091D: remove_forbidden_for_boats_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
091D: remove_forbidden_for_boats_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
091D: remove_forbidden_for_boats_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
091D: remove_forbidden_for_boats_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 

:QUARRY_28307
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
$ONMISSION = 0 
$411 = 0 
mission_cleanup 
return 

//-------------Mission 119---------------
// Originally: Boat School

:BOAT
thread 'BOAT' 
gosub @BOAT_416 
if 
wasted_or_busted 
else_jump @BOAT_38 
gosub @BOAT_37691 

:BOAT_38
gosub @BOAT_37809 
end_thread 
if 
  $ONMISSION == 0 
else_jump @BOAT_416 
if 
  36@ == 13 
else_jump @BOAT_416 
37@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
46@ = Car.Create(#CHEETAH, 5.0, 5.0, 10.0)
47@ = Actor.Create(Mission1, #OMOBOAT, 20.0, 20.0, 20.0)
39@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
42@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
43@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
40@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
41@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
45@ = Actor.Create(Mission1, #OMOBOAT, 30.0, 30.0, 20.0)
44@ = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
156@ = 0 

:BOAT_330
if 
  13 > 156@ 
else_jump @BOAT_416 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
106@(156@,50i) = Object.Init(#WATERJUMP1, 0.0, 0.0, 150.0)
156@ += 1 
jump @BOAT_330 

:BOAT_416
$ONMISSION = 1 
if 
  $MISSION_BOAT_SCHOOL_PASSED == 0 
else_jump @BOAT_443 
increment_mission_attempts 

:BOAT_443
054C: use_GXT_table 'BOAT' 
08F8: display_stat_update_box 0 
09B9: show_entered_car_name 0 
09BA: show_entered_zone_name 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BOAT_489 
0501: set_player $PLAYER_CHAR driveby_mode 0 

:BOAT_489
wait 0 
249@ = 0 
251@ = 0 
34@ = 0 
35@ = 0 
248@ = 0 
36@ = 0 
$8189 = 1 
182@ = -2215.58 
183@ = 2391.7 
184@ = 3.965 
174@ = -2185.335 
175@ = 2410.409 
176@ = 3.9752 
177@ = 122.2585 
178@ = -2216.327 
179@ = 2393.209 
180@ = 3.9 
181@ = 238.0 
55@ = 0 
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
$8195 = 0 
$8196 = 0 
169@ = 0 
232@ = 0 
192@ = 0.0 
193@ = 0.0 
194@ = 0.0 
212@ = 12000 
213@ = 12000 
214@ = 10500 
215@ = 9700 
216@ = 40000 
217@ = 40000 
218@ = 37000 
219@ = 33000 
220@ = 120000 
221@ = 120000 
222@ = 85000 
223@ = 80000 
224@ = 55 
225@ = 55 
226@ = 63 
227@ = 67 
228@ = 180000 
229@ = 180000 
230@ = 150000 
231@ = 130000 
0169: set_fade_color_RGB 0 0 0 
wait 0 
Model.Load(#OMOBOAT)
Model.Load(#DINGHY)
Model.Load(#POLMAV)
Model.Load(#COASTG)
Model.Load(#MARQUIS)
Model.Load(#TROPIC)
Model.Load(#VORTEX)
038B: load_requested_models 

:BOAT_981
if or
   not Model.Available(#OMOBOAT)
   not Model.Available(#DINGHY)
   not Model.Available(#POLMAV)
   not Model.Available(#COASTG)
else_jump @BOAT_1023 
wait 0 
jump @BOAT_981 

:BOAT_1023
if or
   not Model.Available(#MARQUIS)
   not Model.Available(#TROPIC)
   not Model.Available(#VORTEX)
else_jump @BOAT_1060 
wait 0 
jump @BOAT_1023 

:BOAT_1060
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
Actor.PutAt($PLAYER_ACTOR, 174@, 175@, 176@)
Actor.Angle($PLAYER_ACTOR) = 177@
04D8: set_actor $PLAYER_ACTOR drowns_in_water 0 
38@ = Actor.Create(Mission1, #OMOBOAT, 178@, 179@, 180@)
Actor.Angle(38@) = 181@
0568: set_actor 38@ targetable 1 
if 
  $8190 == 0 
else_jump @BOAT_1262 
$8190 = 50 

:BOAT_1262
wait 0 
if 
  $8190 == 50 
else_jump @BOAT_1316 
jump @BOAT_1323 
if 
   Actor.Dead(38@)
else_jump @BOAT_1316 
03E6: remove_text_box 
jump @BOAT_37691 

:BOAT_1316
jump @BOAT_1262 

:BOAT_1323
0826: enable_hud 0 
0581: enable_radar 0 
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
gosub @BOAT_19792 
$8191 = 0 
$8192 = 0 
03F0: enable_text_draw 1 
$8194 = 255 
$8193 = 2 
if 
  6 > $1962 
else_jump @BOAT_1422 
0084: $8189 = $1962 // (int) 

:BOAT_1422
gosub @BOAT_25116 
0826: enable_hud 0 
0581: enable_radar 0 
select_interior 0 
fade 1 500 

:BOAT_1448
wait 0 
gosub @BOAT_25116 
if 
  34@ == 0 
else_jump @BOAT_1491 
03CF: load_wav 3800 as 3 
34@ = 1 

:BOAT_1491
if 
  34@ == 1 
else_jump @BOAT_1531 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_1531 
34@ = 2 

:BOAT_1531
if 
  34@ == 2 
else_jump @BOAT_1560 
03D1: play_wav 3 
34@ = 3 

:BOAT_1560
set_weather 13 
00C0: set_current_time_hours_to 12 minutes_to 50 
097A: play_audio_at 0.0 0.0 0.0 event 1000 
if 
  $8192 == 0 
else_jump @BOAT_2122 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @BOAT_1698 
if 
  $1962 > 1 
else_jump @BOAT_1698 
$8189 -= 1 
if 
  4 > $8191 
else_jump @BOAT_1698 
$8191 = 3 

:BOAT_1698
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @BOAT_1772 
if 
  $1962 > 1 
else_jump @BOAT_1772 
$8189 += 1 
if 
  4 > $8191 
else_jump @BOAT_1772 
$8191 = 3 

:BOAT_1772
if 
  1 > $8189 
else_jump @BOAT_1798 
0084: $8189 = $1962 // (int) 

:BOAT_1798
if 
001C:   $8189 > $1962 // (int) 
else_jump @BOAT_1824 
$8189 = 1 

:BOAT_1824
if 
  $1962 > 1 
else_jump @BOAT_2016 

:BOAT_1842
if 
  -100 > $MOVE_AXIS_X 
else_jump @BOAT_1894 
wait 0 
gosub @BOAT_25116 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BOAT_1842 

:BOAT_1894
if 
  $MOVE_AXIS_X > 100 
else_jump @BOAT_1946 
wait 0 
gosub @BOAT_25116 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BOAT_1894 

:BOAT_1946
if 
00E1:   player 0 pressed_key 10 
else_jump @BOAT_1981 
wait 0 
gosub @BOAT_25116 
jump @BOAT_1946 

:BOAT_1981
if 
00E1:   player 0 pressed_key 11 
else_jump @BOAT_2016 
wait 0 
gosub @BOAT_25116 
jump @BOAT_1981 

:BOAT_2016
if 
00E1:   player 0 pressed_key 16 
else_jump @BOAT_2076 
if 
  4 > $8191 
else_jump @BOAT_2058 
$8191 = 3 

:BOAT_2058
040D: unload_wav 3 
34@ = 0 
jump @BOAT_2136 

:BOAT_2076
if 
0735:   NOP_false 81 
else_jump @BOAT_2098 
$1962 = 5 

:BOAT_2098
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_2122 
jump @BOAT_37691 

:BOAT_2122
gosub @BOAT_32194 
jump @BOAT_1448 

:BOAT_2136
fade 0 500 

:BOAT_2143
if 
fading 
else_jump @BOAT_2174 
wait 0 
gosub @BOAT_25116 
jump @BOAT_2143 

:BOAT_2174
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2195 
05EC: release_car 37@ from_path 

:BOAT_2195
Camera.Restore_WithJumpCut
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(39@)
gosub @BOAT_37625 
$8191 = 5 
0826: enable_hud 1 
0581: enable_radar 1 
if 
  $8189 == 1 
else_jump @BOAT_3803 

:BOAT_2257
gosub @BOAT_34020 

:BOAT_2264
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -3303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
248@ = 0 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#COASTG, -2323.627, 2105.29, 0.0)
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
Car.Angle(37@) = 90.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_2488 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_2488
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
Player.CanMove($PLAYER_CHAR) = True
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Marker.SetColor(53@, 4)
Marker.SetColor(54@, 4)
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2637 
Car.StorePos(37@, 185@, 186@, 187@)
0087: 192@ = 185@ // (float) 
192@ -= 195.0 
0087: 193@ = 186@ // (float) 
0087: 194@ = 187@ // (float) 

:BOAT_2637
wait 0 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_2731 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2731 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_2731
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_2762 
164@ = 2 
jump @BOAT_3743 

:BOAT_2762
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_2794 
jump @BOAT_37691 

:BOAT_2794
if 
  158@ == 0 
else_jump @BOAT_2971 
00BC: show_text_highpriority GXT 'BOAT_A4' time 5000 flag 1  // ~s~Hold ~k~~VEHICLE_ACCELERATE~ to throttle forward and bring the boat to rest within the parallel ~y~buoys~s~ region.
if 
   not Car.Wrecked(37@)
else_jump @BOAT_2852 
250@ = Car.Health(37@)

:BOAT_2852
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_2971 
0971: unknown_set_to_current_time 
0085: 211@ = 215@ // (int) 
0085: 210@ = 214@ // (int) 
0085: 209@ = 213@ // (int) 
158@ = 1 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
32@ = 0 

:BOAT_2971
if 
  158@ == 1 
else_jump @BOAT_3267 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_3221 
02E3: 49@ = car 37@ speed 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height -30.0 flag 0 in_car 
else_jump @BOAT_3110 
00BC: show_text_highpriority GXT 'BOAT_32' time 4000 flag 1  // ~s~In stopping region
if 
  7.0 > 49@ 
else_jump @BOAT_3110 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_33' time 4000 flag 1  // ~s~Finished!
158@ = 99 

:BOAT_3110
if 
  32@ > 4500 
else_jump @BOAT_3166 
if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height -30.0 flag 0 in_car 
else_jump @BOAT_3166 
00BE: text_clear_all 

:BOAT_3166
if 
  248@ == 0 
else_jump @BOAT_3221 
if 
  32@ > 4500 
else_jump @BOAT_3221 
248@ = 1 
03E5: show_text_box 'BOAT_A5'  // ~s~Hold ~k~~VEHICLE_BRAKE~ to apply reverse throttle.

:BOAT_3221
if 
  $8197 > 60000 
else_jump @BOAT_3267 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
158@ = 99 

:BOAT_3267
if 
  158@ == 99 
else_jump @BOAT_3796 
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1963 > 168@ // (int) 
else_jump @BOAT_3505 
008B: 169@ = $1963 // (int) 
008A: $1963 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_3405 
if 
  $1972 == 0 
else_jump @BOAT_3405 
$1972 = 1 
$1971 = 1 
$1970 = 1 

:BOAT_3405
if 
  $8195 == 3 
else_jump @BOAT_3455 
if 
  $1971 == 0 
else_jump @BOAT_3455 
$1971 = 1 
$1970 = 1 

:BOAT_3455
if 
  $8195 == 2 
else_jump @BOAT_3498 
if 
  $1970 == 0 
else_jump @BOAT_3498 
$1970 = 1 

:BOAT_3498
jump @BOAT_3512 

:BOAT_3505
$8195 = 0 

:BOAT_3512
if 
  $1962 == 1 
else_jump @BOAT_3590 
if 
001D:   212@ > 168@ // (int) 
else_jump @BOAT_3590 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 2 
164@ = 2 

:BOAT_3590
32@ = 0 

:BOAT_3597
if 
  32@ > -1 
else_jump @BOAT_3743 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_3677 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_3743 

:BOAT_3677
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_3736 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_3743 

:BOAT_3736
jump @BOAT_3597 

:BOAT_3743
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_3789 
jump @BOAT_1323 
jump @BOAT_3796 

:BOAT_3789
jump @BOAT_2257 

:BOAT_3796
jump @BOAT_2637 

:BOAT_3803
if 
  $8189 == 2 
else_jump @BOAT_6502 

:BOAT_3821
gosub @BOAT_34020 

:BOAT_3828
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -2303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#COASTG, -2578.671, 2050.845, 0.0)
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
Car.Angle(37@) = 0.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_4045 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_4045
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4181 
Car.StorePos(37@, 185@, 186@, 187@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
Marker.SetColor(52@, 4)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(51@, 4)
53@ = Marker.CreateAboveObject(58@)
54@ = Marker.CreateAboveObject(59@)
gosub @BOAT_34153 

:BOAT_4181
wait 0 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_4275 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4275 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_4275
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_4306 
164@ = 2 
jump @BOAT_6442 

:BOAT_4306
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_4338 
jump @BOAT_37691 

:BOAT_4338
if 
  159@ == 0 
else_jump @BOAT_4456 
00BC: show_text_highpriority GXT 'BOAT_B4' time 4000 flag 1  // ~s~Navigate through each pair of ~y~buoys~s~. Throttle with ~k~~VEHICLE_ACCELERATE~ and use ~k~~VEHICLE_STEERLEFT~ and ~k~~VEHICLE_STEERRIGHT~ to steer.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_4456 
0971: unknown_set_to_current_time 
0085: 211@ = 219@ // (int) 
0085: 210@ = 218@ // (int) 
0085: 209@ = 217@ // (int) 
159@ = 5 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_4456
if 
  159@ > 0 
else_jump @BOAT_4502 
if 
  $8197 > 600000 
else_jump @BOAT_4502 
159@ = 99 

:BOAT_4502
if 
  159@ == 5 
else_jump @BOAT_4708 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4708 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_4708 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
03E6: remove_text_box 
03E5: show_text_box 'BOAT_B5'  // ~s~Hold ~k~~VEHICLE_HANDBRAKE~ to perform a sharper turn.
159@ = 10 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(58@)
51@ = Marker.CreateAboveObject(59@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(60@)
54@ = Marker.CreateAboveObject(61@)
gosub @BOAT_34153 

:BOAT_4708
if 
  159@ == 10 
else_jump @BOAT_4901 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_4901 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_4901 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 15 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(60@, 198@, 199@, 200@)
Object.StorePos(61@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(60@)
51@ = Marker.CreateAboveObject(61@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
gosub @BOAT_34153 

:BOAT_4901
if 
  159@ == 15 
else_jump @BOAT_5094 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5094 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5094 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 20 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(62@, 198@, 199@, 200@)
Object.StorePos(63@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(62@)
51@ = Marker.CreateAboveObject(63@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(64@)
54@ = Marker.CreateAboveObject(65@)
gosub @BOAT_34153 

:BOAT_5094
if 
  159@ == 20 
else_jump @BOAT_5287 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5287 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5287 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 25 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(64@, 198@, 199@, 200@)
Object.StorePos(65@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(64@)
51@ = Marker.CreateAboveObject(65@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(66@)
54@ = Marker.CreateAboveObject(67@)
gosub @BOAT_34153 

:BOAT_5287
if 
  159@ == 25 
else_jump @BOAT_5480 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5480 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5480 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 30 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(66@, 198@, 199@, 200@)
Object.StorePos(67@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(66@)
51@ = Marker.CreateAboveObject(67@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(68@)
54@ = Marker.CreateAboveObject(69@)
gosub @BOAT_34153 

:BOAT_5480
if 
  159@ == 30 
else_jump @BOAT_5673 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5673 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5673 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 35 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(68@, 198@, 199@, 200@)
Object.StorePos(69@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(68@)
51@ = Marker.CreateAboveObject(69@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(70@)
54@ = Marker.CreateAboveObject(71@)
gosub @BOAT_34153 

:BOAT_5673
if 
  159@ == 35 
else_jump @BOAT_5850 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5850 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5850 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
159@ = 40 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(70@, 198@, 199@, 200@)
Object.StorePos(71@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(70@)
51@ = Marker.CreateAboveObject(71@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_34153 

:BOAT_5850
if 
  159@ == 40 
else_jump @BOAT_5966 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_5966 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_5966 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
159@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_5966
if 
  159@ == 99 
else_jump @BOAT_6495 
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1964 > 168@ // (int) 
else_jump @BOAT_6204 
008B: 169@ = $1964 // (int) 
008A: $1964 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_6104 
if 
  $1975 == 0 
else_jump @BOAT_6104 
$1975 = 1 
$1974 = 1 
$1973 = 1 

:BOAT_6104
if 
  $8195 == 3 
else_jump @BOAT_6154 
if 
  $1974 == 0 
else_jump @BOAT_6154 
$1974 = 1 
$1973 = 1 

:BOAT_6154
if 
  $8195 == 2 
else_jump @BOAT_6197 
if 
  $1973 == 0 
else_jump @BOAT_6197 
$1973 = 1 

:BOAT_6197
jump @BOAT_6211 

:BOAT_6204
$8195 = 0 

:BOAT_6211
if 
  $1962 == 2 
else_jump @BOAT_6289 
if 
001D:   216@ > 168@ // (int) 
else_jump @BOAT_6289 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 3 
164@ = 2 

:BOAT_6289
32@ = 0 

:BOAT_6296
if 
  32@ > -1 
else_jump @BOAT_6442 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_6376 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_6442 

:BOAT_6376
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_6435 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_6442 

:BOAT_6435
jump @BOAT_6296 

:BOAT_6442
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_6488 
jump @BOAT_1323 
jump @BOAT_6495 

:BOAT_6488
jump @BOAT_3821 

:BOAT_6495
jump @BOAT_4181 

:BOAT_6502
if 
  $8189 == 3 
else_jump @BOAT_10905 

:BOAT_6520
gosub @BOAT_34020 

:BOAT_6527
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -2303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#DINGHY, -2124.125, 2438.352, 0.0)
0229: set_car 37@ primary_color_to 114 secondary_color_to 1 
Car.Angle(37@) = 180.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_6744 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_6744
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_6880 
Car.StorePos(37@, 185@, 186@, 187@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
53@ = Marker.CreateAboveObject(58@)
54@ = Marker.CreateAboveObject(59@)
gosub @BOAT_34153 

:BOAT_6880
35@ = 0 

:BOAT_6887
wait 0 
if 
  35@ == 0 
else_jump @BOAT_6923 
03CF: load_wav 6200 as 3 
35@ = 1 

:BOAT_6923
if 
  35@ == 1 
else_jump @BOAT_6963 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_6963 
35@ = 2 

:BOAT_6963
if 
   not Car.Wrecked(46@)
else_jump @BOAT_7053 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7053 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_7053
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_7084 
164@ = 2 
jump @BOAT_10845 

:BOAT_7084
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_7116 
jump @BOAT_37691 

:BOAT_7116
if 
  160@ == 0 
else_jump @BOAT_7250 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_7250 
0971: unknown_set_to_current_time 
0085: 211@ = 223@ // (int) 
0085: 210@ = 222@ // (int) 
0085: 209@ = 221@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
160@ = 5 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_7250
if 
  160@ > 0 
else_jump @BOAT_7296 
if 
  $8197 > 600000 
else_jump @BOAT_7296 
160@ = 99 

:BOAT_7296
if 
  160@ == 5 
else_jump @BOAT_7489 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7489 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_7489 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 10 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(58@)
51@ = Marker.CreateAboveObject(59@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(60@)
54@ = Marker.CreateAboveObject(61@)
gosub @BOAT_34153 

:BOAT_7489
if 
  160@ == 10 
else_jump @BOAT_7682 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7682 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_7682 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 15 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(60@, 198@, 199@, 200@)
Object.StorePos(61@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(60@)
51@ = Marker.CreateAboveObject(61@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
gosub @BOAT_34153 

:BOAT_7682
if 
  160@ == 15 
else_jump @BOAT_7963 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_7963 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_7963 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 20 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(62@, 198@, 199@, 200@)
Object.StorePos(63@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(62@)
51@ = Marker.CreateAboveObject(63@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(64@)
54@ = Marker.CreateAboveObject(65@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(44@)
else_jump @BOAT_7963 
if 
   not Actor.Dead(45@)
else_jump @BOAT_7963 
if 
  35@ == 2 
else_jump @BOAT_7929 
03D1: play_wav 3 

:BOAT_7929
05D1: AS_actor 45@ drive_car 44@ to -2013.476 1748.499 0.0 speed 18.0 2 model #NULL 3 

:BOAT_7963
if 
  160@ == 20 
else_jump @BOAT_8156 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8156 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8156 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 25 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(64@, 198@, 199@, 200@)
Object.StorePos(65@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(64@)
51@ = Marker.CreateAboveObject(65@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(66@)
54@ = Marker.CreateAboveObject(67@)
gosub @BOAT_34153 

:BOAT_8156
if 
  160@ == 25 
else_jump @BOAT_8349 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8349 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8349 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 30 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(66@, 198@, 199@, 200@)
Object.StorePos(67@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(66@)
51@ = Marker.CreateAboveObject(67@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(68@)
54@ = Marker.CreateAboveObject(69@)
gosub @BOAT_34153 

:BOAT_8349
if 
  160@ == 30 
else_jump @BOAT_8542 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8542 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8542 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 35 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(68@, 198@, 199@, 200@)
Object.StorePos(69@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(68@)
51@ = Marker.CreateAboveObject(69@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(70@)
54@ = Marker.CreateAboveObject(71@)
gosub @BOAT_34153 

:BOAT_8542
if 
  160@ == 35 
else_jump @BOAT_8735 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8735 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8735 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 40 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(70@, 198@, 199@, 200@)
Object.StorePos(71@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(70@)
51@ = Marker.CreateAboveObject(71@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(72@)
54@ = Marker.CreateAboveObject(73@)
gosub @BOAT_34153 

:BOAT_8735
if 
  160@ == 40 
else_jump @BOAT_8928 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_8928 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_8928 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 45 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(72@, 198@, 199@, 200@)
Object.StorePos(73@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(72@)
51@ = Marker.CreateAboveObject(73@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(74@)
54@ = Marker.CreateAboveObject(75@)
gosub @BOAT_34153 

:BOAT_8928
if 
  160@ == 45 
else_jump @BOAT_9121 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9121 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9121 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 50 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(74@, 198@, 199@, 200@)
Object.StorePos(75@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(74@)
51@ = Marker.CreateAboveObject(75@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(76@)
54@ = Marker.CreateAboveObject(77@)
gosub @BOAT_34153 

:BOAT_9121
if 
  160@ == 50 
else_jump @BOAT_9314 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9314 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9314 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 55 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(76@, 198@, 199@, 200@)
Object.StorePos(77@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(76@)
51@ = Marker.CreateAboveObject(77@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(78@)
54@ = Marker.CreateAboveObject(79@)
gosub @BOAT_34153 

:BOAT_9314
if 
  160@ == 55 
else_jump @BOAT_9507 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9507 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9507 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 60 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(78@, 198@, 199@, 200@)
Object.StorePos(79@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(78@)
51@ = Marker.CreateAboveObject(79@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(80@)
54@ = Marker.CreateAboveObject(81@)
gosub @BOAT_34153 

:BOAT_9507
if 
  160@ == 60 
else_jump @BOAT_9788 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_9788 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_9788 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 65 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(80@, 198@, 199@, 200@)
Object.StorePos(81@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(80@)
51@ = Marker.CreateAboveObject(81@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(82@)
54@ = Marker.CreateAboveObject(83@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(41@)
else_jump @BOAT_9788 
if 
   not Actor.Dead(43@)
else_jump @BOAT_9788 
if 
  35@ == 2 
else_jump @BOAT_9754 
03D1: play_wav 3 

:BOAT_9754
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_9788
if 
  160@ == 65 
else_jump @BOAT_10069 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_10069 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_10069 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 70 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(82@, 198@, 199@, 200@)
Object.StorePos(83@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(82@)
51@ = Marker.CreateAboveObject(83@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(56@)
54@ = Marker.CreateAboveObject(57@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_10069 
if 
   not Actor.Dead(42@)
else_jump @BOAT_10069 
if 
  35@ == 2 
else_jump @BOAT_10035 
03D1: play_wav 3 

:BOAT_10035
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_10069
if 
  160@ == 70 
else_jump @BOAT_10253 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_10253 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_10253 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
160@ = 80 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Marker.Disable(53@)
Marker.Disable(54@)

:BOAT_10253
if 
  160@ == 80 
else_jump @BOAT_10369 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_10369 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_10369 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
160@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_10369
if 
  160@ == 99 
else_jump @BOAT_10898 
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1965 > 168@ // (int) 
else_jump @BOAT_10607 
008B: 169@ = $1965 // (int) 
008A: $1965 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_10507 
if 
  $1978 == 0 
else_jump @BOAT_10507 
$1978 = 1 
$1977 = 1 
$1976 = 1 

:BOAT_10507
if 
  $8195 == 3 
else_jump @BOAT_10557 
if 
  $1977 == 0 
else_jump @BOAT_10557 
$1977 = 1 
$1976 = 1 

:BOAT_10557
if 
  $8195 == 2 
else_jump @BOAT_10600 
if 
  $1976 == 0 
else_jump @BOAT_10600 
$1976 = 1 

:BOAT_10600
jump @BOAT_10614 

:BOAT_10607
$8195 = 0 

:BOAT_10614
if 
  $1962 == 3 
else_jump @BOAT_10692 
if 
001D:   220@ > 168@ // (int) 
else_jump @BOAT_10692 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 4 
164@ = 2 

:BOAT_10692
32@ = 0 

:BOAT_10699
if 
  32@ > -1 
else_jump @BOAT_10845 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_10779 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_10845 

:BOAT_10779
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_10838 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_10845 

:BOAT_10838
jump @BOAT_10699 

:BOAT_10845
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_10891 
jump @BOAT_1323 
jump @BOAT_10898 

:BOAT_10891
jump @BOAT_6520 

:BOAT_10898
jump @BOAT_6887 

:BOAT_10905
if 
  $8189 == 4 
else_jump @BOAT_12785 

:BOAT_10923
gosub @BOAT_34020 

:BOAT_10930
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -3303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#VORTEX, -2584.316, 2213.475, 0.0)
0229: set_car 37@ primary_color_to 78 secondary_color_to 14 
Car.Angle(37@) = 250.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11143 
Car.PutAt(37@, -2318.049, 2312.302, 10.0)
Car.Angle(37@) = 174.6078

:BOAT_11143
if 
  $8191 == 0 
else_jump @BOAT_11193 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_11193
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11294 
192@ = 0.0 
193@ = 0.0 
194@ = 0.0 
201@ = 0.0 
202@ = 0.0 
203@ = 0.0 

:BOAT_11294
wait 0 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_11388 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11388 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_11388
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_11419 
164@ = 2 
jump @BOAT_12725 

:BOAT_11419
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_11451 
jump @BOAT_37691 

:BOAT_11451
if 
  161@ == 0 
else_jump @BOAT_11656 
00BC: show_text_highpriority GXT 'BOAT_D1' time 4000 flag 1  // ~s~ Power towards the jump ramp and land within the parallel ~y~buoys~s~ to register a valid jump.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_11656 
0971: unknown_set_to_current_time 
0085: 211@ = 227@ // (int) 
0085: 210@ = 226@ // (int) 
0085: 209@ = 225@ // (int) 
014F: stop_timer $8197 
$8197 = 46000 
161@ = 1 
03C3: set_timer_to $8197 type 1 GXT 'BOAT_T1' // global_variable  // time
Marker.Disable(52@)
Marker.Disable(51@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
097A: play_audio_at 198@ 199@ 200@ event 65535 

:BOAT_11656
if 
  161@ == 1 
else_jump @BOAT_11809 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_11809 
if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 198@ 199@ 1.0 fur_corner_at 195@ 196@ 3.0 depth 10.0 flag 0 in_car 
else_jump @BOAT_11809 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
Marker.Disable(52@)
Marker.Disable(51@)
02E3: 49@ = car 37@ speed 
161@ = 2 
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
33@ = 0 

:BOAT_11809
if 
  161@ == 2 
else_jump @BOAT_12009 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_12009 
if 
  33@ > 1000 
else_jump @BOAT_12009 
Car.StorePos(37@, 192@, 193@, 194@)
if 
  1.0 > 194@ 
else_jump @BOAT_12009 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 600.0 flag 0 in_car 
else_jump @BOAT_11960 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
161@ = 3 
33@ = 0 

:BOAT_11960
if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 600.0 flag 0 in_car 
else_jump @BOAT_12009 
161@ = 4 
33@ = 0 

:BOAT_12009
if 
  161@ == 3 
else_jump @BOAT_12095 
Object.StorePos(106@, 201@, 202@, 203@)
0509: 246@ = distance_between_XY 201@ 202@ and_XY 192@ 193@ 

:BOAT_12058
if 
  1000 > 33@ 
else_jump @BOAT_12088 
wait 0 
jump @BOAT_12058 

:BOAT_12088
161@ = 99 

:BOAT_12095
if 
  161@ == 4 
else_jump @BOAT_12160 

:BOAT_12113
if 
  1000 > 33@ 
else_jump @BOAT_12143 
wait 0 
jump @BOAT_12113 

:BOAT_12143
246@ = 0.0 
161@ = 99 

:BOAT_12160
if 
  161@ > 0 
else_jump @BOAT_12233 
if 
  1 > $8197 
else_jump @BOAT_12233 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
161@ = 99 
wait 3000 
jump @BOAT_12725 

:BOAT_12233
if 
  161@ == 99 
else_jump @BOAT_12778 
gosub @BOAT_20088 
gosub @BOAT_20416 
if or
001F:   168@ > $1966 // (int) 
001F:   168@ > $1966 // (int) 
else_jump @BOAT_12479 
008B: 169@ = $1966 // (int) 
008A: $1966 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_12379 
if 
  $1981 == 0 
else_jump @BOAT_12379 
$1981 = 1 
$1980 = 1 
$1979 = 1 

:BOAT_12379
if 
  $8195 == 3 
else_jump @BOAT_12429 
if 
  $1980 == 0 
else_jump @BOAT_12429 
$1980 = 1 
$1979 = 1 

:BOAT_12429
if 
  $8195 == 2 
else_jump @BOAT_12472 
if 
  $1979 == 0 
else_jump @BOAT_12472 
$1979 = 1 

:BOAT_12472
jump @BOAT_12486 

:BOAT_12479
$8195 = 0 

:BOAT_12486
if 
  $1962 == 4 
else_jump @BOAT_12572 
if or
001D:   168@ > 224@ // (int) 
003B:   168@ == 224@ // (int) 
else_jump @BOAT_12572 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
167@ = 2 
$1962 = 5 
164@ = 2 

:BOAT_12572
32@ = 0 

:BOAT_12579
if 
  32@ > -1 
else_jump @BOAT_12725 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_12659 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_12725 

:BOAT_12659
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_12718 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_12725 

:BOAT_12718
jump @BOAT_12579 

:BOAT_12725
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_12771 
jump @BOAT_1323 
jump @BOAT_12778 

:BOAT_12771
jump @BOAT_10923 

:BOAT_12778
jump @BOAT_11294 

:BOAT_12785
if 
  $8189 == 5 
else_jump @BOAT_19792 

:BOAT_12803
gosub @BOAT_34020 

:BOAT_12810
Player.CanMove($PLAYER_CHAR) = True
gosub @BOAT_19792 
46@ = Car.Create(#POLMAV, -2303.627, 2105.29, 200.0)
Actor.DestroyInstantly(47@)
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
Car.SetMaxSpeed(46@, 250.0)
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
37@ = Car.Create(#VORTEX, -2014.267, 2365.429, 6.0509)
0229: set_car 37@ primary_color_to 6 secondary_color_to 2 
Car.Angle(37@) = 111.0
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
gosub @BOAT_34197 
if 
  $8191 == 0 
else_jump @BOAT_13027 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 2 
return 

:BOAT_13027
gosub @BOAT_33612 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
Player.CanMove($PLAYER_CHAR) = True
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13156 
Car.StorePos(37@, 185@, 186@, 187@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
53@ = Marker.CreateAboveObject(58@)
54@ = Marker.CreateAboveObject(59@)
gosub @BOAT_34153 
Car.LockInCurrentPosition(37@) = True

:BOAT_13156
35@ = 0 

:BOAT_13163
wait 0 
if 
  35@ == 0 
else_jump @BOAT_13199 
03CF: load_wav 6200 as 3 
35@ = 1 

:BOAT_13199
if 
  35@ == 1 
else_jump @BOAT_13239 
if 
03D0:   wav 3 loaded 
else_jump @BOAT_13239 
35@ = 2 

:BOAT_13239
if 
0735:   NOP_false 87 
else_jump @BOAT_13261 
162@ = 99 

:BOAT_13261
if 
   not Car.Wrecked(46@)
else_jump @BOAT_13351 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13351 
Car.StorePos(37@, 185@, 186@, 187@)
185@ -= 150.0 
186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_13351
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_13382 
164@ = 2 
jump @BOAT_19598 

:BOAT_13382
gosub @BOAT_20340 
if 
  164@ == 1 
else_jump @BOAT_13414 
jump @BOAT_37691 

:BOAT_13414
if 
  162@ == 0 
else_jump @BOAT_13555 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BOAT_13555 
0971: unknown_set_to_current_time 
0085: 211@ = 231@ // (int) 
0085: 210@ = 230@ // (int) 
0085: 209@ = 229@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
162@ = 5 
$8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time
Car.LockInCurrentPosition(37@) = False

:BOAT_13555
if 
  162@ > 0 
else_jump @BOAT_13601 
if 
  $8197 > 600000 
else_jump @BOAT_13601 
162@ = 99 

:BOAT_13601
if 
  162@ == 5 
else_jump @BOAT_13794 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13794 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_13794 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 10 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(58@, 198@, 199@, 200@)
Object.StorePos(59@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(58@)
51@ = Marker.CreateAboveObject(59@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(60@)
54@ = Marker.CreateAboveObject(61@)
gosub @BOAT_34153 

:BOAT_13794
if 
  162@ == 10 
else_jump @BOAT_13987 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_13987 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_13987 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 15 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(60@, 198@, 199@, 200@)
Object.StorePos(61@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(60@)
51@ = Marker.CreateAboveObject(61@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(62@)
54@ = Marker.CreateAboveObject(63@)
gosub @BOAT_34153 

:BOAT_13987
if 
  162@ == 15 
else_jump @BOAT_14180 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14180 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14180 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 20 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(62@, 198@, 199@, 200@)
Object.StorePos(63@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(62@)
51@ = Marker.CreateAboveObject(63@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(64@)
54@ = Marker.CreateAboveObject(65@)
gosub @BOAT_34153 

:BOAT_14180
if 
  162@ == 20 
else_jump @BOAT_14373 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14373 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14373 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 25 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(64@, 198@, 199@, 200@)
Object.StorePos(65@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(64@)
51@ = Marker.CreateAboveObject(65@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(66@)
54@ = Marker.CreateAboveObject(67@)
gosub @BOAT_34153 

:BOAT_14373
if 
  162@ == 25 
else_jump @BOAT_14566 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14566 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14566 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 30 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(66@, 198@, 199@, 200@)
Object.StorePos(67@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(66@)
51@ = Marker.CreateAboveObject(67@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(68@)
54@ = Marker.CreateAboveObject(69@)
gosub @BOAT_34153 

:BOAT_14566
if 
  162@ == 30 
else_jump @BOAT_14759 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14759 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14759 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 35 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(68@, 198@, 199@, 200@)
Object.StorePos(69@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(68@)
51@ = Marker.CreateAboveObject(69@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(70@)
54@ = Marker.CreateAboveObject(71@)
gosub @BOAT_34153 

:BOAT_14759
if 
  162@ == 35 
else_jump @BOAT_14952 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_14952 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_14952 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 40 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(70@, 198@, 199@, 200@)
Object.StorePos(71@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(70@)
51@ = Marker.CreateAboveObject(71@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(72@)
54@ = Marker.CreateAboveObject(73@)
gosub @BOAT_34153 

:BOAT_14952
if 
  162@ == 40 
else_jump @BOAT_15145 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15145 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15145 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 45 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(72@, 198@, 199@, 200@)
Object.StorePos(73@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(72@)
51@ = Marker.CreateAboveObject(73@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(74@)
54@ = Marker.CreateAboveObject(75@)
gosub @BOAT_34153 

:BOAT_15145
if 
  162@ == 45 
else_jump @BOAT_15338 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15338 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15338 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 50 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(74@, 198@, 199@, 200@)
Object.StorePos(75@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(74@)
51@ = Marker.CreateAboveObject(75@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(76@)
54@ = Marker.CreateAboveObject(77@)
gosub @BOAT_34153 

:BOAT_15338
if 
  162@ == 50 
else_jump @BOAT_15531 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15531 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15531 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 55 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(76@, 198@, 199@, 200@)
Object.StorePos(77@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(76@)
51@ = Marker.CreateAboveObject(77@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(78@)
54@ = Marker.CreateAboveObject(79@)
gosub @BOAT_34153 

:BOAT_15531
if 
  162@ == 55 
else_jump @BOAT_15724 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_15724 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_15724 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 60 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(78@, 198@, 199@, 200@)
Object.StorePos(79@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(78@)
51@ = Marker.CreateAboveObject(79@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(80@)
54@ = Marker.CreateAboveObject(81@)
gosub @BOAT_34153 

:BOAT_15724
if 
  162@ == 60 
else_jump @BOAT_16005 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16005 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16005 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 65 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(80@, 198@, 199@, 200@)
Object.StorePos(81@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(80@)
51@ = Marker.CreateAboveObject(81@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(82@)
54@ = Marker.CreateAboveObject(83@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(41@)
else_jump @BOAT_16005 
if 
   not Actor.Dead(43@)
else_jump @BOAT_16005 
if 
  35@ == 2 
else_jump @BOAT_15971 
03D1: play_wav 3 

:BOAT_15971
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_16005
if 
  162@ == 65 
else_jump @BOAT_16286 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16286 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16286 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 70 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(82@, 198@, 199@, 200@)
Object.StorePos(83@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(82@)
51@ = Marker.CreateAboveObject(83@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(84@)
54@ = Marker.CreateAboveObject(85@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_16286 
if 
   not Actor.Dead(42@)
else_jump @BOAT_16286 
if 
  35@ == 2 
else_jump @BOAT_16252 
03D1: play_wav 3 

:BOAT_16252
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16286
if 
  162@ == 70 
else_jump @BOAT_16545 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16545 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16545 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 75 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(84@, 198@, 199@, 200@)
Object.StorePos(85@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(84@)
51@ = Marker.CreateAboveObject(85@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(86@)
54@ = Marker.CreateAboveObject(87@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_16545 
if 
   not Actor.Dead(42@)
else_jump @BOAT_16545 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16545
if 
  162@ == 75 
else_jump @BOAT_16826 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_16826 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_16826 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 80 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(86@, 198@, 199@, 200@)
Object.StorePos(87@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(86@)
51@ = Marker.CreateAboveObject(87@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(88@)
54@ = Marker.CreateAboveObject(89@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_16826 
if 
   not Actor.Dead(42@)
else_jump @BOAT_16826 
if 
  35@ == 2 
else_jump @BOAT_16792 
03D1: play_wav 3 

:BOAT_16792
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_16826
if 
  162@ == 80 
else_jump @BOAT_17085 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17085 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17085 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 82 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(88@, 198@, 199@, 200@)
Object.StorePos(89@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(88@)
51@ = Marker.CreateAboveObject(89@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(90@)
54@ = Marker.CreateAboveObject(91@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17085 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17085 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17085
if 
  162@ == 82 
else_jump @BOAT_17366 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17366 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17366 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 84 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(90@, 198@, 199@, 200@)
Object.StorePos(91@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(90@)
51@ = Marker.CreateAboveObject(91@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(92@)
54@ = Marker.CreateAboveObject(93@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17366 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17366 
if 
  35@ == 2 
else_jump @BOAT_17332 
03D1: play_wav 3 

:BOAT_17332
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17366
if 
  162@ == 84 
else_jump @BOAT_17625 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17625 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17625 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 86 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(92@, 198@, 199@, 200@)
Object.StorePos(93@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(92@)
51@ = Marker.CreateAboveObject(93@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(94@)
54@ = Marker.CreateAboveObject(95@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17625 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17625 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17625
if 
  162@ == 86 
else_jump @BOAT_17884 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_17884 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_17884 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 88 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(94@, 198@, 199@, 200@)
Object.StorePos(95@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(94@)
51@ = Marker.CreateAboveObject(95@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(96@)
54@ = Marker.CreateAboveObject(97@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_17884 
if 
   not Actor.Dead(42@)
else_jump @BOAT_17884 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_17884
if 
  162@ == 88 
else_jump @BOAT_18143 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18143 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18143 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 90 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(96@, 198@, 199@, 200@)
Object.StorePos(97@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(96@)
51@ = Marker.CreateAboveObject(97@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(98@)
54@ = Marker.CreateAboveObject(99@)
gosub @BOAT_34153 
if 
   not Car.Wrecked(40@)
else_jump @BOAT_18143 
if 
   not Actor.Dead(42@)
else_jump @BOAT_18143 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_18143
if 
  162@ == 90 
else_jump @BOAT_18320 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18320 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18320 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 91 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(98@, 198@, 199@, 200@)
Object.StorePos(99@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(98@)
51@ = Marker.CreateAboveObject(99@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_34153 

:BOAT_18320
if 
  162@ == 91 
else_jump @BOAT_18436 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18436 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18436 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
162@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_18436
if 
  162@ == 92 
else_jump @BOAT_18629 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18629 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18629 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 93 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(102@, 198@, 199@, 200@)
Object.StorePos(103@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(102@)
51@ = Marker.CreateAboveObject(103@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(104@)
54@ = Marker.CreateAboveObject(105@)
gosub @BOAT_34153 

:BOAT_18629
if 
  162@ == 93 
else_jump @BOAT_18822 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18822 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18822 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 94 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(104@, 198@, 199@, 200@)
Object.StorePos(105@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(104@)
51@ = Marker.CreateAboveObject(105@)
Marker.Disable(53@)
Marker.Disable(54@)
53@ = Marker.CreateAboveObject(56@)
54@ = Marker.CreateAboveObject(57@)
gosub @BOAT_34153 

:BOAT_18822
if 
  162@ == 94 
else_jump @BOAT_18999 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_18999 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_18999 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
162@ = 97 
Marker.Disable(52@)
Marker.Disable(51@)
Object.StorePos(56@, 198@, 199@, 200@)
Object.StorePos(57@, 195@, 196@, 197@)
52@ = Marker.CreateAboveObject(56@)
51@ = Marker.CreateAboveObject(57@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_34153 

:BOAT_18999
if 
  162@ == 97 
else_jump @BOAT_19115 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_19115 
if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height 3.0 flag 0 in_car 
else_jump @BOAT_19115 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
162@ = 99 
Marker.Disable(52@)
Marker.Disable(51@)

:BOAT_19115
if 
  162@ == 99 
else_jump @BOAT_19785 
Marker.Disable(52@)
Marker.Disable(51@)
Marker.Disable(53@)
Marker.Disable(54@)
gosub @BOAT_20088 
gosub @BOAT_20416 
if 
001E:   $1967 > 168@ // (int) 
else_jump @BOAT_19373 
008B: 169@ = $1967 // (int) 
008A: $1967 = 168@ // (int) 
167@ = 1 
gosub @BOAT_21188 
if 
  $8195 == 4 
else_jump @BOAT_19273 
if 
  $1984 == 0 
else_jump @BOAT_19273 
$1984 = 1 
$1983 = 1 
$1982 = 1 

:BOAT_19273
if 
  $8195 == 3 
else_jump @BOAT_19323 
if 
  $1983 == 0 
else_jump @BOAT_19323 
$1983 = 1 
$1982 = 1 

:BOAT_19323
if 
  $8195 == 2 
else_jump @BOAT_19366 
if 
  $1982 == 0 
else_jump @BOAT_19366 
$1982 = 1 

:BOAT_19366
jump @BOAT_19380 

:BOAT_19373
$8195 = 0 

:BOAT_19380
if 
  $1962 == 5 
else_jump @BOAT_19445 
if 
001D:   228@ > 168@ // (int) 
else_jump @BOAT_19445 
167@ = 2 
$1962 = 5 
251@ = 1 
164@ = 2 

:BOAT_19445
32@ = 0 

:BOAT_19452
if 
  32@ > -1 
else_jump @BOAT_19598 
wait 0 
gosub @BOAT_20759 
if 
00E1:   player 0 pressed_key 15 
else_jump @BOAT_19532 
164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_19598 

:BOAT_19532
gosub @BOAT_21719 
gosub @BOAT_20005 
if 
  165@ == 1 
else_jump @BOAT_19591 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
jump @BOAT_19598 

:BOAT_19591
jump @BOAT_19452 

:BOAT_19598
gosub @BOAT_24852 
gosub @BOAT_37625 
if 
  164@ == 2 
else_jump @BOAT_19778 
if 
  251@ == 1 
else_jump @BOAT_19764 
if 
  $MISSION_BOAT_SCHOOL_PASSED == 0 
else_jump @BOAT_19764 
fade 0 1000 

:BOAT_19673
if 
fading 
else_jump @BOAT_19697 
wait 0 
jump @BOAT_19673 

:BOAT_19697
Actor.Angle($PLAYER_ACTOR) = 177@
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Camera.SetAtPos(-2185.335, 2410.409, 3.9752)
fade 1 2000 

:BOAT_19733
if 
fading 
else_jump @BOAT_19757 
wait 0 
jump @BOAT_19733 

:BOAT_19757
jump @BOAT_37731 

:BOAT_19764
jump @BOAT_1323 
jump @BOAT_19785 

:BOAT_19778
jump @BOAT_12803 

:BOAT_19785
jump @BOAT_13163 

:BOAT_19792
158@ = 0 
159@ = 0 
160@ = 0 
161@ = 0 
162@ = 0 
$8197 = 0 
163@ = 0 
164@ = 0 
165@ = 0 
166@ = 0 
167@ = 0 
168@ = 0 
48@ = 1000 
188@ = 0.0 
189@ = 0.0 
190@ = 0.0 
191@ = 0 
207@ = 0 
208@ = 0 
49@ = 0.0 
211@ = 0 
210@ = 0 
209@ = 0 
233@ = 0 
192@ = 0.0 
193@ = 0.0 
194@ = 0.0 
return 

:BOAT_20005
if 
00E1:   player 0 pressed_key 16 
else_jump @BOAT_20061 
if 
  166@ == 1 
else_jump @BOAT_20054 
166@ = 0 
165@ = 1 

:BOAT_20054
jump @BOAT_20086 

:BOAT_20061
if 
  166@ == 0 
else_jump @BOAT_20086 
166@ = 1 

:BOAT_20086
return 

:BOAT_20088
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
if 
  $8189 == 1 
else_jump @BOAT_20155 
0396: pause_timer 1 
02D4: car 37@ turn_off_engine 
Car.SetSpeedInstantly(37@, 0.0)
Car.LockInCurrentPosition(37@) = False
0323: unknown_boat 37@ flag 1 
Car.LockInCurrentPosition(37@) = False

:BOAT_20155
if 
  $8189 > 1 
else_jump @BOAT_20338 
0396: pause_timer 1 
33@ = 0 

:BOAT_20184
if 
  1000 > 33@ 
else_jump @BOAT_20214 
wait 0 
jump @BOAT_20184 

:BOAT_20214
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20338 
if 
   not $8189 == 4 
else_jump @BOAT_20271 
if 
   not $8189 == 5 
else_jump @BOAT_20271 
02D4: car 37@ turn_off_engine 

:BOAT_20271
Car.SetSpeedInstantly(37@, 0.0)
Car.LockInCurrentPosition(37@) = False
if 
   not $8189 == 4 
else_jump @BOAT_20331 
if 
   not $8189 == 5 
else_jump @BOAT_20331 
0323: unknown_boat 37@ flag 1 

:BOAT_20331
Car.LockInCurrentPosition(37@) = False

:BOAT_20338
return 

:BOAT_20340
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20407 
if 
  163@ == 1 
else_jump @BOAT_20400 
if 
   not Actor.InCar($PLAYER_ACTOR, 37@)
else_jump @BOAT_20400 
164@ = 1 

:BOAT_20400
jump @BOAT_20414 

:BOAT_20407
164@ = 1 

:BOAT_20414
return 

:BOAT_20416
if 
   not $8189 == 4 
else_jump @BOAT_20603 
008B: 208@ = $8197 // (int) 
233@ = 0 
48@ = 1000 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20481 
250@ = Car.Health(37@)

:BOAT_20481
if 
  $8189 == 5 
else_jump @BOAT_20506 
250@ += 120 

:BOAT_20506
if 
  1000 > 250@ 
else_jump @BOAT_20533 
233@ = 5000 

:BOAT_20533
if 
  995 > 250@ 
else_jump @BOAT_20560 
233@ = 7000 

:BOAT_20560
if 
  990 > 250@ 
else_jump @BOAT_20587 
233@ = 10000 

:BOAT_20587
0085: 168@ = 208@ // (int) 
005A: 168@ += 233@ // (int) 

:BOAT_20603
if 
  $8189 == 4 
else_jump @BOAT_20757 
008B: 208@ = $8197 // (int) 
233@ = 0 
48@ = 1000 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_20668 
250@ = Car.Health(37@)

:BOAT_20668
if 
  995 > 250@ 
else_jump @BOAT_20695 
233@ = 5000 

:BOAT_20695
if 
  990 > 250@ 
else_jump @BOAT_20722 
233@ = 10000 

:BOAT_20722
if 
  985 > 250@ 
else_jump @BOAT_20749 
233@ = 15000 

:BOAT_20749
0092: 168@ = float 246@ to_integer 

:BOAT_20757
return 

:BOAT_20759
if 
   not Car.Wrecked(37@)
else_jump @BOAT_21186 
if 
  191@ == 0 
else_jump @BOAT_20898 
Car.StorePos(37@, 188@, 189@, 190@)
190@ += 5.0 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 10.0 0.0 5.0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.OnVehicle(37@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
191@ = 1 

:BOAT_20898
if 
  32@ > 3000 
else_jump @BOAT_21035 
if 
  6000 > 32@ 
else_jump @BOAT_21035 
if 
  191@ == 1 
else_jump @BOAT_21035 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 0.0 10.0 5.0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.OnVehicle(37@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
191@ = 2 

:BOAT_21035
if 
  32@ > 6000 
else_jump @BOAT_21153 
if 
  191@ == 2 
else_jump @BOAT_21153 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset -10.0 0.0 5.0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.OnVehicle(37@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
191@ = 3 

:BOAT_21153
if 
  32@ > 9000 
else_jump @BOAT_21186 
191@ = 1 
32@ = 0 

:BOAT_21186
return 

:BOAT_21188
$8195 = 0 
if 
   not $8189 == 4 
else_jump @BOAT_21444 
if 
001D:   209@ > 168@ // (int) 
else_jump @BOAT_21299 
if 
001D:   168@ > 210@ // (int) 
else_jump @BOAT_21299 
if and
001D:   209@ > 169@ // (int) 
001D:   169@ > 210@ // (int) 
else_jump @BOAT_21292 
$8195 = 0 
jump @BOAT_21299 

:BOAT_21292
$8195 = 2 

:BOAT_21299
if 
001D:   210@ > 168@ // (int) 
else_jump @BOAT_21385 
if 
001D:   168@ > 211@ // (int) 
else_jump @BOAT_21385 
if and
001D:   210@ > 169@ // (int) 
001D:   169@ > 211@ // (int) 
else_jump @BOAT_21378 
$8195 = 0 
jump @BOAT_21385 

:BOAT_21378
$8195 = 3 

:BOAT_21385
if 
001D:   211@ > 168@ // (int) 
else_jump @BOAT_21444 
if 
001D:   211@ > 169@ // (int) 
else_jump @BOAT_21437 
$8195 = 0 
jump @BOAT_21444 

:BOAT_21437
$8195 = 4 

:BOAT_21444
if 
  $8189 == 4 
else_jump @BOAT_21717 
if or
001D:   168@ > 209@ // (int) 
003B:   168@ == 209@ // (int) 
else_jump @BOAT_21556 
if 
001D:   210@ > 168@ // (int) 
else_jump @BOAT_21556 
if and
001D:   169@ > 209@ // (int) 
001D:   210@ > 169@ // (int) 
else_jump @BOAT_21549 
$8195 = 0 
jump @BOAT_21556 

:BOAT_21549
$8195 = 2 

:BOAT_21556
if or
001D:   168@ > 210@ // (int) 
003B:   168@ == 210@ // (int) 
else_jump @BOAT_21650 
if 
001D:   211@ > 168@ // (int) 
else_jump @BOAT_21650 
if and
001D:   169@ > 210@ // (int) 
001D:   211@ > 169@ // (int) 
else_jump @BOAT_21643 
$8195 = 0 
jump @BOAT_21650 

:BOAT_21643
$8195 = 3 

:BOAT_21650
if or
001D:   168@ > 211@ // (int) 
003B:   168@ == 211@ // (int) 
else_jump @BOAT_21717 
if 
001D:   169@ > 211@ // (int) 
else_jump @BOAT_21710 
$8195 = 0 
jump @BOAT_21717 

:BOAT_21710
$8195 = 4 

:BOAT_21717
return 

:BOAT_21719
0826: enable_hud 0 
0581: enable_radar 0 
if 
  2 > $8195 
else_jump @BOAT_21850 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_21810 
0937: text_draw_box_cornerA 122.0 240.0 cornerB 520.0 400.0 GXT_reference 'BOAT_75' style 3  // Results
jump @BOAT_21843 

:BOAT_21810
0937: text_draw_box_cornerA 152.0 240.0 cornerB 490.0 400.0 GXT_reference 'BOAT_75' style 3  // Results

:BOAT_21843
jump @BOAT_21948 

:BOAT_21850
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_21915 
0937: text_draw_box_cornerA 122.0 220.0 cornerB 520.0 400.0 GXT_reference 'DUMMY' style 3 
jump @BOAT_21948 

:BOAT_21915
0937: text_draw_box_cornerA 152.0 220.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BOAT_21948
gosub @BOAT_33376 
gosub @BOAT_33376 
if 
  48@ > 0 
else_jump @BOAT_24257 
00BE: text_clear_all 
gosub @BOAT_33376 
0345: enable_text_draw_background 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
241@ = 0.0 
0093: 241@ = integer 208@ to_float 
241@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22153 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22127 
07FC: text_draw_box_position_XY 145.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:
jump @BOAT_22153 

:BOAT_22127
07FC: text_draw_box_position_XY 180.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:

:BOAT_22153
gosub @BOAT_33376 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
240@ = 0.0 
0093: 240@ = integer 233@ to_float 
240@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22320 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22294 
07FC: text_draw_box_position_XY 145.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Damage Penalty:
jump @BOAT_22320 

:BOAT_22294
07FC: text_draw_box_position_XY 180.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Damage Penalty:

:BOAT_22320
gosub @BOAT_33376 
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_22389 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
jump @BOAT_22419 

:BOAT_22389
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_22419
242@ = 0.0 
0093: 242@ = integer 168@ to_float 
242@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22549 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22523 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:
jump @BOAT_22549 

:BOAT_22523
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:

:BOAT_22549
if 
  $8189 == 4 
else_jump @BOAT_22833 
if 
  246@ > 0.0 
else_jump @BOAT_22759 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22646 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:
jump @BOAT_22752 

:BOAT_22646
if 
  252@ == 3 
else_jump @BOAT_22690 
07FC: text_draw_box_position_XY 175.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:

:BOAT_22690
if 
   not 252@ == 3 
else_jump @BOAT_22752 
if 
   not 252@ == 4 
else_jump @BOAT_22752 
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:

:BOAT_22752
jump @BOAT_22833 

:BOAT_22759
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22812 
033E: set_draw_text_position 145.0 315.0 GXT 'BOAT_12'  // Jump Invalid!
jump @BOAT_22833 

:BOAT_22812
033E: set_draw_text_position 180.0 315.0 GXT 'BOAT_12'  // Jump Invalid!

:BOAT_22833
gosub @BOAT_33376 
0340: set_text_draw_RGBA 255 255 255 255 
241@ = 0.0 
0093: 241@ = integer 208@ to_float 
241@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_22984 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_22958 
07FC: text_draw_box_position_XY 425.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s
jump @BOAT_22984 

:BOAT_22958
07FC: text_draw_box_position_XY 390.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s

:BOAT_22984
gosub @BOAT_33376 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
240@ = 0.0 
0093: 240@ = integer 233@ to_float 
240@ /= 1000.0 
if 
  240@ > 0.0 
else_jump @BOAT_23107 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
jump @BOAT_23137 

:BOAT_23107
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_23137
if 
   not $8189 == 4 
else_jump @BOAT_23239 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_23213 
07FC: text_draw_box_position_XY 425.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s
jump @BOAT_23239 

:BOAT_23213
07FC: text_draw_box_position_XY 390.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s

:BOAT_23239
gosub @BOAT_33376 
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_23292 
0340: set_text_draw_RGBA 255 255 255 255 
jump @BOAT_23306 

:BOAT_23292
0340: set_text_draw_RGBA 255 255 255 255 

:BOAT_23306
242@ = 0.0 
0093: 242@ = integer 168@ to_float 
242@ /= 1000.0 
if 
   not $8189 == 4 
else_jump @BOAT_23436 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_23410 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s
jump @BOAT_23436 

:BOAT_23410
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s

:BOAT_23436
if 
  $8189 == 4 
else_jump @BOAT_23566 
if 
  246@ > 0.0 
else_jump @BOAT_23566 
gosub @BOAT_37684 
if 
  252@ == 4 
else_jump @BOAT_23533 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~:~1~m
jump @BOAT_23559 

:BOAT_23533
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~:~1~m

:BOAT_23559
jump @BOAT_23566 

:BOAT_23566
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 365.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @BOAT_33376 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 345.0 GXT 'BOAT_76'  // Continue
gosub @BOAT_33376 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 365.0 GXT 'BOAT_53'  // Exit
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_23903 
gosub @BOAT_33492 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BOAT_46'  // new record!

:BOAT_23903
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24250 
if 
  $8195 > 0 
else_jump @BOAT_24250 
038D: draw_texture 4 position 250.0 219.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 219.0 size 60.0 60.0 RGBA 180 180 180 255 
if 
  $8195 == 2 
else_jump @BOAT_24072 
038D: draw_texture 1 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24072
if 
  $8195 == 3 
else_jump @BOAT_24126 
038D: draw_texture 2 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24126
if 
  $8195 == 4 
else_jump @BOAT_24180 
038D: draw_texture 3 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24180
gosub @BOAT_33492 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BOAT_47'  // new certificate awarded!

:BOAT_24250
jump @BOAT_24845 

:BOAT_24257
gosub @BOAT_33376 
0340: set_text_draw_RGBA 134 155 184 255 
241@ = 0.0 
0093: 241@ = integer 208@ to_float 
241@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 55.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:
gosub @BOAT_33376 
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24383 
0340: set_text_draw_RGBA 107 148 49 255 
jump @BOAT_24397 

:BOAT_24383
0340: set_text_draw_RGBA 134 155 184 255 

:BOAT_24397
242@ = 0.0 
0093: 242@ = integer 168@ to_float 
242@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 65.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24516 
gosub @BOAT_33376 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 65.0 GXT 'BOAT_46'  // new record!

:BOAT_24516
if or
  167@ == 1 
  167@ == 2 
else_jump @BOAT_24845 
if 
  $8195 > 0 
else_jump @BOAT_24845 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 68.0 145.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 210.0 145.0 size 60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  $8195 == 2 
else_jump @BOAT_24697 
038D: draw_texture 1 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24697
if 
  $8195 == 3 
else_jump @BOAT_24751 
038D: draw_texture 2 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24751
if 
  $8195 == 4 
else_jump @BOAT_24805 
038D: draw_texture 3 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_24805
gosub @BOAT_33376 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 172.0 GXT 'BOAT_47'  // new certificate awarded!

:BOAT_24845
014F: stop_timer $8197 
return 

:BOAT_24852
fade 0 500 

:BOAT_24859
if 
fading 
else_jump @BOAT_24883 
wait 0 
jump @BOAT_24859 

:BOAT_24883
0826: enable_hud 1 
0581: enable_radar 1 
00BE: text_clear_all 
03E6: remove_text_box 
03D6: remove_styled_text 'BOAT_46'  // new record!
03D6: remove_styled_text 'BOAT_47'  // new certificate awarded!
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  164@ == 2 
else_jump @BOAT_25007 
00BE: text_clear_all 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BOAT_24986 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
jump @BOAT_25000 

:BOAT_24986
Actor.PutAt($PLAYER_ACTOR, 174@, 175@, 176@)

:BOAT_25000
jump @BOAT_25058 

:BOAT_25007
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BOAT_25044 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
jump @BOAT_25058 

:BOAT_25044
Actor.PutAt($PLAYER_ACTOR, 174@, 175@, 176@)

:BOAT_25058
wait 0 
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(39@)
Marker.Disable(52@)
Marker.Disable(51@)
Marker.Disable(53@)
Marker.Disable(54@)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 0 
014F: stop_timer $8197 
0396: pause_timer 0 
return 

:BOAT_25116
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 $8194 
if 
  $8193 == 1 
else_jump @BOAT_25238 
if 
  255 > $8194 
else_jump @BOAT_25231 
$8194 += 20 
if 
  $8194 > 255 
else_jump @BOAT_25224 
$8194 = 255 

:BOAT_25224
jump @BOAT_25238 

:BOAT_25231
$8193 = 2 

:BOAT_25238
if 
  $8193 == 3 
else_jump @BOAT_25320 
if 
  $8194 > 0 
else_jump @BOAT_25313 
$8194 -= 5 
if 
  0 > $8194 
else_jump @BOAT_25306 
$8194 = 0 

:BOAT_25306
jump @BOAT_25320 

:BOAT_25313
$8193 = 0 

:BOAT_25320
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @BOAT_33492 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $8189 == 1 
else_jump @BOAT_25432 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_A'  // basic seamanship
0084: $8196 = $1963 // (int) 
gosub @BOAT_27098 

:BOAT_25432
if 
  $8189 == 2 
else_jump @BOAT_25486 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_B'  // plot a course
0084: $8196 = $1964 // (int) 
gosub @BOAT_27098 

:BOAT_25486
if 
  $8189 == 3 
else_jump @BOAT_25540 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_C'  // fresh slalom
0084: $8196 = $1965 // (int) 
gosub @BOAT_27098 

:BOAT_25540
if 
  $8189 == 4 
else_jump @BOAT_25594 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_D'  // flying fish
0084: $8196 = $1966 // (int) 
gosub @BOAT_27098 

:BOAT_25594
if 
  $8189 == 5 
else_jump @BOAT_25648 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_E'  // land, sea and air
0084: $8196 = $1967 // (int) 
gosub @BOAT_27098 

:BOAT_25648
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_25750 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Exit
jump @BOAT_25783 

:BOAT_25750
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Exit

:BOAT_25783
if 
   not $8192 == 1 
else_jump @BOAT_26249 
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_25903 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start
jump @BOAT_25936 

:BOAT_25903
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start

:BOAT_25936
if 
   not $1962 == 1 
else_jump @BOAT_26089 
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_26056 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
jump @BOAT_26089 

:BOAT_26056
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_26089
if 
  $1962 == 1 
else_jump @BOAT_26242 
gosub @BOAT_33314 
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_26209 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
jump @BOAT_26242 

:BOAT_26209
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_26242
jump @BOAT_26384 

:BOAT_26249
gosub @BOAT_33314 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
gosub @BOAT_37684 
if 
  252@ == 1 
else_jump @BOAT_26351 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
jump @BOAT_26384 

:BOAT_26351
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_26384
gosub @BOAT_33314 
0340: set_text_draw_RGBA 248 211 7 255 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 150.0 360.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not $8192 == 1 
else_jump @BOAT_26762 
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
if 
   not $1962 == 1 
else_jump @BOAT_26655 
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26655
if 
  $1962 == 1 
else_jump @BOAT_26755 
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26755
jump @BOAT_26844 

:BOAT_26762
gosub @BOAT_33314 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_26844
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:BOAT_27098
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
gosub @BOAT_33314 
03E4: enable_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
if 
  $8189 == 1 
else_jump @BOAT_27919 
if 
001F:   212@ > $1963 // (int) 
else_jump @BOAT_27483 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_27476 jumps 0 @BOAT_27311 1 @BOAT_27344 2 @BOAT_27377 3 @BOAT_27410 4 @BOAT_27443 -1 @BOAT_27476 -1 @BOAT_27476 

:BOAT_27311
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_27476 

:BOAT_27344
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_27476 

:BOAT_27377
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_27476 

:BOAT_27410
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_27476 

:BOAT_27443
07FC: text_draw_box_position_XY 193.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_27476 

:BOAT_27476
jump @BOAT_27777 

:BOAT_27483
247@ = 0 
234@ = 0.0 
0093: 234@ = integer 212@ to_float 
234@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_27777 jumps 0 @BOAT_27588 1 @BOAT_27621 2 @BOAT_27654 3 @BOAT_27687 4 @BOAT_27720 -1 @BOAT_27777 -1 @BOAT_27777 

:BOAT_27588
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_27777 

:BOAT_27621
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_27777 

:BOAT_27654
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_27777 

:BOAT_27687
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_27777 

:BOAT_27720
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 93.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_27777 

:BOAT_27777
if 
001E:   $8196 > 213@ // (int) 
else_jump @BOAT_27803 
$8195 = 1 

:BOAT_27803
if 
001F:   213@ > $8196 // (int) 
else_jump @BOAT_27848 
if 
001E:   $8196 > 214@ // (int) 
else_jump @BOAT_27848 
$8195 = 2 

:BOAT_27848
if 
001F:   214@ > $8196 // (int) 
else_jump @BOAT_27893 
if 
001E:   $8196 > 215@ // (int) 
else_jump @BOAT_27893 
$8195 = 3 

:BOAT_27893
if 
001F:   215@ > $8196 // (int) 
else_jump @BOAT_27919 
$8195 = 4 

:BOAT_27919
if 
  $8189 == 2 
else_jump @BOAT_28655 
if 
001F:   216@ > $1964 // (int) 
else_jump @BOAT_28226 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28219 jumps 0 @BOAT_28054 1 @BOAT_28087 2 @BOAT_28120 3 @BOAT_28153 4 @BOAT_28186 -1 @BOAT_28219 -1 @BOAT_28219 

:BOAT_28054
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28219 

:BOAT_28087
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28219 

:BOAT_28120
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28219 

:BOAT_28153
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28219 

:BOAT_28186
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28219 

:BOAT_28219
jump @BOAT_28513 

:BOAT_28226
235@ = 0.0 
0093: 235@ = integer 216@ to_float 
235@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28513 jumps 0 @BOAT_28324 1 @BOAT_28357 2 @BOAT_28390 3 @BOAT_28423 4 @BOAT_28456 -1 @BOAT_28513 -1 @BOAT_28513 

:BOAT_28324
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_28513 

:BOAT_28357
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_28513 

:BOAT_28390
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_28513 

:BOAT_28423
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
jump @BOAT_28513 

:BOAT_28456
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_28513 

:BOAT_28513
if 
001E:   $8196 > 217@ // (int) 
else_jump @BOAT_28539 
$8195 = 1 

:BOAT_28539
if 
001F:   217@ > $8196 // (int) 
else_jump @BOAT_28584 
if 
001E:   $8196 > 218@ // (int) 
else_jump @BOAT_28584 
$8195 = 2 

:BOAT_28584
if 
001F:   218@ > $8196 // (int) 
else_jump @BOAT_28629 
if 
001E:   $8196 > 219@ // (int) 
else_jump @BOAT_28629 
$8195 = 3 

:BOAT_28629
if 
001F:   219@ > $8196 // (int) 
else_jump @BOAT_28655 
$8195 = 4 

:BOAT_28655
if 
  $8189 == 3 
else_jump @BOAT_29401 
if 
001F:   220@ > $1965 // (int) 
else_jump @BOAT_28962 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_28955 jumps 0 @BOAT_28790 1 @BOAT_28823 2 @BOAT_28856 3 @BOAT_28889 4 @BOAT_28922 -1 @BOAT_28955 -1 @BOAT_28955 

:BOAT_28790
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28955 

:BOAT_28823
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28955 

:BOAT_28856
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28955 

:BOAT_28889
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28955 

:BOAT_28922
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_28955 

:BOAT_28955
jump @BOAT_29259 

:BOAT_28962
236@ = 0.0 
0093: 236@ = integer 220@ to_float 
236@ /= 1000.0 
236@ /= 60.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29259 jumps 0 @BOAT_29070 1 @BOAT_29103 2 @BOAT_29136 3 @BOAT_29169 4 @BOAT_29202 -1 @BOAT_29259 -1 @BOAT_29259 

:BOAT_29070
07FC: text_draw_box_position_XY 142.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_29259 

:BOAT_29103
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_29259 

:BOAT_29136
07FC: text_draw_box_position_XY 83.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_29259 

:BOAT_29169
07FC: text_draw_box_position_XY 112.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_29259 

:BOAT_29202
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_29259 

:BOAT_29259
if 
001E:   $8196 > 221@ // (int) 
else_jump @BOAT_29285 
$8195 = 1 

:BOAT_29285
if 
001F:   221@ > $8196 // (int) 
else_jump @BOAT_29330 
if 
001E:   $8196 > 222@ // (int) 
else_jump @BOAT_29330 
$8195 = 2 

:BOAT_29330
if 
001F:   222@ > $8196 // (int) 
else_jump @BOAT_29375 
if 
001E:   $8196 > 223@ // (int) 
else_jump @BOAT_29375 
$8195 = 3 

:BOAT_29375
if 
001F:   223@ > $8196 // (int) 
else_jump @BOAT_29401 
$8195 = 4 

:BOAT_29401
if 
  $8189 == 4 
else_jump @BOAT_30117 
if 
001E:   $1966 > 224@ // (int) 
else_jump @BOAT_29698 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29691 jumps 0 @BOAT_29536 1 @BOAT_29567 2 @BOAT_29598 3 @BOAT_29629 4 @BOAT_29660 -1 @BOAT_29691 -1 @BOAT_29691 

:BOAT_29536
045A: draw_text_1number 185.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29567
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29598
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29629
045A: draw_text_1number 177.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29660
045A: draw_text_1number 160.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
jump @BOAT_29691 

:BOAT_29691
jump @BOAT_29951 

:BOAT_29698
237@ = 0.0 
0093: 237@ = integer 224@ to_float 
237@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_29951 jumps 0 @BOAT_29796 1 @BOAT_29827 2 @BOAT_29858 3 @BOAT_29889 4 @BOAT_29920 -1 @BOAT_29951 -1 @BOAT_29951 

:BOAT_29796
045A: draw_text_1number 153.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29827
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29858
045A: draw_text_1number 93.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29889
045A: draw_text_1number 123.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29920
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
jump @BOAT_29951 

:BOAT_29951
if 
001F:   225@ > $8196 // (int) 
else_jump @BOAT_29977 
$8195 = 1 

:BOAT_29977
if or
001E:   $8196 > 225@ // (int) 
003C:   $8196 == 225@ // (int) 
else_jump @BOAT_30030 
if 
001F:   226@ > $8196 // (int) 
else_jump @BOAT_30030 
$8195 = 2 

:BOAT_30030
if or
001E:   $8196 > 226@ // (int) 
003C:   $8196 == 226@ // (int) 
else_jump @BOAT_30083 
if 
001F:   227@ > $8196 // (int) 
else_jump @BOAT_30083 
$8195 = 3 

:BOAT_30083
if or
001E:   $8196 > 227@ // (int) 
003C:   $8196 == 227@ // (int) 
else_jump @BOAT_30117 
$8195 = 4 

:BOAT_30117
if 
  $8189 == 5 
else_jump @BOAT_30863 
if 
001F:   228@ > $1967 // (int) 
else_jump @BOAT_30424 
239@ = 0.0 
008F: 239@ = integer $8196 to_float 
239@ /= 1000.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_30417 jumps 0 @BOAT_30252 1 @BOAT_30285 2 @BOAT_30318 3 @BOAT_30351 4 @BOAT_30384 -1 @BOAT_30417 -1 @BOAT_30417 

:BOAT_30252
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_30417 

:BOAT_30285
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_30417 

:BOAT_30318
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_30417 

:BOAT_30351
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_30417 

:BOAT_30384
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
jump @BOAT_30417 

:BOAT_30417
jump @BOAT_30721 

:BOAT_30424
238@ = 0.0 
0093: 238@ = integer 228@ to_float 
238@ /= 1000.0 
238@ /= 60.0 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_30721 jumps 0 @BOAT_30532 1 @BOAT_30565 2 @BOAT_30598 3 @BOAT_30631 4 @BOAT_30664 -1 @BOAT_30721 -1 @BOAT_30721 

:BOAT_30532
07FC: text_draw_box_position_XY 144.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_30721 

:BOAT_30565
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_30721 

:BOAT_30598
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_30721 

:BOAT_30631
07FC: text_draw_box_position_XY 117.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
jump @BOAT_30721 

:BOAT_30664
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
033F: set_text_draw_letter_size 0.52 1.45 
jump @BOAT_30721 

:BOAT_30721
if 
001E:   $8196 > 229@ // (int) 
else_jump @BOAT_30747 
$8195 = 1 

:BOAT_30747
if 
001F:   229@ > $8196 // (int) 
else_jump @BOAT_30792 
if 
001E:   $8196 > 230@ // (int) 
else_jump @BOAT_30792 
$8195 = 2 

:BOAT_30792
if 
001F:   230@ > $8196 // (int) 
else_jump @BOAT_30837 
if 
001E:   $8196 > 231@ // (int) 
else_jump @BOAT_30837 
$8195 = 3 

:BOAT_30837
if 
001F:   231@ > $8196 // (int) 
else_jump @BOAT_30863 
$8195 = 4 

:BOAT_30863
if 
  $8195 > 1 
else_jump @BOAT_30968 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @BOAT_31048 

:BOAT_30968
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BOAT_31048
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  $8195 == 1 
else_jump @BOAT_31337 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31337 jumps 0 @BOAT_31197 1 @BOAT_31225 2 @BOAT_31253 3 @BOAT_31281 4 @BOAT_31309 -1 @BOAT_31337 -1 @BOAT_31337 

:BOAT_31197
033E: set_draw_text_position 266.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31225
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31253
033E: set_draw_text_position 233.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31281
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31309
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
jump @BOAT_31337 

:BOAT_31337
if 
  $8195 == 2 
else_jump @BOAT_31622 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31622 jumps 0 @BOAT_31482 1 @BOAT_31510 2 @BOAT_31538 3 @BOAT_31566 4 @BOAT_31594 -1 @BOAT_31622 -1 @BOAT_31622 

:BOAT_31482
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31510
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31538
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31566
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31594
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
jump @BOAT_31622 

:BOAT_31622
if 
  $8195 == 3 
else_jump @BOAT_31907 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_31907 jumps 0 @BOAT_31767 1 @BOAT_31795 2 @BOAT_31823 3 @BOAT_31851 4 @BOAT_31879 -1 @BOAT_31907 -1 @BOAT_31907 

:BOAT_31767
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31795
033E: set_draw_text_position 278.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31823
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31851
033E: set_draw_text_position 273.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31879
033E: set_draw_text_position 286.0 375.0 GXT 'BOAT_56'  // SILVER
jump @BOAT_31907 

:BOAT_31907
if 
  $8195 == 4 
else_jump @BOAT_32192 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BOAT_33314 
0340: set_text_draw_RGBA 166 202 240 255 
gosub @BOAT_37684 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_32192 jumps 0 @BOAT_32052 1 @BOAT_32080 2 @BOAT_32108 3 @BOAT_32136 4 @BOAT_32164 -1 @BOAT_32192 -1 @BOAT_32192 

:BOAT_32052
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32080
033E: set_draw_text_position 307.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32108
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32136
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32164
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
jump @BOAT_32192 

:BOAT_32192
return 

:BOAT_32194
if 
  $8191 == 0 
else_jump @BOAT_32344 
if 
  $8189 == 1 
else_jump @BOAT_32237 
gosub @BOAT_2264 

:BOAT_32237
if 
  $8189 == 2 
else_jump @BOAT_32262 
gosub @BOAT_3828 

:BOAT_32262
if 
  $8189 == 3 
else_jump @BOAT_32287 
gosub @BOAT_6527 

:BOAT_32287
if 
  $8189 == 4 
else_jump @BOAT_32312 
gosub @BOAT_10930 

:BOAT_32312
if 
  $8189 == 5 
else_jump @BOAT_32337 
gosub @BOAT_12810 

:BOAT_32337
$8191 = 1 

:BOAT_32344
if 
  $8191 == 1 
else_jump @BOAT_32824 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_32824 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_32426 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_32426
if 
  $8189 == 1 
else_jump @BOAT_32496 
if 
87C1:   not path 752 available 
else_jump @BOAT_32472 
07C0: load_path 752 
jump @BOAT_32496 

:BOAT_32472
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 752 
$8193 = 3 
$8191 = 2 

:BOAT_32496
if 
  $8189 == 2 
else_jump @BOAT_32566 
if 
87C1:   not path 755 available 
else_jump @BOAT_32542 
07C0: load_path 755 
jump @BOAT_32566 

:BOAT_32542
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 755 
$8193 = 3 
$8191 = 2 

:BOAT_32566
if 
  $8189 == 3 
else_jump @BOAT_32636 
if 
87C1:   not path 757 available 
else_jump @BOAT_32612 
07C0: load_path 757 
jump @BOAT_32636 

:BOAT_32612
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 757 
$8193 = 3 
$8191 = 2 

:BOAT_32636
if 
  $8189 == 4 
else_jump @BOAT_32754 
if 
87C1:   not path 759 available 
else_jump @BOAT_32682 
07C0: load_path 759 
jump @BOAT_32754 

:BOAT_32682
if 
   not Car.Wrecked(37@)
else_jump @BOAT_32730 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_32730
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 759 
$8193 = 3 
$8191 = 2 

:BOAT_32754
if 
  $8189 == 5 
else_jump @BOAT_32824 
if 
87C1:   not path 760 available 
else_jump @BOAT_32800 
07C0: load_path 760 
jump @BOAT_32824 

:BOAT_32800
0971: unknown_set_to_current_time 
05EB: assign_car 37@ to_path 760 
$8193 = 3 
$8191 = 2 

:BOAT_32824
if 
  $8191 == 2 
else_jump @BOAT_33145 
if 
   not Car.Wrecked(37@)
else_jump @BOAT_33131 
if 
   not Car.Wrecked(46@)
else_jump @BOAT_33094 
Car.StorePos(37@, 185@, 186@, 187@)
if 
  $8189 == 1 
else_jump @BOAT_32926 
185@ -= 35.0 
186@ -= 30.0 

:BOAT_32926
if 
  $8189 == 2 
else_jump @BOAT_32964 
185@ -= 15.0 
186@ -= 30.0 

:BOAT_32964
if 
  $8189 == 3 
else_jump @BOAT_33002 
185@ -= 13.0 
186@ -= 13.0 

:BOAT_33002
if 
  $8189 == 4 
else_jump @BOAT_33040 
185@ -= 10.0 
186@ -= 20.0 

:BOAT_33040
if 
  $8189 == 5 
else_jump @BOAT_33078 
185@ -= 10.0 
186@ -= 20.0 

:BOAT_33078
Car.PutAt(46@, 185@, 186@, 10.0)

:BOAT_33094
if 
860E:   not car 37@ assigned_to_path 
else_jump @BOAT_33124 
$8193 = 1 
$8191 = 4 

:BOAT_33124
jump @BOAT_33145 

:BOAT_33131
$8193 = 1 
$8191 = 4 

:BOAT_33145
if 
  $8191 == 3 
else_jump @BOAT_33177 
$8193 = 1 
$8191 = 4 

:BOAT_33177
if 
  $8191 == 4 
else_jump @BOAT_33312 
if 
  $8193 == 2 
else_jump @BOAT_33312 
05EC: release_car 37@ from_path 
Camera.Restore_WithJumpCut
014F: stop_timer $8197 
0396: pause_timer 0 
Car.Destroy(46@)
Car.Destroy(37@)
gosub @BOAT_37625 
$8191 = 0 
014F: stop_timer $8197 
0396: pause_timer 0 
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(47@)
Actor.DestroyInstantly(39@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Actor.DestroyInstantly(45@)

:BOAT_33312
return 

:BOAT_33314
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BOAT_33376
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:BOAT_33492
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BOAT_33612
Player.CanMove($PLAYER_CHAR) = False
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(45@)
014F: stop_timer $8197 
40@ = Car.Create(#TROPIC, -2100.836, 2247.862, 0.0)
Car.Angle(40@) = 122.0
0129: 42@ = create_actor_pedtype 24 model #OMOBOAT in_car 40@ driverseat 
41@ = Car.Create(#MARQUIS, -1996.127, 2125.169, 0.0)
Car.Angle(41@) = 160.0
0129: 43@ = create_actor_pedtype 24 model #OMOBOAT in_car 41@ driverseat 
44@ = Car.Create(#TROPIC, -2251.171, 2129.291, 0.0)
Car.Angle(44@) = 182.0
0129: 45@ = create_actor_pedtype 24 model #OMOBOAT in_car 44@ driverseat 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
Car.DoorStatus(37@) = 4
wait 1000 
fade 0 2000 

:BOAT_33824
if 
fading 
else_jump @BOAT_33848 
wait 0 
jump @BOAT_33824 

:BOAT_33848
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
  $8189 == 4 
else_jump @BOAT_33891 
Camera.SetAtPos(-2318.049, 2312.302, 10.0)
wait 0 

:BOAT_33891
if 
   not Car.Wrecked(37@)
else_jump @BOAT_33939 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_33939
fade 1 2000 

:BOAT_33946
if 
fading 
else_jump @BOAT_33970 
wait 0 
jump @BOAT_33946 

:BOAT_33970
if 
   not Car.Wrecked(37@)
else_jump @BOAT_34018 
Car.StorePos(37@, 204@, 205@, 206@)
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_34018
return 

:BOAT_34020
fade 0 500 

:BOAT_34027
if 
fading 
else_jump @BOAT_34051 
wait 0 
jump @BOAT_34027 

:BOAT_34051
if 
  $8189 == 16 
else_jump @BOAT_34090 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @BOAT_34104 

:BOAT_34090
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:BOAT_34104
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
set_weather 13 
select_interior 0 
Actor.DestroyInstantly(39@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(45@)
return 

:BOAT_34153
Marker.SetIconSize(53@, 1)
Marker.SetIconSize(54@, 1)
Marker.SetColor(52@, 4)
Marker.SetColor(51@, 4)
Marker.SetColor(53@, 4)
Marker.SetColor(54@, 4)
return 

:BOAT_34197
if 
  $8189 == 1 
else_jump @BOAT_34503 
156@ = 0 

:BOAT_34222
if 
  8 > 156@ 
else_jump @BOAT_34303 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_34222 

:BOAT_34303
if 
   not Car.Wrecked(37@)
else_jump @BOAT_34503 
035C: place_object 56@ relative_to_car 37@ with_offset 20.0 180.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset -20.0 180.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 20.0 190.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -20.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 20.0 200.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -20.0 200.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 20.0 210.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -20.0 210.0 0.0 

:BOAT_34503
if 
  $8189 == 2 
else_jump @BOAT_34993 
156@ = 0 

:BOAT_34528
if 
  16 > 156@ 
else_jump @BOAT_34609 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_34528 

:BOAT_34609
if 
   not Car.Wrecked(37@)
else_jump @BOAT_34993 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 80.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 70.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 55.0 145.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 70.0 130.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 150.0 110.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 160.0 130.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 250.0 80.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 240.0 60.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 300.0 0.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 290.0 -20.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 380.0 -150.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 360.0 -150.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 320.0 -300.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 340.0 -325.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 230.0 -280.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 210.0 -300.0 0.0 

:BOAT_34993
if 
  $8189 == 3 
else_jump @BOAT_35759 
156@ = 0 

:BOAT_35018
if 
  28 > 156@ 
else_jump @BOAT_35099 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_35018 

:BOAT_35099
if 
   not Car.Wrecked(37@)
else_jump @BOAT_35759 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 40.0 200.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 55.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 0.0 300.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -15.0 290.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 140.0 320.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 140.0 335.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 220.0 370.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 210.0 385.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 210.0 470.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 195.0 460.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 195.0 570.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 180.0 570.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 95.0 570.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 95.0 585.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 15.0 500.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 0.0 515.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset -90.0 585.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset -90.0 570.0 0.0 
035C: place_object 76@ relative_to_car 37@ with_offset -160.0 500.0 0.0 
035C: place_object 77@ relative_to_car 37@ with_offset -150.0 485.0 0.0 
035C: place_object 78@ relative_to_car 37@ with_offset -240.0 430.0 0.0 
035C: place_object 79@ relative_to_car 37@ with_offset -230.0 415.0 0.0 
035C: place_object 80@ relative_to_car 37@ with_offset -140.0 330.0 0.0 
035C: place_object 81@ relative_to_car 37@ with_offset -140.0 315.0 0.0 
035C: place_object 82@ relative_to_car 37@ with_offset -30.0 220.0 0.0 
035C: place_object 83@ relative_to_car 37@ with_offset -40.0 205.0 0.0 

:BOAT_35759
if 
  $8189 == 4 
else_jump @BOAT_36430 
156@ = 0 

:BOAT_35784
if 
  20 > 156@ 
else_jump @BOAT_35865 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_35784 

:BOAT_35865
157@ = 0 

:BOAT_35872
if 
  1 > 157@ 
else_jump @BOAT_35931 
106@(157@,50i) = Object.Init(#WATERJUMPX2, 20.0, 20.0, 150.0)
157@ += 1 
jump @BOAT_35872 

:BOAT_35931
if 
   not Car.Wrecked(37@)
else_jump @BOAT_36430 
035C: place_object 56@ relative_to_car 37@ with_offset 91.0 480.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 109.0 480.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset 100.0 480.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 75.0 500.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 125.0 500.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 75.0 510.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 125.0 510.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 75.0 520.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 125.0 520.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 75.0 530.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 125.0 530.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 75.0 540.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 125.0 540.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 75.0 550.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 125.0 550.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 75.0 560.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 125.0 560.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 75.0 570.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 125.0 570.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset 75.0 580.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset 125.0 580.0 0.0 

:BOAT_36430
if 
  $8189 == 5 
else_jump @BOAT_37623 
156@ = 0 

:BOAT_36455
if 
  44 > 156@ 
else_jump @BOAT_36536 
56@(156@,50i) = Object.Init(#BOUY, 0.0, 0.0, 100.0)
Object.CollisionDetection(56@(156@,50i)) = True
Object.ToggleInMovingList(56@(156@,50i)) = True
156@ += 1 
jump @BOAT_36455 

:BOAT_36536
157@ = 0 

:BOAT_36543
if 
  3 > 157@ 
else_jump @BOAT_36602 
106@(157@,50i) = Object.Init(#WATERJUMPX2, 20.0, 20.0, 150.0)
157@ += 1 
jump @BOAT_36543 

:BOAT_36602
if 
   not Car.Wrecked(37@)
else_jump @BOAT_37623 
035C: place_object 56@ relative_to_car 37@ with_offset 25.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 10.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset -30.0 170.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -50.0 160.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset -100.0 190.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -120.0 170.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset -170.0 260.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -188.0 260.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset -179.0 360.0 -6.509 
035C: place_object 64@ relative_to_car 37@ with_offset -170.0 360.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset -188.0 360.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset -180.0 500.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset -195.0 500.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset -50.0 600.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset -30.0 600.0 0.0 
Object.PutAt(107@, -2682.159, 1946.412, 0.9)
Object.Angle(107@) = 180.0
Object.PutAt(70@, -2689.573, 1944.864, 0.0)
Object.PutAt(71@, -2674.354, 1944.607, 0.0)
Object.PutAt(108@, -2681.746, 1608.794, 0.9)
Object.Angle(108@) = 180.0
Object.PutAt(72@, -2689.573, 1607.794, 0.0)
Object.PutAt(73@, -2674.354, 1607.794, 0.0)
Object.PutAt(74@, -2689.27, 1533.282, 0.0)
Object.PutAt(75@, -2674.64, 1530.12, 0.0)
Object.PutAt(76@, -2553.7, 1494.392, 0.0)
Object.PutAt(77@, -2550.742, 1481.417, 0.0)
Object.PutAt(78@, -2453.7, 1494.392, 0.0)
Object.PutAt(79@, -2450.742, 1481.417, 0.0)
Object.PutAt(80@, -2353.7, 1474.392, 0.0)
Object.PutAt(81@, -2350.742, 1461.417, 0.0)
Object.PutAt(82@, -2284.242, 1547.581, 0.0)
Object.PutAt(83@, -2270.893, 1550.765, 0.0)
Object.PutAt(84@, -2334.242, 1647.581, 0.0)
Object.PutAt(85@, -2320.893, 1650.765, 0.0)
Object.PutAt(86@, -2284.242, 1747.581, 0.0)
Object.PutAt(87@, -2270.893, 1750.765, 0.0)
Object.PutAt(88@, -2139.394, 1821.263, 0.0)
Object.PutAt(89@, -2134.581, 1808.785, 0.0)
Object.PutAt(90@, -2039.394, 1761.263, 0.0)
Object.PutAt(91@, -2034.581, 1748.785, 0.0)
Object.PutAt(92@, -1939.394, 1841.263, 0.0)
Object.PutAt(93@, -1934.581, 1828.785, 0.0)
Object.PutAt(94@, -1809.394, 1801.263, 0.0)
Object.PutAt(95@, -1804.581, 1788.785, 0.0)
Object.PutAt(96@, -1831.853, 1909.105, 0.0)
Object.PutAt(97@, -1847.253, 1906.112, 0.0)
Object.PutAt(98@, -1879.002, 2073.601, 0.0)
Object.PutAt(99@, -1893.786, 2068.166, 0.0)

:BOAT_37623
return 

:BOAT_37625
156@ = 0 

:BOAT_37632
if 
  50 > 156@ 
else_jump @BOAT_37682 
Object.Destroy(56@(156@,50i))
Object.Destroy(106@(156@,50i))
156@ += 1 
jump @BOAT_37632 

:BOAT_37682
return 

:BOAT_37684
09FB: 252@ = current_language 
return 

:BOAT_37691
0A0B: set_rendering_origin_at_3D_coord -2185.335 2410.409 3.9752 angle 122.2585 
03E6: remove_text_box 
00BE: text_clear_all 
Actor.Angle($PLAYER_ACTOR) = 177@
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:BOAT_37731
if 
  $MISSION_BOAT_SCHOOL_PASSED == 0 
else_jump @BOAT_37807 
040D: unload_wav 3 
00BA: show_text_styled GXT 'BOAT_P2' time 5000 style 1  // BOAT SCHOOL PASSED!
00BB: show_text_lowpriority GXT 'BOAT_P1' time 5000 flag 1  // ~s~Congratulations! You have passed all of the boat school tests!
0394: play_music 2 
Player.ClearWantedLevel($PLAYER_CHAR)
030C: progress_made += 1 
0595: mission_complete 
$MISSION_BOAT_SCHOOL_PASSED = 1 

:BOAT_37807
return 

:BOAT_37809
097A: play_audio_at 0.0 0.0 0.0 event 1001 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0501: set_player $PLAYER_CHAR driveby_mode 1 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 1 
040D: unload_wav 3 
0826: enable_hud 1 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
014F: stop_timer $8197 
Marker.Disable(52@)
Marker.Disable(51@)
Marker.Disable(53@)
Marker.Disable(54@)
Model.Destroy(#OMOBOAT)
Actor.RemoveReferences(39@)
Actor.RemoveReferences(38@)
Car.Destroy(37@)
Car.Destroy(46@)
Actor.DestroyInstantly(42@)
Actor.DestroyInstantly(43@)
Car.Destroy(40@)
Car.Destroy(41@)
Car.Destroy(44@)
Actor.DestroyInstantly(45@)
Model.Destroy(#DINGHY)
Model.Destroy(#POLMAV)
Model.Destroy(#COASTG)
Model.Destroy(#MARQUIS)
Model.Destroy(#TROPIC)
Model.Destroy(#VORTEX)
01B7: release_weather 
Player.CanMove($PLAYER_CHAR) = True
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  $PARKED_JETMAX_EXISTS == 0 
else_jump @BOAT_38136 
if 
  $1972 == 1 
else_jump @BOAT_38136 
if 
  $1975 == 1 
else_jump @BOAT_38136 
if 
  $1978 == 1 
else_jump @BOAT_38136 
if 
  $1981 == 1 
else_jump @BOAT_38136 
if 
  $1984 == 1 
else_jump @BOAT_38136 
$PARKED_JETMAX_EXISTS = 1 
$PARKED_SQUALO_EXISTS = 99 
$PARKED_MARQUIS_EXISTS = 99 

:BOAT_38136
if 
  $PARKED_SQUALO_EXISTS == 0 
else_jump @BOAT_38258 
if 
  $1971 == 1 
else_jump @BOAT_38258 
if 
  $1974 == 1 
else_jump @BOAT_38258 
if 
  $1977 == 1 
else_jump @BOAT_38258 
if 
  $1980 == 1 
else_jump @BOAT_38258 
if 
  $1983 == 1 
else_jump @BOAT_38258 
$PARKED_SQUALO_EXISTS = 1 
$PARKED_MARQUIS_EXISTS = 99 

:BOAT_38258
if 
  $PARKED_MARQUIS_EXISTS == 0 
else_jump @BOAT_38373 
if 
  $1970 == 1 
else_jump @BOAT_38373 
if 
  $1973 == 1 
else_jump @BOAT_38373 
if 
  $1976 == 1 
else_jump @BOAT_38373 
if 
  $1979 == 1 
else_jump @BOAT_38373 
if 
  $1982 == 1 
else_jump @BOAT_38373 
$PARKED_MARQUIS_EXISTS = 1 

:BOAT_38373
if 
  $PARKED_JETMAX_EXISTS == 1 
else_jump @BOAT_38440 
014C: set_parked_car_generator $PARKED_JETMAX cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_JETMAX flag 1 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_SQUALO flag 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS flag 1 
$PARKED_JETMAX_EXISTS = 2 

:BOAT_38440
if 
  $PARKED_SQUALO_EXISTS == 1 
else_jump @BOAT_38493 
014C: set_parked_car_generator $PARKED_SQUALO cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_SQUALO flag 1 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS flag 1 
$PARKED_SQUALO_EXISTS = 2 

:BOAT_38493
if 
  $PARKED_MARQUIS_EXISTS == 1 
else_jump @BOAT_38532 
014C: set_parked_car_generator $PARKED_MARQUIS cars_to_generate_to 101 
0A17: set_parked_car_generator $PARKED_MARQUIS flag 1 
$PARKED_MARQUIS_EXISTS = 2 

:BOAT_38532
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 120---------------
// Originally: Bike School

:BSKOOL
thread 'BSKOOL' 
gosub @BSKOOL_47 
if 
wasted_or_busted 
else_jump @BSKOOL_38 
gosub @BSKOOL_11889 

:BSKOOL_38
gosub @BSKOOL_11994 
end_thread 

:BSKOOL_47
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_78 
increment_mission_attempts 

:BSKOOL_78
$ONMISSION = 1 
054C: use_GXT_table 'BS' 
0169: set_fade_color_RGB 0 0 0 
wait 0 
if 
  $ONMISSION == 0 
else_jump @BSKOOL_218 
38@ = Car.Create(#BF400, $277, $278, $257)
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 
$201[20] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
$201[30] = Object.Init(#TRAFFICCONE, 0.0, 0.0, 100.0)
56@ = Object.Create(#LANDJUMP2, $277, $278, $257)

:BSKOOL_218
34@ = 0 
61@ = 0 
62@ = 0 
57@ = 0 
63@ = 0 
64@ = 0 
65@ = 0 
66@ = 0 
67@ = 0 
51@ = 0 
if 
  $2162 == 0 
else_jump @BSKOOL_313 
$2162 = 1 

:BSKOOL_313
$247 = 1 
$307 = 1130.44 
$308 = 1341.0 
$327 = 1173.93 
$328 = 1351.066 
$329 = 9.9219 
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)
Model.Load(#BF400)
Model.Load(#FCR900)
Model.Load(#PCJ600)
Model.Load(#TRAFFICCONE)
Model.Load(#LANDJUMP2)
Model.Load(#NRG500)
Model.Load(#SANCHEZ)
Model.Load(#WMYMECH)

:BSKOOL_429
if or
   not Model.Available(#BF400)
   not Model.Available(#FCR900)
   not Model.Available(#PCJ600)
   not Model.Available(#TRAFFICCONE)
   not Model.Available(#LANDJUMP2)
else_jump @BSKOOL_476 
wait 0 
jump @BSKOOL_429 

:BSKOOL_476
if or
   not Model.Available(#SANCHEZ)
   not Model.Available(#WMYMECH)
   not Model.Available(#NRG500)
else_jump @BSKOOL_512 
wait 0 
jump @BSKOOL_476 

:BSKOOL_512
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
Player.CanMove($PLAYER_CHAR) = True
0826: enable_hud 0 
jump @BSKOOL_644 

:BSKOOL_644
Player.CanMove($PLAYER_CHAR) = False
03E6: remove_text_box 
00BE: text_clear_all 
50@ = Player.WantedLevel($PLAYER_CHAR)
Player.ClearWantedLevel($PLAYER_CHAR)
gosub @BSKOOL_16623 
34@ = 0 
57@ = 0 
03F0: enable_text_draw 1 
64@ = 255 
63@ = 2 
if 
  7 > $2162 
else_jump @BSKOOL_734 
008A: $247 = 37@ // (int) 

:BSKOOL_734
fade 1 500 

:BSKOOL_741
if 
fading 
else_jump @BSKOOL_774 
00BE: text_clear_all 
gosub @BSKOOL_12674 
wait 0 
jump @BSKOOL_741 

:BSKOOL_774
gosub @BSKOOL_12674 
0581: enable_radar 0 

:BSKOOL_785
wait 0 
gosub @BSKOOL_12674 
if 
  51@ == 0 
else_jump @BSKOOL_828 
03CF: load_wav 3800 as 3 
51@ = 1 

:BSKOOL_828
if 
  51@ == 1 
else_jump @BSKOOL_868 
if 
03D0:   wav 3 loaded 
else_jump @BSKOOL_868 
51@ = 2 

:BSKOOL_868
if 
  51@ == 2 
else_jump @BSKOOL_897 
03D1: play_wav 3 
51@ = 3 

:BSKOOL_897
if 
  57@ == 0 
else_jump @BSKOOL_1394 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @BSKOOL_1012 
37@ -= 1 
$247 -= 1 
if 
  $2162 > 1 
else_jump @BSKOOL_1012 
if 
  4 > 34@ 
else_jump @BSKOOL_1012 
34@ = 3 

:BSKOOL_1012
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @BSKOOL_1093 
37@ += 1 
$247 += 1 
if 
  $2162 > 1 
else_jump @BSKOOL_1093 
if 
  4 > 34@ 
else_jump @BSKOOL_1093 
34@ = 3 

:BSKOOL_1093
if 
  1 > $247 
else_jump @BSKOOL_1127 
0084: $247 = $2162 // (int) 
008B: 37@ = $2162 // (int) 

:BSKOOL_1127
if 
001C:   $247 > $2162 // (int) 
else_jump @BSKOOL_1160 
37@ = 1 
$247 = 1 

:BSKOOL_1160
if 
00E1:   player 0 pressed_key 10 
else_jump @BSKOOL_1195 
wait 0 
gosub @BSKOOL_12674 
jump @BSKOOL_1160 

:BSKOOL_1195
if 
00E1:   player 0 pressed_key 11 
else_jump @BSKOOL_1230 
wait 0 
gosub @BSKOOL_12674 
jump @BSKOOL_1195 

:BSKOOL_1230
if 
  -100 > $MOVE_AXIS_X 
else_jump @BSKOOL_1282 
wait 0 
gosub @BSKOOL_12674 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BSKOOL_1230 

:BSKOOL_1282
if 
  $MOVE_AXIS_X > 100 
else_jump @BSKOOL_1334 
wait 0 
gosub @BSKOOL_12674 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
jump @BSKOOL_1282 

:BSKOOL_1334
if 
00E1:   player 0 pressed_key 16 
else_jump @BSKOOL_1394 
if 
  4 > 34@ 
else_jump @BSKOOL_1376 
34@ = 3 

:BSKOOL_1376
040D: unload_wav 3 
51@ = 0 
jump @BSKOOL_1639 

:BSKOOL_1394
if 
0735:   NOP_false 81 
else_jump @BSKOOL_1416 
$2162 = 6 

:BSKOOL_1416
if 
0735:   NOP_false 53 
else_jump @BSKOOL_1480 
$2162 = 6 
$2164 = 100 
$2165 = 100 
$2166 = 100 
$2167 = 100 
$2168 = 100 
$2169 = 100 

:BSKOOL_1480
if and
  $2164 > 69 
  $2165 > 69 
  $2166 > 69 
  $2167 > 69 
  $2168 > 69 
  $2169 > 69 
else_jump @BSKOOL_1540 
$2170 = 1 

:BSKOOL_1540
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_1590 
if 
  $2170 == 1 
else_jump @BSKOOL_1590 
gosub @BSKOOL_20613 
jump @BSKOOL_11917 

:BSKOOL_1590
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_1625 
040D: unload_wav 3 
51@ = 0 
jump @BSKOOL_11889 

:BSKOOL_1625
gosub @BSKOOL_15813 
jump @BSKOOL_785 

:BSKOOL_1639
fade 0 500 

:BSKOOL_1646
if 
fading 
else_jump @BSKOOL_1677 
gosub @BSKOOL_12674 
wait 0 
jump @BSKOOL_1646 

:BSKOOL_1677
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_1698 
05EC: release_car 38@ from_path 

:BSKOOL_1698
Car.Destroy(38@)
Actor.DestroyInstantly(49@)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Car.Destroy(38@)
gosub @BSKOOL_20952 
34@ = 5 
0581: enable_radar 1 
if 
  $247 == 1 
else_jump @BSKOOL_3452 

:BSKOOL_1776
gosub @BSKOOL_16586 

:BSKOOL_1783
$258 = 180.0 
$253 = 16000 
35@ = 181 
gosub @BSKOOL_16623 
38@ = Car.Create(#BF400, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_1939 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_1896 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_1896
Camera.SetPosition(1125.66, 1334.4, 22.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_1939
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
gosub @BSKOOL_17345 

:BSKOOL_1993
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_2028 
48@ = 2 
jump @BSKOOL_3392 

:BSKOOL_2028
gosub @BSKOOL_17412 
if 
  48@ == 1 
else_jump @BSKOOL_2060 
jump @BSKOOL_11889 

:BSKOOL_2060
if 
  $249 == 0 
else_jump @BSKOOL_2108 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
gosub @BSKOOL_17488 
jump @BSKOOL_3445 

:BSKOOL_2108
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_3445 
gosub @BSKOOL_17646 
$258 = Car.Angle(38@)
if 
  $274 == 0 
else_jump @BSKOOL_2213 
if 
  $258 > 80.0 
else_jump @BSKOOL_2213 
if 
  90.0 > $258 
else_jump @BSKOOL_2213 
$274 = 1 
58@ = 1 

:BSKOOL_2213
if 
  58@ == 1 
else_jump @BSKOOL_2432 
if 
  $274 == 1 
else_jump @BSKOOL_2298 
if 
  $258 > 350.0 
else_jump @BSKOOL_2298 
if 
  360.0 > $258 
else_jump @BSKOOL_2298 
$274 = 2 

:BSKOOL_2298
if 
  $274 == 2 
else_jump @BSKOOL_2365 
if 
  $258 > 270.0 
else_jump @BSKOOL_2365 
if 
  280.0 > $258 
else_jump @BSKOOL_2365 
$274 = 3 

:BSKOOL_2365
if 
  $274 == 3 
else_jump @BSKOOL_2432 
if 
  $258 > 170.0 
else_jump @BSKOOL_2432 
if 
  180.0 > $258 
else_jump @BSKOOL_2432 
$274 = 4 

:BSKOOL_2432
if 
  $274 == 0 
else_jump @BSKOOL_2506 
if 
  $258 > 270.0 
else_jump @BSKOOL_2506 
if 
  280.0 > $258 
else_jump @BSKOOL_2506 
58@ = 2 
$274 = 1 

:BSKOOL_2506
if 
  58@ == 2 
else_jump @BSKOOL_2725 
if 
  $274 == 1 
else_jump @BSKOOL_2591 
if 
  $258 > 350.0 
else_jump @BSKOOL_2591 
if 
  360.0 > $258 
else_jump @BSKOOL_2591 
$274 = 2 

:BSKOOL_2591
if 
  $274 == 2 
else_jump @BSKOOL_2658 
if 
  $258 > 80.0 
else_jump @BSKOOL_2658 
if 
  90.0 > $258 
else_jump @BSKOOL_2658 
$274 = 3 

:BSKOOL_2658
if 
  $274 == 3 
else_jump @BSKOOL_2725 
if 
  $258 > 170.0 
else_jump @BSKOOL_2725 
if 
  180.0 > $258 
else_jump @BSKOOL_2725 
$274 = 4 

:BSKOOL_2725
if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
   not Actor.InCar($PLAYER_ACTOR, 38@)
  $253 == 0 
else_jump @BSKOOL_3445 
gosub @BSKOOL_17680 
gosub @BSKOOL_17693 
if 
  $274 == 4 
else_jump @BSKOOL_2802 
$266 = 100 

:BSKOOL_2802
if 
  $274 == 3 
else_jump @BSKOOL_2827 
$266 = 75 

:BSKOOL_2827
if 
  $274 == 2 
else_jump @BSKOOL_2852 
$266 = 50 

:BSKOOL_2852
if 
  $274 == 1 
else_jump @BSKOOL_2877 
$266 = 25 

:BSKOOL_2877
if 
  $274 == 0 
else_jump @BSKOOL_2902 
$266 = 0 

:BSKOOL_2902
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_2950 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_2950
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2166 // (int) 
else_jump @BSKOOL_3170 
008B: 67@ = $2166 // (int) 
0084: $2166 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_3070 
if 
  $2173 == 0 
else_jump @BSKOOL_3070 
$2173 = 1 
$2172 = 1 
$2171 = 1 

:BSKOOL_3070
if 
  65@ == 3 
else_jump @BSKOOL_3120 
if 
  $2172 == 0 
else_jump @BSKOOL_3120 
$2172 = 1 
$2171 = 1 

:BSKOOL_3120
if 
  65@ == 2 
else_jump @BSKOOL_3163 
if 
  $2171 == 0 
else_jump @BSKOOL_3163 
$2171 = 1 

:BSKOOL_3163
jump @BSKOOL_3177 

:BSKOOL_3170
65@ = 0 

:BSKOOL_3177
if 
  $2162 == 1 
else_jump @BSKOOL_3261 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_3261 
59@ = 2 
$2162 = 2 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_3261
32@ = 0 

:BSKOOL_3268
if 
  32@ > -1 
else_jump @BSKOOL_3392 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_3346 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_3346 
48@ = 2 
jump @BSKOOL_3392 

:BSKOOL_3346
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_3385 
jump @BSKOOL_3392 

:BSKOOL_3385
jump @BSKOOL_3268 

:BSKOOL_3392
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_3438 
jump @BSKOOL_644 
jump @BSKOOL_3445 

:BSKOOL_3438
jump @BSKOOL_1776 

:BSKOOL_3445
jump @BSKOOL_1993 

:BSKOOL_3452
if 
  $247 == 2 
else_jump @BSKOOL_4877 

:BSKOOL_3470
gosub @BSKOOL_16586 

:BSKOOL_3477
$258 = 0.0 
$253 = 11000 
35@ = 182 
gosub @BSKOOL_16623 
38@ = Car.Create(#PCJ600, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_3633 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_3590 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_3590
Camera.SetPosition(1130.66, 1264.4, 14.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_3633
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
gosub @BSKOOL_17345 

:BSKOOL_3745
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_3780 
48@ = 2 
jump @BSKOOL_4817 

:BSKOOL_3780
if 
  $249 == 0 
else_jump @BSKOOL_3828 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
gosub @BSKOOL_17488 
jump @BSKOOL_4870 

:BSKOOL_3828
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_4870 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_3906 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_3906 
$274 = 1 

:BSKOOL_3906
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_4870 
gosub @BSKOOL_17680 
gosub @BSKOOL_17693 
if 
  $274 == 0 
else_jump @BSKOOL_3969 
$267 = 0 

:BSKOOL_3969
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  39@ == 0 
else_jump @BSKOOL_4017 
$266 = 100 
jump @BSKOOL_4302 

:BSKOOL_4017
if 
  39@ == 360 
else_jump @BSKOOL_4050 
$266 = 100 
jump @BSKOOL_4302 

:BSKOOL_4050
if 
  39@ > 0 
else_jump @BSKOOL_4093 
if 
  21 > 39@ 
else_jump @BSKOOL_4093 
$266 = 100 

:BSKOOL_4093
if 
  39@ > 179 
else_jump @BSKOOL_4172 
if 
  340 > 39@ 
else_jump @BSKOOL_4172 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.62 
008C: $266 = float $276 to_integer 
jump @BSKOOL_4302 

:BSKOOL_4172
if 
  39@ > 339 
else_jump @BSKOOL_4217 
if 
  360 > 39@ 
else_jump @BSKOOL_4217 
$266 = 100 

:BSKOOL_4217
if 
  39@ > 20 
else_jump @BSKOOL_4302 
if 
  180 > 39@ 
else_jump @BSKOOL_4302 
0091: $276 = integer 39@ to_float 
$276 *= 0.62 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_4302 

:BSKOOL_4302
if 
  1 > $266 
else_jump @BSKOOL_4327 
$266 = 0 

:BSKOOL_4327
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_4375 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_4375
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2167 // (int) 
else_jump @BSKOOL_4595 
008B: 67@ = $2167 // (int) 
0084: $2167 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_4495 
if 
  $2176 == 0 
else_jump @BSKOOL_4495 
$2176 = 1 
$2175 = 1 
$2174 = 1 

:BSKOOL_4495
if 
  65@ == 3 
else_jump @BSKOOL_4545 
if 
  $2175 == 0 
else_jump @BSKOOL_4545 
$2175 = 1 
$2174 = 1 

:BSKOOL_4545
if 
  65@ == 2 
else_jump @BSKOOL_4588 
if 
  $2174 == 0 
else_jump @BSKOOL_4588 
$2174 = 1 

:BSKOOL_4588
jump @BSKOOL_4602 

:BSKOOL_4595
65@ = 0 

:BSKOOL_4602
if 
  $2162 == 2 
else_jump @BSKOOL_4686 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_4686 
59@ = 2 
$2162 = 3 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_4686
32@ = 0 

:BSKOOL_4693
if 
  32@ > -1 
else_jump @BSKOOL_4817 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_4771 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_4771 
48@ = 2 
jump @BSKOOL_4817 

:BSKOOL_4771
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_4810 
jump @BSKOOL_4817 

:BSKOOL_4810
jump @BSKOOL_4693 

:BSKOOL_4817
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_4863 
jump @BSKOOL_644 
jump @BSKOOL_4870 

:BSKOOL_4863
jump @BSKOOL_3470 

:BSKOOL_4870
jump @BSKOOL_3745 

:BSKOOL_4877
if 
  $247 == 3 
else_jump @BSKOOL_6645 

:BSKOOL_4895
gosub @BSKOOL_16586 

:BSKOOL_4902
$258 = 180.0 
$253 = 9000 
35@ = 183 
gosub @BSKOOL_16623 
38@ = Car.Create(#FCR900, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_5058 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_5015 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_5015
Camera.SetPosition(1125.66, 1283.4, 10.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_5058
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then push ~k~~VEHICLE_STEERDOWN~.
gosub @BSKOOL_17345 

:BSKOOL_5170
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_5205 
48@ = 2 
jump @BSKOOL_6585 

:BSKOOL_5205
if 
  $249 == 0 
else_jump @BSKOOL_5253 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then push ~k~~VEHICLE_STEERDOWN~.
gosub @BSKOOL_17488 
jump @BSKOOL_6638 

:BSKOOL_5253
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_6638 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_5331 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_5331 
$274 = 1 

:BSKOOL_5331
if 
  $274 == 1 
else_jump @BSKOOL_5472 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_5449 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_5442 
gosub @BSKOOL_17680 
jump @BSKOOL_5449 

:BSKOOL_5442
$274 = 2 

:BSKOOL_5449
if 
87F1:   not player $PLAYER_CHAR performing_wheelie 
else_jump @BSKOOL_5472 
gosub @BSKOOL_17680 

:BSKOOL_5472
42@ = Car.Angle(38@)
0087: 44@ = 42@ // (float) 
if 
   not 44@ == 0.0 
else_jump @BSKOOL_5622 
if and
  360.0 > 44@ 
  44@ > 180.0 
else_jump @BSKOOL_5550 
44@ += 0.1 

:BSKOOL_5550
if 
  44@ == 360.0 
else_jump @BSKOOL_5581 
  44@ > 0.0 

:BSKOOL_5581
if and
  180.0 >= 44@ 
  44@ > 0.0 
else_jump @BSKOOL_5622 
44@ -= 0.1 

:BSKOOL_5622
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_6638 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_5701 
gosub @BSKOOL_17693 
jump @BSKOOL_5708 

:BSKOOL_5701
$267 = 0 

:BSKOOL_5708
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_6056 
if 
  39@ == 0 
else_jump @BSKOOL_5774 
$266 = 0 
jump @BSKOOL_6070 

:BSKOOL_5774
if 
  39@ == 180 
else_jump @BSKOOL_5807 
$266 = 100 
jump @BSKOOL_6070 

:BSKOOL_5807
if 
  39@ == 360 
else_jump @BSKOOL_5840 
$266 = 0 
jump @BSKOOL_6070 

:BSKOOL_5840
if 
  39@ > 0 
else_jump @BSKOOL_5910 
if 
  175 > 39@ 
else_jump @BSKOOL_5910 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_6070 

:BSKOOL_5910
if 
  39@ > 174 
else_jump @BSKOOL_5955 
if 
  186 > 39@ 
else_jump @BSKOOL_5955 
$266 = 100 

:BSKOOL_5955
if 
  39@ > 185 
else_jump @BSKOOL_6049 
if 
  360 > 39@ 
else_jump @BSKOOL_6049 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_6070 

:BSKOOL_6049
jump @BSKOOL_6070 

:BSKOOL_6056
$266 = 0 
jump @BSKOOL_6070 

:BSKOOL_6070
if 
  1 > $266 
else_jump @BSKOOL_6095 
$266 = 0 

:BSKOOL_6095
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_6143 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_6143
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2164 // (int) 
else_jump @BSKOOL_6363 
008B: 67@ = $2164 // (int) 
0084: $2164 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_6263 
if 
  $2179 == 0 
else_jump @BSKOOL_6263 
$2179 = 1 
$2178 = 1 
$2177 = 1 

:BSKOOL_6263
if 
  65@ == 3 
else_jump @BSKOOL_6313 
if 
  $2178 == 0 
else_jump @BSKOOL_6313 
$2178 = 1 
$2177 = 1 

:BSKOOL_6313
if 
  65@ == 2 
else_jump @BSKOOL_6356 
if 
  $2177 == 0 
else_jump @BSKOOL_6356 
$2177 = 1 

:BSKOOL_6356
jump @BSKOOL_6370 

:BSKOOL_6363
65@ = 0 

:BSKOOL_6370
if 
  $2162 == 3 
else_jump @BSKOOL_6454 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_6454 
59@ = 2 
$2162 = 4 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_6454
32@ = 0 

:BSKOOL_6461
if 
  32@ > -1 
else_jump @BSKOOL_6585 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_6539 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_6539 
48@ = 2 
jump @BSKOOL_6585 

:BSKOOL_6539
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_6578 
jump @BSKOOL_6585 

:BSKOOL_6578
jump @BSKOOL_6461 

:BSKOOL_6585
gosub @BSKOOL_20952 
gosub @BSKOOL_20613 
if 
  48@ == 2 
else_jump @BSKOOL_6631 
jump @BSKOOL_644 
jump @BSKOOL_6638 

:BSKOOL_6631
jump @BSKOOL_4895 

:BSKOOL_6638
jump @BSKOOL_5170 

:BSKOOL_6645
if 
  $247 == 5 
else_jump @BSKOOL_8421 

:BSKOOL_6663
gosub @BSKOOL_16586 

:BSKOOL_6670
$258 = 180.0 
$253 = 9000 
35@ = 184 
gosub @BSKOOL_16623 
38@ = Car.Create(#FCR900, $255, $256, $257)
Car.Angle(38@) = 180.0
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_6826 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_6783 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_6783
Camera.SetPosition(1125.66, 1283.4, 10.5, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_6826
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~k~~VEHICLE_BRAKE~.
gosub @BSKOOL_17345 

:BSKOOL_6938
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_6973 
48@ = 2 
jump @BSKOOL_8361 

:BSKOOL_6973
if 
  $249 == 0 
else_jump @BSKOOL_7021 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~k~~VEHICLE_BRAKE~.
gosub @BSKOOL_17488 
jump @BSKOOL_8414 

:BSKOOL_7021
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_8414 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_7099 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_7099 
$274 = 1 

:BSKOOL_7099
if 
  $274 == 1 
else_jump @BSKOOL_7240 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_7217 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_7210 
gosub @BSKOOL_17680 
jump @BSKOOL_7217 

:BSKOOL_7210
$274 = 2 

:BSKOOL_7217
if 
87F2:   not player $PLAYER_CHAR performing_stoppie 
else_jump @BSKOOL_7240 
gosub @BSKOOL_17680 

:BSKOOL_7240
42@ = Car.Angle(38@)
0087: 44@ = 42@ // (float) 
if 
   not 44@ == 0.0 
else_jump @BSKOOL_7390 
if and
  360.0 > 44@ 
  44@ > 180.0 
else_jump @BSKOOL_7318 
44@ += 0.1 

:BSKOOL_7318
if 
  44@ == 360.0 
else_jump @BSKOOL_7349 
  44@ > 0.0 

:BSKOOL_7349
if and
  180.0 >= 44@ 
  44@ > 0.0 
else_jump @BSKOOL_7390 
44@ -= 0.1 

:BSKOOL_7390
02E3: 43@ = car 38@ speed 
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_8414 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_7477 
gosub @BSKOOL_17693 
jump @BSKOOL_7484 

:BSKOOL_7477
$267 = 0 

:BSKOOL_7484
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_7832 
if 
  39@ == 0 
else_jump @BSKOOL_7550 
$266 = 0 
jump @BSKOOL_7846 

:BSKOOL_7550
if 
  39@ == 180 
else_jump @BSKOOL_7583 
$266 = 100 
jump @BSKOOL_7846 

:BSKOOL_7583
if 
  39@ == 360 
else_jump @BSKOOL_7616 
$266 = 0 
jump @BSKOOL_7846 

:BSKOOL_7616
if 
  39@ > 0 
else_jump @BSKOOL_7686 
if 
  175 > 39@ 
else_jump @BSKOOL_7686 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_7846 

:BSKOOL_7686
if 
  39@ > 174 
else_jump @BSKOOL_7731 
if 
  186 > 39@ 
else_jump @BSKOOL_7731 
$266 = 100 

:BSKOOL_7731
if 
  39@ > 185 
else_jump @BSKOOL_7825 
if 
  360 > 39@ 
else_jump @BSKOOL_7825 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_7846 

:BSKOOL_7825
jump @BSKOOL_7846 

:BSKOOL_7832
$266 = 0 
jump @BSKOOL_7846 

:BSKOOL_7846
if 
  1 > $266 
else_jump @BSKOOL_7871 
$266 = 0 

:BSKOOL_7871
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_7919 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_7919
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2165 // (int) 
else_jump @BSKOOL_8139 
008B: 67@ = $2165 // (int) 
0084: $2165 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_8039 
if 
  $2185 == 0 
else_jump @BSKOOL_8039 
$2185 = 1 
$2184 = 1 
$2183 = 1 

:BSKOOL_8039
if 
  65@ == 3 
else_jump @BSKOOL_8089 
if 
  $2184 == 0 
else_jump @BSKOOL_8089 
$2184 = 1 
$2183 = 1 

:BSKOOL_8089
if 
  65@ == 2 
else_jump @BSKOOL_8132 
if 
  $2183 == 0 
else_jump @BSKOOL_8132 
$2183 = 1 

:BSKOOL_8132
jump @BSKOOL_8146 

:BSKOOL_8139
65@ = 0 

:BSKOOL_8146
if 
  $2162 == 5 
else_jump @BSKOOL_8230 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_8230 
59@ = 2 
$2162 = 6 
48@ = 2 
37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_8230
32@ = 0 

:BSKOOL_8237
if 
  32@ > -1 
else_jump @BSKOOL_8361 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_8315 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_8315 
48@ = 2 
jump @BSKOOL_8361 

:BSKOOL_8315
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_8354 
jump @BSKOOL_8361 

:BSKOOL_8354
jump @BSKOOL_8237 

:BSKOOL_8361
gosub @BSKOOL_20952 
gosub @BSKOOL_20613 
if 
  48@ == 2 
else_jump @BSKOOL_8407 
jump @BSKOOL_644 
jump @BSKOOL_8414 

:BSKOOL_8407
jump @BSKOOL_6663 

:BSKOOL_8414
jump @BSKOOL_6938 

:BSKOOL_8421
if 
  $247 == 4 
else_jump @BSKOOL_10014 

:BSKOOL_8439
gosub @BSKOOL_16586 

:BSKOOL_8446
$258 = 180.0 
$253 = 9000 
35@ = 185 
gosub @BSKOOL_16623 
38@ = Car.Create(#SANCHEZ, $255, $256, $257)
Car.Angle(38@) = $258
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.5 50.0 2.0 
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_8658 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_8615 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_8615
Camera.SetPosition(1127.66, 1288.4, 12.75, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_8658
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
gosub @BSKOOL_17345 

:BSKOOL_8712
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_8747 
48@ = 2 
jump @BSKOOL_9954 

:BSKOOL_8747
if 
  $249 == 0 
else_jump @BSKOOL_8795 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
gosub @BSKOOL_17488 
jump @BSKOOL_10007 

:BSKOOL_8795
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_10007 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_8873 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_8873 
$274 = 1 

:BSKOOL_8873
if 
  $274 == 1 
else_jump @BSKOOL_8991 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_8991 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_8984 
gosub @BSKOOL_17680 
jump @BSKOOL_8991 

:BSKOOL_8984
$274 = 2 

:BSKOOL_8991
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_10007 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_9070 
gosub @BSKOOL_17693 
jump @BSKOOL_9077 

:BSKOOL_9070
$267 = 0 

:BSKOOL_9077
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_9425 
if 
  39@ == 0 
else_jump @BSKOOL_9143 
$266 = 0 
jump @BSKOOL_9439 

:BSKOOL_9143
if 
  39@ == 180 
else_jump @BSKOOL_9176 
$266 = 100 
jump @BSKOOL_9439 

:BSKOOL_9176
if 
  39@ == 360 
else_jump @BSKOOL_9209 
$266 = 0 
jump @BSKOOL_9439 

:BSKOOL_9209
if 
  39@ > 0 
else_jump @BSKOOL_9279 
if 
  175 > 39@ 
else_jump @BSKOOL_9279 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_9439 

:BSKOOL_9279
if 
  39@ > 174 
else_jump @BSKOOL_9324 
if 
  186 > 39@ 
else_jump @BSKOOL_9324 
$266 = 100 

:BSKOOL_9324
if 
  39@ > 185 
else_jump @BSKOOL_9418 
if 
  360 > 39@ 
else_jump @BSKOOL_9418 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_9439 

:BSKOOL_9418
jump @BSKOOL_9439 

:BSKOOL_9425
$266 = 0 
jump @BSKOOL_9439 

:BSKOOL_9439
if 
  1 > $266 
else_jump @BSKOOL_9464 
$266 = 0 

:BSKOOL_9464
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_9512 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_9512
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2168 // (int) 
else_jump @BSKOOL_9732 
008B: 67@ = $2168 // (int) 
0084: $2168 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_9632 
if 
  $2182 == 0 
else_jump @BSKOOL_9632 
$2182 = 1 
$2181 = 1 
$2180 = 1 

:BSKOOL_9632
if 
  65@ == 3 
else_jump @BSKOOL_9682 
if 
  $2181 == 0 
else_jump @BSKOOL_9682 
$2181 = 1 
$2180 = 1 

:BSKOOL_9682
if 
  65@ == 2 
else_jump @BSKOOL_9725 
if 
  $2180 == 0 
else_jump @BSKOOL_9725 
$2180 = 1 

:BSKOOL_9725
jump @BSKOOL_9739 

:BSKOOL_9732
65@ = 0 

:BSKOOL_9739
if 
  $2162 == 4 
else_jump @BSKOOL_9823 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_9823 
59@ = 2 
$2162 = 5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 
48@ = 2 
37@ += 1 

:BSKOOL_9823
32@ = 0 

:BSKOOL_9830
if 
  32@ > -1 
else_jump @BSKOOL_9954 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_9908 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_9908 
48@ = 2 
jump @BSKOOL_9954 

:BSKOOL_9908
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_9947 
jump @BSKOOL_9954 

:BSKOOL_9947
jump @BSKOOL_9830 

:BSKOOL_9954
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_10000 
jump @BSKOOL_644 
jump @BSKOOL_10007 

:BSKOOL_10000
jump @BSKOOL_8439 

:BSKOOL_10007
jump @BSKOOL_8712 

:BSKOOL_10014
if 
  $247 == 6 
else_jump @BSKOOL_11889 

:BSKOOL_10032
gosub @BSKOOL_16586 

:BSKOOL_10039
$258 = 180.0 
$253 = 9000 
35@ = 186 
gosub @BSKOOL_16623 
38@ = Car.Create(#NRG500, $255, $256, $257)
Car.Angle(38@) = $258
0407: store_coords_to $309 $310 $TEMPVAR_Z_COORD from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $TEMPVAR_Z_COORD from_car 38@ with_offset 2.5 52.0 2.0 
gosub @BSKOOL_21023 
if 
  34@ == 0 
else_jump @BSKOOL_10251 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_10208 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_10208
Camera.SetPosition(1122.66, 1265.4, 15.75, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 2)
return 

:BSKOOL_10251
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 114.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
gosub @BSKOOL_17345 

:BSKOOL_10305
wait 0 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_10340 
48@ = 2 
jump @BSKOOL_11690 

:BSKOOL_10340
if 
  $249 == 0 
else_jump @BSKOOL_10388 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
gosub @BSKOOL_17488 
jump @BSKOOL_11882 

:BSKOOL_10388
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_11882 
gosub @BSKOOL_17646 
if 
  $274 == 0 
else_jump @BSKOOL_10466 
if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_10466 
$274 = 1 

:BSKOOL_10466
if 
  $274 == 1 
else_jump @BSKOOL_10584 
if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
else_jump @BSKOOL_10584 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if or
0024:   $TEMPVAR_X_COORD > $309 // (float) 
0024:   $311 > $TEMPVAR_X_COORD // (float) 
0024:   $TEMPVAR_Y_COORD > $310 // (float) 
else_jump @BSKOOL_10577 
gosub @BSKOOL_17680 
jump @BSKOOL_10584 

:BSKOOL_10577
$274 = 2 

:BSKOOL_10584
if 
  $274 == 2 
else_jump @BSKOOL_10630 
if 
81F3:   not car 38@ in_air 
else_jump @BSKOOL_10630 
01BD: 70@ = current_time_in_ms 
$274 = 3 

:BSKOOL_10630
if 
  $274 == 3 
else_jump @BSKOOL_10716 
01BD: 69@ = current_time_in_ms 
0085: 68@ = 69@ // (int) 
0062: 68@ -= 70@ // (int) 
if 
  68@ > 250 
else_jump @BSKOOL_10716 
if or
87F2:   not player $PLAYER_CHAR performing_stoppie 
07F1:   player $PLAYER_CHAR performing_wheelie 
else_jump @BSKOOL_10716 
gosub @BSKOOL_17680 

:BSKOOL_10716
if or
01C1:   car 38@ stopped 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_11882 
gosub @BSKOOL_17680 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
if 
  $274 > 0 
else_jump @BSKOOL_10795 
gosub @BSKOOL_17693 
jump @BSKOOL_10802 

:BSKOOL_10795
$267 = 0 

:BSKOOL_10802
42@ = Car.Angle(38@)
0092: 39@ = float 42@ to_integer 
if 
  $274 > 0 
else_jump @BSKOOL_11150 
if 
  39@ == 0 
else_jump @BSKOOL_10868 
$266 = 0 
jump @BSKOOL_11164 

:BSKOOL_10868
if 
  39@ == 180 
else_jump @BSKOOL_10901 
$266 = 100 
jump @BSKOOL_11164 

:BSKOOL_10901
if 
  39@ == 360 
else_jump @BSKOOL_10934 
$266 = 0 
jump @BSKOOL_11164 

:BSKOOL_10934
if 
  39@ > 0 
else_jump @BSKOOL_11004 
if 
  175 > 39@ 
else_jump @BSKOOL_11004 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $266 = float $276 to_integer 
jump @BSKOOL_11164 

:BSKOOL_11004
if 
  39@ > 174 
else_jump @BSKOOL_11049 
if 
  186 > 39@ 
else_jump @BSKOOL_11049 
$266 = 100 

:BSKOOL_11049
if 
  39@ > 185 
else_jump @BSKOOL_11143 
if 
  360 > 39@ 
else_jump @BSKOOL_11143 
39@ -= 180 
0091: $276 = integer 39@ to_float 
$276 *= 0.56 
008C: $273 = float $276 to_integer 
$266 = 100 
0060: $266 -= $273 // (int) 
jump @BSKOOL_11164 

:BSKOOL_11143
jump @BSKOOL_11164 

:BSKOOL_11150
$266 = 0 
jump @BSKOOL_11164 

:BSKOOL_11164
if 
  1 > $266 
else_jump @BSKOOL_11189 
$266 = 0 

:BSKOOL_11189
0084: $CURRENT_FLIGHT_RECORD = $267 // (int) 
0058: $CURRENT_FLIGHT_RECORD += $266 // (int) 
$CURRENT_FLIGHT_RECORD /= 2 
if 
  $267 == 0 
else_jump @BSKOOL_11237 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_11237
gosub @BSKOOL_17937 
gosub @BSKOOL_18315 
if 
001C:   $CURRENT_FLIGHT_RECORD > $2169 // (int) 
else_jump @BSKOOL_11457 
008B: 67@ = $2169 // (int) 
0084: $2169 = $CURRENT_FLIGHT_RECORD // (int) 
59@ = 1 
gosub @BSKOOL_18779 
if 
  65@ == 4 
else_jump @BSKOOL_11357 
if 
  $2188 == 0 
else_jump @BSKOOL_11357 
$2188 = 1 
$2187 = 1 
$2186 = 1 

:BSKOOL_11357
if 
  65@ == 3 
else_jump @BSKOOL_11407 
if 
  $2187 == 0 
else_jump @BSKOOL_11407 
$2187 = 1 
$2186 = 1 

:BSKOOL_11407
if 
  65@ == 2 
else_jump @BSKOOL_11450 
if 
  $2186 == 0 
else_jump @BSKOOL_11450 
$2186 = 1 

:BSKOOL_11450
jump @BSKOOL_11464 

:BSKOOL_11457
65@ = 0 

:BSKOOL_11464
if 
  $2170 == 0 
else_jump @BSKOOL_11559 
if 
  $2162 == 6 
else_jump @BSKOOL_11559 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_11559 
59@ = 2 
$2170 = 1 
48@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_11559
32@ = 0 

:BSKOOL_11566
if 
  32@ > -1 
else_jump @BSKOOL_11690 
wait 0 
gosub @BSKOOL_18344 
if 
   not 59@ == 2 
else_jump @BSKOOL_11644 
if 
00E1:   player 0 pressed_key 15 
else_jump @BSKOOL_11644 
48@ = 2 
jump @BSKOOL_11690 

:BSKOOL_11644
gosub @BSKOOL_19009 
gosub @BSKOOL_20530 
if 
  $326 == 1 
else_jump @BSKOOL_11683 
jump @BSKOOL_11690 

:BSKOOL_11683
jump @BSKOOL_11566 

:BSKOOL_11690
gosub @BSKOOL_20613 
gosub @BSKOOL_20952 
if 
  48@ == 2 
else_jump @BSKOOL_11875 
if 
  $2170 == 1 
else_jump @BSKOOL_11861 
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_11861 
fade 0 1000 

:BSKOOL_11765
if 
fading 
else_jump @BSKOOL_11789 
wait 0 
jump @BSKOOL_11765 

:BSKOOL_11789
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)
Actor.Angle($PLAYER_ACTOR) = 11.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 2000 

:BSKOOL_11830
if 
fading 
else_jump @BSKOOL_11854 
wait 0 
jump @BSKOOL_11830 

:BSKOOL_11854
jump @BSKOOL_11917 

:BSKOOL_11861
jump @BSKOOL_644 
jump @BSKOOL_11882 

:BSKOOL_11875
jump @BSKOOL_10032 

:BSKOOL_11882
jump @BSKOOL_10305 

:BSKOOL_11889
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
00BE: text_clear_all 
return 

:BSKOOL_11917
fade 1 500 
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_11965 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_DRIVING_SCHOOL_PASSED = 1 
0624: add 50.0 to_float_stat 229 

:BSKOOL_11965
00BE: text_clear_all 
00BA: show_text_styled GXT 'BS_Z_7' time 5000 style 5  // You have completed the Bike School.~n~~w~Motorbike Skill +
0394: play_music 2 
Player.ClearWantedLevel($PLAYER_CHAR)
return 

:BSKOOL_11994
014F: stop_timer $253 
03F0: enable_text_draw 0 
0826: enable_hud 1 
0581: enable_radar 1 
01B7: release_weather 
Model.Destroy(#TRAFFICCONE)
Model.Destroy(#LANDJUMP2)
Model.Destroy(#FCR900)
Model.Destroy(#BF400)
Model.Destroy(#PCJ600)
Model.Destroy(#NRG500)
Model.Destroy(#SANCHEZ)
Model.Destroy(#WMYMECH)
if 
  $PARKED_NRG500_EXISTS == 0 
else_jump @BSKOOL_12235 
if 
  $2173 == 1 
else_jump @BSKOOL_12235 
if 
  $2176 == 1 
else_jump @BSKOOL_12235 
if 
  $2179 == 1 
else_jump @BSKOOL_12235 
if 
  $2185 == 1 
else_jump @BSKOOL_12235 
if 
  $2182 == 1 
else_jump @BSKOOL_12235 
if 
  $2188 == 1 
else_jump @BSKOOL_12235 
$PARKED_NRG500_EXISTS = 1 
if 
  $PARKED_FCR900_EXISTS == 0 
else_jump @BSKOOL_12210 
$PARKED_FCR900_EXISTS = 1 

:BSKOOL_12210
if 
  $PARKED_FREEWAY_EXISTS == 0 
else_jump @BSKOOL_12235 
$PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12235
if 
  $PARKED_FCR900_EXISTS == 0 
else_jump @BSKOOL_12393 
if 
  $2172 == 1 
else_jump @BSKOOL_12393 
if 
  $2175 == 1 
else_jump @BSKOOL_12393 
if 
  $2178 == 1 
else_jump @BSKOOL_12393 
if 
  $2184 == 1 
else_jump @BSKOOL_12393 
if 
  $2181 == 1 
else_jump @BSKOOL_12393 
if 
  $2187 == 1 
else_jump @BSKOOL_12393 
$PARKED_FCR900_EXISTS = 1 
if 
  $PARKED_FREEWAY_EXISTS == 0 
else_jump @BSKOOL_12393 
$PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12393
if 
  $PARKED_FREEWAY_EXISTS == 0 
else_jump @BSKOOL_12526 
if 
  $2171 == 1 
else_jump @BSKOOL_12526 
if 
  $2174 == 1 
else_jump @BSKOOL_12526 
if 
  $2177 == 1 
else_jump @BSKOOL_12526 
if 
  $2183 == 1 
else_jump @BSKOOL_12526 
if 
  $2180 == 1 
else_jump @BSKOOL_12526 
if 
  $2186 == 1 
else_jump @BSKOOL_12526 
$PARKED_FREEWAY_EXISTS = 1 

:BSKOOL_12526
if 
  $PARKED_NRG500_EXISTS == 1 
else_jump @BSKOOL_12575 
0A17: set_parked_car_generator $PARKED_NRG500 flag 1 
014C: set_parked_car_generator $PARKED_NRG500 cars_to_generate_to 101 
0624: add 200.0 to_float_stat 229 
$PARKED_NRG500_EXISTS = 2 

:BSKOOL_12575
if 
  $PARKED_FCR900_EXISTS == 1 
else_jump @BSKOOL_12624 
0A17: set_parked_car_generator $PARKED_FCR900 flag 1 
014C: set_parked_car_generator $PARKED_FCR900 cars_to_generate_to 101 
0624: add 100.0 to_float_stat 229 
$PARKED_FCR900_EXISTS = 2 

:BSKOOL_12624
if 
  $PARKED_FREEWAY_EXISTS == 1 
else_jump @BSKOOL_12663 
0A17: set_parked_car_generator $PARKED_FREEWAY flag 1 
014C: set_parked_car_generator $PARKED_FREEWAY cars_to_generate_to 101 
$PARKED_FREEWAY_EXISTS = 2 

:BSKOOL_12663
$ONMISSION = 0 
mission_cleanup 
return 

:BSKOOL_12674
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 64@ 
if 
  63@ == 1 
else_jump @BSKOOL_12796 
if 
  255 > 64@ 
else_jump @BSKOOL_12789 
64@ += 5 
if 
  64@ > 255 
else_jump @BSKOOL_12782 
64@ = 255 

:BSKOOL_12782
jump @BSKOOL_12796 

:BSKOOL_12789
63@ = 2 

:BSKOOL_12796
if 
  63@ == 3 
else_jump @BSKOOL_12878 
if 
  64@ > 0 
else_jump @BSKOOL_12871 
64@ -= 5 
if 
  0 > 64@ 
else_jump @BSKOOL_12864 
64@ = 0 

:BSKOOL_12864
jump @BSKOOL_12878 

:BSKOOL_12871
63@ = 0 

:BSKOOL_12878
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
gosub @BSKOOL_16466 
0340: set_text_draw_RGBA 190 190 190 255 
if 
  $247 == 1 
else_jump @BSKOOL_13073 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_A'  // The 360
if 
  $2166 > 69 
else_jump @BSKOOL_13008 
008B: 66@ = $2166 // (int) 
jump @BSKOOL_13066 

:BSKOOL_13008
008B: 66@ = $2166 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13066
gosub @BSKOOL_14958 

:BSKOOL_13073
if 
  $247 == 2 
else_jump @BSKOOL_13210 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_B'  // The 180
if 
  $2167 > 69 
else_jump @BSKOOL_13145 
008B: 66@ = $2167 // (int) 
jump @BSKOOL_13203 

:BSKOOL_13145
008B: 66@ = $2167 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13203
gosub @BSKOOL_14958 

:BSKOOL_13210
if 
  $247 == 3 
else_jump @BSKOOL_13347 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_C'  // The Wheelie
if 
  $2164 > 69 
else_jump @BSKOOL_13282 
008B: 66@ = $2164 // (int) 
jump @BSKOOL_13340 

:BSKOOL_13282
008B: 66@ = $2164 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13340
gosub @BSKOOL_14958 

:BSKOOL_13347
if 
  $247 == 5 
else_jump @BSKOOL_13484 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_D'  // The Stoppie
if 
  $2165 > 69 
else_jump @BSKOOL_13419 
008B: 66@ = $2165 // (int) 
jump @BSKOOL_13477 

:BSKOOL_13419
008B: 66@ = $2165 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13477
gosub @BSKOOL_14958 

:BSKOOL_13484
if 
  $247 == 4 
else_jump @BSKOOL_13621 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_E'  // Jump & Stop
if 
  $2168 > 69 
else_jump @BSKOOL_13556 
008B: 66@ = $2168 // (int) 
jump @BSKOOL_13614 

:BSKOOL_13556
008B: 66@ = $2168 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13614
gosub @BSKOOL_14958 

:BSKOOL_13621
if 
  $247 == 6 
else_jump @BSKOOL_13758 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_F'  // Jump & Stoppie
if 
  $2169 > 69 
else_jump @BSKOOL_13693 
008B: 66@ = $2169 // (int) 
jump @BSKOOL_13751 

:BSKOOL_13693
008B: 66@ = $2169 // (int) 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_13751
gosub @BSKOOL_14958 

:BSKOOL_13758
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_13836 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Exit
jump @BSKOOL_13869 

:BSKOOL_13836
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Exit

:BSKOOL_13869
if 
   not 57@ == 1 
else_jump @BSKOOL_14263 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_13965 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start
jump @BSKOOL_13998 

:BSKOOL_13965
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start

:BSKOOL_13998
if 
   not $2162 == 1 
else_jump @BSKOOL_14127 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_14094 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
jump @BSKOOL_14127 

:BSKOOL_14094
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_14127
if 
  $2162 == 1 
else_jump @BSKOOL_14256 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 173 173 173 125 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_14223 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
jump @BSKOOL_14256 

:BSKOOL_14223
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_14256
jump @BSKOOL_14374 

:BSKOOL_14263
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 248 211 7 255 
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BSKOOL_14341 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
jump @BSKOOL_14374 

:BSKOOL_14341
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_14374
gosub @BSKOOL_16288 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 150.0 360.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
if 
   not 57@ == 1 
else_jump @BSKOOL_14650 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
if 
   not $2162 == 1 
else_jump @BSKOOL_14572 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14572
if 
  $2162 == 1 
else_jump @BSKOOL_14643 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 173 173 173 125 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14643
jump @BSKOOL_14704 

:BSKOOL_14650
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_14704
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:BSKOOL_14958
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
gosub @BSKOOL_16288 
03E4: enable_text_draw_align_right 0 
0340: set_text_draw_RGBA 166 202 240 255 
if 
  66@ > 69 
else_jump @BSKOOL_15070 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 320.0 80.0 GXT 'BS_Y_6' number 66@  // ~1~%

:BSKOOL_15070
if 
  70 > 66@ 
else_jump @BSKOOL_15095 
65@ = 1 

:BSKOOL_15095
if 
  66@ > 69 
else_jump @BSKOOL_15138 
if 
  85 > 66@ 
else_jump @BSKOOL_15138 
65@ = 2 

:BSKOOL_15138
if 
  66@ > 84 
else_jump @BSKOOL_15181 
if 
  100 > 66@ 
else_jump @BSKOOL_15181 
65@ = 3 

:BSKOOL_15181
if 
  66@ == 100 
else_jump @BSKOOL_15206 
65@ = 4 

:BSKOOL_15206
if 
  65@ > 1 
else_jump @BSKOOL_15311 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
jump @BSKOOL_15391 

:BSKOOL_15311
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BSKOOL_15391
03E3: set_texture_to_be_drawn_antialiased 1 
if 
  65@ == 1 
else_jump @BSKOOL_15499 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Z_4'  // NO AWARD

:BSKOOL_15499
if 
  65@ == 2 
else_jump @BSKOOL_15603 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_12'  // BRONZE

:BSKOOL_15603
if 
  65@ == 3 
else_jump @BSKOOL_15707 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_11'  // SILVER

:BSKOOL_15707
if 
  65@ == 4 
else_jump @BSKOOL_15811 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
gosub @BSKOOL_16288 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_10'  // GOLD

:BSKOOL_15811
return 

:BSKOOL_15813
if 
  34@ == 0 
else_jump @BSKOOL_15988 
if 
  $247 == 1 
else_jump @BSKOOL_15856 
gosub @BSKOOL_1783 

:BSKOOL_15856
if 
  $247 == 2 
else_jump @BSKOOL_15881 
gosub @BSKOOL_3477 

:BSKOOL_15881
if 
  $247 == 3 
else_jump @BSKOOL_15906 
gosub @BSKOOL_4902 

:BSKOOL_15906
if 
  $247 == 5 
else_jump @BSKOOL_15931 
gosub @BSKOOL_6670 

:BSKOOL_15931
if 
  $247 == 4 
else_jump @BSKOOL_15956 
gosub @BSKOOL_8446 

:BSKOOL_15956
if 
  $247 == 6 
else_jump @BSKOOL_15981 
gosub @BSKOOL_10039 

:BSKOOL_15981
34@ = 1 

:BSKOOL_15988
if 
  34@ == 1 
else_jump @BSKOOL_16072 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_16072 
if 
87C1:   not path 35@ available 
else_jump @BSKOOL_16050 
07C0: load_path 35@ 
jump @BSKOOL_16072 

:BSKOOL_16050
05EB: assign_car 38@ to_path 35@ 
63@ = 3 
34@ = 2 

:BSKOOL_16072
if 
  34@ == 2 
else_jump @BSKOOL_16157 
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_16143 
if 
860E:   not car 38@ assigned_to_path 
else_jump @BSKOOL_16136 
63@ = 1 
34@ = 4 

:BSKOOL_16136
jump @BSKOOL_16157 

:BSKOOL_16143
63@ = 1 
34@ = 4 

:BSKOOL_16157
if 
  34@ == 3 
else_jump @BSKOOL_16189 
63@ = 1 
34@ = 4 

:BSKOOL_16189
if 
  34@ == 4 
else_jump @BSKOOL_16286 
if 
  63@ == 2 
else_jump @BSKOOL_16286 
05EC: release_car 38@ from_path 
Car.Destroy(38@)
Actor.DestroyInstantly(49@)
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
Car.Destroy(38@)
gosub @BSKOOL_20952 
34@ = 0 

:BSKOOL_16286
return 

:BSKOOL_16288
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BSKOOL_16350
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
return 

:BSKOOL_16466
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
0349: set_text_draw_font 3 
return 
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:BSKOOL_16586
fade 0 500 

:BSKOOL_16593
if 
fading 
else_jump @BSKOOL_16617 
wait 0 
jump @BSKOOL_16593 

:BSKOOL_16617
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
return 

:BSKOOL_16623
$309 = 0.0 
$310 = 0.0 
$311 = 0.0 
$312 = 0.0 
$313 = 0.0 
$314 = 0.0 
$315 = 0.0 
$316 = 0.0 
$317 = 0.0 
$318 = 0.0 
$319 = 0.0 
$320 = 0.0 
$321 = 0.0 
$322 = 0.0 
$323 = 0.0 
$324 = 0.0 
$12 = 0 
$277 = 0.0 
$278 = 0.0 
$282 = 0.0 
$283 = 0.0 
$284 = 0.0 
$285 = 10.0 
$249 = 0 
$280 = 0.0 
$281 = 0.0 
$330 = 0.0 
$331 = 0.0 
$332 = 0.0 
$333 = 0 
$261 = 0 
$262 = 0 
$303 = 0.0 
$304 = 0.0 
$305 = 0.0 
$306 = 0.0 
$326 = 0 
$266 = 0 
43@ = 0.0 
42@ = 0.0 
44@ = 0.0 
39@ = 0 
40@ = 0 
48@ = 0 
$254 = 0 
$286 = 0 
$287 = 0 
$289 = 0 
$290 = 0 
$292 = 0 
$293 = 0 
$295 = 0 
$296 = 0 
$298 = 0 
$299 = 0 
$288 = 0 
$291 = 0 
$294 = 0 
$297 = 0 
$300 = 0 
$301 = 0 
$302 = 0 
$CURRENT_FLIGHT_RECORD = 0 
$269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
$268 = 0 
$259 = 0.0 
$267 = 0 
$270 = 0 
41@ = 0 
$264 = 0 
$265 = 0 
$272 = 0 
$273 = 0 
$276 = 0.0 
$274 = 0 
$275 = 0 
$279 = 0.0 
45@ = 0.0 
46@ = 0 
47@ = 0 
59@ = 0 
58@ = 0 
return 

:BSKOOL_17345
036A: put_actor $PLAYER_ACTOR in_car 38@ 
Car.DoorStatus(38@) = 4
wait 0 
0581: enable_radar 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500 

:BSKOOL_17379
if 
fading 
else_jump @BSKOOL_17403 
wait 0 
jump @BSKOOL_17379 

:BSKOOL_17403
Player.CanMove($PLAYER_CHAR) = True
return 

:BSKOOL_17412
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_17479 
if 
  $249 == 1 
else_jump @BSKOOL_17472 
if 
   not Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_17472 
48@ = 1 

:BSKOOL_17472
jump @BSKOOL_17486 

:BSKOOL_17479
48@ = 1 

:BSKOOL_17486
return 

:BSKOOL_17488
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_17531 
if 
   Actor.InCar($PLAYER_ACTOR, 38@)
else_jump @BSKOOL_17531 
02E3: 43@ = car 38@ speed 

:BSKOOL_17531
if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
else_jump @BSKOOL_17644 
if 
  43@ > 0.1 
else_jump @BSKOOL_17644 
00BE: text_clear_all 
if or
  $247 == 1 
  $247 == 2 
  $247 == 3 
  $247 == 5 
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_17637 
014E: set_timer_to $253 type 1 // global_variable 

:BSKOOL_17637
$249 = 1 

:BSKOOL_17644
return 

:BSKOOL_17646
if 
  $253 == 0 
else_jump @BSKOOL_17678 
Player.CanMove($PLAYER_CHAR) = False
0221: set_player $PLAYER_CHAR trapped_in_car 1 

:BSKOOL_17678
return 

:BSKOOL_17680
Player.CanMove($PLAYER_CHAR) = False
0396: pause_timer 1 
return 

:BSKOOL_17693
Car.StorePos(38@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $259 = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $255 $256 
if 
  $259 > 0.5 
else_jump @BSKOOL_17830 
if 
  10.0 > $259 
else_jump @BSKOOL_17816 
$259 -= 0.5 
$259 *= 10.42 
008C: $273 = float $259 to_integer 
$267 = 100 
0060: $267 -= $273 // (int) 
jump @BSKOOL_17823 

:BSKOOL_17816
$267 = 0 

:BSKOOL_17823
jump @BSKOOL_17837 

:BSKOOL_17830
$267 = 100 

:BSKOOL_17837
0058: $CURRENT_FLIGHT_RECORD += $267 // (int) 
return 
40@ = Car.Health(38@)
$268 = 1000 
0066: $268 -= 40@ // (int) 
if 
  $247 == 16 
else_jump @BSKOOL_17903 
$268 /= 10 
jump @BSKOOL_17910 

:BSKOOL_17903
$268 /= 2 

:BSKOOL_17910
if 
  $268 > 100 
else_jump @BSKOOL_17935 
$268 = 100 

:BSKOOL_17935
return 

:BSKOOL_17937
$272 = 0 
$200 = 0 
if 
  $247 == 1 
else_jump @BSKOOL_18028 

:BSKOOL_17969
if 
  15 > $200 
else_jump @BSKOOL_18028 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18014 
$272 += 10 

:BSKOOL_18014
$200 += 1 
jump @BSKOOL_17969 

:BSKOOL_18028
if 
  $247 == 2 
else_jump @BSKOOL_18105 

:BSKOOL_18046
if 
  25 > $200 
else_jump @BSKOOL_18105 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18091 
$272 += 10 

:BSKOOL_18091
$200 += 1 
jump @BSKOOL_18046 

:BSKOOL_18105
if or
  $247 == 3 
  $247 == 5 
else_jump @BSKOOL_18189 

:BSKOOL_18130
if 
  30 > $200 
else_jump @BSKOOL_18189 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18175 
$272 += 10 

:BSKOOL_18175
$200 += 1 
jump @BSKOOL_18130 

:BSKOOL_18189
if or
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_18273 

:BSKOOL_18214
if 
  14 > $200 
else_jump @BSKOOL_18273 
if 
0366:   object $201($200,46i) damaged 
else_jump @BSKOOL_18259 
$272 += 10 

:BSKOOL_18259
$200 += 1 
jump @BSKOOL_18214 

:BSKOOL_18273
$272 *= 2 
if 
  $272 > 90 
else_jump @BSKOOL_18305 
$272 = 100 

:BSKOOL_18305
0060: $CURRENT_FLIGHT_RECORD -= $272 // (int) 
return 

:BSKOOL_18315
if 
  1 > $CURRENT_FLIGHT_RECORD 
else_jump @BSKOOL_18340 
$CURRENT_FLIGHT_RECORD = 0 

:BSKOOL_18340
00BE: text_clear_all 
return 

:BSKOOL_18344
if 
   not Car.Wrecked(38@)
else_jump @BSKOOL_18777 
if 
  $333 == 0 
else_jump @BSKOOL_18469 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 10.0 0.0 5.0 
$332 = 15.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 1 

:BSKOOL_18469
if 
  32@ > 3000 
else_jump @BSKOOL_18616 
if 
  6000 > 32@ 
else_jump @BSKOOL_18616 
if 
  $333 == 1 
else_jump @BSKOOL_18616 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 0.0 10.0 5.0 
$332 = 15.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 2 

:BSKOOL_18616
if 
  32@ > 6000 
else_jump @BSKOOL_18744 
if 
  $333 == 2 
else_jump @BSKOOL_18744 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset -10.0 0.0 5.0 
$332 = 15.0 
Camera.SetPosition($330, $331, $332, 0.0, 0.0, 0.0)
Camera.OnVehicle(38@, 15, 1)
0460: set_camera_transverse_delay 50.0 time 2000 
$333 = 3 

:BSKOOL_18744
if 
  32@ > 9000 
else_jump @BSKOOL_18777 
$333 = 1 
32@ = 0 

:BSKOOL_18777
return 

:BSKOOL_18779
65@ = 0 
if 
  $CURRENT_FLIGHT_RECORD > 69 
else_jump @BSKOOL_18868 
if 
  85 > $CURRENT_FLIGHT_RECORD 
else_jump @BSKOOL_18868 
if and
  67@ > 69 
  85 > 67@ 
else_jump @BSKOOL_18861 
65@ = 0 
jump @BSKOOL_18868 

:BSKOOL_18861
65@ = 2 

:BSKOOL_18868
if 
  $CURRENT_FLIGHT_RECORD > 84 
else_jump @BSKOOL_18950 
if 
  100 > $CURRENT_FLIGHT_RECORD 
else_jump @BSKOOL_18950 
if and
  67@ > 84 
  100 > 67@ 
else_jump @BSKOOL_18943 
65@ = 0 
jump @BSKOOL_18950 

:BSKOOL_18943
65@ = 3 

:BSKOOL_18950
if 
  $CURRENT_FLIGHT_RECORD == 100 
else_jump @BSKOOL_19007 
if 
  67@ == 100 
else_jump @BSKOOL_19000 
65@ = 0 
jump @BSKOOL_19007 

:BSKOOL_19000
65@ = 4 

:BSKOOL_19007
return 

:BSKOOL_19009
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
if 
  2 > 65@ 
else_jump @BSKOOL_19082 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'BS_Z_8' style 3  // Results
jump @BSKOOL_19115 

:BSKOOL_19082
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BSKOOL_19115
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 255.0 GXT 'BS_Y_1'  // Final Heading:
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 255.0 GXT 'BS_Y_6' number $266  // ~1~%
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 275.0 GXT 'BS_Y_2'  // Final Position:
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 275.0 GXT 'BS_Y_6' number $267  // ~1~%
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 295.0 GXT 'BS_Y_3'  // Penalty Damage:
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
045A: draw_text_1number 475.0 295.0 GXT 'BS_Y_6' number $272  // ~1~%
gosub @BSKOOL_16350 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 315.0 GXT 'BS_Y_5'  // Overall Score:
gosub @BSKOOL_16350 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 315.0 GXT 'BS_Y_6' number $CURRENT_FLIGHT_RECORD  // ~1~%
if or
  59@ == 1 
  59@ == 2 
else_jump @BSKOOL_19919 
if 
  65@ > 0 
else_jump @BSKOOL_19919 
038D: draw_texture 4 position 250.0 200.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 200.0 size 60.0 60.0 RGBA 180 180 180 255 
if 
  65@ == 2 
else_jump @BSKOOL_19728 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19728
if 
  65@ == 3 
else_jump @BSKOOL_19782 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19782
if 
  65@ == 4 
else_jump @BSKOOL_19836 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_19836
gosub @BSKOOL_16466 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BS_Y_9'  // NEW CERTIFICATE AWARDED!

:BSKOOL_19919
if or
  59@ == 1 
  59@ == 2 
else_jump @BSKOOL_20011 
gosub @BSKOOL_16466 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BS_Y_8'  // NEW HIGH SCORE!

:BSKOOL_20011
if 
   not 59@ == 2 
else_jump @BSKOOL_20316 
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_5'  // Continue
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_6'  // Exit
jump @BSKOOL_20528 

:BSKOOL_20316
if 
   not $2162 == 6 
else_jump @BSKOOL_20388 
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_9'  // NEW TEST AVAILABLE!

:BSKOOL_20388
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
gosub @BSKOOL_16350 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_5'  // Continue

:BSKOOL_20528
return 

:BSKOOL_20530
if 
00E1:   player 0 pressed_key 16 
else_jump @BSKOOL_20586 
if 
  $12 == 1 
else_jump @BSKOOL_20579 
$12 = 0 
$326 = 1 

:BSKOOL_20579
jump @BSKOOL_20611 

:BSKOOL_20586
if 
  $12 == 0 
else_jump @BSKOOL_20611 
$12 = 1 

:BSKOOL_20611
return 

:BSKOOL_20613
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
fade 0 500 

:BSKOOL_20640
if 
fading 
else_jump @BSKOOL_20709 
if 
  $MISSION_DRIVING_SCHOOL_PASSED == 0 
else_jump @BSKOOL_20696 
if 
  $2170 == 1 
else_jump @BSKOOL_20696 
gosub @BSKOOL_12674 

:BSKOOL_20696
00BE: text_clear_all 
wait 0 
jump @BSKOOL_20640 

:BSKOOL_20709
00BE: text_clear_all 
03D6: remove_styled_text 'BS_Y_8'  // NEW HIGH SCORE!
03D6: remove_styled_text 'BS_Y_9'  // NEW CERTIFICATE AWARDED!
0221: set_player $PLAYER_CHAR trapped_in_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
if 
  48@ == 2 
else_jump @BSKOOL_20835 
00BE: text_clear_all 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BSKOOL_20808 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
jump @BSKOOL_20828 

:BSKOOL_20808
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)

:BSKOOL_20828
jump @BSKOOL_20898 

:BSKOOL_20835
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BSKOOL_20878 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
jump @BSKOOL_20898 

:BSKOOL_20878
Actor.PutAt($PLAYER_ACTOR, 1171.521, 1351.183, 9.9219)

:BSKOOL_20898
Actor.Angle($PLAYER_ACTOR) = 5.0
Car.Destroy(38@)
0395: clear_area 1 at 1171.521 1351.183 9.9219 radius 2.0 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
014F: stop_timer $253 
0396: pause_timer 0 
return 

:BSKOOL_20952
$200 = 0 

:BSKOOL_20959
if 
  46 > $200 
else_jump @BSKOOL_21000 
Object.Destroy($201($200,46i))
$200 += 1 
jump @BSKOOL_20959 

:BSKOOL_21000
if 
03CA:   object 56@ exists 
else_jump @BSKOOL_21021 
Object.Destroy(56@)

:BSKOOL_21021
return 

:BSKOOL_21023
$200 = 0 
if 
  $247 == 1 
else_jump @BSKOOL_21107 

:BSKOOL_21048
if 
  15 > $200 
else_jump @BSKOOL_21107 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21048 

:BSKOOL_21107
if 
  $247 == 2 
else_jump @BSKOOL_21184 

:BSKOOL_21125
if 
  25 > $200 
else_jump @BSKOOL_21184 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21125 

:BSKOOL_21184
if or
  $247 == 3 
  $247 == 5 
else_jump @BSKOOL_21268 

:BSKOOL_21209
if 
  30 > $200 
else_jump @BSKOOL_21268 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21209 

:BSKOOL_21268
if or
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_21382 

:BSKOOL_21293
if 
  14 > $200 
else_jump @BSKOOL_21352 
$201($200,46i) = Object.Init(#TRAFFICCONE, 0.0, 0.0, 500.0)
$200 += 1 
jump @BSKOOL_21293 

:BSKOOL_21352
56@ = Object.Init(#LANDJUMP2, 0.0, 0.0, 500.0)
Object.CollisionDetection(56@) = True

:BSKOOL_21382
if 
  $247 == 1 
else_jump @BSKOOL_22060 
$285 = 6.0 
$279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 1.0 -0.2 

:BSKOOL_21449
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 0.0 
else_jump @BSKOOL_21532 
Object.PutAt($201[0], $282, $283, $284)

:BSKOOL_21532
if 
  $279 == 24.0 
else_jump @BSKOOL_21567 
Object.PutAt($201[1], $282, $283, $284)

:BSKOOL_21567
if 
  $279 == 48.0 
else_jump @BSKOOL_21602 
Object.PutAt($201[2], $282, $283, $284)

:BSKOOL_21602
if 
  $279 == 72.0 
else_jump @BSKOOL_21637 
Object.PutAt($201[3], $282, $283, $284)

:BSKOOL_21637
if 
  $279 == 96.0 
else_jump @BSKOOL_21672 
Object.PutAt($201[4], $282, $283, $284)

:BSKOOL_21672
if 
  $279 == 120.0 
else_jump @BSKOOL_21707 
Object.PutAt($201[5], $282, $283, $284)

:BSKOOL_21707
if 
  $279 == 144.0 
else_jump @BSKOOL_21742 
Object.PutAt($201[6], $282, $283, $284)

:BSKOOL_21742
if 
  $279 == 168.0 
else_jump @BSKOOL_21777 
Object.PutAt($201[7], $282, $283, $284)

:BSKOOL_21777
if 
  $279 == 192.0 
else_jump @BSKOOL_21812 
Object.PutAt($201[8], $282, $283, $284)

:BSKOOL_21812
if 
  $279 == 216.0 
else_jump @BSKOOL_21847 
Object.PutAt($201[9], $282, $283, $284)

:BSKOOL_21847
if 
  $279 == 240.0 
else_jump @BSKOOL_21882 
Object.PutAt($201[10], $282, $283, $284)

:BSKOOL_21882
if 
  $279 == 264.0 
else_jump @BSKOOL_21917 
Object.PutAt($201[11], $282, $283, $284)

:BSKOOL_21917
if 
  $279 == 288.0 
else_jump @BSKOOL_21952 
Object.PutAt($201[12], $282, $283, $284)

:BSKOOL_21952
if 
  $279 == 312.0 
else_jump @BSKOOL_21987 
Object.PutAt($201[13], $282, $283, $284)

:BSKOOL_21987
if 
  $279 == 336.0 
else_jump @BSKOOL_22022 
Object.PutAt($201[14], $282, $283, $284)

:BSKOOL_22022
$279 += 24.0 
if 
  360.0 > $279 
else_jump @BSKOOL_22060 
jump @BSKOOL_21449 

:BSKOOL_22060
if 
  $247 == 2 
else_jump @BSKOOL_22802 
$285 = 6.0 
$279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 86.0 -0.2 

:BSKOOL_22127
02F6: $282 = cosine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = sine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
if 
  $279 == 120.0 
else_jump @BSKOOL_22210 
Object.PutAt($201[0], $282, $283, $284)

:BSKOOL_22210
if 
  $279 == 150.0 
else_jump @BSKOOL_22245 
Object.PutAt($201[1], $282, $283, $284)

:BSKOOL_22245
if 
  $279 == 180.0 
else_jump @BSKOOL_22280 
Object.PutAt($201[2], $282, $283, $284)

:BSKOOL_22280
if 
  $279 == 210.0 
else_jump @BSKOOL_22315 
Object.PutAt($201[3], $282, $283, $284)

:BSKOOL_22315
if 
  $279 == 240.0 
else_jump @BSKOOL_22350 
Object.PutAt($201[4], $282, $283, $284)

:BSKOOL_22350
$279 += 30.0 
if 
  271.0 > $279 
else_jump @BSKOOL_22388 
jump @BSKOOL_22127 

:BSKOOL_22388
035C: place_object $201[7] relative_to_car 38@ with_offset -7.0 74.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 7.0 74.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -7.0 78.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 7.0 78.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -7.0 82.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 7.0 82.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -7.0 86.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 7.0 86.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset 0.0 82.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset 0.0 74.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 0.0 78.0 -0.2 

:BSKOOL_22802
if or
  $247 == 3 
  $247 == 5 
else_jump @BSKOOL_23517 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.5 56.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.5 56.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.5 60.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.5 60.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.5 64.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.5 64.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -3.5 68.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 3.5 68.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset -3.5 72.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset 3.5 72.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset -3.5 76.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset 3.5 76.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset -3.5 80.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset 3.5 80.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset -3.5 84.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 3.5 84.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[25] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[26] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[27] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[28] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[29] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_23517
if or
  $247 == 4 
  $247 == 6 
else_jump @BSKOOL_24084 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object 56@ relative_to_car 38@ with_offset 0.0 48.0 -0.2 
if 
  $247 == 4 
else_jump @BSKOOL_23905 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_23905
if 
  $247 == 6 
else_jump @BSKOOL_24084 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 110.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 110.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 114.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 114.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 118.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 118.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 118.0 -0.2 

:BSKOOL_24084
return 

//-------------Mission 121---------------
// Originally: Taxi-Driver Sub-Mission

:TAXIODD
thread 'TAXIODD' 
34@ = 0 
gosub @TAXIODD_54 
if 
wasted_or_busted 
else_jump @TAXIODD_45 
gosub @TAXIODD_18818 

:TAXIODD_45
gosub @TAXIODD_18991 
end_thread 

:TAXIODD_54
if 
  $MISSION_TAXI_PASSED == 0 
else_jump @TAXIODD_74 
increment_mission_attempts 

:TAXIODD_74
$ONMISSION = 1 
$411 = 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TAXIODD_231 
if 
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @TAXIODD_231 
37@ = Actor.Car($PLAYER_ACTOR)
01E9: 35@ = car 37@ num_passengers 
if 
   not 35@ == 0 
else_jump @TAXIODD_179 
00BC: show_text_highpriority GXT 'TX_FULL' time 5000 flag 1  // ~r~You need an empty car to start taxi missions.
wait 4500 
00BE: text_clear_all 
return 

:TAXIODD_179
36@ = Car.Health(37@)
if 
8185:   not car 37@ health >= 400 
else_jump @TAXIODD_231 
00BC: show_text_highpriority GXT 'TX_ILL' time 5000 flag 1  // ~r~This taxi is trashed. You need a healthy car to start taxi missions.
wait 4500 
00BE: text_clear_all 
return 

:TAXIODD_231
0084: $8201 = $56 // (int) 
$56 = 1 
85@ = 0 
86@ = 0 
87@ = 0 
38@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
47@ = 0 
48@ = 0 
32@ = 0 
33@ = 0 
102@ = 0 
127@ = 0 
130@ = 0 
132@ = 0 
133@ = 0 
134@ = 0 
135@ = 0 
136@ = 0 
137@ = 0 
139@ = 0 
140@ = 0 
141@ = 0 
142@ = 0 
143@ = 0 
144@ = 0 
145@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
108@ = 0 
146@ = 0 
if 
  38@ == -99 
else_jump @TAXIODD_721 
0662: NOP "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
89@ = Car.Create(#TAXI, 0.0, 0.0, 0.0)
88@ = Actor.Create(CivMale, #WMYBU, 0.0, 0.0, 0.0)
49@ = 0 

:TAXIODD_593
90@(49@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
49@ += 1 
  49@ >= 4 
else_jump @TAXIODD_593 
96@ = Marker.CreateAboveActor(88@)
018A: 97@ = create_checkpoint_at 0.0 0.0 0.0 
49@ = 0 

:TAXIODD_676
018A: 98@(49@,3i) = create_checkpoint_at 0.0 0.0 0.0 
49@ += 1 
  49@ >= 3 
else_jump @TAXIODD_676 

:TAXIODD_721
054C: use_GXT_table 'TAXI1' 
gosub @TAXIODD_17953 
060A: create_decision_maker_type 0 store_to 101@ // decision\allowed\m_.ped files 
gosub @TAXIODD_17955 
if 
  34@ == 1 
else_jump @TAXIODD_778 
jump @TAXIODD_17025 

:TAXIODD_778
wait 0 
gosub @TAXIODD_16595 
gosub @TAXIODD_16949 
if or
  40@ == 1 
  41@ == 1 
else_jump @TAXIODD_828 
jump @TAXIODD_1465 

:TAXIODD_828
gosub @TAXIODD_17820 
gosub @TAXIODD_17854 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @TAXIODD_872 
124@ = 1 
jump @TAXIODD_1465 

:TAXIODD_872
if 
  38@ == 0 
else_jump @TAXIODD_930 
0662: NOP "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_930
83@ = 0 
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @TAXIODD_991 
if 
00E1:   player 0 pressed_key 19 
else_jump @TAXIODD_984 
83@ = 1 

:TAXIODD_984
jump @TAXIODD_1015 

:TAXIODD_991
if 
00E1:   player 0 pressed_key 14 
else_jump @TAXIODD_1015 
83@ = 1 

:TAXIODD_1015
if 
  135@ == 0 
else_jump @TAXIODD_1081 
if 
  83@ == 1 
else_jump @TAXIODD_1074 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TAXIODD_1074 
135@ = 1 

:TAXIODD_1074
jump @TAXIODD_1129 

:TAXIODD_1081
if 
  83@ == 0 
else_jump @TAXIODD_1129 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TAXIODD_1129 
124@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1129
if 
   Car.Wrecked(89@)
else_jump @TAXIODD_1159 
124@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1159
51@ = Car.Health(89@)
if 
  250 >= 51@ 
else_jump @TAXIODD_1287 
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_1273 
if 
   Actor.InCar(88@, 89@)
else_jump @TAXIODD_1273 
00BC: show_text_highpriority GXT 'TX_FLED' time 5000 flag 1  // ~r~Your passenger wants to escape!
if 
  138@ == 0 
else_jump @TAXIODD_1273 
0947: unknown_actor 88@ play_audio_event 221 store_to 116@ 
138@ = 1 

:TAXIODD_1273
126@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1287
if 
  130@ == 1 
else_jump @TAXIODD_1344 
if 
  $8199 == 0 
else_jump @TAXIODD_1344 
124@ = 1 
108@ = 2 
jump @TAXIODD_1465 

:TAXIODD_1344
gosub @TAXIODD_2884 
if 
  127@ == 0 
else_jump @TAXIODD_1390 
124@ = 1 
108@ = 1 
jump @TAXIODD_1465 

:TAXIODD_1390
if 
  38@ == 1 
else_jump @TAXIODD_1415 
gosub @TAXIODD_1657 

:TAXIODD_1415
if 
  38@ == 2 
else_jump @TAXIODD_1440 
gosub @TAXIODD_2277 

:TAXIODD_1440
if 
  38@ == 3 
else_jump @TAXIODD_1465 
125@ = 1 

:TAXIODD_1465
if 
  40@ == 0 
else_jump @TAXIODD_1609 
if 
  124@ == 0 
else_jump @TAXIODD_1593 
if 
  126@ == 0 
else_jump @TAXIODD_1572 
if 
  125@ == 0 
else_jump @TAXIODD_1551 
jump @TAXIODD_778 
jump @TAXIODD_1565 

:TAXIODD_1551
gosub @TAXIODD_18716 
jump @TAXIODD_778 

:TAXIODD_1565
jump @TAXIODD_1586 

:TAXIODD_1572
gosub @TAXIODD_18752 
jump @TAXIODD_778 

:TAXIODD_1586
jump @TAXIODD_1602 

:TAXIODD_1593
gosub @TAXIODD_18818 
return 

:TAXIODD_1602
jump @TAXIODD_1611 

:TAXIODD_1609
return 

:TAXIODD_1611
0662: NOP "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
return 

:TAXIODD_1657
if 
  39@ == 0 
else_jump @TAXIODD_1829 
128@ = 0 
129@ = 0 
138@ = 0 
139@ = 0 
145@ = 0 
107@ = 0 
Car.ToggleTaxiLight(89@) = True
if 
  144@ == 1 
else_jump @TAXIODD_1756 
39@ = 20 
jump @TAXIODD_1829 

:TAXIODD_1756
gosub @TAXIODD_3350 
if 
  133@ == 0 
else_jump @TAXIODD_1795 
39@ = 1 
jump @TAXIODD_1829 

:TAXIODD_1795
00BC: show_text_highpriority GXT 'TX_JUNK' time $8199 flag 1  // ~r~Your car is trashed. Get it repaired.
139@ = 1 
0396: pause_timer 0 
39@ = 10 

:TAXIODD_1829
if 
  133@ == 1 
else_jump @TAXIODD_1966 
if 
  134@ == 0 
else_jump @TAXIODD_1879 
gosub @TAXIODD_3392 
jump @TAXIODD_1966 

:TAXIODD_1879
gosub @TAXIODD_3350 
if 
  133@ == 0 
else_jump @TAXIODD_1966 
gosub @TAXIODD_3392 
03D5: remove_text 'TX_JUNK'  // ~r~Your car is trashed. Get it repaired.
$8199 += 10000 
if 
  139@ == 1 
else_jump @TAXIODD_1959 
0396: pause_timer 1 
139@ = 0 

:TAXIODD_1959
39@ = 0 

:TAXIODD_1966
if 
  39@ == 1 
else_jump @TAXIODD_2071 
gosub @TAXIODD_4416 
if 
  128@ == 1 
else_jump @TAXIODD_2071 
if 
  130@ == 0 
else_jump @TAXIODD_2060 
$8199 = 36000 
03C3: set_timer_to $8199 type 1 GXT 'TX_TIME' // global_variable  // TIME
130@ = 1 

:TAXIODD_2060
0396: pause_timer 0 
39@ = 2 

:TAXIODD_2071
if 
  39@ == 2 
else_jump @TAXIODD_2167 
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_2167 
if 
   Actor.InCar(88@, 89@)
else_jump @TAXIODD_2167 
Marker.Disable(96@)
0647: unknown_actor 88@ look_task 
Car.ToggleTaxiLight(89@) = False
0947: unknown_actor 88@ play_audio_event 224 store_to 116@ 
117@ = Car.Health(89@)
39@ = 99 

:TAXIODD_2167
if 
  39@ == 10 
else_jump @TAXIODD_2185 

:TAXIODD_2185
if 
  39@ == 20 
else_jump @TAXIODD_2243 
if 
001D:   47@ > 106@ // (int) 
else_jump @TAXIODD_2243 
144@ = 0 
106@ = 0 
39@ = 0 

:TAXIODD_2243
gosub @TAXIODD_4917 
if 
  39@ == 99 
else_jump @TAXIODD_2275 
gosub @TAXIODD_17893 

:TAXIODD_2275
return 

:TAXIODD_2277
if 
  39@ == 0 
else_jump @TAXIODD_2368 
gosub @TAXIODD_7029 
0396: pause_timer 0 
131@ = 0 
102@ = 0 
136@ = 0 
if 
  143@ == 0 
else_jump @TAXIODD_2361 
0085: 105@ = 47@ // (int) 
105@ += 5000 

:TAXIODD_2361
39@ += 1 

:TAXIODD_2368
if 
   Actor.Dead(88@)
else_jump @TAXIODD_2391 
126@ = 1 

:TAXIODD_2391
if and
   not Actor.InCar(88@, 89@)
  131@ == 0 
else_jump @TAXIODD_2424 
126@ = 1 

:TAXIODD_2424
gosub @TAXIODD_3350 
if 
  133@ == 1 
else_jump @TAXIODD_2497 
if 
  134@ == 0 
else_jump @TAXIODD_2490 
00BC: show_text_highpriority GXT 'TX_REP' time 6000 flag 1  // ~r~Your car is trashed. It needs to be repaired.
gosub @TAXIODD_3392 

:TAXIODD_2490
jump @TAXIODD_2522 

:TAXIODD_2497
if 
  134@ == 1 
else_jump @TAXIODD_2522 
gosub @TAXIODD_3392 

:TAXIODD_2522
if 
  39@ == 1 
else_jump @TAXIODD_2639 
if 
0100:   actor 88@ in_sphere 121@ 122@ 123@ radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @TAXIODD_2639 
if and
   Actor.InCar(88@, 89@)
   Actor.InCar($PLAYER_ACTOR, 89@)
else_jump @TAXIODD_2639 
Player.CanMove($PLAYER_CHAR) = False
Marker.Disable(97@)
131@ = 1 
0396: pause_timer 1 
39@ += 1 

:TAXIODD_2639
if 
  39@ == 2 
else_jump @TAXIODD_2714 
if 
01C1:   car 89@ stopped 
else_jump @TAXIODD_2714 
if 
   Actor.InCar(88@, 89@)
else_jump @TAXIODD_2700 
0622: AS_actor 88@ bail_car 89@ 

:TAXIODD_2700
gosub @TAXIODD_18204 
39@ += 1 

:TAXIODD_2714
if 
  39@ == 3 
else_jump @TAXIODD_2777 
if 
   not Actor.InCar(88@, 89@)
else_jump @TAXIODD_2777 
Actor.RemoveReferences(88@)
146@ -= 1 
Player.CanMove($PLAYER_CHAR) = True
39@ = 99 

:TAXIODD_2777
if 
  131@ == 0 
else_jump @TAXIODD_2802 
gosub @TAXIODD_6778 

:TAXIODD_2802
if 
  143@ == 0 
else_jump @TAXIODD_2857 
if 
001D:   47@ > 105@ // (int) 
else_jump @TAXIODD_2857 
03E5: show_text_box 'TX_TIP'  // The tip bar decreases with time and damage.
143@ = 1 

:TAXIODD_2857
if 
  39@ == 99 
else_jump @TAXIODD_2882 
gosub @TAXIODD_17893 

:TAXIODD_2882
return 

:TAXIODD_2884
if 
   Actor.DrivingTaxiVehicle($PLAYER_ACTOR)
else_jump @TAXIODD_2947 
if 
   not 127@ == 1 
else_jump @TAXIODD_2940 
89@ = Actor.Car($PLAYER_ACTOR)
127@ = 1 
gosub @TAXIODD_2956 

:TAXIODD_2940
jump @TAXIODD_2954 

:TAXIODD_2947
127@ = 0 

:TAXIODD_2954
return 

:TAXIODD_2956
51@ = 0 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 2.3 0.0 rotation 0.0 0.0 0.0 
51@ = 1 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 -2.6 0.0 rotation 0.0 0.0 0.0 
51@ = 2 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset -1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
51@ = 3 
90@(51@,4i) = Object.Create(#CR_AMMOBOX, 0.0, 0.0, 0.0)
Object.CollisionDetection(90@(51@,4i)) = False
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
return 

:TAXIODD_3350
if 
0185:   car 89@ health >= 400 
else_jump @TAXIODD_3383 
133@ = 0 
jump @TAXIODD_3390 

:TAXIODD_3383
133@ = 1 

:TAXIODD_3390
return 

:TAXIODD_3392
if 
  134@ == 1 
else_jump @TAXIODD_3456 
49@ = 0 

:TAXIODD_3417
Marker.Disable(98@(49@,3i))
49@ += 1 
  49@ >= 3 
else_jump @TAXIODD_3417 
134@ = 0 
return 

:TAXIODD_3456
if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
else_jump @TAXIODD_3523 
51@ = 0 
gosub @TAXIODD_3903 
51@ += 1 
gosub @TAXIODD_3960 
51@ += 1 
gosub @TAXIODD_4245 

:TAXIODD_3523
if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
else_jump @TAXIODD_3562 
51@ = 0 
gosub @TAXIODD_4131 

:TAXIODD_3562
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
else_jump @TAXIODD_3615 
51@ = 0 
gosub @TAXIODD_4188 
51@ += 1 
gosub @TAXIODD_4302 

:TAXIODD_3615
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
else_jump @TAXIODD_3668 
51@ = 0 
gosub @TAXIODD_4017 
51@ += 1 
gosub @TAXIODD_4245 

:TAXIODD_3668
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
else_jump @TAXIODD_3735 
51@ = 0 
gosub @TAXIODD_3960 
51@ += 1 
gosub @TAXIODD_4017 
51@ += 1 
gosub @TAXIODD_4302 

:TAXIODD_3735
if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
else_jump @TAXIODD_3802 
51@ = 0 
gosub @TAXIODD_3960 
51@ += 1 
gosub @TAXIODD_4017 
51@ += 1 
gosub @TAXIODD_4302 

:TAXIODD_3802
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
else_jump @TAXIODD_3841 
51@ = 0 
gosub @TAXIODD_4074 

:TAXIODD_3841
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
else_jump @TAXIODD_3894 
51@ = 0 
gosub @TAXIODD_4074 
51@ += 1 
gosub @TAXIODD_4131 

:TAXIODD_3894
134@ = 1 
return 

:TAXIODD_3903
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_3932 
Marker.Disable(98@(51@,3i))

:TAXIODD_3932
02A8: 98@(51@,3i) = create_marker 63 at 2067.4 -1831.2 13.5 
return 

:TAXIODD_3960
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_3989 
Marker.Disable(98@(51@,3i))

:TAXIODD_3989
02A8: 98@(51@,3i) = create_marker 63 at 488.0 -1734.0 34.4 
return 

:TAXIODD_4017
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4046 
Marker.Disable(98@(51@,3i))

:TAXIODD_4046
02A8: 98@(51@,3i) = create_marker 63 at 720.016 -454.625 15.328 
return 

:TAXIODD_4074
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4103 
Marker.Disable(98@(51@,3i))

:TAXIODD_4103
02A8: 98@(51@,3i) = create_marker 63 at -1420.547 2583.945 58.031 
return 

:TAXIODD_4131
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4160 
Marker.Disable(98@(51@,3i))

:TAXIODD_4160
02A8: 98@(51@,3i) = create_marker 63 at 1966.532 2162.65 10.995 
return 

:TAXIODD_4188
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4217 
Marker.Disable(98@(51@,3i))

:TAXIODD_4217
02A8: 98@(51@,3i) = create_marker 63 at -2425.46 1020.83 49.39 
return 

:TAXIODD_4245
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4274 
Marker.Disable(98@(51@,3i))

:TAXIODD_4274
02A8: 98@(51@,3i) = create_marker 63 at 1021.8 -1018.7 30.9 
return 

:TAXIODD_4302
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4331 
Marker.Disable(98@(51@,3i))

:TAXIODD_4331
02A8: 98@(51@,3i) = create_marker 63 at -1908.9 292.3 40.0 
return 
if 
075C:   marker 98@(51@,3i) enabled 
else_jump @TAXIODD_4388 
Marker.Disable(98@(51@,3i))

:TAXIODD_4388
02A8: 98@(51@,3i) = create_marker 63 at -103.6 1112.4 18.7 
return 

:TAXIODD_4416
if 
001D:   47@ > 102@ // (int) 
else_jump @TAXIODD_4531 
if 
  136@ == 0 
else_jump @TAXIODD_4499 
00BC: show_text_highpriority GXT 'TX_NONE' time 6000 flag 1  // ~s~There are no fares nearby. Keep looking.
0085: 102@ = 47@ // (int) 
102@ += 5000 
137@ = 1 
jump @TAXIODD_4531 

:TAXIODD_4499
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
102@ += 5000 

:TAXIODD_4531
02DD: 88@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
if 
  88@ == -1 
else_jump @TAXIODD_4571 
return 

:TAXIODD_4571
146@ += 1 
if or
   Actor.Dead(88@)
   Actor.Driving(88@)
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TAXIODD_4621 
Actor.RemoveReferences(88@)
146@ -= 1 
return 

:TAXIODD_4621
0665: get_actor 88@ model_to 94@ 
if 
003B:   94@ == 95@ // (int) 
else_jump @TAXIODD_4662 
Actor.RemoveReferences(88@)
146@ -= 1 
return 

:TAXIODD_4662
Actor.StorePos(88@, 58@, 59@, 60@)
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 88.0 88.0 19.0 
else_jump @TAXIODD_4732 
Actor.RemoveReferences(88@)
146@ -= 1 
return 

:TAXIODD_4732
136@ = 1 
if 
  137@ == 1 
else_jump @TAXIODD_4796 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
102@ += 5000 
137@ = 0 

:TAXIODD_4796
0792: disembark_instantly_actor 88@ 
060B: set_actor 88@ decision_maker_to 101@ 
05BA: AS_actor 88@ move_mouth -2 ms 
145@ = 0 
gosub @TAXIODD_6172 
if 
075C:   marker 96@ enabled 
else_jump @TAXIODD_4851 
Marker.Disable(96@)

:TAXIODD_4851
96@ = Marker.CreateAboveActor(88@)
07E0: set_marker 96@ type_to 1 
Actor.StorePos($PLAYER_ACTOR, 118@, 119@, 120@)
118@ += 4.0 
119@ += 4.0 
0085: 95@ = 94@ // (int) 
128@ = 1 
return 

:TAXIODD_4917
if 
  128@ == 0 
else_jump @TAXIODD_4937 
return 

:TAXIODD_4937
if 
001D:   47@ > 102@ // (int) 
else_jump @TAXIODD_4988 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
102@ += 5000 

:TAXIODD_4988
83@ = 0 
84@ = 1 
if or
   Actor.Dead(88@)
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
else_jump @TAXIODD_5072 
83@ = 1 
84@ = 0 
00BC: show_text_highpriority GXT 'TX_OOPS' time 6000 flag 1  // ~s~Oops! You better find another ~b~passenger~s~.
0085: 102@ = 47@ // (int) 
102@ += 5000 

:TAXIODD_5072
if 
   Car.Wrecked(89@)
else_jump @TAXIODD_5095 
83@ = 1 

:TAXIODD_5095
if 
  83@ == 0 
else_jump @TAXIODD_5139 
if 
   not Actor.InCar($PLAYER_ACTOR, 89@)
else_jump @TAXIODD_5139 
83@ = 1 

:TAXIODD_5139
if 
  83@ == 0 
else_jump @TAXIODD_5185 
Actor.StorePos($PLAYER_ACTOR, 58@, 59@, 60@)
Actor.StorePos(88@, 61@, 62@, 63@)

:TAXIODD_5185
if 
  83@ == 0 
else_jump @TAXIODD_5252 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 61@ 62@ 63@ radius 90.0 90.0 20.0 
else_jump @TAXIODD_5252 
83@ = 1 

:TAXIODD_5252
if 
  83@ == 1 
else_jump @TAXIODD_5399 
if 
  84@ == 1 
else_jump @TAXIODD_5295 
102@ = 0 

:TAXIODD_5295
128@ = 0 
138@ = 0 
Marker.Disable(96@)
if 
  133@ == 1 
else_jump @TAXIODD_5346 
39@ = 10 
jump @TAXIODD_5353 

:TAXIODD_5346
39@ = 1 

:TAXIODD_5353
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_5381 
0647: unknown_actor 88@ look_task 
gosub @TAXIODD_6415 

:TAXIODD_5381
Actor.RemoveReferences(88@)
146@ -= 1 
0396: pause_timer 0 
return 

:TAXIODD_5399
if and
   Actor.InCar($PLAYER_ACTOR, 89@)
0103:   actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 stopped_in_car 
else_jump @TAXIODD_5718 
if 
  129@ == 0 
else_jump @TAXIODD_5556 
gosub @TAXIODD_3350 
if 
  133@ == 1 
else_jump @TAXIODD_5515 
00BC: show_text_highpriority GXT 'TX_JUNK' time 5000 flag 1  // ~r~Your car is trashed. Get it repaired.
jump @TAXIODD_5295 

:TAXIODD_5515
gosub @TAXIODD_6415 
0085: 107@ = 47@ // (int) 
107@ += 300 
129@ = 1 
0396: pause_timer 1 
jump @TAXIODD_5709 

:TAXIODD_5556
if 
  107@ > 0 
else_jump @TAXIODD_5636 
if 
001D:   47@ > 107@ // (int) 
else_jump @TAXIODD_5636 
062E: unknown_get_actor 88@ task 2586 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @TAXIODD_5636 
gosub @TAXIODD_6453 
107@ = 0 

:TAXIODD_5636
if 
  107@ == 0 
else_jump @TAXIODD_5709 
if 
   not Actor.InCar(88@, 89@)
else_jump @TAXIODD_5709 
062E: unknown_get_actor 88@ task 1482 status_store_to 42@ // ret 7 if not found 
if 
04A4:   42@ == 7 // @ == any 
else_jump @TAXIODD_5709 
gosub @TAXIODD_6453 

:TAXIODD_5709
return 
jump @TAXIODD_5831 

:TAXIODD_5718
if 
  129@ == 1 
else_jump @TAXIODD_5824 
if 
   Actor.InCar($PLAYER_ACTOR, 89@)
else_jump @TAXIODD_5822 
if 
8100:   not actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 in_car 
else_jump @TAXIODD_5822 
gosub @TAXIODD_6172 
05BA: AS_actor 88@ move_mouth -2 ms 
129@ = 0 
0396: pause_timer 0 

:TAXIODD_5822
return 

:TAXIODD_5824
107@ = 0 

:TAXIODD_5831
if 
   not Actor.Driving(88@)
else_jump @TAXIODD_5893 
062E: unknown_get_actor 88@ task 1471 status_store_to 42@ // ret 7 if not found 
if and
84A4:   not  42@ == 1 // @ == any 
84A4:   not  42@ == 0 // @ == any 
else_jump @TAXIODD_5893 
05BF: AS_actor 88@ look_at_actor $PLAYER_ACTOR -2 ms 

:TAXIODD_5893
if 
   not Actor.Driving(88@)
else_jump @TAXIODD_6072 
062E: unknown_get_actor 88@ task 1492 status_store_to 42@ // ret 7 if not found 
if and
84A4:   not  42@ == 1 // @ == any 
84A4:   not  42@ == 0 // @ == any 
else_jump @TAXIODD_6072 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 118@ 119@ 120@ 
if 
  82@ > 4.0 
else_jump @TAXIODD_6072 
0087: 74@ = 58@ // (float) 
0087: 75@ = 59@ // (float) 
0087: 77@ = 61@ // (float) 
0087: 78@ = 62@ // (float) 
0087: 58@ = 74@ // (float) 
0063: 58@ -= 77@ // (float) 
0087: 59@ = 75@ // (float) 
0063: 59@ -= 78@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to 73@ 
05D4: AS_actor 88@ rotate_angle 73@ 

:TAXIODD_6072
if 
  145@ == 0 
else_jump @TAXIODD_6170 
if 
  129@ == 0 
else_jump @TAXIODD_6170 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
if 
  10.0 > 82@ 
else_jump @TAXIODD_6170 
0947: unknown_actor 88@ play_audio_event 222 store_to 116@ 
145@ = 1 

:TAXIODD_6170
return 

:TAXIODD_6172
140@ = 0 
gosub @TAXIODD_6518 
141@ = 0 
gosub @TAXIODD_6648 
83@ = 0 
if 
  140@ == 1 
else_jump @TAXIODD_6271 
if 
  141@ == 1 
else_jump @TAXIODD_6257 
83@ = 0 
jump @TAXIODD_6264 

:TAXIODD_6257
83@ = 1 

:TAXIODD_6264
jump @TAXIODD_6310 

:TAXIODD_6271
if 
  141@ == 1 
else_jump @TAXIODD_6303 
83@ = 1 
jump @TAXIODD_6310 

:TAXIODD_6303
83@ = 0 

:TAXIODD_6310
if 
  83@ == 1 
else_jump @TAXIODD_6375 
0A1A: actor 88@ perform_animation "HIKER_POSE_L" IFP_file "MISC" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 
jump @TAXIODD_6413 

:TAXIODD_6375
0A1A: actor 88@ perform_animation "HIKER_POSE" IFP_file "MISC" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 

:TAXIODD_6413
return 

:TAXIODD_6415
0A1A: actor 88@ perform_animation "ROADCROSS" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 100 ms // versionC 
return 

:TAXIODD_6453
140@ = 0 
gosub @TAXIODD_6518 
if 
  140@ == 1 
else_jump @TAXIODD_6504 
05CA: AS_actor 88@ enter_car 89@ passenger_seat 2 -2 ms 
jump @TAXIODD_6516 

:TAXIODD_6504
05CA: AS_actor 88@ enter_car 89@ passenger_seat 1 -2 ms 

:TAXIODD_6516
return 

:TAXIODD_6518
Actor.StorePos(88@, 58@, 59@, 60@)
Object.StorePos(92@, 61@, 62@, 63@)
Object.StorePos(93@, 64@, 65@, 66@)
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
if 
0025:   81@ > 80@ // (float) 
else_jump @TAXIODD_6639 
140@ = 0 
jump @TAXIODD_6646 

:TAXIODD_6639
140@ = 1 

:TAXIODD_6646
return 

:TAXIODD_6648
Actor.StorePos(88@, 58@, 59@, 60@)
Object.StorePos(90@, 61@, 62@, 63@)
Object.StorePos(91@, 64@, 65@, 66@)
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
if 
0025:   81@ > 80@ // (float) 
else_jump @TAXIODD_6769 
141@ = 1 
jump @TAXIODD_6776 

:TAXIODD_6769
141@ = 0 

:TAXIODD_6776
return 

:TAXIODD_6778
if 
  132@ == 0 
else_jump @TAXIODD_6798 
return 

:TAXIODD_6798
if 
001D:   47@ > 104@ // (int) 
else_jump @TAXIODD_6838 
0151: remove_status_text $8200 
132@ = 0 
$8200 = 0 
return 

:TAXIODD_6838
51@ = Car.Health(89@)
if 
001D:   51@ > 117@ // (int) 
else_jump @TAXIODD_6880 
0085: 117@ = 51@ // (int) 
jump @TAXIODD_6939 

:TAXIODD_6880
if 
001D:   117@ > 51@ // (int) 
else_jump @TAXIODD_6939 
0085: 52@ = 117@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 117@ = 51@ // (int) 
52@ *= 180 
0062: 104@ -= 52@ // (int) 

:TAXIODD_6939
0085: 51@ = 104@ // (int) 
0062: 51@ -= 103@ // (int) 
0085: 52@ = 47@ // (int) 
0062: 52@ -= 103@ // (int) 
008A: $8200 = 51@ // (int) 
0066: $8200 -= 52@ // (int) 
$8200 *= 100 
0074: $8200 /= 51@ // (int) 
if 
  0 > $8200 
else_jump @TAXIODD_7027 
$8200 = 0 

:TAXIODD_7027
return 

:TAXIODD_7029
if 
   Actor.Dead(88@)
else_jump @TAXIODD_7047 
return 

:TAXIODD_7047
0085: 112@ = 113@ // (int) 
113@ = 0 
110@ = -1 
gosub @TAXIODD_7670 
Actor.StorePos(88@, 58@, 59@, 60@)
0087: 67@ = 58@ // (float) 
0063: 67@ -= 121@ // (float) 
0087: 68@ = 59@ // (float) 
0063: 68@ -= 122@ // (float) 
0087: 70@ = 67@ // (float) 
006B: 70@ *= 67@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 68@ // (float) 
0087: 80@ = 70@ // (float) 
005B: 80@ += 71@ // (float) 
01FB: 81@ = square_root 80@ 
0092: 111@ = float 81@ to_integer 
if 
  200 > 111@ 
else_jump @TAXIODD_7212 
jump @TAXIODD_7029 

:TAXIODD_7212
0085: 51@ = 111@ // (int) 
if 
  $8198 == 0 
else_jump @TAXIODD_7245 
51@ *= 100 

:TAXIODD_7245
if 
  $8198 == 1 
else_jump @TAXIODD_7270 
51@ *= 95 

:TAXIODD_7270
if 
  $8198 == 2 
else_jump @TAXIODD_7295 
51@ *= 80 

:TAXIODD_7295
if 
  $8198 == 3 
else_jump @TAXIODD_7320 
51@ *= 79 

:TAXIODD_7320
if 
  $8198 == 4 
else_jump @TAXIODD_7345 
51@ *= 78 

:TAXIODD_7345
if 
  $8198 == 5 
else_jump @TAXIODD_7370 
51@ *= 76 

:TAXIODD_7370
if and
  $8198 > 5 
  10 >= $8198 
else_jump @TAXIODD_7402 
51@ *= 75 

:TAXIODD_7402
if and
  $8198 > 10 
  20 >= $8198 
else_jump @TAXIODD_7434 
51@ *= 70 

:TAXIODD_7434
if and
  $8198 > 20 
  50 >= $8198 
else_jump @TAXIODD_7466 
51@ *= 65 

:TAXIODD_7466
if 
  $8198 > 50 
else_jump @TAXIODD_7491 
51@ *= 60 

:TAXIODD_7491
005E: $8199 += 51@ // (int) 
0085: 52@ = 112@ // (int) 
52@ *= 500 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 52@ = 113@ // (int) 
52@ *= 1000 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 103@ = 47@ // (int) 
0085: 104@ = 51@ // (int) 
104@ *= 95 
104@ /= 100 
005A: 104@ += 47@ // (int) 
$8200 = 0 
04F7: status_text $8200 type 1 line 3 GXT 'TX_ADDS' // global_variable  // TIP
132@ = 1 
if 
075C:   marker 97@ enabled 
else_jump @TAXIODD_7654 
Marker.Disable(97@)

:TAXIODD_7654
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
return 

:TAXIODD_7670
if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
else_jump @TAXIODD_7702 
gosub @TAXIODD_8407 

:TAXIODD_7702
if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
else_jump @TAXIODD_7734 
gosub @TAXIODD_10663 

:TAXIODD_7734
if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
else_jump @TAXIODD_7766 
gosub @TAXIODD_13606 

:TAXIODD_7766
if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
else_jump @TAXIODD_7891 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_7891 jumps 0 @TAXIODD_7863 1 @TAXIODD_7877 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 -1 @TAXIODD_7891 

:TAXIODD_7863
gosub @TAXIODD_15463 
jump @TAXIODD_7891 

:TAXIODD_7877
gosub @TAXIODD_8407 
jump @TAXIODD_7891 

:TAXIODD_7891
if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
else_jump @TAXIODD_8030 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @TAXIODD_8030 jumps 0 @TAXIODD_7988 1 @TAXIODD_8002 2 @TAXIODD_8016 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 -1 @TAXIODD_8030 

:TAXIODD_7988
gosub @TAXIODD_15561 
jump @TAXIODD_8030 

:TAXIODD_8002
gosub @TAXIODD_8407 
jump @TAXIODD_8030 

:TAXIODD_8016
gosub @TAXIODD_13606 
jump @TAXIODD_8030 

:TAXIODD_8030
if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
else_jump @TAXIODD_8155 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8155 jumps 0 @TAXIODD_8127 1 @TAXIODD_8141 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 -1 @TAXIODD_8155 

:TAXIODD_8127
gosub @TAXIODD_15661 
jump @TAXIODD_8155 

:TAXIODD_8141
gosub @TAXIODD_13606 
jump @TAXIODD_8155 

:TAXIODD_8155
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
else_jump @TAXIODD_8280 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8280 jumps 0 @TAXIODD_8252 1 @TAXIODD_8266 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 -1 @TAXIODD_8280 

:TAXIODD_8252
gosub @TAXIODD_15758 
jump @TAXIODD_8280 

:TAXIODD_8266
gosub @TAXIODD_13606 
jump @TAXIODD_8280 

:TAXIODD_8280
if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
else_jump @TAXIODD_8405 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_8405 jumps 0 @TAXIODD_8377 1 @TAXIODD_8391 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 -1 @TAXIODD_8405 

:TAXIODD_8377
gosub @TAXIODD_16098 
jump @TAXIODD_8405 

:TAXIODD_8391
gosub @TAXIODD_10663 
jump @TAXIODD_8405 

:TAXIODD_8405
return 

:TAXIODD_8407
if 
  34@ == 1 
else_jump @TAXIODD_8447 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_8456 

:TAXIODD_8447
0209: 110@ = random_int_in_ranges 1 35 

:TAXIODD_8456
0871: init_jump_table 110@ total_jumps 34 default_jump 1 @TAXIODD_10544 jumps 1 @TAXIODD_8714 2 @TAXIODD_8767 3 @TAXIODD_8820 4 @TAXIODD_8873 5 @TAXIODD_8926 6 @TAXIODD_8979 7 @TAXIODD_9032 
0872: jump_table_jumps 8 @TAXIODD_9085 9 @TAXIODD_9138 10 @TAXIODD_9191 11 @TAXIODD_9244 12 @TAXIODD_9297 13 @TAXIODD_9350 14 @TAXIODD_9403 15 @TAXIODD_9456 16 @TAXIODD_9509 
0872: jump_table_jumps 17 @TAXIODD_9562 18 @TAXIODD_9622 19 @TAXIODD_9682 20 @TAXIODD_9742 21 @TAXIODD_9795 22 @TAXIODD_9848 23 @TAXIODD_9901 24 @TAXIODD_9954 25 @TAXIODD_10007 
0872: jump_table_jumps 26 @TAXIODD_10060 27 @TAXIODD_10113 28 @TAXIODD_10166 29 @TAXIODD_10219 30 @TAXIODD_10279 31 @TAXIODD_10332 32 @TAXIODD_10385 33 @TAXIODD_10438 34 @TAXIODD_10491 

:TAXIODD_8714
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
121@ = 2468.146 
122@ = -1736.184 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_8767
00BC: show_text_highpriority GXT 'TX_LS2' time 5000 flag 1  // ~s~DESTINATION ~y~The Stadium.
121@ = 2794.0 
122@ = -1828.0 
123@ = 10.0 
jump @TAXIODD_10661 

:TAXIODD_8820
00BC: show_text_highpriority GXT 'TX_LS3' time 5000 flag 1  // ~s~DESTINATION ~y~Glen Park.
121@ = 1884.193 
122@ = -1257.521 
123@ = 12.3984 
jump @TAXIODD_10661 

:TAXIODD_8873
00BC: show_text_highpriority GXT 'TX_LS4' time 5000 flag 1  // ~s~DESTINATION ~y~Sculpture Park.
121@ = 2317.48 
122@ = -1386.604 
123@ = 22.8784 
jump @TAXIODD_10661 

:TAXIODD_8926
00BC: show_text_highpriority GXT 'TX_LS5' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
121@ = 2237.76 
122@ = -1304.165 
123@ = 22.8488 
jump @TAXIODD_10661 

:TAXIODD_8979
00BC: show_text_highpriority GXT 'TX_LS6' time 5000 flag 1  // ~s~DESTINATION ~y~Jefferson Motel.
121@ = 2221.087 
122@ = -1137.332 
123@ = 24.625 
jump @TAXIODD_10661 

:TAXIODD_9032
00BC: show_text_highpriority GXT 'TX_LS7' time 5000 flag 1  // ~s~DESTINATION ~y~The Pik 'n' Go market.
121@ = 2146.737 
122@ = -1179.795 
123@ = 22.8278 
jump @TAXIODD_10661 

:TAXIODD_9085
00BC: show_text_highpriority GXT 'TX_LS8' time 5000 flag 1  // ~s~DESTINATION ~y~Leon Diamonds.
121@ = 2075.558 
122@ = -1202.793 
123@ = 22.7571 
jump @TAXIODD_10661 

:TAXIODD_9138
00BC: show_text_highpriority GXT 'TX_LS9' time 5000 flag 1  // ~s~DESTINATION ~y~Ten Green Bottles.
121@ = 2320.0 
122@ = -1655.0 
123@ = 14.0 
jump @TAXIODD_10661 

:TAXIODD_9191
00BC: show_text_highpriority GXT 'TX_LS10' time 5000 flag 1  // ~s~DESTINATION ~y~Mama's Cinema.
121@ = 2455.0 
122@ = -1502.0 
123@ = 24.0 
jump @TAXIODD_10661 

:TAXIODD_9244
00BC: show_text_highpriority GXT 'TX_LS11' time 5000 flag 1  // ~s~DESTINATION ~y~A 24 hour motel.
121@ = 2181.0 
122@ = -1771.0 
123@ = 13.0 
jump @TAXIODD_10661 

:TAXIODD_9297
00BC: show_text_highpriority GXT 'TX_LS12' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
121@ = 2084.731 
122@ = -1800.86 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9350
00BC: show_text_highpriority GXT 'TX_LS13' time 5000 flag 1  // ~s~DESTINATION ~y~Reece's Barber Shop.
121@ = 2078.015 
122@ = -1791.589 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9403
00BC: show_text_highpriority GXT 'TX_LS14' time 5000 flag 1  // ~s~DESTINATION ~y~The tattoo shop.
121@ = 2081.287 
122@ = -1779.5 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9456
00BC: show_text_highpriority GXT 'TX_LS15' time 5000 flag 1  // ~s~DESTINATION ~y~The truck park.
121@ = 2418.542 
122@ = -2085.119 
123@ = 12.2928 
jump @TAXIODD_10661 

:TAXIODD_9509
00BC: show_text_highpriority GXT 'TX_LS16' time 5000 flag 1  // ~s~DESTINATION ~y~Unity Station.
121@ = 1742.689 
122@ = -1858.697 
123@ = 12.4185 
jump @TAXIODD_10661 

:TAXIODD_9562
00BC: show_text_highpriority GXT 'TX_LS17' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
121@ = 1668.0 
122@ = -2253.0 
123@ = 13.0 
113@ = 40 
jump @TAXIODD_10661 

:TAXIODD_9622
00BC: show_text_highpriority GXT 'TX_LS18' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
121@ = 1432.198 
122@ = -2274.648 
123@ = 12.3906 
113@ = 30 
jump @TAXIODD_10661 

:TAXIODD_9682
00BC: show_text_highpriority GXT 'TX_LS19' time 5000 flag 1  // ~s~DESTINATION ~y~The Observatory.
121@ = 1256.0 
122@ = -2028.0 
123@ = 60.0 
113@ = 30 
jump @TAXIODD_10661 

:TAXIODD_9742
00BC: show_text_highpriority GXT 'TX_LS20' time 5000 flag 1  // ~s~DESTINATION ~y~The police station.
121@ = 1532.789 
122@ = -1675.442 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9795
00BC: show_text_highpriority GXT 'TX_LS21' time 5000 flag 1  // ~s~DESTINATION ~y~Pershing Square.
121@ = 1472.35 
122@ = -1729.706 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_9848
00BC: show_text_highpriority GXT 'TX_LS22' time 5000 flag 1  // ~s~DESTINATION ~y~Skate Park.
121@ = 1855.419 
122@ = -1383.273 
123@ = 12.3984 
jump @TAXIODD_10661 

:TAXIODD_9901
00BC: show_text_highpriority GXT 'TX_LS23' time 5000 flag 1  // ~s~DESTINATION ~y~County General Hospital.
121@ = 2025.0 
122@ = -1413.0 
123@ = 17.0 
jump @TAXIODD_10661 

:TAXIODD_9954
00BC: show_text_highpriority GXT 'TX_LS24' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
121@ = 1361.218 
122@ = -1277.904 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_10007
00BC: show_text_highpriority GXT 'TX_LS25' time 5000 flag 1  // ~s~DESTINATION ~y~All Saints General Hospital.
121@ = 1192.0 
122@ = -1324.0 
123@ = 13.0 
jump @TAXIODD_10661 

:TAXIODD_10060
00BC: show_text_highpriority GXT 'TX_LS26' time 5000 flag 1  // ~s~DESTINATION ~y~The Donut Shop.
121@ = 1031.066 
122@ = -1329.704 
123@ = 12.3861 
jump @TAXIODD_10661 

:TAXIODD_10113
00BC: show_text_highpriority GXT 'TX_LS27' time 5000 flag 1  // ~s~DESTINATION ~y~Market Station.
121@ = 814.0 
122@ = -1330.0 
123@ = 13.0 
jump @TAXIODD_10661 

:TAXIODD_10166
00BC: show_text_highpriority GXT 'TX_LS28' time 5000 flag 1  // ~s~DESTINATION ~y~The Country Club.
121@ = 667.7637 
122@ = -1265.69 
123@ = 12.4687 
jump @TAXIODD_10661 

:TAXIODD_10219
00BC: show_text_highpriority GXT 'TX_LS29' time 5000 flag 1  // ~s~DESTINATION ~y~Brown Starfish bar and grill.
121@ = 368.1992 
122@ = -2042.537 
123@ = 6.6582 
113@ = 30 
jump @TAXIODD_10661 

:TAXIODD_10279
00BC: show_text_highpriority GXT 'TX_LS30' time 5000 flag 1  // ~s~DESTINATION ~y~Santa Maria Beach.
121@ = 152.5806 
122@ = -1754.831 
123@ = 3.9518 
jump @TAXIODD_10661 

:TAXIODD_10332
00BC: show_text_highpriority GXT 'TX_LS31' time 5000 flag 1  // ~s~DESTINATION ~y~Pro Laps store.
121@ = 508.2797 
122@ = -1358.598 
123@ = 14.9532 
jump @TAXIODD_10661 

:TAXIODD_10385
00BC: show_text_highpriority GXT 'TX_LS32' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
121@ = 1199.846 
122@ = -933.0658 
123@ = 41.7332 
jump @TAXIODD_10661 

:TAXIODD_10438
00BC: show_text_highpriority GXT 'TX_LS33' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
121@ = 816.2869 
122@ = -1630.762 
123@ = 12.3906 
jump @TAXIODD_10661 

:TAXIODD_10491
00BC: show_text_highpriority GXT 'TX_LS34' time 5000 flag 1  // ~s~DESTINATION ~y~The Legal Cinema.
121@ = 1311.97 
122@ = -1712.289 
123@ = 12.3906 
jump @TAXIODD_10661 

:TAXIODD_10544
if 
  34@ == 1 
else_jump @TAXIODD_10569 
110@ = 0 

:TAXIODD_10569
0662: NOP "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
121@ = 2468.146 
122@ = -1736.184 
123@ = 12.3828 
jump @TAXIODD_10661 

:TAXIODD_10661
return 

:TAXIODD_10663
if 
  34@ == 1 
else_jump @TAXIODD_10703 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_10712 

:TAXIODD_10703
0209: 110@ = random_int_in_ranges 1 46 

:TAXIODD_10712
0871: init_jump_table 110@ total_jumps 45 default_jump 1 @TAXIODD_13485 jumps 1 @TAXIODD_11100 2 @TAXIODD_11153 3 @TAXIODD_11206 4 @TAXIODD_11259 5 @TAXIODD_11312 6 @TAXIODD_11365 7 @TAXIODD_11418 
0872: jump_table_jumps 8 @TAXIODD_11471 9 @TAXIODD_11524 10 @TAXIODD_11577 11 @TAXIODD_11630 12 @TAXIODD_11683 13 @TAXIODD_11736 14 @TAXIODD_11789 15 @TAXIODD_11842 16 @TAXIODD_11895 
0872: jump_table_jumps 17 @TAXIODD_11948 18 @TAXIODD_12001 19 @TAXIODD_12054 20 @TAXIODD_12107 21 @TAXIODD_12160 22 @TAXIODD_12213 23 @TAXIODD_12266 24 @TAXIODD_12319 25 @TAXIODD_12372 
0872: jump_table_jumps 26 @TAXIODD_12425 27 @TAXIODD_12478 28 @TAXIODD_12531 29 @TAXIODD_12584 30 @TAXIODD_12637 31 @TAXIODD_12690 32 @TAXIODD_12743 33 @TAXIODD_12796 34 @TAXIODD_12849 
0872: jump_table_jumps 35 @TAXIODD_12902 36 @TAXIODD_12955 37 @TAXIODD_13008 38 @TAXIODD_13061 39 @TAXIODD_13114 40 @TAXIODD_13167 41 @TAXIODD_13220 42 @TAXIODD_13273 43 @TAXIODD_13326 
0872: jump_table_jumps 44 @TAXIODD_13379 45 @TAXIODD_13432 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 -1 @TAXIODD_13604 

:TAXIODD_11100
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
121@ = 2491.378 
122@ = 2773.608 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11153
00BC: show_text_highpriority GXT 'TX_VE2' time 5000 flag 1  // ~s~DESTINATION ~y~The shopping mall.
121@ = 2899.211 
122@ = 2435.624 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11206
00BC: show_text_highpriority GXT 'TX_VE3' time 5000 flag 1  // ~s~DESTINATION ~y~Clown's Pocket Casino.
121@ = 2220.495 
122@ = 1838.497 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11259
00BC: show_text_highpriority GXT 'TX_VE4' time 5000 flag 1  // ~s~DESTINATION ~y~The Starfish Casino.
121@ = 2246.202 
122@ = 1896.591 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11312
00BC: show_text_highpriority GXT 'TX_VE5' time 5000 flag 1  // ~s~DESTINATION ~y~The Emerald Isle.
121@ = 2127.307 
122@ = 2355.785 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11365
00BC: show_text_highpriority GXT 'TX_VE6' time 5000 flag 1  // ~s~DESTINATION ~y~Police station.
121@ = 2289.589 
122@ = 2415.939 
123@ = 9.7773 
jump @TAXIODD_13604 

:TAXIODD_11418
00BC: show_text_highpriority GXT 'TX_VE7' time 5000 flag 1  // ~s~DESTINATION ~y~VRock Casino.
121@ = 2636.223 
122@ = 2344.803 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11471
00BC: show_text_highpriority GXT 'TX_VE8' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Chapel.
121@ = 1439.0 
122@ = 754.0 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_11524
00BC: show_text_highpriority GXT 'TX_VE9' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Stadium.
121@ = 1095.619 
122@ = 1375.292 
123@ = 9.7977 
jump @TAXIODD_13604 

:TAXIODD_11577
00BC: show_text_highpriority GXT 'TX_VE10' time 5000 flag 1  // ~s~DESTINATION ~y~Greenglass College.
121@ = 1162.077 
122@ = 1124.441 
123@ = 9.8125 
jump @TAXIODD_13604 

:TAXIODD_11630
00BC: show_text_highpriority GXT 'TX_VE11' time 5000 flag 1  // ~s~DESTINATION ~y~Las Venturas Airport.
121@ = 1710.624 
122@ = 1448.153 
123@ = 9.6643 
jump @TAXIODD_13604 

:TAXIODD_11683
00BC: show_text_highpriority GXT 'TX_VE12' time 5000 flag 1  // ~s~DESTINATION ~y~Military fuel depot.
121@ = 2490.384 
122@ = 2771.702 
123@ = 9.7964 
jump @TAXIODD_13604 

:TAXIODD_11736
00BC: show_text_highpriority GXT 'TX_VE13' time 5000 flag 1  // ~s~DESTINATION ~y~Golf clubhouse.
121@ = 1465.187 
122@ = 2773.965 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_11789
00BC: show_text_highpriority GXT 'TX_VE14' time 5000 flag 1  // ~s~DESTINATION ~y~Yellow Bell train station.
121@ = 1436.145 
122@ = 2670.385 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_11842
00BC: show_text_highpriority GXT 'TX_VE15' time 5000 flag 1  // ~s~DESTINATION ~y~Baseball stadium.
121@ = 1486.472 
122@ = 2257.945 
123@ = 9.8128 
jump @TAXIODD_13604 

:TAXIODD_11895
00BC: show_text_highpriority GXT 'TX_VE16' time 5000 flag 1  // ~s~DESTINATION ~y~The Steakhouse.
121@ = 1694.188 
122@ = 2200.378 
123@ = 9.8203 
jump @TAXIODD_13604 

:TAXIODD_11948
00BC: show_text_highpriority GXT 'TX_VE17' time 5000 flag 1  // ~s~DESTINATION ~y~Redsands West fire station.
121@ = 1744.656 
122@ = 2055.81 
123@ = 9.7309 
jump @TAXIODD_13604 

:TAXIODD_12001
00BC: show_text_highpriority GXT 'TX_VE18' time 5000 flag 1  // ~s~DESTINATION ~y~Hotel.
121@ = 1840.554 
122@ = 2169.654 
123@ = 9.801 
jump @TAXIODD_13604 

:TAXIODD_12054
00BC: show_text_highpriority GXT 'TX_VE19' time 5000 flag 1  // ~s~DESTINATION ~y~Souvenir Shop.
121@ = 1928.357 
122@ = 2434.31 
123@ = 9.813 
jump @TAXIODD_13604 

:TAXIODD_12107
00BC: show_text_highpriority GXT 'TX_VE20' time 5000 flag 1  // ~s~DESTINATION ~y~Art Gallery.
121@ = 2424.123 
122@ = 2315.745 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12160
00BC: show_text_highpriority GXT 'TX_VE21' time 5000 flag 1  // ~s~DESTINATION ~y~Bank.
121@ = 2431.154 
122@ = 2375.061 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12213
00BC: show_text_highpriority GXT 'TX_VE22' time 5000 flag 1  // ~s~DESTINATION ~y~The courthouse.
121@ = 2370.298 
122@ = 2467.925 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12266
00BC: show_text_highpriority GXT 'TX_VE23' time 5000 flag 1  // ~s~DESTINATION ~y~Estate agents.
121@ = 2272.043 
122@ = 2286.755 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12319
00BC: show_text_highpriority GXT 'TX_VE24' time 5000 flag 1  // ~s~DESTINATION ~y~Freemont St. Casino.
121@ = 2324.513 
122@ = 2155.099 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12372
00BC: show_text_highpriority GXT 'TX_VE25' time 5000 flag 1  // ~s~DESTINATION ~y~Topless Girls of Bush County.
121@ = 2508.472 
122@ = 2131.205 
123@ = 9.8125 
jump @TAXIODD_13604 

:TAXIODD_12425
00BC: show_text_highpriority GXT 'TX_VE26' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
121@ = 2530.914 
122@ = 2083.355 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12478
00BC: show_text_highpriority GXT 'TX_VE27' time 5000 flag 1  // ~s~DESTINATION ~y~24/7.
121@ = 2546.51 
122@ = 1968.607 
123@ = 9.8125 
jump @TAXIODD_13604 

:TAXIODD_12531
00BC: show_text_highpriority GXT 'TX_VE28' time 5000 flag 1  // ~s~DESTINATION ~y~Chinese Mall.
121@ = 2530.781 
122@ = 1821.228 
123@ = 9.8129 
jump @TAXIODD_13604 

:TAXIODD_12584
00BC: show_text_highpriority GXT 'TX_VE29' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
121@ = 2360.313 
122@ = 2071.996 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12637
00BC: show_text_highpriority GXT 'TX_VE30' time 5000 flag 1  // ~s~DESTINATION ~y~Visage Casino.
121@ = 2035.457 
122@ = 1912.279 
123@ = 11.1768 
jump @TAXIODD_13604 

:TAXIODD_12690
00BC: show_text_highpriority GXT 'TX_VE31' time 5000 flag 1  // ~s~DESTINATION ~y~Tourist Information.
121@ = 2078.414 
122@ = 2041.116 
123@ = 9.8203 
jump @TAXIODD_13604 

:TAXIODD_12743
00BC: show_text_highpriority GXT 'TX_VE32' time 5000 flag 1  // ~s~DESTINATION ~y~Caligula's Casino.
121@ = 2159.09 
122@ = 1678.112 
123@ = 9.6953 
jump @TAXIODD_13604 

:TAXIODD_12796
00BC: show_text_highpriority GXT 'TX_VE33' time 5000 flag 1  // ~s~DESTINATION ~y~Pirates in Men's Pants Casino.
121@ = 2028.496 
122@ = 1711.744 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12849
00BC: show_text_highpriority GXT 'TX_VE34' time 5000 flag 1  // ~s~DESTINATION ~y~Royal Casino.
121@ = 2076.406 
122@ = 1519.038 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_12902
00BC: show_text_highpriority GXT 'TX_VE35' time 5000 flag 1  // ~s~DESTINATION ~y~High Roller Casino.
121@ = 2040.251 
122@ = 1342.891 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_12955
00BC: show_text_highpriority GXT 'TX_VE36' time 5000 flag 1  // ~s~DESTINATION ~y~Camel's Toe Casino.
121@ = 2230.47 
122@ = 1284.891 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_13008
00BC: show_text_highpriority GXT 'TX_VE37' time 5000 flag 1  // ~s~DESTINATION ~y~Come-a-lot Casino.
121@ = 2074.51 
122@ = 1162.833 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_13061
00BC: show_text_highpriority GXT 'TX_VE38' time 5000 flag 1  // ~s~DESTINATION ~y~Pink Swan Casino.
121@ = 2039.257 
122@ = 1174.172 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_13114
00BC: show_text_highpriority GXT 'TX_VE39' time 5000 flag 1  // ~s~DESTINATION ~y~The Four Dragons Casino.
121@ = 2040.284 
122@ = 1005.619 
123@ = 9.6645 
jump @TAXIODD_13604 

:TAXIODD_13167
00BC: show_text_highpriority GXT 'TX_VE40' time 5000 flag 1  // ~s~DESTINATION ~y~Hospital.
121@ = 1608.522 
122@ = 1827.752 
123@ = 9.8281 
jump @TAXIODD_13604 

:TAXIODD_13220
00BC: show_text_highpriority GXT 'TX_VE41' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
121@ = 2483.514 
122@ = 922.5383 
123@ = 9.8203 
jump @TAXIODD_13604 

:TAXIODD_13273
00BC: show_text_highpriority GXT 'TX_VE42' time 5000 flag 1  // ~s~DESTINATION ~y~24Hrs Men's club.
121@ = 2544.668 
122@ = 1016.168 
123@ = 9.7593 
jump @TAXIODD_13604 

:TAXIODD_13326
00BC: show_text_highpriority GXT 'TX_VE43' time 5000 flag 1  // ~s~DESTINATION ~y~Tiki Hotel.
121@ = 2491.765 
122@ = 1533.687 
123@ = 9.6875 
jump @TAXIODD_13604 

:TAXIODD_13379
00BC: show_text_highpriority GXT 'TX_VE44' time 5000 flag 1  // ~s~DESTINATION ~y~Linden Station.
121@ = 2828.649 
122@ = 1292.268 
123@ = 9.8281 
jump @TAXIODD_13604 

:TAXIODD_13432
00BC: show_text_highpriority GXT 'TX_VE45' time 5000 flag 1  // ~s~DESTINATION ~y~Sex shop.
121@ = 2524.493 
122@ = 2297.584 
123@ = 9.6797 
jump @TAXIODD_13604 

:TAXIODD_13485
if 
  34@ == 1 
else_jump @TAXIODD_13510 
110@ = 0 

:TAXIODD_13510
0662: NOP "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
121@ = 2491.378 
122@ = 2773.608 
123@ = 9.764 
jump @TAXIODD_13604 

:TAXIODD_13604
return 

:TAXIODD_13606
if 
  34@ == 1 
else_jump @TAXIODD_13646 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_13655 

:TAXIODD_13646
0209: 110@ = random_int_in_ranges 1 28 

:TAXIODD_13655
0871: init_jump_table 110@ total_jumps 27 default_jump 1 @TAXIODD_15344 jumps 1 @TAXIODD_13913 2 @TAXIODD_13966 3 @TAXIODD_14019 4 @TAXIODD_14072 5 @TAXIODD_14125 6 @TAXIODD_14178 7 @TAXIODD_14231 
0872: jump_table_jumps 8 @TAXIODD_14284 9 @TAXIODD_14337 10 @TAXIODD_14390 11 @TAXIODD_14443 12 @TAXIODD_14496 13 @TAXIODD_14549 14 @TAXIODD_14602 15 @TAXIODD_14655 16 @TAXIODD_14708 
0872: jump_table_jumps 17 @TAXIODD_14761 18 @TAXIODD_14814 19 @TAXIODD_14867 20 @TAXIODD_14920 21 @TAXIODD_14973 22 @TAXIODD_15026 23 @TAXIODD_15079 24 @TAXIODD_15132 25 @TAXIODD_15185 
0872: jump_table_jumps 26 @TAXIODD_15238 27 @TAXIODD_15291 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 -1 @TAXIODD_15461 

:TAXIODD_13913
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
121@ = -1974.876 
122@ = 486.737 
123@ = 30.371 
jump @TAXIODD_15461 

:TAXIODD_13966
00BC: show_text_highpriority GXT 'TX_SF2' time 5000 flag 1  // ~s~DESTINATION ~y~Skyscraper in King's.
121@ = -2044.419 
122@ = 500.771 
123@ = 35.176 
jump @TAXIODD_15461 

:TAXIODD_14019
00BC: show_text_highpriority GXT 'TX_SF3' time 5000 flag 1  // ~s~DESTINATION ~y~Mall.
121@ = -2150.581 
122@ = 251.624 
123@ = 35.176 
jump @TAXIODD_15461 

:TAXIODD_14072
00BC: show_text_highpriority GXT 'TX_SF4' time 5000 flag 1  // ~s~DESTINATION ~y~Cranberry Station.
121@ = -1988.513 
122@ = 138.31 
123@ = 27.857 
jump @TAXIODD_15461 

:TAXIODD_14125
00BC: show_text_highpriority GXT 'TX_SF5' time 5000 flag 1  // ~s~DESTINATION ~y~Stadium.
121@ = -2216.399 
122@ = -297.305 
123@ = 35.202 
jump @TAXIODD_15461 

:TAXIODD_14178
00BC: show_text_highpriority GXT 'TX_SF6' time 5000 flag 1  // ~s~DESTINATION ~y~Country Club.
121@ = -2726.428 
122@ = -310.5865 
123@ = 6.0313 
jump @TAXIODD_15461 

:TAXIODD_14231
00BC: show_text_highpriority GXT 'TX_SF7' time 5000 flag 1  // ~s~DESTINATION ~y~Cathedral.
121@ = -2704.649 
122@ = -3.5644 
123@ = 3.1953 
jump @TAXIODD_15461 

:TAXIODD_14284
00BC: show_text_highpriority GXT 'TX_SF8' time 5000 flag 1  // ~s~DESTINATION ~y~Library.
121@ = -2708.997 
122@ = 127.501 
123@ = 4.584 
jump @TAXIODD_15461 

:TAXIODD_14337
00BC: show_text_highpriority GXT 'TX_SF9' time 5000 flag 1  // ~s~DESTINATION ~y~City Hall.
121@ = -2751.905 
122@ = 376.781 
123@ = 4.584 
jump @TAXIODD_15461 

:TAXIODD_14390
00BC: show_text_highpriority GXT 'TX_SF10' time 5000 flag 1  // ~s~DESTINATION ~y~Vank Hoff in the Park Hotel.
121@ = -2415.75 
122@ = 330.9614 
123@ = 33.9765 
jump @TAXIODD_15461 

:TAXIODD_14443
00BC: show_text_highpriority GXT 'TX_SF11' time 5000 flag 1  // ~s~DESTINATION ~y~Biffin Bridge Hotel.
121@ = -2454.926 
122@ = 138.9312 
123@ = 33.9765 
jump @TAXIODD_15461 

:TAXIODD_14496
00BC: show_text_highpriority GXT 'TX_SF12' time 5000 flag 1  // ~s~DESTINATION ~y~Central Hashbury.
121@ = -2499.214 
122@ = -16.6149 
123@ = 24.6094 
jump @TAXIODD_15461 

:TAXIODD_14549
00BC: show_text_highpriority GXT 'TX_SF13' time 5000 flag 1  // ~s~DESTINATION ~y~Missionary Hill viewpoint.
121@ = -2431.735 
122@ = -198.9205 
123@ = 34.1563 
jump @TAXIODD_15461 

:TAXIODD_14602
00BC: show_text_highpriority GXT 'TX_SF14' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
121@ = -1815.151 
122@ = 597.754 
123@ = 38.528 
jump @TAXIODD_15461 

:TAXIODD_14655
00BC: show_text_highpriority GXT 'TX_SF15' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Naval Station.
121@ = -1530.776 
122@ = 487.201 
123@ = 9.44 
jump @TAXIODD_15461 

:TAXIODD_14708
00BC: show_text_highpriority GXT 'TX_SF16' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Docks.
121@ = -1745.08 
122@ = 27.759 
123@ = 5.452 
jump @TAXIODD_15461 

:TAXIODD_14761
00BC: show_text_highpriority GXT 'TX_SF17' time 5000 flag 1  // ~s~DESTINATION ~y~Airport.
121@ = -1414.557 
122@ = -301.347 
123@ = 14.637 
jump @TAXIODD_15461 

:TAXIODD_14814
00BC: show_text_highpriority GXT 'TX_SF18' time 5000 flag 1  // ~s~DESTINATION ~y~Under Gant Bridge.
121@ = -2618.467 
122@ = 1432.752 
123@ = 6.1016 
jump @TAXIODD_15461 

:TAXIODD_14867
00BC: show_text_highpriority GXT 'TX_SF19' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown Square.
121@ = -1904.765 
122@ = 882.7293 
123@ = 34.0156 
jump @TAXIODD_15461 

:TAXIODD_14920
00BC: show_text_highpriority GXT 'TX_SF20' time 5000 flag 1  // ~s~DESTINATION ~y~Top of the twisty path.
121@ = -2134.729 
122@ = 919.0828 
123@ = 78.8438 
jump @TAXIODD_15461 

:TAXIODD_14973
00BC: show_text_highpriority GXT 'TX_SF21' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
121@ = -2361.836 
122@ = 993.0967 
123@ = 49.6875 
jump @TAXIODD_15461 

:TAXIODD_15026
00BC: show_text_highpriority GXT 'TX_SF22' time 5000 flag 1  // ~s~DESTINATION ~y~Tuff Nut Donuts.
121@ = -2753.69 
122@ = 779.9389 
123@ = 53.2422 
jump @TAXIODD_15461 

:TAXIODD_15079
00BC: show_text_highpriority GXT 'TX_SF23' time 5000 flag 1  // ~s~DESTINATION ~y~Pier 69.
121@ = -1714.717 
122@ = 1332.564 
123@ = 6.0391 
jump @TAXIODD_15461 

:TAXIODD_15132
00BC: show_text_highpriority GXT 'TX_SF24' time 5000 flag 1  // ~s~DESTINATION ~y~Chinatown Gates.
121@ = -2251.033 
122@ = 717.7971 
123@ = 48.2969 
jump @TAXIODD_15461 

:TAXIODD_15185
00BC: show_text_highpriority GXT 'TX_SF25' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
121@ = -1807.813 
122@ = 936.0701 
123@ = 23.75 
jump @TAXIODD_15461 

:TAXIODD_15238
00BC: show_text_highpriority GXT 'TX_SF26' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
121@ = -1969.205 
122@ = 1115.312 
123@ = 52.6942 
jump @TAXIODD_15461 

:TAXIODD_15291
00BC: show_text_highpriority GXT 'TX_SF27' time 5000 flag 1  // ~s~DESTINATION ~y~The bridge.
121@ = -2540.593 
122@ = 1222.188 
123@ = 36.4283 
jump @TAXIODD_15461 

:TAXIODD_15344
if 
  34@ == 1 
else_jump @TAXIODD_15369 
110@ = 0 

:TAXIODD_15369
0662: NOP "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
121@ = -1974.876 
122@ = 486.737 
123@ = 30.371 
jump @TAXIODD_15461 

:TAXIODD_15461
return 

:TAXIODD_15463
0662: NOP "NO_RED_COUNTY_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15529 
110@ = 0 
jump @TAXIODD_15559 

:TAXIODD_15529
0662: NOP "CHOOSING_LOS_SANTOS" 
gosub @TAXIODD_8407 

:TAXIODD_15559
return 

:TAXIODD_15561
0662: NOP "NO_FLINT_COUNTY_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15629 
110@ = 0 
jump @TAXIODD_15659 

:TAXIODD_15629
0662: NOP "CHOOSING_SAN_FIERRO" 
gosub @TAXIODD_13606 

:TAXIODD_15659
return 

:TAXIODD_15661
0662: NOP "NO_WHETSTONE_DESTINATIONS_YET" 
if 
  34@ == 1 
else_jump @TAXIODD_15726 
110@ = 0 
jump @TAXIODD_15756 

:TAXIODD_15726
0662: NOP "CHOOSING_SAN_FIERRO" 
gosub @TAXIODD_13606 

:TAXIODD_15756
return 

:TAXIODD_15758
if 
  34@ == 1 
else_jump @TAXIODD_15798 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_15807 

:TAXIODD_15798
0209: 110@ = random_int_in_ranges 1 3 

:TAXIODD_15807
0871: init_jump_table 110@ total_jumps 2 default_jump 1 @TAXIODD_15976 jumps 1 @TAXIODD_15870 2 @TAXIODD_15923 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 -1 @TAXIODD_16096 

:TAXIODD_15870
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
121@ = -1934.078 
122@ = 2382.762 
123@ = 48.5 
jump @TAXIODD_16096 

:TAXIODD_15923
00BC: show_text_highpriority GXT 'TX_TR2' time 5000 flag 1  // ~s~DESTINATION ~y~The Smokin' Beef Grill.
121@ = -846.9434 
122@ = 1528.154 
123@ = 20.551 
jump @TAXIODD_16096 

:TAXIODD_15976
if 
  34@ == 1 
else_jump @TAXIODD_16001 
110@ = 0 

:TAXIODD_16001
0662: NOP "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
121@ = -1934.078 
122@ = 2382.762 
123@ = 48.5 
jump @TAXIODD_16096 

:TAXIODD_16096
return 

:TAXIODD_16098
if 
  34@ == 1 
else_jump @TAXIODD_16138 
0085: 110@ = 148@ // (int) 
110@ += 1 
jump @TAXIODD_16147 

:TAXIODD_16138
0209: 110@ = random_int_in_ranges 1 6 

:TAXIODD_16147
0871: init_jump_table 110@ total_jumps 5 default_jump 1 @TAXIODD_16475 jumps 1 @TAXIODD_16210 2 @TAXIODD_16263 3 @TAXIODD_16316 4 @TAXIODD_16369 5 @TAXIODD_16422 -1 @TAXIODD_16593 -1 @TAXIODD_16593 

:TAXIODD_16210
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
121@ = 689.646 
122@ = 1943.252 
123@ = 4.539 
jump @TAXIODD_16593 

:TAXIODD_16263
00BC: show_text_highpriority GXT 'TX_BC2' time 5000 flag 1  // ~s~DESTINATION ~y~The Sherman Dam.
121@ = -904.3732 
122@ = 2007.643 
123@ = 59.9141 
jump @TAXIODD_16593 

:TAXIODD_16316
00BC: show_text_highpriority GXT 'TX_BC3' time 5000 flag 1  // ~s~DESTINATION ~y~Desert Airfield.
121@ = 392.0225 
122@ = 2547.806 
123@ = 15.5568 
jump @TAXIODD_16593 

:TAXIODD_16369
00BC: show_text_highpriority GXT 'TX_BC4' time 5000 flag 1  // ~s~DESTINATION ~y~Shooting Range.
121@ = 832.8276 
122@ = 1705.429 
123@ = 4.8587 
jump @TAXIODD_16593 

:TAXIODD_16422
00BC: show_text_highpriority GXT 'TX_BC5' time 5000 flag 1  // ~s~DESTINATION ~y~Lil' Probe Inn.
121@ = -84.9834 
122@ = 1358.616 
123@ = 9.3644 
jump @TAXIODD_16593 

:TAXIODD_16475
if 
  34@ == 1 
else_jump @TAXIODD_16500 
110@ = 0 

:TAXIODD_16500
0662: NOP "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
121@ = 689.646 
122@ = 1943.252 
123@ = 4.539 
jump @TAXIODD_16593 

:TAXIODD_16593
return 

:TAXIODD_16595
if 
0736:   NOP_false 32 
else_jump @TAXIODD_16644 
48@ += 1 
if 
  48@ > 2 
else_jump @TAXIODD_16642 
48@ = 0 

:TAXIODD_16642
086A: NOP 

:TAXIODD_16644
if 
  48@ == 1 
else_jump @TAXIODD_16819 
008A: $8202 = 38@ // (int) 
008A: $8203 = 39@ // (int) 
008A: $8204 = 47@ // (int) 
0084: $8205 = $TOTAL_PASSENGERS_DROPPEDOFF // (int) 
008A: $8206 = 146@ // (int) 
$8207 = 0 
$8208 = 0 
$8209 = 0 
065D: NOP $8202 "M_STAGE" 
065D: NOP $8203 "M_GOALS" 
065D: NOP $8206 "CLEANUP_TESTING" 
065D: NOP $8204 "M_MISSION_TIMER" 
065D: NOP $8205 "TOTAL_TAXI_PASSED" 

:TAXIODD_16819
if 
  48@ == 2 
else_jump @TAXIODD_16837 

:TAXIODD_16837
if 
0736:   NOP_false 98 
else_jump @TAXIODD_16859 
40@ = 1 

:TAXIODD_16859
if 
0736:   NOP_false 80 
else_jump @TAXIODD_16947 
if 
  41@ == 0 
else_jump @TAXIODD_16922 
41@ = 1 
0662: NOP "LEVEL_PAUSED" 
jump @TAXIODD_16947 

:TAXIODD_16922
41@ = 0 
0662: NOP "LEVEL_UNPAUSED" 

:TAXIODD_16947
return 

:TAXIODD_16949
if 
8736:   not NOP_false 74 
else_jump @TAXIODD_16966 
return 

:TAXIODD_16966
if 
  38@ == 2 
else_jump @TAXIODD_17023 
0395: clear_area 0 at 121@ 122@ 123@ radius 10.0 
Actor.PutAt($PLAYER_ACTOR, 121@, 122@, 123@)
39@ = 1 

:TAXIODD_17023
return 

:TAXIODD_17025
147@ = 0 
148@ = 0 

:TAXIODD_17039
110@ = 0 
0871: init_jump_table 147@ total_jumps 8 default_jump 1 @TAXIODD_17549 jumps 0 @TAXIODD_17174 1 @TAXIODD_17220 2 @TAXIODD_17268 3 @TAXIODD_17314 4 @TAXIODD_17360 5 @TAXIODD_17408 6 @TAXIODD_17453 
0872: jump_table_jumps 7 @TAXIODD_17502 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 -1 @TAXIODD_17556 

:TAXIODD_17174
gosub @TAXIODD_8407 
if 
   not 110@ == 0 
else_jump @TAXIODD_17213 
0662: NOP "LOS_SANTOS" 

:TAXIODD_17213
jump @TAXIODD_17556 

:TAXIODD_17220
gosub @TAXIODD_10663 
if 
   not 110@ == 0 
else_jump @TAXIODD_17261 
0662: NOP "LAS_VENTURAS" 

:TAXIODD_17261
jump @TAXIODD_17556 

:TAXIODD_17268
gosub @TAXIODD_13606 
if 
   not 110@ == 0 
else_jump @TAXIODD_17307 
0662: NOP "SAN_FIERRO" 

:TAXIODD_17307
jump @TAXIODD_17556 

:TAXIODD_17314
gosub @TAXIODD_15463 
if 
   not 110@ == 0 
else_jump @TAXIODD_17353 
0662: NOP "RED_COUNTY" 

:TAXIODD_17353
jump @TAXIODD_17556 

:TAXIODD_17360
gosub @TAXIODD_15561 
if 
   not 110@ == 0 
else_jump @TAXIODD_17401 
0662: NOP "FLINT_COUNTY" 

:TAXIODD_17401
jump @TAXIODD_17556 

:TAXIODD_17408
gosub @TAXIODD_15661 
if 
   not 110@ == 0 
else_jump @TAXIODD_17446 
0662: NOP "WHETSTONE" 

:TAXIODD_17446
jump @TAXIODD_17556 

:TAXIODD_17453
gosub @TAXIODD_15758 
if 
   not 110@ == 0 
else_jump @TAXIODD_17495 
0662: NOP "TIERRA_ROBADA" 

:TAXIODD_17495
jump @TAXIODD_17556 

:TAXIODD_17502
gosub @TAXIODD_16098 
if 
   not 110@ == 0 
else_jump @TAXIODD_17542 
0662: NOP "BONE_COUNTY" 

:TAXIODD_17542
jump @TAXIODD_17556 

:TAXIODD_17549
147@ = -1 

:TAXIODD_17556
if 
  110@ == 0 
else_jump @TAXIODD_17599 
wait 0 
147@ += 1 
148@ = 0 
jump @TAXIODD_17039 

:TAXIODD_17599
0663: NOP "J_A_D___ID" 110@ 

:TAXIODD_17616
if 
8736:   not NOP_false 74 
else_jump @TAXIODD_17700 
if 
0736:   NOP_false 65 
else_jump @TAXIODD_17660 
147@ += 1 
jump @TAXIODD_17039 

:TAXIODD_17660
if 
0736:   NOP_false 68 
else_jump @TAXIODD_17689 
148@ += 1 
jump @TAXIODD_17039 

:TAXIODD_17689
wait 0 
jump @TAXIODD_17616 

:TAXIODD_17700
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TAXIODD_17744 
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
Actor.PutAt($PLAYER_ACTOR, 121@, 122@, 123@)

:TAXIODD_17744
148@ += 1 
0662: NOP "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_17776
if 
8736:   not NOP_false 78 
else_jump @TAXIODD_17802 
wait 0 
jump @TAXIODD_17776 

:TAXIODD_17802
Marker.Disable(97@)
wait 0 
jump @TAXIODD_17039 
return 

:TAXIODD_17820
43@ += 1 
if 
  43@ > 9 
else_jump @TAXIODD_17852 
43@ = 0 

:TAXIODD_17852
return 

:TAXIODD_17854
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
return 

:TAXIODD_17893
38@ += 1 
39@ = 0 
32@ = 0 
33@ = 0 
return 

:TAXIODD_17923
38@ = 1 
39@ = 0 
32@ = 0 
33@ = 0 
return 

:TAXIODD_17953
return 

:TAXIODD_17955
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TAXIODD_17982 
wait 0 
jump @TAXIODD_17955 

:TAXIODD_17982
gosub @TAXIODD_18128 
gosub @TAXIODD_18164 
if 
  $183 == 0 
else_jump @TAXIODD_18032 
03E5: show_text_box 'TX_H1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
$183 = 1 

:TAXIODD_18032
gosub @TAXIODD_2884 
109@ = 0 
112@ = 0 
113@ = 0 
$8198 = 0 
03C4: set_status_text $8198 type 0 GXT 'TX_TOTL' // global_variable  // FARES
$8199 = 0 
114@ = 5 
115@ = 500 
94@ = -1 
95@ = -1 
gosub @TAXIODD_17893 
return 

:TAXIODD_18128
Model.Load(#CR_AMMOBOX)
038B: load_requested_models 

:TAXIODD_18135
if 
   not Model.Available(#CR_AMMOBOX)
else_jump @TAXIODD_18162 
wait 0 
jump @TAXIODD_18135 

:TAXIODD_18162
return 

:TAXIODD_18164
04ED: load_animation "MISC" 

:TAXIODD_18172
if 
84EE:   not animation "MISC" loaded 
else_jump @TAXIODD_18202 
wait 0 
jump @TAXIODD_18172 

:TAXIODD_18202
return 

:TAXIODD_18204
if 
  132@ == 1 
else_jump @TAXIODD_18244 
0085: 51@ = 111@ // (int) 
51@ /= 16 
jump @TAXIODD_18259 

:TAXIODD_18244
0085: 51@ = 111@ // (int) 
51@ /= 40 

:TAXIODD_18259
0085: 52@ = 51@ // (int) 
Player.Money($PLAYER_CHAR) += 51@
01E3: show_text_1number_styled GXT 'TX_PAY' number 51@ time 6000 style 6  // $~1~
018C: play_sound 1058 at 0.0 0.0 0.0 
005A: 109@ += 51@ // (int) 
$8198 += 1 
$TOTAL_PASSENGERS_DROPPEDOFF += 1 
142@ = 0 
if 
003C:   $8198 == 114@ // (int) 
else_jump @TAXIODD_18430 
036D: show_text_2numbers_styled GXT 'TX_SEQ' numbers $8198 115@ time 5000 style 5  // ~1~ IN A ROW bonus! $~1~
Player.Money($PLAYER_CHAR) += 115@
005A: 109@ += 115@ // (int) 
142@ = 1 
005A: 52@ += 115@ // (int) 
114@ += 5 
115@ += 500 

:TAXIODD_18430
if and
  $MISSION_TAXI_PASSED == 0 
  $TOTAL_PASSENGERS_DROPPEDOFF > 49 
else_jump @TAXIODD_18538 
0595: mission_complete 
030C: progress_made += 1 
0394: play_music 2 
00BA: show_text_styled GXT 'TX_DONE' time 5000 style 5  // Taxi Missions Complete!
00BC: show_text_highpriority GXT 'TX_NTRO' time 7000 flag 1  // All taxis have Nitro.
144@ = 1 
0085: 106@ = 47@ // (int) 
106@ += 7000 
0572: enable_taxi_nitros 1 
$MISSION_TAXI_PASSED = 1 
jump @TAXIODD_18699 

:TAXIODD_18538
if 
  $8200 > 0 
else_jump @TAXIODD_18631 
if 
  142@ == 1 
else_jump @TAXIODD_18597 
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 4  // SPEED BONUS!
jump @TAXIODD_18613 

:TAXIODD_18597
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 5  // SPEED BONUS!

:TAXIODD_18613
0947: unknown_actor 88@ play_audio_event 226 store_to 116@ 
jump @TAXIODD_18699 

:TAXIODD_18631
if 
  142@ == 1 
else_jump @TAXIODD_18672 
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 4  // Fare complete!
jump @TAXIODD_18688 

:TAXIODD_18672
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 5  // Fare complete!

:TAXIODD_18688
0947: unknown_actor 88@ play_audio_event 225 store_to 116@ 

:TAXIODD_18699
0A10: increase_integer_stat 150 by 1 
0A10: increase_integer_stat 149 by 52@ 
return 

:TAXIODD_18716
$8199 += 10000 
0151: remove_status_text $8200 
132@ = 0 
125@ = 0 
gosub @TAXIODD_17923 
return 

:TAXIODD_18752
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_18780 
Actor.RemoveReferences(88@)
146@ -= 1 

:TAXIODD_18780
Marker.Disable(96@)
Marker.Disable(97@)
0151: remove_status_text $8200 
132@ = 0 
126@ = 0 
gosub @TAXIODD_17923 
return 

:TAXIODD_18818
00BA: show_text_styled GXT 'TX_END' time 5000 style 5  // Taxi mission over
01E3: show_text_1number_styled GXT 'TX_PAY' number 109@ time 6000 style 6  // $~1~
03EB: clear_small_messages_only 
0871: init_jump_table 108@ total_jumps 3 default_jump 0 @TAXIODD_18987 jumps 1 @TAXIODD_18918 2 @TAXIODD_18941 3 @TAXIODD_18964 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 -1 @TAXIODD_18987 

:TAXIODD_18918
00BC: show_text_highpriority GXT 'TX_F1' time 5000 flag 1  // ~r~Not in taxi!
jump @TAXIODD_18987 

:TAXIODD_18941
00BC: show_text_highpriority GXT 'TX_F2' time 5000 flag 1  // ~r~Out of time!
jump @TAXIODD_18987 

:TAXIODD_18964
00BC: show_text_highpriority GXT 'TX_F3' time 5000 flag 1  // ~r~Taxi destroyed!
jump @TAXIODD_18987 

:TAXIODD_18987
03E6: remove_text_box 
return 

:TAXIODD_18991
if 
   not Actor.Dead(88@)
else_jump @TAXIODD_19068 
0647: unknown_actor 88@ look_task 
if 
   Car.Wrecked(89@)
else_jump @TAXIODD_19042 
gosub @TAXIODD_6415 
jump @TAXIODD_19068 

:TAXIODD_19042
if 
   not Actor.InCar(88@, 89@)
else_jump @TAXIODD_19068 
gosub @TAXIODD_6415 

:TAXIODD_19068
Car.RemoveReferences(89@)
Actor.RemoveReferences(88@)
49@ = 0 

:TAXIODD_19085
Object.RemoveReferences(90@(49@,4i))
49@ += 1 
  49@ >= 4 
else_jump @TAXIODD_19085 
Marker.Disable(96@)
Marker.Disable(97@)
49@ = 0 

:TAXIODD_19132
Marker.Disable(98@(49@,3i))
49@ += 1 
  49@ >= 3 
else_jump @TAXIODD_19132 
0151: remove_status_text $8198 
014F: stop_timer $8199 
0151: remove_status_text $8200 
04EF: release_animation "MISC" 
Model.Destroy(#CR_AMMOBOX)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0084: $56 = $8201 // (int) 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$411 = 0 
$ONMISSION = 0 
$ONMISSION_TAXI = 0 
mission_cleanup 
return 

//-------------Mission 122---------------
// Originally: Paramedic Sub-Mission

:AMBULAN
gosub @AMBULAN_16 
gosub @AMBULAN_13159 
end_thread 

:AMBULAN_16
$ONMISSION = 1 
$ONMISSION_PARAMEDIC = 1 
thread 'AMBULAN' 
if 
  $1487 == 0 
else_jump @AMBULAN_61 
increment_mission_attempts 

:AMBULAN_61
wait 0 
08F4: set_max_group_members 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @AMBULAN_221 
213@ = Actor.Car($PLAYER_ACTOR)
if 
8431:   not car 213@ passenger_seat_free 0 
else_jump @AMBULAN_134 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 0 
0622: AS_actor 81@ bail_car 213@ 
Actor.RemoveReferences(81@)

:AMBULAN_134
if 
8431:   not car 213@ passenger_seat_free 1 
else_jump @AMBULAN_175 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 1 
0622: AS_actor 81@ bail_car 213@ 
Actor.RemoveReferences(81@)

:AMBULAN_175
if 
8431:   not car 213@ passenger_seat_free 2 
else_jump @AMBULAN_216 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 2 
0622: AS_actor 81@ bail_car 213@ 
Actor.RemoveReferences(81@)

:AMBULAN_216
Car.RemoveReferences(213@)

:AMBULAN_221
060A: create_decision_maker_type 0 store_to 235@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'AMBULAE' 
08F8: display_stat_update_box 0 
$8210 = 20000 
34@ = 0 
39@ = 0 
40@ = 0 
41@ = 0 
42@ = 0 
43@ = 0 
37@ = 1 
36@ = 0 
83@ = 0 
86@ = 0 
89@ = 0 
92@ = 0 
95@ = 0 
58@ = 0 
61@ = 0 
64@ = 0 
67@ = 0 
70@ = 0 
73@ = 0 
76@ = 0 
46@ = 0 
189@ = 10.0 
$PARAMEDIC_MISSION_LEVEL = 1 
48@ = 0 
49@ = 0 
44@ = 0 
45@ = 0 
51@ = 0 
52@ = 0 
53@ = 0 
50@ = 0 
55@ = 0 
79@ = 0 
176@ = 0.0 
177@ = 0.0 
178@ = 0.0 
99@ = 0 

:AMBULAN_522
if 
  13 > 99@ 
else_jump @AMBULAN_658 
100@(99@,13i) = 0 
113@(99@,13f) = 0.0 
126@(99@,13f) = 0.0 
139@(99@,13f) = 0.0 
152@(99@,13i) = 0 
if 
  10 > 99@ 
else_jump @AMBULAN_644 
214@(99@,10i) = 0 
224@(99@,10i) = 0 

:AMBULAN_644
99@ += 1 
jump @AMBULAN_522 

:AMBULAN_658
99@ = 0 
96@ = 0 
97@ = 0 
234@ = 0 
$8212 = 0 
238@ = 0.0 

:AMBULAN_703
if 
  10 > 99@ 
else_jump @AMBULAN_836 
if 
07E8:   acquaintance 4 of_actors_type 99@ to_actors_type 0 set 
else_jump @AMBULAN_775 
224@(99@,10i) = 1 
234@ += 1 
0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
jump @AMBULAN_822 

:AMBULAN_775
if 
07E8:   acquaintance 3 of_actors_type 99@ to_actors_type 0 set 
else_jump @AMBULAN_822 
214@(99@,10i) = 1 
234@ += 1 
0747: clear_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 

:AMBULAN_822
99@ += 1 
jump @AMBULAN_703 

:AMBULAN_836
99@ = 0 
00BC: show_text_highpriority GXT 'ATUTOR2' time 3000 flag 1  // ~s~Drive the ~b~patients~s~ to ~y~Hospital~s~ CAREFULLY. Each bump reduces their chances of survival.
03C7: set_sensitivity_to_crime 0.5 
Actor.StorePos($PLAYER_ACTOR, 201@, 202@, 203@)
212@ = 9999999.0 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @AMBULAN_1470 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @AMBULAN_1130 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   212@ > 204@ // (float) 
else_jump @AMBULAN_997 
0087: 212@ = 204@ // (float) 
213@ = 1 

:AMBULAN_997
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   212@ > 205@ // (float) 
else_jump @AMBULAN_1060 
0087: 212@ = 205@ // (float) 
213@ = 2 

:AMBULAN_1060
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   212@ > 208@ // (float) 
else_jump @AMBULAN_1123 
0087: 212@ = 208@ // (float) 
213@ = 5 

:AMBULAN_1123
jump @AMBULAN_1463 

:AMBULAN_1130
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @AMBULAN_1463 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   212@ > 204@ // (float) 
else_jump @AMBULAN_1211 
0087: 212@ = 204@ // (float) 
213@ = 1 

:AMBULAN_1211
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   212@ > 205@ // (float) 
else_jump @AMBULAN_1274 
0087: 212@ = 205@ // (float) 
213@ = 2 

:AMBULAN_1274
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   212@ > 208@ // (float) 
else_jump @AMBULAN_1337 
0087: 212@ = 208@ // (float) 
213@ = 5 

:AMBULAN_1337
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
if 
0025:   212@ > 209@ // (float) 
else_jump @AMBULAN_1400 
0087: 212@ = 209@ // (float) 
213@ = 6 

:AMBULAN_1400
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
if 
0025:   212@ > 210@ // (float) 
else_jump @AMBULAN_1463 
0087: 212@ = 210@ // (float) 
213@ = 7 

:AMBULAN_1463
jump @AMBULAN_1974 

:AMBULAN_1470
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
if 
0025:   212@ > 204@ // (float) 
else_jump @AMBULAN_1533 
0087: 212@ = 204@ // (float) 
213@ = 1 

:AMBULAN_1533
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
if 
0025:   212@ > 205@ // (float) 
else_jump @AMBULAN_1596 
0087: 212@ = 205@ // (float) 
213@ = 2 

:AMBULAN_1596
050A: 206@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -316.3832 1056.045 18.7344 
if 
0025:   212@ > 206@ // (float) 
else_jump @AMBULAN_1659 
0087: 212@ = 206@ // (float) 
213@ = 3 

:AMBULAN_1659
050A: 207@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -1514.823 2527.119 54.7443 
if 
0025:   212@ > 207@ // (float) 
else_jump @AMBULAN_1722 
0087: 212@ = 207@ // (float) 
213@ = 4 

:AMBULAN_1722
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
if 
0025:   212@ > 208@ // (float) 
else_jump @AMBULAN_1785 
0087: 212@ = 208@ // (float) 
213@ = 5 

:AMBULAN_1785
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
if 
0025:   212@ > 209@ // (float) 
else_jump @AMBULAN_1848 
0087: 212@ = 209@ // (float) 
213@ = 6 

:AMBULAN_1848
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
if 
0025:   212@ > 210@ // (float) 
else_jump @AMBULAN_1911 
0087: 212@ = 210@ // (float) 
213@ = 7 

:AMBULAN_1911
050A: 211@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1578.446 1770.682 9.8358 
if 
0025:   212@ > 211@ // (float) 
else_jump @AMBULAN_1974 
0087: 212@ = 211@ // (float) 
213@ = 8 

:AMBULAN_1974
0871: init_jump_table 213@ total_jumps 8 default_jump 1 @AMBULAN_2958 jumps 1 @AMBULAN_2102 2 @AMBULAN_2209 3 @AMBULAN_2316 4 @AMBULAN_2423 5 @AMBULAN_2530 6 @AMBULAN_2637 7 @AMBULAN_2744 
0872: jump_table_jumps 8 @AMBULAN_2851 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 -1 @AMBULAN_3065 

:AMBULAN_2102
167@ = 2004.96 
168@ = -1442.96 
169@ = 12.56 
173@ = 2026.0 
174@ = -1423.0 
175@ = 17.0 
197@ = 1200.0 
198@ = 2930.0 
199@ = -2213.0 
200@ = -1012.0 
jump @AMBULAN_3065 

:AMBULAN_2209
167@ = 1180.85 
168@ = -1325.57 
169@ = 12.58 
173@ = 1172.0 
174@ = -1324.0 
175@ = 15.0 
197@ = 450.0 
198@ = 1800.0 
199@ = -1900.0 
200@ = -870.0 
jump @AMBULAN_3065 

:AMBULAN_2316
167@ = -316.3832 
168@ = 1056.045 
169@ = 18.7344 
173@ = -316.0 
174@ = 1050.0 
175@ = 20.0 
197@ = -860.0 
198@ = 185.0 
199@ = 749.0 
200@ = 1616.0 
jump @AMBULAN_3065 

:AMBULAN_2423
167@ = -1514.006 
168@ = 2532.013 
169@ = 54.7443 
173@ = -1515.0 
174@ = 2520.0 
175@ = 56.0 
197@ = -1684.0 
198@ = -702.0 
199@ = 1465.0 
200@ = 2749.9 
jump @AMBULAN_3065 

:AMBULAN_2530
167@ = 1225.0 
168@ = 302.0 
169@ = 20.0 
173@ = 1227.0 
174@ = 289.5 
175@ = 22.64 
197@ = 100.0 
198@ = 2604.0 
199@ = -720.0 
200@ = 465.0 
jump @AMBULAN_3065 

:AMBULAN_2637
167@ = -2198.693 
168@ = -2290.105 
169@ = 29.625 
173@ = -2204.728 
174@ = -2296.302 
175@ = 29.6181 
197@ = -2598.0 
198@ = -1500.0 
199@ = -2700.0 
200@ = -1700.0 
jump @AMBULAN_3065 

:AMBULAN_2744
167@ = -2670.285 
168@ = 616.4364 
169@ = 13.4531 
173@ = -2677.0 
174@ = 632.0 
175@ = 14.0 
197@ = -2820.0 
198@ = -1784.0 
199@ = 29.0 
200@ = 1180.0 
jump @AMBULAN_3065 

:AMBULAN_2851
167@ = 1578.446 
168@ = 1770.682 
169@ = 9.8358 
173@ = 1582.0 
174@ = 1765.0 
175@ = 11.0 
197@ = 1000.0 
198@ = 2600.0 
199@ = 772.0 
200@ = 2400.0 
jump @AMBULAN_3065 

:AMBULAN_2958
167@ = 2004.96 
168@ = -1442.96 
169@ = 12.56 
173@ = 2026.0 
174@ = -1423.0 
175@ = 17.0 
197@ = 1200.0 
198@ = 2930.0 
199@ = -2213.0 
200@ = -1012.0 
jump @AMBULAN_3065 

:AMBULAN_3065
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
04F7: status_text $8212 type 0 line 2 GXT 'AMBSEAT' // global_variable  // SEATS FREE
04F7: status_text $PARAMEDIC_MISSION_LEVEL type 0 line 1 GXT 'ALEV' // global_variable  // LEVEL
if 
  $ONMISSION == 0 
else_jump @AMBULAN_3149 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 

:AMBULAN_3149
014F: stop_timer $8210 

:AMBULAN_3154
if 
001D:   37@ > 36@ // (int) 
else_jump @AMBULAN_3355 
gosub @AMBULAN_7829 
0087: 113@(36@,13f) = 176@ // (float) 
0087: 126@(36@,13f) = 177@ // (float) 
0087: 139@(36@,13f) = 178@ // (float) 
if 
  79@ == 1 
else_jump @AMBULAN_3241 
jump @AMBULAN_13159 

:AMBULAN_3241
gosub @AMBULAN_10937 
0085: 152@(36@,13i) = 35@ // (int) 
if 
  152@(36@,13i) > 45000 
else_jump @AMBULAN_3306 
152@(36@,13i) = 45000 
jump @AMBULAN_3341 

:AMBULAN_3306
if 
  15000 > 152@(36@,13i) 
else_jump @AMBULAN_3341 
152@(36@,13i) = 15000 

:AMBULAN_3341
36@ += 1 
jump @AMBULAN_3154 

:AMBULAN_3355
gosub @AMBULAN_3747 
if 
  37@ > 3 
else_jump @AMBULAN_3394 
45@ = 1 
jump @AMBULAN_3401 

:AMBULAN_3394
45@ = 0 

:AMBULAN_3401
51@ = 0 
if 
  2 > 37@ 
else_jump @AMBULAN_3537 
0085: 48@ = 35@ // (int) 
0072: 48@ /= 37@ // (int) 
48@ /= 2 
0085: 38@ = 37@ // (int) 
38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
0085: 48@ = 35@ // (int) 
48@ /= 3 
if 
  48@ > 15000 
else_jump @AMBULAN_3530 
48@ = 15000 

:AMBULAN_3530
jump @AMBULAN_3614 

:AMBULAN_3537
008B: 48@ = $8210 // (int) 
0072: 48@ /= 37@ // (int) 
48@ /= 2 
0085: 38@ = 37@ // (int) 
38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
008B: 48@ = $8210 // (int) 
48@ /= 3 

:AMBULAN_3614
if 
  60000 > $8210 
else_jump @AMBULAN_3645 
$8210 = 60000 

:AMBULAN_3645
if 
  25000 > 48@ 
else_jump @AMBULAN_3679 
48@ = 25000 
jump @AMBULAN_3710 

:AMBULAN_3679
if 
  48@ > 60000 
else_jump @AMBULAN_3710 
48@ = 60000 

:AMBULAN_3710
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
239@ = 0 
240@ = 0 
jump @AMBULAN_11090 

:AMBULAN_3747
if 
  37@ > 0 
else_jump @AMBULAN_3874 
0376: 81@ = create_random_actor_at 113@ 126@ 139@ 
0575: set_actor 81@ pinned_position 1 
0588: unknown_actor 81@ flag 0 
83@ = 1 
060B: set_actor 81@ decision_maker_to 235@ 
0332: set_actor 81@ bleeding 1 
02A9: set_actor 81@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(81@) = 188@
82@ = Marker.CreateAboveActor(81@)
07E0: set_marker 82@ type_to 1 
Marker.SetIconSize(82@, 2)
100@ = 1 

:AMBULAN_3874
if 
  37@ > 1 
else_jump @AMBULAN_4001 
0376: 84@ = create_random_actor_at 114@ 127@ 140@ 
86@ = 1 
060B: set_actor 84@ decision_maker_to 235@ 
0332: set_actor 84@ bleeding 1 
02A9: set_actor 84@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(84@) = 188@
85@ = Marker.CreateAboveActor(84@)
07E0: set_marker 85@ type_to 1 
Marker.SetIconSize(85@, 2)
0575: set_actor 84@ pinned_position 1 
0588: unknown_actor 84@ flag 0 
101@ = 1 

:AMBULAN_4001
if 
  37@ > 2 
else_jump @AMBULAN_4128 
0376: 87@ = create_random_actor_at 115@ 128@ 141@ 
89@ = 1 
060B: set_actor 87@ decision_maker_to 235@ 
0332: set_actor 87@ bleeding 1 
02A9: set_actor 87@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(87@) = 188@
88@ = Marker.CreateAboveActor(87@)
07E0: set_marker 88@ type_to 1 
Marker.SetIconSize(88@, 2)
0575: set_actor 87@ pinned_position 1 
0588: unknown_actor 87@ flag 0 
102@ = 1 

:AMBULAN_4128
if 
  37@ > 3 
else_jump @AMBULAN_4255 
0376: 90@ = create_random_actor_at 116@ 129@ 142@ 
92@ = 1 
060B: set_actor 90@ decision_maker_to 235@ 
0332: set_actor 90@ bleeding 1 
02A9: set_actor 90@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(90@) = 188@
91@ = Marker.CreateAboveActor(90@)
07E0: set_marker 91@ type_to 1 
Marker.SetIconSize(91@, 2)
0575: set_actor 90@ pinned_position 1 
0588: unknown_actor 90@ flag 0 
103@ = 1 

:AMBULAN_4255
if 
  37@ > 4 
else_jump @AMBULAN_4382 
0376: 93@ = create_random_actor_at 117@ 130@ 143@ 
95@ = 1 
060B: set_actor 93@ decision_maker_to 235@ 
0332: set_actor 93@ bleeding 1 
02A9: set_actor 93@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(93@) = 188@
94@ = Marker.CreateAboveActor(93@)
07E0: set_marker 94@ type_to 1 
Marker.SetIconSize(94@, 2)
0575: set_actor 93@ pinned_position 1 
0588: unknown_actor 93@ flag 0 
104@ = 1 

:AMBULAN_4382
if 
  37@ > 5 
else_jump @AMBULAN_4509 
0376: 56@ = create_random_actor_at 118@ 131@ 144@ 
58@ = 1 
060B: set_actor 56@ decision_maker_to 235@ 
0332: set_actor 56@ bleeding 1 
02A9: set_actor 56@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(56@) = 188@
57@ = Marker.CreateAboveActor(56@)
07E0: set_marker 57@ type_to 1 
Marker.SetIconSize(57@, 2)
0575: set_actor 56@ pinned_position 1 
0588: unknown_actor 56@ flag 0 
105@ = 1 

:AMBULAN_4509
if 
  37@ > 6 
else_jump @AMBULAN_4636 
0376: 59@ = create_random_actor_at 119@ 132@ 145@ 
61@ = 1 
060B: set_actor 59@ decision_maker_to 235@ 
0332: set_actor 59@ bleeding 1 
02A9: set_actor 59@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(59@) = 188@
60@ = Marker.CreateAboveActor(59@)
07E0: set_marker 60@ type_to 1 
Marker.SetIconSize(60@, 2)
0575: set_actor 59@ pinned_position 1 
0588: unknown_actor 59@ flag 0 
106@ = 1 

:AMBULAN_4636
if 
  37@ > 7 
else_jump @AMBULAN_4763 
0376: 62@ = create_random_actor_at 120@ 133@ 146@ 
64@ = 1 
060B: set_actor 62@ decision_maker_to 235@ 
0332: set_actor 62@ bleeding 1 
02A9: set_actor 62@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(62@) = 188@
63@ = Marker.CreateAboveActor(62@)
07E0: set_marker 63@ type_to 1 
Marker.SetIconSize(63@, 2)
0575: set_actor 62@ pinned_position 1 
0588: unknown_actor 62@ flag 0 
107@ = 1 

:AMBULAN_4763
if 
  37@ > 8 
else_jump @AMBULAN_4890 
0376: 65@ = create_random_actor_at 121@ 134@ 147@ 
67@ = 1 
060B: set_actor 65@ decision_maker_to 235@ 
0332: set_actor 65@ bleeding 1 
02A9: set_actor 65@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(65@) = 188@
66@ = Marker.CreateAboveActor(65@)
07E0: set_marker 66@ type_to 1 
Marker.SetIconSize(66@, 2)
0575: set_actor 65@ pinned_position 1 
0588: unknown_actor 65@ flag 0 
108@ = 1 

:AMBULAN_4890
if 
  37@ > 9 
else_jump @AMBULAN_5017 
0376: 68@ = create_random_actor_at 122@ 135@ 148@ 
70@ = 1 
060B: set_actor 68@ decision_maker_to 235@ 
0332: set_actor 68@ bleeding 1 
02A9: set_actor 68@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(68@) = 188@
69@ = Marker.CreateAboveActor(68@)
07E0: set_marker 69@ type_to 1 
Marker.SetIconSize(69@, 2)
0575: set_actor 68@ pinned_position 1 
0588: unknown_actor 68@ flag 0 
109@ = 1 

:AMBULAN_5017
if 
  37@ > 10 
else_jump @AMBULAN_5144 
0376: 71@ = create_random_actor_at 123@ 136@ 149@ 
73@ = 1 
060B: set_actor 71@ decision_maker_to 235@ 
0332: set_actor 71@ bleeding 1 
02A9: set_actor 71@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(71@) = 188@
72@ = Marker.CreateAboveActor(71@)
07E0: set_marker 72@ type_to 1 
Marker.SetIconSize(72@, 2)
0575: set_actor 71@ pinned_position 1 
0588: unknown_actor 71@ flag 0 
110@ = 1 

:AMBULAN_5144
if 
  37@ > 11 
else_jump @AMBULAN_5271 
0376: 74@ = create_random_actor_at 124@ 137@ 150@ 
76@ = 1 
060B: set_actor 74@ decision_maker_to 235@ 
0332: set_actor 74@ bleeding 1 
02A9: set_actor 74@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
Actor.Angle(74@) = 188@
75@ = Marker.CreateAboveActor(74@)
07E0: set_marker 75@ type_to 1 
Marker.SetIconSize(75@, 2)
0575: set_actor 74@ pinned_position 1 
0588: unknown_actor 74@ flag 0 
111@ = 1 

:AMBULAN_5271
return 

:AMBULAN_5273
0871: init_jump_table 239@ total_jumps 12 default_jump 1 @AMBULAN_7813 jumps 0 @AMBULAN_5401 1 @AMBULAN_5602 2 @AMBULAN_5803 3 @AMBULAN_6004 4 @AMBULAN_6205 5 @AMBULAN_6406 6 @AMBULAN_6607 
0872: jump_table_jumps 7 @AMBULAN_6808 8 @AMBULAN_7009 9 @AMBULAN_7210 10 @AMBULAN_7411 11 @AMBULAN_7612 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 -1 @AMBULAN_7827 

:AMBULAN_5401
if 
  37@ > 0 
else_jump @AMBULAN_5588 
if 
  3 > 83@ 
else_jump @AMBULAN_5588 
if 
   not Actor.Dead(81@)
else_jump @AMBULAN_5588 
if 
0106:   actor $PLAYER_ACTOR near_actor 81@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5549 
if 
  100@ == 1 
else_jump @AMBULAN_5542 
0575: set_actor 81@ pinned_position 0 
0588: unknown_actor 81@ flag 1 
Actor.PutAt(81@, 113@, 126@, 139@)
100@ = 0 

:AMBULAN_5542
jump @AMBULAN_5588 

:AMBULAN_5549
if 
  100@ == 0 
else_jump @AMBULAN_5588 
0575: set_actor 81@ pinned_position 1 
0588: unknown_actor 81@ flag 0 
100@ = 1 

:AMBULAN_5588
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_5602
if 
  37@ > 1 
else_jump @AMBULAN_5789 
if 
  3 > 86@ 
else_jump @AMBULAN_5789 
if 
   not Actor.Dead(84@)
else_jump @AMBULAN_5789 
if 
0106:   actor $PLAYER_ACTOR near_actor 84@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5750 
if 
  101@ == 1 
else_jump @AMBULAN_5743 
0575: set_actor 84@ pinned_position 0 
0588: unknown_actor 84@ flag 1 
Actor.PutAt(84@, 114@, 127@, 140@)
101@ = 0 

:AMBULAN_5743
jump @AMBULAN_5789 

:AMBULAN_5750
if 
  101@ == 0 
else_jump @AMBULAN_5789 
0575: set_actor 84@ pinned_position 1 
0588: unknown_actor 84@ flag 0 
101@ = 1 

:AMBULAN_5789
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_5803
if 
  37@ > 2 
else_jump @AMBULAN_5990 
if 
  3 > 89@ 
else_jump @AMBULAN_5990 
if 
   not Actor.Dead(87@)
else_jump @AMBULAN_5990 
if 
0106:   actor $PLAYER_ACTOR near_actor 87@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_5951 
if 
  102@ == 1 
else_jump @AMBULAN_5944 
0575: set_actor 87@ pinned_position 0 
0588: unknown_actor 87@ flag 1 
Actor.PutAt(87@, 115@, 128@, 141@)
102@ = 0 

:AMBULAN_5944
jump @AMBULAN_5990 

:AMBULAN_5951
if 
  102@ == 0 
else_jump @AMBULAN_5990 
0575: set_actor 87@ pinned_position 1 
0588: unknown_actor 87@ flag 0 
102@ = 1 

:AMBULAN_5990
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6004
if 
  37@ > 3 
else_jump @AMBULAN_6191 
if 
  3 > 92@ 
else_jump @AMBULAN_6191 
if 
   not Actor.Dead(90@)
else_jump @AMBULAN_6191 
if 
0106:   actor $PLAYER_ACTOR near_actor 90@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6152 
if 
  103@ == 1 
else_jump @AMBULAN_6145 
0575: set_actor 90@ pinned_position 0 
0588: unknown_actor 90@ flag 1 
Actor.PutAt(90@, 116@, 129@, 142@)
103@ = 0 

:AMBULAN_6145
jump @AMBULAN_6191 

:AMBULAN_6152
if 
  103@ == 0 
else_jump @AMBULAN_6191 
0575: set_actor 90@ pinned_position 1 
0588: unknown_actor 90@ flag 0 
103@ = 1 

:AMBULAN_6191
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6205
if 
  37@ > 4 
else_jump @AMBULAN_6392 
if 
  3 > 95@ 
else_jump @AMBULAN_6392 
if 
   not Actor.Dead(93@)
else_jump @AMBULAN_6392 
if 
0106:   actor $PLAYER_ACTOR near_actor 93@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6353 
if 
  104@ == 1 
else_jump @AMBULAN_6346 
0575: set_actor 93@ pinned_position 0 
0588: unknown_actor 93@ flag 1 
Actor.PutAt(93@, 117@, 130@, 143@)
104@ = 0 

:AMBULAN_6346
jump @AMBULAN_6392 

:AMBULAN_6353
if 
  104@ == 0 
else_jump @AMBULAN_6392 
0575: set_actor 93@ pinned_position 1 
0588: unknown_actor 93@ flag 0 
104@ = 1 

:AMBULAN_6392
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6406
if 
  37@ > 5 
else_jump @AMBULAN_6593 
if 
  3 > 58@ 
else_jump @AMBULAN_6593 
if 
   not Actor.Dead(56@)
else_jump @AMBULAN_6593 
if 
0106:   actor $PLAYER_ACTOR near_actor 56@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6554 
if 
  105@ == 1 
else_jump @AMBULAN_6547 
0575: set_actor 56@ pinned_position 0 
0588: unknown_actor 56@ flag 1 
Actor.PutAt(56@, 118@, 131@, 144@)
105@ = 0 

:AMBULAN_6547
jump @AMBULAN_6593 

:AMBULAN_6554
if 
  105@ == 0 
else_jump @AMBULAN_6593 
0575: set_actor 56@ pinned_position 1 
0588: unknown_actor 56@ flag 0 
105@ = 1 

:AMBULAN_6593
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6607
if 
  37@ > 6 
else_jump @AMBULAN_6794 
if 
  3 > 61@ 
else_jump @AMBULAN_6794 
if 
   not Actor.Dead(59@)
else_jump @AMBULAN_6794 
if 
0106:   actor $PLAYER_ACTOR near_actor 59@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6755 
if 
  106@ == 1 
else_jump @AMBULAN_6748 
0575: set_actor 59@ pinned_position 0 
0588: unknown_actor 59@ flag 1 
Actor.PutAt(59@, 119@, 132@, 145@)
106@ = 0 

:AMBULAN_6748
jump @AMBULAN_6794 

:AMBULAN_6755
if 
  106@ == 0 
else_jump @AMBULAN_6794 
0575: set_actor 59@ pinned_position 1 
0588: unknown_actor 59@ flag 0 
106@ = 1 

:AMBULAN_6794
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_6808
if 
  37@ > 7 
else_jump @AMBULAN_6995 
if 
  3 > 64@ 
else_jump @AMBULAN_6995 
if 
   not Actor.Dead(62@)
else_jump @AMBULAN_6995 
if 
0106:   actor $PLAYER_ACTOR near_actor 62@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_6956 
if 
  107@ == 1 
else_jump @AMBULAN_6949 
0575: set_actor 62@ pinned_position 0 
0588: unknown_actor 62@ flag 1 
Actor.PutAt(62@, 120@, 133@, 146@)
107@ = 0 

:AMBULAN_6949
jump @AMBULAN_6995 

:AMBULAN_6956
if 
  107@ == 0 
else_jump @AMBULAN_6995 
0575: set_actor 62@ pinned_position 1 
0588: unknown_actor 62@ flag 0 
107@ = 1 

:AMBULAN_6995
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7009
if 
  37@ > 8 
else_jump @AMBULAN_7196 
if 
  3 > 67@ 
else_jump @AMBULAN_7196 
if 
   not Actor.Dead(65@)
else_jump @AMBULAN_7196 
if 
0106:   actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7157 
if 
  108@ == 1 
else_jump @AMBULAN_7150 
0575: set_actor 65@ pinned_position 0 
0588: unknown_actor 65@ flag 1 
Actor.PutAt(65@, 121@, 134@, 147@)
108@ = 0 

:AMBULAN_7150
jump @AMBULAN_7196 

:AMBULAN_7157
if 
  108@ == 0 
else_jump @AMBULAN_7196 
0575: set_actor 65@ pinned_position 1 
0588: unknown_actor 65@ flag 0 
108@ = 1 

:AMBULAN_7196
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7210
if 
  37@ > 9 
else_jump @AMBULAN_7397 
if 
  3 > 70@ 
else_jump @AMBULAN_7397 
if 
   not Actor.Dead(68@)
else_jump @AMBULAN_7397 
if 
0106:   actor $PLAYER_ACTOR near_actor 68@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7358 
if 
  109@ == 1 
else_jump @AMBULAN_7351 
0575: set_actor 68@ pinned_position 0 
0588: unknown_actor 68@ flag 1 
Actor.PutAt(68@, 122@, 135@, 148@)
109@ = 0 

:AMBULAN_7351
jump @AMBULAN_7397 

:AMBULAN_7358
if 
  109@ == 0 
else_jump @AMBULAN_7397 
0575: set_actor 68@ pinned_position 1 
0588: unknown_actor 68@ flag 0 
109@ = 1 

:AMBULAN_7397
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7411
if 
  37@ > 10 
else_jump @AMBULAN_7598 
if 
  3 > 73@ 
else_jump @AMBULAN_7598 
if 
   not Actor.Dead(71@)
else_jump @AMBULAN_7598 
if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7559 
if 
  110@ == 1 
else_jump @AMBULAN_7552 
0575: set_actor 71@ pinned_position 0 
0588: unknown_actor 71@ flag 1 
Actor.PutAt(71@, 123@, 136@, 149@)
110@ = 0 

:AMBULAN_7552
jump @AMBULAN_7598 

:AMBULAN_7559
if 
  110@ == 0 
else_jump @AMBULAN_7598 
0575: set_actor 71@ pinned_position 1 
0588: unknown_actor 71@ flag 0 
110@ = 1 

:AMBULAN_7598
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7612
if 
  37@ > 11 
else_jump @AMBULAN_7799 
if 
  3 > 76@ 
else_jump @AMBULAN_7799 
if 
   not Actor.Dead(74@)
else_jump @AMBULAN_7799 
if 
0106:   actor $PLAYER_ACTOR near_actor 74@ radius 50.0 50.0 20.0 0 in_car 
else_jump @AMBULAN_7760 
if 
  111@ == 1 
else_jump @AMBULAN_7753 
0575: set_actor 74@ pinned_position 0 
0588: unknown_actor 74@ flag 1 
Actor.PutAt(74@, 124@, 137@, 150@)
111@ = 0 

:AMBULAN_7753
jump @AMBULAN_7799 

:AMBULAN_7760
if 
  111@ == 0 
else_jump @AMBULAN_7799 
0575: set_actor 74@ pinned_position 1 
0588: unknown_actor 74@ flag 0 
111@ = 1 

:AMBULAN_7799
239@ += 1 
jump @AMBULAN_7827 

:AMBULAN_7813
239@ = 0 
jump @AMBULAN_7827 

:AMBULAN_7827
return 

:AMBULAN_7829
wait 0 
Actor.StorePos($PLAYER_ACTOR, 170@, 171@, 172@)
0087: 190@ = 167@ // (float) 
0087: 193@ = 167@ // (float) 
0087: 191@ = 168@ // (float) 
0087: 194@ = 168@ // (float) 
0087: 192@ = 169@ // (float) 
0087: 195@ = 169@ // (float) 
07EF: get_town_number_from_point 170@ 171@ 172@ store_to 96@ 
008F: 237@ = integer $PARAMEDIC_MISSION_LEVEL to_float 
237@ *= 60.0 
005B: 237@ += 238@ // (float) 
if 
  96@ == 0 
else_jump @AMBULAN_7970 
238@ += 15.0 
jump @AMBULAN_7980 

:AMBULAN_7970
238@ += 1.0 

:AMBULAN_7980
if 
  100.0 > 237@ 
else_jump @AMBULAN_8011 
237@ = 100.0 

:AMBULAN_8011
if 
  238@ > 10000.0 
else_jump @AMBULAN_8077 
if 
  $PARAMEDIC_MISSION_LEVEL == 1 
else_jump @AMBULAN_8077 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!

:AMBULAN_8077
0063: 190@ -= 237@ // (float) 
005B: 193@ += 237@ // (float) 
0063: 191@ -= 237@ // (float) 
005B: 194@ += 237@ // (float) 
if 
  8 > $PARAMEDIC_MISSION_LEVEL 
else_jump @AMBULAN_8242 
if 
0025:   197@ > 190@ // (float) 
else_jump @AMBULAN_8154 
0087: 190@ = 197@ // (float) 

:AMBULAN_8154
if 
0025:   193@ > 198@ // (float) 
else_jump @AMBULAN_8181 
0087: 193@ = 198@ // (float) 

:AMBULAN_8181
if 
0025:   199@ > 191@ // (float) 
else_jump @AMBULAN_8208 
0087: 191@ = 199@ // (float) 

:AMBULAN_8208
if 
0025:   166@ > 200@ // (float) 
else_jump @AMBULAN_8235 
0087: 194@ = 200@ // (float) 

:AMBULAN_8235
jump @AMBULAN_8274 

:AMBULAN_8242
0087: 190@ = 197@ // (float) 
0087: 193@ = 198@ // (float) 
0087: 191@ = 199@ // (float) 
0087: 194@ = 200@ // (float) 

:AMBULAN_8274
0208: 165@ = random_float_in_ranges 190@ 193@ 
0208: 166@ = random_float_in_ranges 191@ 194@ 
0293: $13 = zero // get_current_controls 
if 
00E1:   player 0 pressed_key 19 
else_jump @AMBULAN_8325 
53@ = 1 

:AMBULAN_8325
if 
  53@ == 1 
else_jump @AMBULAN_8426 
if 
   not $13 == 3 
else_jump @AMBULAN_8421 
if 
80E1:   not player 0 pressed_key 19 
else_jump @AMBULAN_8414 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
79@ = 1 
return 

:AMBULAN_8414
jump @AMBULAN_8426 

:AMBULAN_8421
0293: $13 = zero // get_current_controls 

:AMBULAN_8426
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @AMBULAN_8497 
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @AMBULAN_8497 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
79@ = 1 
return 

:AMBULAN_8497
02C0: store_to 176@ 177@ 178@ ped_path_coords_closest_to 165@ 166@ 169@ 
if 
0025:   197@ > 176@ // (float) 
else_jump @AMBULAN_8550 
jump @AMBULAN_7829 
jump @AMBULAN_8642 

:AMBULAN_8550
if 
0025:   176@ > 198@ // (float) 
else_jump @AMBULAN_8583 
jump @AMBULAN_7829 
jump @AMBULAN_8642 

:AMBULAN_8583
if 
0025:   199@ > 177@ // (float) 
else_jump @AMBULAN_8616 
jump @AMBULAN_7829 
jump @AMBULAN_8642 

:AMBULAN_8616
if 
0025:   177@ > 200@ // (float) 
else_jump @AMBULAN_8642 
jump @AMBULAN_7829 

:AMBULAN_8642
if 
  6.0 > 178@ 
else_jump @AMBULAN_8670 
jump @AMBULAN_7829 

:AMBULAN_8670
050A: 185@ = distance_between_XYZ 170@ 171@ 172@ and_XYZ 176@ 177@ 178@ 
if 
  50.0 > 185@ 
else_jump @AMBULAN_8721 
jump @AMBULAN_7829 

:AMBULAN_8721
050A: 186@ = distance_between_XYZ 167@ 168@ 169@ and_XYZ 176@ 177@ 178@ 
if 
  30.0 > 186@ 
else_jump @AMBULAN_8772 
jump @AMBULAN_7829 

:AMBULAN_8772
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @AMBULAN_9234 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @AMBULAN_9048 
if and
  78.4427 > 176@ 
  -699.519 > 177@ 
else_jump @AMBULAN_8858 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8858
if and
  -252.6557 > 176@ 
  -285.766 > 177@ 
else_jump @AMBULAN_8900 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8900
if 
  -948.3447 > 176@ 
else_jump @AMBULAN_8932 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8932
if and
  176@ > 1473.448 
  177@ > 403.7353 
else_jump @AMBULAN_8974 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_8974
if 
  177@ > 578.6325 
else_jump @AMBULAN_9006 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9006
if and
  837.5551 > 176@ 
  177@ > 347.4097 
else_jump @AMBULAN_9048 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9048
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @AMBULAN_9234 
if and
  176@ > 1473.448 
  177@ > 403.7353 
else_jump @AMBULAN_9108 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9108
if and
  177@ > 578.6325 
  176@ > -1528.498 
else_jump @AMBULAN_9150 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9150
if and
  837.5551 > 176@ 
  176@ > -1528.498 
  177@ > 347.4097 
else_jump @AMBULAN_9202 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9202
if 
  177@ > 1380.0 
else_jump @AMBULAN_9234 
wait 0 
jump @AMBULAN_7829 

:AMBULAN_9234
if 
  37@ > 0 
else_jump @AMBULAN_9303 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9303 
jump @AMBULAN_7829 

:AMBULAN_9303
if 
  37@ > 1 
else_jump @AMBULAN_9372 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9372 
jump @AMBULAN_7829 

:AMBULAN_9372
if 
  37@ > 2 
else_jump @AMBULAN_9441 
050A: 212@ = distance_between_XYZ 114@ 127@ 140@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9441 
jump @AMBULAN_7829 

:AMBULAN_9441
if 
  37@ > 3 
else_jump @AMBULAN_9510 
050A: 212@ = distance_between_XYZ 115@ 128@ 141@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9510 
jump @AMBULAN_7829 

:AMBULAN_9510
if 
  37@ > 4 
else_jump @AMBULAN_9579 
050A: 212@ = distance_between_XYZ 116@ 129@ 142@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9579 
jump @AMBULAN_7829 

:AMBULAN_9579
if 
  37@ > 5 
else_jump @AMBULAN_9648 
050A: 212@ = distance_between_XYZ 117@ 130@ 143@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9648 
jump @AMBULAN_7829 

:AMBULAN_9648
if 
  37@ > 6 
else_jump @AMBULAN_9717 
050A: 212@ = distance_between_XYZ 118@ 131@ 144@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9717 
jump @AMBULAN_7829 

:AMBULAN_9717
if 
  37@ > 7 
else_jump @AMBULAN_9786 
050A: 212@ = distance_between_XYZ 119@ 132@ 145@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9786 
jump @AMBULAN_7829 

:AMBULAN_9786
if 
  37@ > 8 
else_jump @AMBULAN_9855 
050A: 212@ = distance_between_XYZ 120@ 133@ 146@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9855 
jump @AMBULAN_7829 

:AMBULAN_9855
if 
  37@ > 9 
else_jump @AMBULAN_9924 
050A: 212@ = distance_between_XYZ 121@ 134@ 147@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9924 
jump @AMBULAN_7829 

:AMBULAN_9924
if 
  37@ > 10 
else_jump @AMBULAN_9993 
050A: 212@ = distance_between_XYZ 122@ 135@ 148@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_9993 
jump @AMBULAN_7829 

:AMBULAN_9993
if 
  37@ > 11 
else_jump @AMBULAN_10062 
050A: 212@ = distance_between_XYZ 123@ 136@ 149@ and_XYZ 176@ 177@ 178@ 
if 
  25.0 > 212@ 
else_jump @AMBULAN_10062 
jump @AMBULAN_7829 

:AMBULAN_10062
if 
038A:   any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0 
else_jump @AMBULAN_10106 
jump @AMBULAN_7829 

:AMBULAN_10106
if 
  1186.0 > 176@ 
else_jump @AMBULAN_10197 
if 
  176@ > 1047.0 
else_jump @AMBULAN_10197 
if 
  -1406.0 > 177@ 
else_jump @AMBULAN_10197 
if 
  177@ > -1567.0 
else_jump @AMBULAN_10197 
jump @AMBULAN_7829 

:AMBULAN_10197
if 
  1444.0 > 176@ 
else_jump @AMBULAN_10288 
if 
  176@ > 1339.0 
else_jump @AMBULAN_10288 
if 
  -1450.0 > 177@ 
else_jump @AMBULAN_10288 
if 
  177@ > -1504.0 
else_jump @AMBULAN_10288 
jump @AMBULAN_7829 

:AMBULAN_10288
if 
  2041.979 > 176@ 
else_jump @AMBULAN_10379 
if 
  176@ > 1999.387 
else_jump @AMBULAN_10379 
if 
  -1408.708 > 177@ 
else_jump @AMBULAN_10379 
if 
  177@ > -1445.462 
else_jump @AMBULAN_10379 
jump @AMBULAN_7829 

:AMBULAN_10379
if 
  1202.0 > 176@ 
else_jump @AMBULAN_10470 
if 
  176@ > 1162.0 
else_jump @AMBULAN_10470 
if 
  -1238.0 > 177@ 
else_jump @AMBULAN_10470 
if 
  177@ > -1250.0 
else_jump @AMBULAN_10470 
jump @AMBULAN_7829 

:AMBULAN_10470
if 
  1176.0 > 176@ 
else_jump @AMBULAN_10561 
if 
  176@ > 1158.0 
else_jump @AMBULAN_10561 
if 
  1364.0 > 177@ 
else_jump @AMBULAN_10561 
if 
  177@ > 1345.0 
else_jump @AMBULAN_10561 
jump @AMBULAN_7829 

:AMBULAN_10561
if 
  -2307.0 > 176@ 
else_jump @AMBULAN_10652 
if 
  176@ > -2333.0 
else_jump @AMBULAN_10652 
if 
  1100.0 > 177@ 
else_jump @AMBULAN_10652 
if 
  177@ > 1036.0 
else_jump @AMBULAN_10652 
jump @AMBULAN_7829 

:AMBULAN_10652
if 
  2009.0 > 176@ 
else_jump @AMBULAN_10743 
if 
  176@ > 1989.0 
else_jump @AMBULAN_10743 
if 
  1571.0 > 177@ 
else_jump @AMBULAN_10743 
if 
  177@ > 1513.0 
else_jump @AMBULAN_10743 
jump @AMBULAN_7829 

:AMBULAN_10743
if 
  2632.818 > 176@ 
else_jump @AMBULAN_10834 
if 
  176@ > 2546.463 
else_jump @AMBULAN_10834 
if 
  -1129.673 > 177@ 
else_jump @AMBULAN_10834 
if 
  177@ > -1144.012 
else_jump @AMBULAN_10834 
jump @AMBULAN_7829 

:AMBULAN_10834
if 
  -222.5044 > 176@ 
else_jump @AMBULAN_10925 
if 
  176@ > -229.096 
else_jump @AMBULAN_10925 
if 
  1412.086 > 177@ 
else_jump @AMBULAN_10925 
if 
  177@ > 1393.817 
else_jump @AMBULAN_10925 
jump @AMBULAN_7829 

:AMBULAN_10925
238@ = 0.0 
return 

:AMBULAN_10937
if 
  2 > 37@ 
else_jump @AMBULAN_11046 
if 
0025:   185@ > 186@ // (float) 
else_jump @AMBULAN_10997 
0087: 187@ = 185@ // (float) 
0073: 187@ /= 189@ // (float) 
jump @AMBULAN_11013 

:AMBULAN_10997
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 

:AMBULAN_11013
187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 
jump @AMBULAN_11088 

:AMBULAN_11046
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 
187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 

:AMBULAN_11088
return 

:AMBULAN_11090
wait 0 
if 
  $8210 == 0 
else_jump @AMBULAN_11142 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
79@ = 1 
jump @AMBULAN_13159 

:AMBULAN_11142
0293: $13 = zero // get_current_controls 
if 
00E1:   player 0 pressed_key 19 
else_jump @AMBULAN_11171 
53@ = 1 

:AMBULAN_11171
if 
  53@ == 1 
else_jump @AMBULAN_11229 
if 
80E1:   not player 0 pressed_key 19 
else_jump @AMBULAN_11229 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_13159 

:AMBULAN_11229
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)
else_jump @AMBULAN_11278 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_13159 
jump @AMBULAN_11334 

:AMBULAN_11278
03C0: 34@ = actor $PLAYER_ACTOR car 
if 
   not Car.Wrecked(34@)
else_jump @AMBULAN_11334 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
008A: $8212 = 42@ // (int) 
0066: $8212 -= 43@ // (int) 

:AMBULAN_11334
if and
  37@ > 6 
  45@ == 2 
  51@ == 0 
else_jump @AMBULAN_11380 
45@ = 1 
51@ += 1 

:AMBULAN_11380
if and
  37@ > 9 
  45@ == 2 
  51@ == 1 
else_jump @AMBULAN_11426 
45@ = 1 
51@ += 1 

:AMBULAN_11426
if and
  37@ > 12 
  45@ == 2 
  51@ == 2 
else_jump @AMBULAN_11472 
45@ = 1 
51@ += 1 

:AMBULAN_11472
gosub @AMBULAN_5273 
if 
  52@ == 1 
else_jump @AMBULAN_11528 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 1 stopped_in_car 

:AMBULAN_11528
0871: init_jump_table 240@ total_jumps 12 default_jump 1 @AMBULAN_12808 jumps 0 @AMBULAN_11656 1 @AMBULAN_11752 2 @AMBULAN_11848 3 @AMBULAN_11944 4 @AMBULAN_12040 5 @AMBULAN_12136 6 @AMBULAN_12232 
0872: jump_table_jumps 7 @AMBULAN_12328 8 @AMBULAN_12424 9 @AMBULAN_12520 10 @AMBULAN_12616 11 @AMBULAN_12712 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 -1 @AMBULAN_12822 

:AMBULAN_11656
if 
  83@ > 0 
else_jump @AMBULAN_11738 
0085: 77@ = 81@ // (int) 
0085: 80@ = 83@ // (int) 
0085: 78@ = 82@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_11730 
jump @AMBULAN_13159 

:AMBULAN_11730
0085: 83@ = 80@ // (int) 

:AMBULAN_11738
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_11752
if 
  86@ > 0 
else_jump @AMBULAN_11834 
0085: 77@ = 84@ // (int) 
0085: 80@ = 86@ // (int) 
0085: 78@ = 85@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_11826 
jump @AMBULAN_13159 

:AMBULAN_11826
0085: 86@ = 80@ // (int) 

:AMBULAN_11834
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_11848
if 
  89@ > 0 
else_jump @AMBULAN_11930 
0085: 77@ = 87@ // (int) 
0085: 80@ = 89@ // (int) 
0085: 78@ = 88@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_11922 
jump @AMBULAN_13159 

:AMBULAN_11922
0085: 89@ = 80@ // (int) 

:AMBULAN_11930
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_11944
if 
  92@ > 0 
else_jump @AMBULAN_12026 
0085: 77@ = 90@ // (int) 
0085: 80@ = 92@ // (int) 
0085: 78@ = 91@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12018 
jump @AMBULAN_13159 

:AMBULAN_12018
0085: 92@ = 80@ // (int) 

:AMBULAN_12026
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12040
if 
  95@ > 0 
else_jump @AMBULAN_12122 
0085: 77@ = 93@ // (int) 
0085: 80@ = 95@ // (int) 
0085: 78@ = 94@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12114 
jump @AMBULAN_13159 

:AMBULAN_12114
0085: 95@ = 80@ // (int) 

:AMBULAN_12122
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12136
if 
  58@ > 0 
else_jump @AMBULAN_12218 
0085: 77@ = 56@ // (int) 
0085: 80@ = 58@ // (int) 
0085: 78@ = 57@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12210 
jump @AMBULAN_13159 

:AMBULAN_12210
0085: 58@ = 80@ // (int) 

:AMBULAN_12218
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12232
if 
  61@ > 0 
else_jump @AMBULAN_12314 
0085: 77@ = 59@ // (int) 
0085: 80@ = 61@ // (int) 
0085: 78@ = 60@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12306 
jump @AMBULAN_13159 

:AMBULAN_12306
0085: 61@ = 80@ // (int) 

:AMBULAN_12314
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12328
if 
  64@ > 0 
else_jump @AMBULAN_12410 
0085: 77@ = 62@ // (int) 
0085: 80@ = 64@ // (int) 
0085: 78@ = 63@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12402 
jump @AMBULAN_13159 

:AMBULAN_12402
0085: 64@ = 80@ // (int) 

:AMBULAN_12410
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12424
if 
  67@ > 0 
else_jump @AMBULAN_12506 
0085: 77@ = 65@ // (int) 
0085: 80@ = 67@ // (int) 
0085: 78@ = 66@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12498 
jump @AMBULAN_13159 

:AMBULAN_12498
0085: 67@ = 80@ // (int) 

:AMBULAN_12506
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12520
if 
  70@ > 0 
else_jump @AMBULAN_12602 
0085: 77@ = 68@ // (int) 
0085: 80@ = 70@ // (int) 
0085: 78@ = 69@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12594 
jump @AMBULAN_13159 

:AMBULAN_12594
0085: 70@ = 80@ // (int) 

:AMBULAN_12602
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12616
if 
  73@ > 0 
else_jump @AMBULAN_12698 
0085: 77@ = 71@ // (int) 
0085: 80@ = 73@ // (int) 
0085: 78@ = 72@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12690 
jump @AMBULAN_13159 

:AMBULAN_12690
0085: 73@ = 80@ // (int) 

:AMBULAN_12698
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12712
if 
  76@ > 0 
else_jump @AMBULAN_12794 
0085: 77@ = 74@ // (int) 
0085: 80@ = 76@ // (int) 
0085: 78@ = 75@ // (int) 
gosub @AMBULAN_13993 
if 
  79@ == 1 
else_jump @AMBULAN_12786 
jump @AMBULAN_13159 

:AMBULAN_12786
0085: 76@ = 80@ // (int) 

:AMBULAN_12794
240@ += 1 
jump @AMBULAN_12822 

:AMBULAN_12808
240@ = 0 
jump @AMBULAN_12822 

:AMBULAN_12822
if 
003B:   46@ == 37@ // (int) 
else_jump @AMBULAN_13152 
008B: 44@ = $PARAMEDIC_MISSION_LEVEL // (int) 
006E: 44@ *= $PARAMEDIC_MISSION_LEVEL // (int) 
44@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'REWARD' number 44@ time 6000 style 6  // REWARD $~1~
005E: $412 += 46@ // (int) 
005A: 55@ += 46@ // (int) 
37@ += 1 
46@ = 0 
36@ = 0 
Player.Money($PLAYER_CHAR) += 44@
52@ = 0 
Marker.Disable(47@)
Marker.Disable(82@)
Marker.Disable(85@)
Marker.Disable(88@)
Marker.Disable(91@)
Marker.Disable(94@)
Marker.Disable(57@)
Marker.Disable(60@)
Marker.Disable(63@)
Marker.Disable(66@)
Marker.Disable(69@)
Marker.Disable(72@)
Marker.Disable(75@)
0627: update_integer_stat 158 to $PARAMEDIC_MISSION_LEVEL 
$PARAMEDIC_MISSION_LEVEL += 1 
if 
  $PARAMEDIC_MISSION_LEVEL == 13 
else_jump @AMBULAN_13145 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_COMP1' number 5000 time 5000 style 5  // Paramedic missions complete: $~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 2 
if 
  $1487 == 0 
else_jump @AMBULAN_13143 
030C: progress_made += 1 
00BB: show_text_lowpriority GXT 'A_COMP3' time 5000 flag 1  // ~s~Your maximum health has been increased!
0653: 196@ = float_stat 24 
196@ *= 1.5 
0A1F: increase_float_stat 24 by 196@ 
0595: mission_complete 
$1487 = 1 

:AMBULAN_13143
return 

:AMBULAN_13145
jump @AMBULAN_3149 

:AMBULAN_13152
jump @AMBULAN_11090 

:AMBULAN_13159
014F: stop_timer $8210 
0151: remove_status_text $PARAMEDIC_MISSION_LEVEL 
0151: remove_status_text $8212 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
if 
   not $PARAMEDIC_MISSION_LEVEL == 13 
else_jump @AMBULAN_13238 
00BA: show_text_styled GXT 'A_FAIL1' time 5000 style 5  // Paramedic mission ended
01E3: show_text_1number_styled GXT 'A_SAVES' number 55@ time 6000 style 6  // PEOPLE SAVED: ~1~

:AMBULAN_13238
if 
   not $PARAMEDIC_MISSION_LEVEL == 13 
else_jump @AMBULAN_13652 
if 
   not Actor.Dead(81@)
else_jump @AMBULAN_13289 
02A9: set_actor 81@ immune_to_nonplayer 0 
0321: kill_actor 81@ 
Actor.DestroyWithFade(81@)

:AMBULAN_13289
if 
   not Actor.Dead(84@)
else_jump @AMBULAN_13322 
02A9: set_actor 84@ immune_to_nonplayer 0 
0321: kill_actor 84@ 
Actor.DestroyWithFade(84@)

:AMBULAN_13322
if 
   not Actor.Dead(87@)
else_jump @AMBULAN_13355 
02A9: set_actor 87@ immune_to_nonplayer 0 
0321: kill_actor 87@ 
Actor.DestroyWithFade(87@)

:AMBULAN_13355
if 
   not Actor.Dead(90@)
else_jump @AMBULAN_13388 
02A9: set_actor 90@ immune_to_nonplayer 0 
0321: kill_actor 90@ 
Actor.DestroyWithFade(90@)

:AMBULAN_13388
if 
   not Actor.Dead(93@)
else_jump @AMBULAN_13421 
02A9: set_actor 93@ immune_to_nonplayer 0 
0321: kill_actor 93@ 
Actor.DestroyWithFade(93@)

:AMBULAN_13421
if 
   not Actor.Dead(56@)
else_jump @AMBULAN_13454 
02A9: set_actor 56@ immune_to_nonplayer 0 
0321: kill_actor 56@ 
Actor.DestroyWithFade(56@)

:AMBULAN_13454
if 
   not Actor.Dead(59@)
else_jump @AMBULAN_13487 
02A9: set_actor 59@ immune_to_nonplayer 0 
0321: kill_actor 59@ 
Actor.DestroyWithFade(59@)

:AMBULAN_13487
if 
   not Actor.Dead(62@)
else_jump @AMBULAN_13520 
02A9: set_actor 62@ immune_to_nonplayer 0 
0321: kill_actor 62@ 
Actor.DestroyWithFade(62@)

:AMBULAN_13520
if 
   not Actor.Dead(65@)
else_jump @AMBULAN_13553 
02A9: set_actor 65@ immune_to_nonplayer 0 
0321: kill_actor 65@ 
Actor.DestroyWithFade(65@)

:AMBULAN_13553
if 
   not Actor.Dead(68@)
else_jump @AMBULAN_13586 
02A9: set_actor 68@ immune_to_nonplayer 0 
0321: kill_actor 68@ 
Actor.DestroyWithFade(68@)

:AMBULAN_13586
if 
   not Actor.Dead(71@)
else_jump @AMBULAN_13619 
02A9: set_actor 71@ immune_to_nonplayer 0 
0321: kill_actor 71@ 
Actor.DestroyWithFade(71@)

:AMBULAN_13619
if 
   not Actor.Dead(74@)
else_jump @AMBULAN_13652 
02A9: set_actor 74@ immune_to_nonplayer 0 
0321: kill_actor 74@ 
Actor.DestroyWithFade(74@)

:AMBULAN_13652
Actor.RemoveReferences(81@)
Actor.RemoveReferences(84@)
Actor.RemoveReferences(87@)
Actor.RemoveReferences(90@)
Actor.RemoveReferences(93@)
Actor.RemoveReferences(56@)
Actor.RemoveReferences(59@)
Actor.RemoveReferences(62@)
Actor.RemoveReferences(65@)
Actor.RemoveReferences(68@)
Actor.RemoveReferences(71@)
Actor.RemoveReferences(74@)
52@ = 0 
Marker.Disable(47@)
Marker.Disable(82@)
Marker.Disable(85@)
Marker.Disable(88@)
Marker.Disable(91@)
Marker.Disable(94@)
Marker.Disable(57@)
Marker.Disable(60@)
Marker.Disable(63@)
Marker.Disable(66@)
Marker.Disable(69@)
Marker.Disable(72@)
Marker.Disable(75@)
065C: release_decision_maker 235@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
99@ = 0 

:AMBULAN_13808
if 
  10 > 99@ 
else_jump @AMBULAN_13938 
if 
  224@(99@,10i) == 1 
else_jump @AMBULAN_13875 
0746: set_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
234@ -= 1 
224@(99@,10i) = 0 

:AMBULAN_13875
if 
  214@(99@,10i) == 1 
else_jump @AMBULAN_13924 
0746: set_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
234@ -= 1 
214@(99@,10i) = 0 

:AMBULAN_13924
99@ += 1 
jump @AMBULAN_13808 

:AMBULAN_13938
$ONMISSION = 0 
$ONMISSION_PARAMEDIC = 0 
mission_cleanup 
if 
  $1487 == 1 
else_jump @AMBULAN_13991 
$1487 = 2 
08F8: display_stat_update_box 0 
create_thread @BACKON 

:AMBULAN_13991
return 

:AMBULAN_13993
if 
   Actor.Dead(77@)
else_jump @AMBULAN_14034 
00BC: show_text_highpriority GXT 'A_FAIL3' time 3000 flag 1  // ~r~The patient is dead!!
79@ = 1 
return 

:AMBULAN_14034
if 
  $8210 == 0 
else_jump @AMBULAN_14087 
0321: kill_actor 77@ 
Actor.DestroyWithFade(77@)
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
79@ = 1 
return 

:AMBULAN_14087
if 
  80@ == 3 
else_jump @AMBULAN_14255 
Actor.StorePos(77@, 179@, 180@, 181@)
40@ = Car.Health(34@)
if 
001D:   39@ > 40@ // (int) 
else_jump @AMBULAN_14255 
0085: 41@ = 39@ // (int) 
0062: 41@ -= 40@ // (int) 
41@ *= 50 
008B: 35@ = $8210 // (int) 
0062: 35@ -= 41@ // (int) 
if 
  35@ > 10 
else_jump @AMBULAN_14211 
0066: $8210 -= 41@ // (int) 

:AMBULAN_14211
0947: unknown_actor 77@ play_audio_event 344 store_to 236@ 
if 
  0 > $8210 
else_jump @AMBULAN_14247 
$8210 = 0 

:AMBULAN_14247
0085: 39@ = 40@ // (int) 

:AMBULAN_14255
if 
  80@ == 1 
else_jump @AMBULAN_14540 
if 
0106:   actor $PLAYER_ACTOR near_actor 77@ radius 10.0 10.0 2.0 0 in_car 
else_jump @AMBULAN_14540 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
if 
003B:   43@ == 42@ // (int) 
else_jump @AMBULAN_14392 
if 
  50@ == 0 
else_jump @AMBULAN_14378 
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

:AMBULAN_14378
50@ = 1 
jump @AMBULAN_14399 

:AMBULAN_14392
50@ = 0 

:AMBULAN_14399
39@ = Car.Health(34@)
if 
  50@ == 0 
else_jump @AMBULAN_14517 
if 
  97@ == 0 
else_jump @AMBULAN_14469 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 -2 ms 
97@ = 1 
jump @AMBULAN_14510 

:AMBULAN_14469
062E: unknown_get_actor 77@ task 1482 status_store_to 98@ // ret 7 if not found 
if 
04A4:   98@ == 7 // @ == any 
else_jump @AMBULAN_14510 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 -2 ms 

:AMBULAN_14510
jump @AMBULAN_14533 

:AMBULAN_14517
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

:AMBULAN_14533
80@ = 2 

:AMBULAN_14540
if 
  80@ == 2 
else_jump @AMBULAN_14619 
if 
80F4:   not actor $PLAYER_ACTOR near_actor 77@ radius 20.0 20.0 0 in_car 
else_jump @AMBULAN_14596 
80@ = 1 

:AMBULAN_14596
if 
8449:   not actor 77@ in_a_car 
else_jump @AMBULAN_14619 
80@ = 1 

:AMBULAN_14619
if 
  80@ == 2 
else_jump @AMBULAN_14762 
if 
0449:   actor 77@ in_a_car 
else_jump @AMBULAN_14762 
97@ = 0 
Marker.Disable(78@)
if 
  52@ == 0 
else_jump @AMBULAN_14704 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 
52@ = 1 

:AMBULAN_14704
0085: 49@ = 152@(240@,13i) // (int) 
49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ seconds
005E: $8210 += 152@(240@,13i) // (int) 
80@ = 3 

:AMBULAN_14762
if 
  80@ == 3 
else_jump @AMBULAN_14847 
if 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 0 stopped_in_car 
else_jump @AMBULAN_14847 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 -1 ms // versionA 
80@ = 4 

:AMBULAN_14847
if 
  80@ == 4 
else_jump @AMBULAN_15078 
if 
8449:   not actor 77@ in_a_car 
else_jump @AMBULAN_15078 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 -1 ms // versionA 
09EE: set_status_text_stay_on_screen 1 
00BA: show_text_styled GXT 'A_PASS' time 3000 style 5  // Rescued!
if 
  45@ == 1 
else_jump @AMBULAN_15018 
0085: 49@ = 48@ // (int) 
49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ seconds
03C0: 34@ = actor $PLAYER_ACTOR car 
54@ = Car.Health(34@)
54@ += 110 
Car.Health(34@) = 54@
005E: $8210 += 48@ // (int) 
45@ += 1 

:AMBULAN_15018
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
46@ += 1 
0623: add 1 to_integer_stat 151 
80@ = 0 
0332: set_actor 77@ bleeding 0 
0961: unknown_actor 77@ flag 1 
Actor.RemoveReferences(77@)

:AMBULAN_15078
return 

//-------------Mission 123---------------
// Originally: Firefighter Sub-Mission

:FIRETRU
gosub @FIRETRU_16 
gosub @FIRETRU_10464 
end_thread 

:FIRETRU_16
$ONMISSION = 1 
$ONMISSION_FIREFIGHTER = 1 
thread 'FIRETRU' 
wait 0 
if 
  $1489 == 0 
else_jump @FIRETRU_65 
increment_mission_attempts 

:FIRETRU_65
060A: create_decision_maker_type 0 store_to 165@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'FIRETRK' 
08F8: display_stat_update_box 0 
162@ = 0.0 
$8215 = 0 
79@ = 0 
80@ = 0 
$8214 = 0 
81@ = 0 
83@ = 0 
82@ = 0 
121@ = 7.0 
$8213 = 1 
77@ = 0 
126@ = 0 
78@ = 0 
84@ = 0 
35@ = -1 
35@ = -1 
35@ = -1 
87@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
58@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
62@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
$8221 = 0 
$8220 = 0 
03C7: set_sensitivity_to_crime 0.5 
if 
  $ONMISSION == 0 
else_jump @FIRETRU_789 
018A: 63@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 64@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 65@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 66@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 67@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 68@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 69@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 70@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 71@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 72@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 73@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 74@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 75@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 76@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
35@ = Car.Create(#PATRIOT, 0.0, 0.0, 0.0)
39@ = Actor.Create(Mission1, #LAPD1, 0.0, 0.0, 0.0)
0325: 49@ = create_car 35@ fire 
0325: 50@ = create_car 35@ fire 
0325: 51@ = create_car 35@ fire 
0325: 52@ = create_car 35@ fire 
0326: 53@ = create_actor 39@ fire 
0326: 54@ = create_actor 39@ fire 
0326: 55@ = create_actor 39@ fire 
0326: 56@ = create_actor 39@ fire 
0326: 57@ = create_actor 39@ fire 
0326: 58@ = create_actor 39@ fire 
0326: 59@ = create_actor 39@ fire 
0326: 60@ = create_actor 39@ fire 
0326: 61@ = create_actor 39@ fire 
0326: 62@ = create_actor 39@ fire 

:FIRETRU_789
88@ = 0 
89@ = 0 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = 0 
103@ = 0 
104@ = 0 
105@ = 0 
106@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
111@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
0209: 125@ = random_int_in_ranges 25 44 
if 
  125@ == 25 
else_jump @FIRETRU_1027 
04AF: 126@ = 405 // @ = any 

:FIRETRU_1027
if 
  125@ == 26 
else_jump @FIRETRU_1053 
04AF: 126@ = 418 // @ = any 

:FIRETRU_1053
if 
  125@ == 27 
else_jump @FIRETRU_1079 
04AF: 126@ = 421 // @ = any 

:FIRETRU_1079
if 
  125@ == 28 
else_jump @FIRETRU_1105 
04AF: 126@ = 400 // @ = any 

:FIRETRU_1105
if 
  125@ == 29 
else_jump @FIRETRU_1131 
04AF: 126@ = 404 // @ = any 

:FIRETRU_1131
if 
  125@ == 30 
else_jump @FIRETRU_1157 
04AF: 126@ = 445 // @ = any 

:FIRETRU_1157
if 
  125@ == 31 
else_jump @FIRETRU_1183 
04AF: 126@ = 466 // @ = any 

:FIRETRU_1183
if 
  125@ == 32 
else_jump @FIRETRU_1209 
04AF: 126@ = 467 // @ = any 

:FIRETRU_1209
if 
  125@ == 33 
else_jump @FIRETRU_1235 
04AF: 126@ = 479 // @ = any 

:FIRETRU_1235
if 
  125@ == 34 
else_jump @FIRETRU_1261 
04AF: 126@ = 413 // @ = any 

:FIRETRU_1261
if 
  125@ == 35 
else_jump @FIRETRU_1287 
04AF: 126@ = 420 // @ = any 

:FIRETRU_1287
if 
  125@ == 36 
else_jump @FIRETRU_1313 
04AF: 126@ = 438 // @ = any 

:FIRETRU_1313
if 
  125@ == 37 
else_jump @FIRETRU_1339 
04AF: 126@ = 440 // @ = any 

:FIRETRU_1339
if 
  125@ == 38 
else_jump @FIRETRU_1365 
04AF: 126@ = 551 // @ = any 

:FIRETRU_1365
if 
  125@ == 39 
else_jump @FIRETRU_1391 
04AF: 126@ = 470 // @ = any 

:FIRETRU_1391
if 
  125@ == 40 
else_jump @FIRETRU_1417 
04AF: 126@ = 482 // @ = any 

:FIRETRU_1417
if 
  125@ == 41 
else_jump @FIRETRU_1443 
04AF: 126@ = 546 // @ = any 

:FIRETRU_1443
if 
  125@ == 42 
else_jump @FIRETRU_1469 
04AF: 126@ = 492 // @ = any 

:FIRETRU_1469
if 
  125@ == 43 
else_jump @FIRETRU_1495 
04AF: 126@ = 560 // @ = any 

:FIRETRU_1495
Model.Load(126@)
wait 0 
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_1536 
jump @FIRETRU_10464 

:FIRETRU_1536
if 
   not Model.Available(126@)
else_jump @FIRETRU_1600 
wait 0 
Model.Load(126@)
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_1593 
jump @FIRETRU_10464 

:FIRETRU_1593
jump @FIRETRU_1536 

:FIRETRU_1600
119@ = 0 
gosub @FIRETRU_5971 
0087: 127@ = 153@ // (float) 
0087: 128@ = 154@ // (float) 
0087: 129@ = 155@ // (float) 
0395: clear_area 0 at 127@ 128@ 129@ radius 5.0 
35@ = Car.Create(126@, 127@, 128@, 129@)
0574: set_car 35@ keep_position 1 
Car.Angle(35@) = 160@
0587: enable_car 35@ validate_position 0 
Car.SetImmunities(35@, 0, 1, 0, 0, 0)
0208: 123@ = random_float_in_ranges 0.0 359.9 
Car.Angle(35@) = 123@
0325: 50@ = create_car 35@ fire 
Marker.Disable(64@)
64@ = Marker.CreateAboveCar(35@)
07E0: set_marker 64@ type_to 1 
018B: set_marker 64@ radar_mode 2 
03ED: unknown_car 35@ flag 1 
119@ = 1 
88@ += 1 
0560: create_random_actor_in_car 35@ handle_as 40@ 
060B: set_actor 40@ decision_maker_to 165@ 
0588: unknown_actor 40@ flag 0 
02A9: set_actor 40@ immune_to_nonplayer 1 
Actor.SetImmunities(40@, 0, 1, 1, 0, 0)
88@ += 1 
if 
  $8213 > 2 
else_jump @FIRETRU_1913 
0561: 41@ = create_passenger_in_car 35@ seat 0 
060B: set_actor 41@ decision_maker_to 165@ 
0588: unknown_actor 41@ flag 0 
02A9: set_actor 41@ immune_to_nonplayer 1 
Actor.SetImmunities(41@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_1913
if 
  $8213 > 3 
else_jump @FIRETRU_1985 
0561: 42@ = create_passenger_in_car 35@ seat 1 
060B: set_actor 42@ decision_maker_to 165@ 
0588: unknown_actor 42@ flag 0 
02A9: set_actor 42@ immune_to_nonplayer 1 
Actor.SetImmunities(42@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_1985
if 
  $8213 > 4 
else_jump @FIRETRU_2176 
gosub @FIRETRU_5971 
0087: 130@ = 153@ // (float) 
0087: 131@ = 154@ // (float) 
0087: 132@ = 155@ // (float) 
0395: clear_area 0 at 130@ 131@ 132@ radius 5.0 
36@ = Car.Create(126@, 130@, 131@, 132@)
0574: set_car 36@ keep_position 1 
Car.Angle(36@) = 160@
0587: enable_car 36@ validate_position 0 
Car.SetImmunities(36@, 0, 1, 0, 0, 0)
039F: set_car 36@ race_to 127@ 128@ 
0325: 51@ = create_car 36@ fire 
Car.SetSpeedInstantly(36@, 20.0)
Marker.Disable(65@)
65@ = Marker.CreateAboveCar(36@)
07E0: set_marker 65@ type_to 1 
018B: set_marker 65@ radar_mode 2 
03ED: unknown_car 36@ flag 1 
88@ += 1 

:FIRETRU_2176
if 
  $8213 > 5 
else_jump @FIRETRU_2246 
0560: create_random_actor_in_car 36@ handle_as 43@ 
060B: set_actor 43@ decision_maker_to 165@ 
0588: unknown_actor 43@ flag 0 
02A9: set_actor 43@ immune_to_nonplayer 1 
Actor.SetImmunities(43@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2246
if 
  $8213 > 6 
else_jump @FIRETRU_2318 
0561: 44@ = create_passenger_in_car 36@ seat 0 
060B: set_actor 44@ decision_maker_to 165@ 
0588: unknown_actor 44@ flag 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
Actor.SetImmunities(44@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2318
if 
  $8213 > 7 
else_jump @FIRETRU_2390 
0561: 45@ = create_passenger_in_car 36@ seat 1 
060B: set_actor 45@ decision_maker_to 165@ 
0588: unknown_actor 45@ flag 0 
02A9: set_actor 45@ immune_to_nonplayer 1 
Actor.SetImmunities(45@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2390
if 
  $8213 > 8 
else_jump @FIRETRU_2581 
gosub @FIRETRU_5971 
0087: 133@ = 153@ // (float) 
0087: 134@ = 154@ // (float) 
0087: 135@ = 155@ // (float) 
0395: clear_area 0 at 133@ 134@ 135@ radius 5.0 
37@ = Car.Create(126@, 133@, 134@, 135@)
0574: set_car 37@ keep_position 1 
Car.Angle(37@) = 160@
0587: enable_car 37@ validate_position 0 
Car.SetImmunities(37@, 0, 1, 0, 0, 0)
039F: set_car 37@ race_to 127@ 128@ 
0325: 52@ = create_car 37@ fire 
Car.SetSpeedInstantly(37@, 20.0)
Marker.Disable(66@)
66@ = Marker.CreateAboveCar(37@)
07E0: set_marker 66@ type_to 1 
018B: set_marker 66@ radar_mode 2 
03ED: unknown_car 37@ flag 1 
88@ += 1 

:FIRETRU_2581
Model.Destroy(126@)
if 
  $8213 > 9 
else_jump @FIRETRU_2656 
0560: create_random_actor_in_car 37@ handle_as 46@ 
060B: set_actor 46@ decision_maker_to 165@ 
0588: unknown_actor 46@ flag 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
Actor.SetImmunities(46@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2656
if 
  $8213 > 10 
else_jump @FIRETRU_2728 
0561: 47@ = create_passenger_in_car 37@ seat 0 
060B: set_actor 47@ decision_maker_to 165@ 
0588: unknown_actor 47@ flag 0 
02A9: set_actor 47@ immune_to_nonplayer 1 
Actor.SetImmunities(47@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2728
if 
  $8213 > 11 
else_jump @FIRETRU_2800 
0561: 48@ = create_passenger_in_car 37@ seat 1 
060B: set_actor 48@ decision_maker_to 165@ 
0588: unknown_actor 48@ flag 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
Actor.SetImmunities(48@, 0, 1, 1, 0, 0)
88@ += 1 

:FIRETRU_2800
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_2823 
Car.SetDriverBehaviour(35@, 11)

:FIRETRU_2823
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_2846 
Car.SetDriverBehaviour(36@, 11)

:FIRETRU_2846
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_2869 
Car.SetDriverBehaviour(37@, 11)

:FIRETRU_2869
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_2901 
jump @FIRETRU_10464 

:FIRETRU_2901
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_3008 
Actor.StorePos(40@, 146@, 147@, 148@)
0843: get_zone_at 146@ 147@ 148@ nameA_to s$8216 // 8-byte string 
if 
  5 > $8213 
else_jump @FIRETRU_2989 
0384: show_text_1string GXT 'F_START' string s$8216 time 5000 1  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
jump @FIRETRU_3008 

:FIRETRU_2989
0384: show_text_1string GXT 'F_STAR1' string s$8216 time 5000 1  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.

:FIRETRU_3008
if 
  $8213 == 1 
else_jump @FIRETRU_3038 
88@ -= 1 
Actor.DestroyInstantly(40@)

:FIRETRU_3038
if 
  80@ == 0 
else_jump @FIRETRU_3104 
03C3: set_timer_to $8215 type 1 GXT 'FIRTIME' // global_variable  // TIME LEFT
04F7: status_text $8213 type 0 line 1 GXT 'FLEV' // global_variable  // LEVEL
80@ = 1 
jump @FIRETRU_3108 

:FIRETRU_3104
0396: pause_timer 0 

:FIRETRU_3108
008B: 85@ = $8213 // (int) 
85@ -= 4 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 87@ = $CURRENT_TIME_IN_MS2 // (int) 
87@ += 3000 

:FIRETRU_3144
if 
0735:   NOP_false 32 
else_jump @FIRETRU_3169 
$8215 = 300000 

:FIRETRU_3169
if 
0735:   NOP_false 137 
else_jump @FIRETRU_3311 
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_3215 
03F5: set_car 35@ apply_damage_rules 0 
03F5: set_car 35@ apply_damage_rules 1 

:FIRETRU_3215
if 
  $8213 > 4 
else_jump @FIRETRU_3263 
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_3263 
03F5: set_car 36@ apply_damage_rules 0 
03F5: set_car 36@ apply_damage_rules 1 

:FIRETRU_3263
if 
  $8213 > 8 
else_jump @FIRETRU_3311 
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_3311 
03F5: set_car 37@ apply_damage_rules 0 
03F5: set_car 37@ apply_damage_rules 1 

:FIRETRU_3311
if 
0735:   NOP_false 83 
else_jump @FIRETRU_3347 
$1489 = 0 
$8213 = 12 
jump @FIRETRU_9900 

:FIRETRU_3347
if 
0735:   NOP_false 90 
else_jump @FIRETRU_3515 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 5  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 6  // REWARD $~1~
Player.Money($PLAYER_CHAR) += 79@
01E3: show_text_1number_styled GXT 'F_COMP1' number 5000 time 5000 style 5  // Fire Fighter missions complete: $~1~
Player.Money($PLAYER_CHAR) += 5000
0394: play_music 2 

:FIRETRU_3515
if 
  77@ == 1 
else_jump @FIRETRU_3540 
jump @FIRETRU_10464 

:FIRETRU_3540
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
gosub @FIRETRU_8348 
if 
  77@ == 1 
else_jump @FIRETRU_3581 
jump @FIRETRU_10464 

:FIRETRU_3581
if 
  2 > $HELP_FIRETRUCK_SHOWN 
else_jump @FIRETRU_3778 
if 
  $HELP_FIRETRUCK_SHOWN == 0 
else_jump @FIRETRU_3701 
if 
88FE:   not text_box_displayed 
else_jump @FIRETRU_3694 
if 
876F:   not text_priority_displayed 
else_jump @FIRETRU_3687 
if 
  32@ > 1000 
else_jump @FIRETRU_3680 
03E5: show_text_box 'SPRAY_1'  // Use ~k~~PED_FIREWEAPON~ or ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the water cannon and the camera movement controls to aim the water cannon.
$HELP_FIRETRUCK_SHOWN = 1 

:FIRETRU_3680
jump @FIRETRU_3694 

:FIRETRU_3687
32@ = 0 

:FIRETRU_3694
jump @FIRETRU_3778 

:FIRETRU_3701
if 
88FE:   not text_box_displayed 
else_jump @FIRETRU_3778 
if 
876F:   not text_priority_displayed 
else_jump @FIRETRU_3771 
if 
  32@ > 1000 
else_jump @FIRETRU_3764 
03E5: show_text_box 'SIREN_1'  // To turn on this vehicle's sirens tap ~k~~VEHICLE_HORN~.
$HELP_FIRETRUCK_SHOWN = 2 

:FIRETRU_3764
jump @FIRETRU_3778 

:FIRETRU_3771
32@ = 0 

:FIRETRU_3778
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_4161 
if 
0205:   actor $PLAYER_ACTOR near_car 35@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_3999 
if 
  104@ == 0 
else_jump @FIRETRU_3992 
0587: enable_car 35@ validate_position 1 
0574: set_car 35@ keep_position 0 
104@ = 1 
if 
  $8213 > 1 
else_jump @FIRETRU_3910 
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_3910 
0588: unknown_actor 40@ flag 1 

:FIRETRU_3910
if 
  $8213 > 2 
else_jump @FIRETRU_3951 
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_3951 
0588: unknown_actor 41@ flag 1 

:FIRETRU_3951
if 
  $8213 > 3 
else_jump @FIRETRU_3992 
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_3992 
0588: unknown_actor 42@ flag 1 

:FIRETRU_3992
jump @FIRETRU_4161 

:FIRETRU_3999
if 
  104@ == 1 
else_jump @FIRETRU_4161 
0587: enable_car 35@ validate_position 0 
0574: set_car 35@ keep_position 1 
104@ = 0 
if 
  $8213 > 1 
else_jump @FIRETRU_4079 
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_4079 
0588: unknown_actor 40@ flag 0 

:FIRETRU_4079
if 
  $8213 > 2 
else_jump @FIRETRU_4120 
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_4120 
0588: unknown_actor 41@ flag 0 

:FIRETRU_4120
if 
  $8213 > 3 
else_jump @FIRETRU_4161 
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_4161 
0588: unknown_actor 42@ flag 0 

:FIRETRU_4161
if 
  $8213 > 4 
else_jump @FIRETRU_4963 
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_4562 
if 
0205:   actor $PLAYER_ACTOR near_car 36@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_4400 
if 
  105@ == 0 
else_jump @FIRETRU_4393 
0587: enable_car 36@ validate_position 1 
0574: set_car 36@ keep_position 0 
105@ = 1 
if 
  $8213 > 5 
else_jump @FIRETRU_4311 
if 
   not Actor.Dead(43@)
else_jump @FIRETRU_4311 
0588: unknown_actor 43@ flag 1 

:FIRETRU_4311
if 
  $8213 > 6 
else_jump @FIRETRU_4352 
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_4352 
0588: unknown_actor 44@ flag 1 

:FIRETRU_4352
if 
  $8213 > 7 
else_jump @FIRETRU_4393 
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_4393 
0588: unknown_actor 45@ flag 1 

:FIRETRU_4393
jump @FIRETRU_4562 

:FIRETRU_4400
if 
  105@ == 1 
else_jump @FIRETRU_4562 
0587: enable_car 36@ validate_position 0 
0574: set_car 36@ keep_position 1 
105@ = 0 
if 
  $8213 > 5 
else_jump @FIRETRU_4480 
if 
   not Actor.Dead(43@)
else_jump @FIRETRU_4480 
0588: unknown_actor 43@ flag 0 

:FIRETRU_4480
if 
  $8213 > 6 
else_jump @FIRETRU_4521 
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_4521 
0588: unknown_actor 44@ flag 0 

:FIRETRU_4521
if 
  $8213 > 7 
else_jump @FIRETRU_4562 
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_4562 
0588: unknown_actor 45@ flag 0 

:FIRETRU_4562
if 
  $8213 > 8 
else_jump @FIRETRU_4963 
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_4963 
if 
0205:   actor $PLAYER_ACTOR near_car 37@ radius 50.0 50.0 10.0 flag 0 
else_jump @FIRETRU_4801 
if 
  106@ == 0 
else_jump @FIRETRU_4794 
0587: enable_car 37@ validate_position 1 
0574: set_car 37@ keep_position 0 
if 
  $8213 > 9 
else_jump @FIRETRU_4705 
if 
   not Actor.Dead(46@)
else_jump @FIRETRU_4705 
0588: unknown_actor 46@ flag 1 

:FIRETRU_4705
if 
  $8213 > 10 
else_jump @FIRETRU_4746 
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_4746 
0588: unknown_actor 47@ flag 1 

:FIRETRU_4746
if 
  $8213 > 11 
else_jump @FIRETRU_4787 
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_4787 
0588: unknown_actor 48@ flag 1 

:FIRETRU_4787
106@ = 1 

:FIRETRU_4794
jump @FIRETRU_4963 

:FIRETRU_4801
if 
  106@ == 1 
else_jump @FIRETRU_4963 
0587: enable_car 37@ validate_position 0 
0574: set_car 37@ keep_position 1 
106@ = 0 
if 
  $8213 > 9 
else_jump @FIRETRU_4881 
if 
   not Actor.Dead(46@)
else_jump @FIRETRU_4881 
0588: unknown_actor 46@ flag 0 

:FIRETRU_4881
if 
  $8213 > 10 
else_jump @FIRETRU_4922 
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_4922 
0588: unknown_actor 47@ flag 0 

:FIRETRU_4922
if 
  $8213 > 11 
else_jump @FIRETRU_4963 
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_4963 
0588: unknown_actor 48@ flag 0 

:FIRETRU_4963
0085: 34@ = 35@ // (int) 
0085: 49@ = 50@ // (int) 
0085: 90@ = 92@ // (int) 
0085: 63@ = 64@ // (int) 
$8221 = 1 
gosub @FIRETRU_8684 
0085: 50@ = 49@ // (int) 
0085: 92@ = 90@ // (int) 
0085: 64@ = 63@ // (int) 
if 
  $8213 > 1 
else_jump @FIRETRU_5114 
0085: 39@ = 40@ // (int) 
0085: 91@ = 95@ // (int) 
0085: 53@ = 54@ // (int) 
0085: 67@ = 68@ // (int) 
gosub @FIRETRU_9212 
0085: 95@ = 91@ // (int) 
0085: 54@ = 53@ // (int) 
0085: 68@ = 67@ // (int) 

:FIRETRU_5114
if 
  $8213 > 2 
else_jump @FIRETRU_5195 
0085: 39@ = 41@ // (int) 
0085: 91@ = 96@ // (int) 
0085: 53@ = 55@ // (int) 
0085: 67@ = 69@ // (int) 
gosub @FIRETRU_9212 
0085: 96@ = 91@ // (int) 
0085: 55@ = 53@ // (int) 
0085: 69@ = 67@ // (int) 

:FIRETRU_5195
if 
  $8213 > 3 
else_jump @FIRETRU_5276 
0085: 39@ = 42@ // (int) 
0085: 91@ = 97@ // (int) 
0085: 53@ = 56@ // (int) 
0085: 67@ = 70@ // (int) 
gosub @FIRETRU_9212 
0085: 97@ = 91@ // (int) 
0085: 56@ = 53@ // (int) 
0085: 70@ = 67@ // (int) 

:FIRETRU_5276
if 
  $8213 > 4 
else_jump @FIRETRU_5364 
0085: 34@ = 36@ // (int) 
0085: 49@ = 51@ // (int) 
0085: 90@ = 93@ // (int) 
0085: 63@ = 65@ // (int) 
$8221 = 2 
gosub @FIRETRU_8684 
0085: 51@ = 49@ // (int) 
0085: 93@ = 90@ // (int) 
0085: 65@ = 63@ // (int) 

:FIRETRU_5364
if 
  $8213 > 5 
else_jump @FIRETRU_5445 
0085: 39@ = 43@ // (int) 
0085: 91@ = 98@ // (int) 
0085: 53@ = 57@ // (int) 
0085: 67@ = 71@ // (int) 
gosub @FIRETRU_9212 
0085: 98@ = 91@ // (int) 
0085: 57@ = 53@ // (int) 
0085: 71@ = 67@ // (int) 

:FIRETRU_5445
if 
  $8213 > 6 
else_jump @FIRETRU_5526 
0085: 39@ = 44@ // (int) 
0085: 91@ = 99@ // (int) 
0085: 53@ = 58@ // (int) 
0085: 67@ = 72@ // (int) 
gosub @FIRETRU_9212 
0085: 99@ = 91@ // (int) 
0085: 58@ = 53@ // (int) 
0085: 72@ = 67@ // (int) 

:FIRETRU_5526
if 
  $8213 > 7 
else_jump @FIRETRU_5607 
0085: 39@ = 45@ // (int) 
0085: 91@ = 100@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 67@ = 73@ // (int) 
gosub @FIRETRU_9212 
0085: 100@ = 91@ // (int) 
0085: 59@ = 53@ // (int) 
0085: 73@ = 67@ // (int) 

:FIRETRU_5607
if 
  $8213 > 8 
else_jump @FIRETRU_5695 
0085: 34@ = 37@ // (int) 
0085: 49@ = 52@ // (int) 
0085: 90@ = 94@ // (int) 
0085: 63@ = 66@ // (int) 
$8221 = 3 
gosub @FIRETRU_8684 
0085: 52@ = 49@ // (int) 
0085: 94@ = 90@ // (int) 
0085: 66@ = 63@ // (int) 

:FIRETRU_5695
if 
  $8213 > 9 
else_jump @FIRETRU_5776 
0085: 39@ = 46@ // (int) 
0085: 91@ = 101@ // (int) 
0085: 53@ = 60@ // (int) 
0085: 67@ = 74@ // (int) 
gosub @FIRETRU_9212 
0085: 101@ = 91@ // (int) 
0085: 60@ = 53@ // (int) 
0085: 74@ = 67@ // (int) 

:FIRETRU_5776
if 
  $8213 > 10 
else_jump @FIRETRU_5857 
0085: 39@ = 47@ // (int) 
0085: 91@ = 102@ // (int) 
0085: 53@ = 61@ // (int) 
0085: 67@ = 75@ // (int) 
gosub @FIRETRU_9212 
0085: 102@ = 91@ // (int) 
0085: 61@ = 53@ // (int) 
0085: 75@ = 67@ // (int) 

:FIRETRU_5857
if 
  $8213 > 11 
else_jump @FIRETRU_5938 
0085: 39@ = 48@ // (int) 
0085: 91@ = 103@ // (int) 
0085: 53@ = 62@ // (int) 
0085: 67@ = 76@ // (int) 
gosub @FIRETRU_9212 
0085: 103@ = 91@ // (int) 
0085: 62@ = 53@ // (int) 
0085: 76@ = 67@ // (int) 

:FIRETRU_5938
if 
002D:   89@ >= 88@ // (int) 
else_jump @FIRETRU_5964 
jump @FIRETRU_9900 

:FIRETRU_5964
jump @FIRETRU_3144 

:FIRETRU_5971
wait 0 
120@ = 0 
32@ = 0 

:FIRETRU_5989
if 
  120@ == 0 
else_jump @FIRETRU_8079 
120@ = 1 
163@ = 1 
162@ += 1.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FIRETRU_6098 
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @FIRETRU_6091 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
77@ = 1 

:FIRETRU_6091
jump @FIRETRU_6105 

:FIRETRU_6098
77@ = 1 

:FIRETRU_6105
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @FIRETRU_6159 
if 
00E1:   player 0 pressed_key 19 
else_jump @FIRETRU_6152 
82@ = 1 

:FIRETRU_6152
jump @FIRETRU_6183 

:FIRETRU_6159
if 
00E1:   player 0 pressed_key 14 
else_jump @FIRETRU_6183 
82@ = 1 

:FIRETRU_6183
if 
  82@ == 1 
else_jump @FIRETRU_6310 
if 
   not $13 == 3 
else_jump @FIRETRU_6268 
if 
80E1:   not player 0 pressed_key 19 
else_jump @FIRETRU_6261 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
77@ = 1 

:FIRETRU_6261
jump @FIRETRU_6310 

:FIRETRU_6268
if 
80E1:   not player 0 pressed_key 14 
else_jump @FIRETRU_6310 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
77@ = 1 

:FIRETRU_6310
if 
  77@ == 1 
else_jump @FIRETRU_6335 
jump @FIRETRU_10464 

:FIRETRU_6335
Actor.StorePos($PLAYER_ACTOR, 143@, 144@, 145@)
008F: 156@ = integer $8213 to_float 
156@ *= 60.0 
005B: 156@ += 162@ // (float) 
if 
  170.0 > 156@ 
else_jump @FIRETRU_6406 
156@ = 170.0 

:FIRETRU_6406
0087: 149@ = 143@ // (float) 
005B: 149@ += 156@ // (float) 
0087: 151@ = 143@ // (float) 
0063: 151@ -= 156@ // (float) 
0087: 150@ = 144@ // (float) 
005B: 150@ += 156@ // (float) 
0087: 152@ = 144@ // (float) 
0063: 152@ -= 156@ // (float) 
0208: 153@ = random_float_in_ranges 151@ 149@ 
0208: 154@ = random_float_in_ranges 152@ 150@ 
04B9: unknown_get_at 153@ 154@ 145@ height 10.0 radius 500.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@ 
if 
  153@ == 0.0 
else_jump @FIRETRU_6625 
if 
  154@ == 0.0 
else_jump @FIRETRU_6625 
if 
  157@ == 0.0 
else_jump @FIRETRU_6625 
if 
  158@ == 0.0 
else_jump @FIRETRU_6625 
120@ = 0 

:FIRETRU_6625
if 
  120@ == 1 
else_jump @FIRETRU_6794 
050A: 124@ = distance_between_XYZ 143@ 144@ 145@ and_XYZ 153@ 154@ 155@ 
if 
  140.0 > 124@ 
else_jump @FIRETRU_6694 
120@ = 0 

:FIRETRU_6694
if 
  119@ == 1 
else_jump @FIRETRU_6780 
if 
  35.0 > 162@ 
else_jump @FIRETRU_6773 
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8218 // 8-byte string 
if 
85AD:   not  s$8218 == s$8216 
else_jump @FIRETRU_6773 
120@ = 0 

:FIRETRU_6773
jump @FIRETRU_6794 

:FIRETRU_6780
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8216 // 8-byte string 

:FIRETRU_6794
if 
  120@ == 1 
else_jump @FIRETRU_7396 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @FIRETRU_7396 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @FIRETRU_7154 
if and
  78.4427 > 153@ 
  -699.519 > 154@ 
else_jump @FIRETRU_6894 
120@ = 0 

:FIRETRU_6894
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if and
  -252.6557 > 153@ 
  -285.766 > 154@ 
else_jump @FIRETRU_6950 
120@ = 0 

:FIRETRU_6950
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if 
  -948.3447 > 153@ 
else_jump @FIRETRU_6996 
120@ = 0 

:FIRETRU_6996
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if and
  153@ > 1473.448 
  154@ > 403.7353 
else_jump @FIRETRU_7052 
120@ = 0 

:FIRETRU_7052
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if 
  154@ > 578.6325 
else_jump @FIRETRU_7098 
120@ = 0 

:FIRETRU_7098
if 
  120@ == 1 
else_jump @FIRETRU_7154 
if and
  837.5551 > 153@ 
  154@ > 347.4097 
else_jump @FIRETRU_7154 
120@ = 0 

:FIRETRU_7154
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @FIRETRU_7396 
if and
  153@ > 1473.448 
  154@ > 403.7353 
else_jump @FIRETRU_7228 
120@ = 0 

:FIRETRU_7228
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if and
  154@ > 578.6325 
  153@ > -1528.498 
else_jump @FIRETRU_7284 
120@ = 0 

:FIRETRU_7284
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if and
  837.5551 > 153@ 
  153@ > -1528.498 
  154@ > 347.4097 
else_jump @FIRETRU_7350 
120@ = 0 

:FIRETRU_7350
if 
  120@ == 1 
else_jump @FIRETRU_7396 
if 
  154@ > 1380.0 
else_jump @FIRETRU_7396 
120@ = 0 

:FIRETRU_7396
if 
  120@ == 1 
else_jump @FIRETRU_7596 
if 
  2150.0 > 153@ 
else_jump @FIRETRU_7505 
if 
  153@ > 1970.0 
else_jump @FIRETRU_7505 
if 
  -2274.0 > 154@ 
else_jump @FIRETRU_7505 
if 
  154@ > -2670.0 
else_jump @FIRETRU_7505 
120@ = 0 

:FIRETRU_7505
if 
  2150.0 > 153@ 
else_jump @FIRETRU_7596 
if 
  153@ > 1590.0 
else_jump @FIRETRU_7596 
if 
  -2397.0 > 154@ 
else_jump @FIRETRU_7596 
if 
  154@ > -2670.0 
else_jump @FIRETRU_7596 
120@ = 0 

:FIRETRU_7596
if 
  120@ == 1 
else_jump @FIRETRU_7796 
if 
  -1070.0 > 153@ 
else_jump @FIRETRU_7705 
if 
  153@ > -1737.0 
else_jump @FIRETRU_7705 
if 
  -185.0 > 154@ 
else_jump @FIRETRU_7705 
if 
  154@ > -590.0 
else_jump @FIRETRU_7705 
120@ = 0 

:FIRETRU_7705
if 
  -1081.0 > 153@ 
else_jump @FIRETRU_7796 
if 
  153@ > -1600.0 
else_jump @FIRETRU_7796 
if 
  415.0 > 154@ 
else_jump @FIRETRU_7796 
if 
  154@ > -185.0 
else_jump @FIRETRU_7796 
120@ = 0 

:FIRETRU_7796
if 
  120@ == 1 
else_jump @FIRETRU_7905 
if 
  1733.0 > 153@ 
else_jump @FIRETRU_7905 
if 
  153@ > 1500.0 
else_jump @FIRETRU_7905 
if 
  1702.0 > 154@ 
else_jump @FIRETRU_7905 
if 
  154@ > 1529.0 
else_jump @FIRETRU_7905 
120@ = 0 

:FIRETRU_7905
if 
  120@ == 1 
else_jump @FIRETRU_8068 
if 
  $8213 > 4 
else_jump @FIRETRU_8068 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
if 
  20.0 > 161@ 
else_jump @FIRETRU_7999 
120@ = 0 
jump @FIRETRU_8068 

:FIRETRU_7999
if 
  $8213 > 8 
else_jump @FIRETRU_8068 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
if 
  20.0 > 161@ 
else_jump @FIRETRU_8068 
120@ = 0 

:FIRETRU_8068
wait 0 
jump @FIRETRU_5989 

:FIRETRU_8079
if 
  $8213 > 4 
else_jump @FIRETRU_8211 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
if 
  $8213 > 8 
else_jump @FIRETRU_8186 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
161@ /= 4.0 
005B: 124@ += 161@ // (float) 
jump @FIRETRU_8204 

:FIRETRU_8186
005B: 124@ += 161@ // (float) 
161@ /= 8.0 

:FIRETRU_8204
jump @FIRETRU_8211 

:FIRETRU_8211
if 
  9 > $8213 
else_jump @FIRETRU_8254 
0087: 122@ = 124@ // (float) 
122@ /= 8.0 
jump @FIRETRU_8272 

:FIRETRU_8254
0087: 122@ = 124@ // (float) 
122@ /= 10.0 

:FIRETRU_8272
122@ *= 1000.0 
0092: 78@ = float 122@ to_integer 
005E: $8215 += 78@ // (int) 
if 
  60000 > $8215 
else_jump @FIRETRU_8329 
$8215 = 60000 

:FIRETRU_8329
163@ = 0 
162@ = 0.0 
return 

:FIRETRU_8348
if 
  80@ == 1 
else_jump @FIRETRU_8411 
if 
  1 > $8215 
else_jump @FIRETRU_8411 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
77@ = 1 
return 

:FIRETRU_8411
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FIRETRU_8473 
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)
else_jump @FIRETRU_8473 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
77@ = 1 
return 

:FIRETRU_8473
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @FIRETRU_8527 
if 
00E1:   player 0 pressed_key 19 
else_jump @FIRETRU_8520 
82@ = 1 

:FIRETRU_8520
jump @FIRETRU_8551 

:FIRETRU_8527
if 
00E1:   player 0 pressed_key 14 
else_jump @FIRETRU_8551 
82@ = 1 

:FIRETRU_8551
if 
  82@ == 1 
else_jump @FIRETRU_8682 
if 
   not $13 == 3 
else_jump @FIRETRU_8638 
if 
80E1:   not player 0 pressed_key 19 
else_jump @FIRETRU_8631 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
77@ = 1 
return 

:FIRETRU_8631
jump @FIRETRU_8682 

:FIRETRU_8638
if 
80E1:   not player 0 pressed_key 14 
else_jump @FIRETRU_8682 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
77@ = 1 
return 

:FIRETRU_8682
return 

:FIRETRU_8684
if 
   not 90@ == 10 
else_jump @FIRETRU_9210 
if 
   not Car.Wrecked(34@)
else_jump @FIRETRU_9034 
$8220 = 1 
if 
0973:   fire 49@ exists 
else_jump @FIRETRU_8903 
if 
82D0:   not fire 49@ extinguished 
else_jump @FIRETRU_8772 
86@ = Car.Health(34@)
jump @FIRETRU_8896 

:FIRETRU_8772
if 
   not 90@ == 10 
else_jump @FIRETRU_8896 
Marker.Disable(63@)
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_8855 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
81@ = 1 

:FIRETRU_8855
097A: play_audio_at 0.0 0.0 0.0 event 1058 
90@ = 10 
$8214 += 1 
89@ += 1 

:FIRETRU_8896
jump @FIRETRU_9027 

:FIRETRU_8903
if 
   not 90@ == 10 
else_jump @FIRETRU_9027 
Marker.Disable(63@)
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_8986 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
81@ = 1 

:FIRETRU_8986
097A: play_audio_at 0.0 0.0 0.0 event 1058 
90@ = 10 
$8214 += 1 
89@ += 1 

:FIRETRU_9027
jump @FIRETRU_9203 

:FIRETRU_9034
if 
02BF:   car 34@ sunk 
else_jump @FIRETRU_9176 
if 
   not 90@ == 10 
else_jump @FIRETRU_9169 
Marker.Disable(63@)
068B: set_car 34@ all_disembark 
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9128 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
81@ = 1 

:FIRETRU_9128
097A: play_audio_at 0.0 0.0 0.0 event 1058 
90@ = 10 
$8214 += 1 
89@ += 1 

:FIRETRU_9169
jump @FIRETRU_9203 

:FIRETRU_9176
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL4' time 5000 flag 1  // ~r~A vehicle has been destroyed.
77@ = 1 
return 

:FIRETRU_9203
jump @FIRETRU_9210 

:FIRETRU_9210
return 

:FIRETRU_9212
if 
  2 > 91@ 
else_jump @FIRETRU_9898 
if 
   not Actor.Dead(39@)
else_jump @FIRETRU_9695 
if 
  91@ == 0 
else_jump @FIRETRU_9427 
if 
   not Actor.Driving(39@)
else_jump @FIRETRU_9359 
0326: 53@ = create_actor 39@ fire 
Actor.StorePos(39@, 138@, 139@, 140@)
05DA: AS_actor 39@ run_away_in_panic_from 138@ 139@ 140@ away_radius 20.0 timelimit -1 
67@ = Marker.CreateAboveActor(39@)
07E0: set_marker 67@ type_to 1 
018B: set_marker 67@ radar_mode 2 
91@ = 1 
jump @FIRETRU_9427 

:FIRETRU_9359
if 
  90@ == 10 
else_jump @FIRETRU_9427 
if 
   Actor.Driving(39@)
else_jump @FIRETRU_9427 
062E: unknown_get_actor 39@ task 1587 status_store_to 164@ // ret 7 if not found 
if 
04A4:   164@ == 7 // @ == any 
else_jump @FIRETRU_9427 
0633: AS_actor 39@ exit_car 

:FIRETRU_9427
if 
  91@ == 1 
else_jump @FIRETRU_9688 
$8220 = 2 
if 
0973:   fire 53@ exists 
else_jump @FIRETRU_9592 
if 
02D0:   fire 53@ extinguished 
else_jump @FIRETRU_9585 
02D1: remove_fire 53@ 
Marker.Disable(67@)
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9544 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
81@ = 1 

:FIRETRU_9544
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$8214 += 1 
89@ += 1 
91@ = 2 

:FIRETRU_9585
jump @FIRETRU_9688 

:FIRETRU_9592
Marker.Disable(67@)
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9647 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
81@ = 1 

:FIRETRU_9647
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$8214 += 1 
89@ += 1 
91@ = 2 

:FIRETRU_9688
jump @FIRETRU_9898 

:FIRETRU_9695
if 
04AD:   actor 39@ in_water 
else_jump @FIRETRU_9871 
if 
  91@ == 1 
else_jump @FIRETRU_9837 
02D1: remove_fire 53@ 
Marker.Disable(67@)
0623: add 1 to_integer_stat 153 
if 
  81@ == 0 
else_jump @FIRETRU_9789 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
81@ = 1 

:FIRETRU_9789
097A: play_audio_at 0.0 0.0 0.0 event 1058 
$8214 += 1 
89@ += 1 
91@ = 2 
jump @FIRETRU_9864 

:FIRETRU_9837
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
77@ = 1 
return 

:FIRETRU_9864
jump @FIRETRU_9898 

:FIRETRU_9871
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL3' time 5000 flag 1  // ~r~There has been a fatality.
77@ = 1 
return 

:FIRETRU_9898
return 

:FIRETRU_9900
0396: pause_timer 1 
031A: remove_all_fires 
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
Marker.Disable(76@)
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FIRETRU_10024 
03C0: 38@ = actor $PLAYER_ACTOR car 
84@ = Car.Health(38@)
84@ += 150 
Car.Health(38@) = 84@

:FIRETRU_10024
Car.RemoveReferences(35@)
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_10052 
Car.ImmuneToNonPlayer(35@) = False

:FIRETRU_10052
Car.RemoveReferences(36@)
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_10080 
Car.ImmuneToNonPlayer(36@) = False

:FIRETRU_10080
Car.RemoveReferences(37@)
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_10108 
Car.ImmuneToNonPlayer(37@) = False

:FIRETRU_10108
Actor.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Model.Destroy(126@)
0627: update_integer_stat 159 to $8213 
$8213 += 1 
if 
  $8213 == 13 
else_jump @FIRETRU_10383 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
79@ *= 50 
005A: 83@ += 79@ // (int) 
79@ += 5000 
01E3: show_text_1number_styled GXT 'F_COMP1' number 13450 time 5000 style 5  // Fire Fighter missions complete: $~1~
Player.Money($PLAYER_CHAR) += 79@
0394: play_music 2 
if 
  $1489 == 0 
else_jump @FIRETRU_10367 
08F8: display_stat_update_box 0 
055D: make_player $PLAYER_CHAR fireproof 1 
030C: progress_made += 1 
0595: mission_complete 
$1489 = 1 

:FIRETRU_10367
77@ = 1 
return 
jump @FIRETRU_10457 

:FIRETRU_10383
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 7  // REWARD $~1~
Player.Money($PLAYER_CHAR) += 79@

:FIRETRU_10457
jump @FIRETRU_789 

:FIRETRU_10464
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
if 
   not $8213 == 13 
else_jump @FIRETRU_10572 
00BA: show_text_styled GXT 'F_FAIL1' time 5000 style 5  // ~s~Fire Fighter~n~mission ended.
01E3: show_text_1number_styled GXT 'TSCORE' number 83@ time 6000 style 6  // EARNINGS: $~1~
jump @FIRETRU_10572 

:FIRETRU_10572
03C7: set_sensitivity_to_crime 1.0 
Marker.Disable(63@)
Marker.Disable(64@)
Marker.Disable(65@)
Marker.Disable(66@)
Marker.Disable(67@)
Marker.Disable(68@)
Marker.Disable(69@)
Marker.Disable(70@)
Marker.Disable(71@)
Marker.Disable(72@)
Marker.Disable(73@)
Marker.Disable(74@)
Marker.Disable(75@)
Marker.Disable(76@)
if 
   not $8213 == 13 
else_jump @FIRETRU_11249 
if 
   not Actor.Dead(40@)
else_jump @FIRETRU_10712 
02A9: set_actor 40@ immune_to_nonplayer 0 
Actor.Health(40@) = 10
Actor.SetImmunities(40@, 0, 0, 0, 0, 0)

:FIRETRU_10712
if 
   not Actor.Dead(41@)
else_jump @FIRETRU_10757 
02A9: set_actor 41@ immune_to_nonplayer 0 
Actor.Health(41@) = 10
Actor.SetImmunities(41@, 0, 0, 0, 0, 0)

:FIRETRU_10757
if 
   not Actor.Dead(42@)
else_jump @FIRETRU_10802 
02A9: set_actor 42@ immune_to_nonplayer 0 
Actor.Health(42@) = 10
Actor.SetImmunities(42@, 0, 0, 0, 0, 0)

:FIRETRU_10802
if 
   not Actor.Dead(43@)
else_jump @FIRETRU_10847 
02A9: set_actor 43@ immune_to_nonplayer 0 
Actor.Health(43@) = 10
Actor.SetImmunities(43@, 0, 0, 0, 0, 0)

:FIRETRU_10847
if 
   not Actor.Dead(44@)
else_jump @FIRETRU_10892 
02A9: set_actor 44@ immune_to_nonplayer 0 
Actor.Health(44@) = 10
Actor.SetImmunities(44@, 0, 0, 0, 0, 0)

:FIRETRU_10892
if 
   not Actor.Dead(45@)
else_jump @FIRETRU_10937 
02A9: set_actor 45@ immune_to_nonplayer 0 
Actor.Health(45@) = 10
Actor.SetImmunities(45@, 0, 0, 0, 0, 0)

:FIRETRU_10937
if 
   not Actor.Dead(46@)
else_jump @FIRETRU_10982 
02A9: set_actor 46@ immune_to_nonplayer 0 
Actor.Health(46@) = 10
Actor.SetImmunities(46@, 0, 0, 0, 0, 0)

:FIRETRU_10982
if 
   not Actor.Dead(47@)
else_jump @FIRETRU_11027 
02A9: set_actor 47@ immune_to_nonplayer 0 
Actor.Health(47@) = 10
Actor.SetImmunities(47@, 0, 0, 0, 0, 0)

:FIRETRU_11027
if 
   not Actor.Dead(48@)
else_jump @FIRETRU_11072 
02A9: set_actor 48@ immune_to_nonplayer 0 
Actor.Health(48@) = 10
Actor.SetImmunities(48@, 0, 0, 0, 0, 0)

:FIRETRU_11072
if 
   not Car.Wrecked(35@)
else_jump @FIRETRU_11131 
Car.ImmuneToNonPlayer(35@) = False
Car.SetImmunities(35@, 0, 0, 0, 0, 0)
if 
0495:   car 35@ burning 
else_jump @FIRETRU_11131 
020B: explode_car 35@ // versionA 

:FIRETRU_11131
if 
   not Car.Wrecked(36@)
else_jump @FIRETRU_11190 
Car.ImmuneToNonPlayer(36@) = False
Car.SetImmunities(36@, 0, 0, 0, 0, 0)
if 
0495:   car 36@ burning 
else_jump @FIRETRU_11190 
020B: explode_car 36@ // versionA 

:FIRETRU_11190
if 
   not Car.Wrecked(37@)
else_jump @FIRETRU_11249 
Car.ImmuneToNonPlayer(37@) = False
Car.SetImmunities(37@, 0, 0, 0, 0, 0)
if 
0495:   car 37@ burning 
else_jump @FIRETRU_11249 
020B: explode_car 37@ // versionA 

:FIRETRU_11249
Actor.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Actor.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Car.RemoveReferences(35@)
Car.RemoveReferences(36@)
Car.RemoveReferences(37@)
Model.Destroy(126@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
$ONMISSION_FIREFIGHTER = 0 
0986: unknown_fires_stuff 
065C: release_decision_maker 165@ 
mission_cleanup 
if 
  $1489 == 1 
else_jump @FIRETRU_11392 
03E6: remove_text_box 
03E5: show_text_box 'FIREPRO'  // ~s~Fire Truck Mission level 12 complete. You are now completely fireproof!
$1489 = 2 
08F8: display_stat_update_box 0 
create_thread @BACKON 

:FIRETRU_11392
return 

//-------------Mission 124---------------
// Originally: Vigilante Sub-Mission

:COPCAR
gosub @COPCAR_52 
if 
wasted_or_busted 
else_jump @COPCAR_43 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
gosub @COPCAR_14808 

:COPCAR_43
gosub @COPCAR_14810 
end_thread 

:COPCAR_52
$ONMISSION = 1 
thread 'COPCAR' 
wait 0 
if 
  $MISSION_VIGILANTE_PASSED == 0 
else_jump @COPCAR_94 
increment_mission_attempts 

:COPCAR_94
054C: use_GXT_table 'COPCAR' 
51@ = 0 
$8222 = -100 
58@ = 0 
$8223 = 0 
65@ = 0 
62@ = 0 
52@ = 0 
53@ = 0 
64@ = 0 
54@ = 0 
55@ = 0 
56@ = 0 
57@ = 0 
59@ = 0 
60@ = 0 
61@ = 0 
63@ = 0 
90@ = 0 
142@ = 4.0 
144@ = 0.0 
143@ = 0.9 
91@ = 0 
$TEMPVAR_ANGLE = 0.0 
124@ = 0.0 
145@ = 0.0 
146@ = 0.0 
147@ = 0.0 
148@ = 0.0 
164@ = 0.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
04AF: 176@ = 521 // @ = any 
04AF: 177@ = 522 // @ = any 
04AF: 178@ = 461 // @ = any 
04AF: 179@ = 462 // @ = any 
04AF: 180@ = 463 // @ = any 
04AF: 181@ = 468 // @ = any 
04AF: 182@ = 581 // @ = any 
04AF: 183@ = 586 // @ = any 
04AF: 184@ = 411 // @ = any 
04AF: 185@ = 415 // @ = any 
04AF: 186@ = 429 // @ = any 
04AF: 187@ = 451 // @ = any 
04AF: 188@ = 477 // @ = any 
04AF: 189@ = 480 // @ = any 
04AF: 190@ = 506 // @ = any 
04AF: 191@ = 541 // @ = any 
04AF: 192@ = 603 // @ = any 
04AF: 193@ = 400 // @ = any 
04AF: 194@ = 401 // @ = any 
04AF: 195@ = 402 // @ = any 
04AF: 196@ = 410 // @ = any 
04AF: 197@ = 412 // @ = any 
04AF: 198@ = 413 // @ = any 
04AF: 199@ = 419 // @ = any 
04AF: 200@ = 422 // @ = any 
04AF: 201@ = 424 // @ = any 
04AF: 202@ = 434 // @ = any 
04AF: 203@ = 436 // @ = any 
04AF: 204@ = 439 // @ = any 
04AF: 205@ = 440 // @ = any 
04AF: 206@ = 474 // @ = any 
04AF: 207@ = 475 // @ = any 
04AF: 208@ = 478 // @ = any 
04AF: 209@ = 482 // @ = any 
04AF: 210@ = 483 // @ = any 
04AF: 211@ = 489 // @ = any 
04AF: 212@ = 491 // @ = any 
04AF: 213@ = 496 // @ = any 
04AF: 214@ = 500 // @ = any 
04AF: 215@ = 517 // @ = any 
04AF: 216@ = 518 // @ = any 
04AF: 217@ = 526 // @ = any 
04AF: 218@ = 527 // @ = any 
04AF: 219@ = 533 // @ = any 
04AF: 220@ = 534 // @ = any 
04AF: 221@ = 535 // @ = any 
04AF: 222@ = 536 // @ = any 
04AF: 223@ = 542 // @ = any 
04AF: 224@ = 543 // @ = any 
04AF: 225@ = 545 // @ = any 
04AF: 226@ = 549 // @ = any 
04AF: 227@ = 554 // @ = any 
04AF: 228@ = 555 // @ = any 
04AF: 229@ = 558 // @ = any 
04AF: 230@ = 559 // @ = any 
04AF: 231@ = 562 // @ = any 
04AF: 232@ = 565 // @ = any 
04AF: 233@ = 567 // @ = any 
04AF: 234@ = 575 // @ = any 
04AF: 235@ = 576 // @ = any 
04AF: 236@ = 579 // @ = any 
04AF: 237@ = 587 // @ = any 
04AF: 238@ = 589 // @ = any 
04AF: 239@ = 600 // @ = any 
04AF: 240@ = 602 // @ = any 
04AF: 241@ = 605 // @ = any 
04AF: 242@ = 442 // @ = any 
04AF: 243@ = 404 // @ = any 
04AF: 244@ = 405 // @ = any 
04AF: 245@ = 418 // @ = any 
04AF: 246@ = 421 // @ = any 
04AF: 247@ = 426 // @ = any 
04AF: 248@ = 445 // @ = any 
04AF: 249@ = 458 // @ = any 
04AF: 250@ = 466 // @ = any 
04AF: 251@ = 467 // @ = any 
04AF: 252@ = 479 // @ = any 
04AF: 253@ = 492 // @ = any 
04AF: 254@ = 507 // @ = any 
04AF: 255@ = 516 // @ = any 
04AF: 256@ = 529 // @ = any 
04AF: 257@ = 540 // @ = any 
04AF: 258@ = 546 // @ = any 
04AF: 259@ = 547 // @ = any 
04AF: 260@ = 550 // @ = any 
04AF: 261@ = 551 // @ = any 
04AF: 262@ = 560 // @ = any 
04AF: 263@ = 561 // @ = any 
04AF: 264@ = 580 // @ = any 
04AF: 265@ = 585 // @ = any 
04AF: 266@ = 604 // @ = any 
Model.Load(#COLT45)
Model.Load(#MICRO_UZI)
Model.Load(#AK47)
Model.Load(#CHROMEGUN)
Model.Load(#BAT)
038B: load_requested_models 

:COPCAR_1163
if or
   not Model.Available(#COLT45)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#AK47)
   not Model.Available(#CHROMEGUN)
else_jump @COPCAR_1205 
wait 0 
jump @COPCAR_1163 

:COPCAR_1205
if 
   not Model.Available(#BAT)
else_jump @COPCAR_1232 
wait 0 
jump @COPCAR_1205 

:COPCAR_1232
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_1263 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 

:COPCAR_1263
07E5: copy_decision_maker -1 to 267@ 
0708: reset_decision_maker 267@ event 41 
07E6: copy_group_decision_maker -1 to 268@ 
0749: reset_group_decision_maker 268@ event 41 

:COPCAR_1291
73@ = 0 
82@ = 0 
89@ = 0 
52@ = 0 
269@ = 0 
66@ = 0 
67@ = 0 
68@ = 0 
69@ = 0 
70@ = 0 
71@ = 0 
74@ = 0 
75@ = 0 
76@ = 0 
77@ = 0 
78@ = 0 
79@ = 0 
80@ = 0 
83@ = 0 
174@ = 0 
175@ = 0 
84@ = 0 
85@ = 0 
86@ = 0 
87@ = 0 
128@ = 0.0 
129@ = 0.0 
130@ = 0.0 
131@ = 0.0 
270@ = 0 
gosub @COPCAR_14951 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_1530
if or
04A4:   271@ == 105 // @ == any 
04A4:   271@ == 106 // @ == any 
04A4:   271@ == 107 // @ == any 
else_jump @COPCAR_1579 
0209: 271@ = random_int_in_ranges 9 255 
jump @COPCAR_1530 

:COPCAR_1579
if 
87DE:   not model 271@ exists // versionB 
else_jump @COPCAR_1661 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_1605
if or
04A4:   271@ == 105 // @ == any 
04A4:   271@ == 106 // @ == any 
04A4:   271@ == 107 // @ == any 
else_jump @COPCAR_1654 
0209: 271@ = random_int_in_ranges 9 255 
jump @COPCAR_1605 

:COPCAR_1654
jump @COPCAR_1579 

:COPCAR_1661
Model.Load(271@)

:COPCAR_1666
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_1698 
jump @COPCAR_14808 

:COPCAR_1698
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_FLOAT_3)
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // (float) 
$TEMPVAR_FLOAT_1 -= 800.0 
0089: 272@ = $TEMPVAR_X_COORD // (float) 
272@ += 800.0 
0208: 104@ = random_float_in_ranges $TEMPVAR_FLOAT_1 272@ 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // (float) 
$TEMPVAR_FLOAT_2 -= 800.0 
0089: 273@ = $TEMPVAR_Y_COORD // (float) 
273@ += 800.0 
0208: 105@ = random_float_in_ranges $TEMPVAR_FLOAT_2 273@ 
106@ = 10.0 
if 
  4 > 51@ 
else_jump @COPCAR_1867 
03D3: get_route_nearest_for 104@ 105@ 106@ store_to 104@ 105@ 106@ Z_angle_to 113@ 
106@ += 0.5 

:COPCAR_1867
if and
  51@ > 3 
  8 > 51@ 
else_jump @COPCAR_2252 
04B9: unknown_get_at 104@ 105@ 106@ height 8.0 radius 500.0 store_to 104@ 105@ 106@ 107@ 108@ 109@ 113@ 
if and
  104@ == 0.0 
  105@ == 0.0 
  107@ == 0.0 
  108@ == 0.0 
else_jump @COPCAR_1996 
wait 0 
jump @COPCAR_1666 

:COPCAR_1996
0087: 125@ = 107@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 108@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
149@ = 8.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 107@ = 104@ // (float) 
005B: 107@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 108@ = 105@ // (float) 
005B: 108@ += 141@ // (float) 
149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
106@ += 0.5 
109@ += 0.5 

:COPCAR_2252
if 
  51@ > 7 
else_jump @COPCAR_2742 
04B9: unknown_get_at 104@ 105@ 106@ height 13.0 radius 500.0 store_to 104@ 105@ 106@ 110@ 111@ 112@ 113@ 
if and
  104@ == 0.0 
  105@ == 0.0 
  110@ == 0.0 
  111@ == 0.0 
else_jump @COPCAR_2374 
wait 0 
jump @COPCAR_1666 

:COPCAR_2374
0087: 125@ = 110@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 111@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
149@ = 13.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 110@ = 104@ // (float) 
005B: 110@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 111@ = 105@ // (float) 
005B: 111@ += 141@ // (float) 
149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
0087: 107@ = 104@ // (float) 
0063: 107@ -= 110@ // (float) 
107@ /= 2.0 
005B: 107@ += 110@ // (float) 
0087: 108@ = 105@ // (float) 
0063: 108@ -= 111@ // (float) 
108@ /= 2.0 
005B: 108@ += 111@ // (float) 
0087: 109@ = 106@ // (float) 
0063: 109@ -= 112@ // (float) 
109@ /= 2.0 
005B: 109@ += 112@ // (float) 
106@ += 0.5 
109@ += 0.5 
112@ += 0.5 

:COPCAR_2742
if 
  1.0 > 106@ 
else_jump @COPCAR_2774 
wait 0 
jump @COPCAR_1666 

:COPCAR_2774
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: 115@ = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY 104@ 105@ 
if or
  150.0 > 115@ 
  115@ > 800.0 
else_jump @COPCAR_2847 
wait 0 
jump @COPCAR_1666 

:COPCAR_2847
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @COPCAR_3105 
if and
  78.4427 > 104@ 
  -699.519 > 105@ 
else_jump @COPCAR_2915 
wait 0 
jump @COPCAR_1666 

:COPCAR_2915
if and
  -252.6557 > 104@ 
  -285.766 > 105@ 
else_jump @COPCAR_2957 
wait 0 
jump @COPCAR_1666 

:COPCAR_2957
if 
  -948.3447 > 104@ 
else_jump @COPCAR_2989 
wait 0 
jump @COPCAR_1666 

:COPCAR_2989
if and
  104@ > 1473.448 
  105@ > 403.7353 
else_jump @COPCAR_3031 
wait 0 
jump @COPCAR_1666 

:COPCAR_3031
if 
  105@ > 578.6325 
else_jump @COPCAR_3063 
wait 0 
jump @COPCAR_1666 

:COPCAR_3063
if and
  837.5551 > 104@ 
  105@ > 347.4097 
else_jump @COPCAR_3105 
wait 0 
jump @COPCAR_1666 

:COPCAR_3105
if 
  2 > $STAT_UNLOCKED_CITIES_NUMBER 
else_jump @COPCAR_3353 
if and
  104@ > 1473.448 
  105@ > 403.7353 
else_jump @COPCAR_3165 
wait 0 
jump @COPCAR_1666 

:COPCAR_3165
if and
  105@ > 578.6325 
  104@ > -1528.498 
else_jump @COPCAR_3207 
wait 0 
jump @COPCAR_1666 

:COPCAR_3207
if and
  837.5551 > 104@ 
  104@ > -1528.498 
  105@ > 347.4097 
else_jump @COPCAR_3259 
wait 0 
jump @COPCAR_1666 

:COPCAR_3259
if 
  105@ > 1380.0 
else_jump @COPCAR_3291 
wait 0 
jump @COPCAR_1666 

:COPCAR_3291
if and
  104@ > -2702.72 
  105@ > 1225.669 
  -2663.146 > 104@ 
  1654.808 > 105@ 
else_jump @COPCAR_3353 
wait 0 
jump @COPCAR_1666 

:COPCAR_3353
if and
  104@ > -1735.751 
  105@ > -696.0117 
  -1192.817 > 104@ 
  286.3584 > 105@ 
else_jump @COPCAR_3415 
wait 0 
jump @COPCAR_1666 

:COPCAR_3415
if and
  104@ > -1192.817 
  105@ > -521.9908 
  -1125.656 > 104@ 
  536.9476 > 105@ 
else_jump @COPCAR_3477 
wait 0 
jump @COPCAR_1666 

:COPCAR_3477
if and
  104@ > -1125.656 
  105@ > -329.59 
  -1020.189 > 104@ 
  536.9476 > 105@ 
else_jump @COPCAR_3539 
wait 0 
jump @COPCAR_1666 

:COPCAR_3539
0099: $8224 = random_int_in_ranges_0_to_32767 

:COPCAR_3544
if 
  $8224 == 0 
else_jump @COPCAR_3574 
0099: $8224 = random_int_in_ranges_0_to_32767 
jump @COPCAR_3544 

:COPCAR_3574
if or
   not Model.Available(90@)
   not Model.Available(271@)
else_jump @COPCAR_3638 
wait 0 
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_3631 
jump @COPCAR_14808 

:COPCAR_3631
jump @COPCAR_3574 

:COPCAR_3638
35@ = Car.Create(90@, 104@, 105@, 106@)
Car.Health(35@) = 800
00AE: set_car 35@ traffic_behaviour_to 2 
if 
  51@ > 3 
else_jump @COPCAR_3696 
048B: unknown_car 35@ flag $8224 

:COPCAR_3696
04BD: unknown_car 35@ flag 1 
Car.Angle(35@) = 113@
0428: unknown_car 35@ flag 1 

:COPCAR_3718
if 
04F1:   unknown_car_check 35@ 
else_jump @COPCAR_3800 
wait 0 
if 
   Car.Wrecked(35@)
else_jump @COPCAR_3761 
jump @COPCAR_14808 

:COPCAR_3761
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_3793 
jump @COPCAR_14808 

:COPCAR_3793
jump @COPCAR_3718 

:COPCAR_3800
0129: 36@ = create_actor_pedtype 24 model 271@ in_car 35@ driverseat 
if 
  $ONMISSION == 0 
else_jump @COPCAR_4020 
018A: 92@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 93@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 94@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 95@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 96@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 97@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 98@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 99@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 100@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 101@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 102@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
018A: 103@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
062F: 274@ = create_group_type 0 
062F: 275@ = create_group_type 0 
062F: 276@ = create_group_type 0 

:COPCAR_4020
Marker.Disable(92@)
92@ = Marker.CreateAboveActor(36@)
0085: 50@ = 36@ // (int) 
gosub @COPCAR_18090 
if 
  51@ > 0 
else_jump @COPCAR_4144 
0632: release_group 274@ 
062F: 274@ = create_group_type 4 
0630: put_actor 36@ in_group 274@ as_leader 
06AD: set_group 274@ group_decision_maker_to 268@ 
01C8: 37@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 0 
Marker.Disable(95@)
95@ = Marker.CreateAboveActor(37@)
0085: 50@ = 37@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4151 

:COPCAR_4144
69@ = 1 

:COPCAR_4151
if 
  51@ > 1 
else_jump @COPCAR_4219 
01C8: 38@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 1 
Marker.Disable(96@)
96@ = Marker.CreateAboveActor(38@)
0085: 50@ = 38@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4226 

:COPCAR_4219
70@ = 1 

:COPCAR_4226
if 
  51@ > 2 
else_jump @COPCAR_4294 
01C8: 39@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 2 
Marker.Disable(97@)
97@ = Marker.CreateAboveActor(39@)
0085: 50@ = 39@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4301 

:COPCAR_4294
71@ = 1 

:COPCAR_4301
if 
  51@ > 3 
else_jump @COPCAR_4511 
40@ = Car.Create(90@, 107@, 108@, 109@)
04BD: unknown_car 40@ flag 1 
Car.Angle(40@) = 113@
0428: unknown_car 40@ flag 1 
00AE: set_car 40@ traffic_behaviour_to 2 
Car.Health(40@) = 800
048B: unknown_car 40@ flag $8224 

:COPCAR_4381
if 
04F1:   unknown_car_check 40@ 
else_jump @COPCAR_4463 
wait 0 
if 
   Car.Wrecked(40@)
else_jump @COPCAR_4424 
jump @COPCAR_14808 

:COPCAR_4424
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_4456 
jump @COPCAR_14808 

:COPCAR_4456
jump @COPCAR_4381 

:COPCAR_4463
0129: 41@ = create_actor_pedtype 24 model 271@ in_car 40@ driverseat 
0085: 50@ = 41@ // (int) 
gosub @COPCAR_18090 
Marker.Disable(93@)
93@ = Marker.CreateAboveActor(41@)
jump @COPCAR_4525 

:COPCAR_4511
82@ = 1 
77@ = 1 

:COPCAR_4525
if 
  51@ > 4 
else_jump @COPCAR_4621 
0632: release_group 275@ 
062F: 275@ = create_group_type 4 
0630: put_actor 41@ in_group 275@ as_leader 
06AD: set_group 275@ group_decision_maker_to 268@ 
01C8: 42@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 0 
Marker.Disable(98@)
98@ = Marker.CreateAboveActor(42@)
0085: 50@ = 42@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4628 

:COPCAR_4621
78@ = 1 

:COPCAR_4628
if 
  51@ > 5 
else_jump @COPCAR_4696 
01C8: 43@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 1 
Marker.Disable(99@)
99@ = Marker.CreateAboveActor(43@)
0085: 50@ = 43@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4703 

:COPCAR_4696
79@ = 1 

:COPCAR_4703
if 
  51@ > 6 
else_jump @COPCAR_4771 
01C8: 44@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 2 
Marker.Disable(100@)
100@ = Marker.CreateAboveActor(44@)
0085: 50@ = 44@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_4778 

:COPCAR_4771
80@ = 1 

:COPCAR_4778
if 
  51@ > 7 
else_jump @COPCAR_4988 
45@ = Car.Create(90@, 110@, 111@, 112@)
04BD: unknown_car 45@ flag 1 
Car.Angle(45@) = 113@
0428: unknown_car 45@ flag 1 
00AE: set_car 45@ traffic_behaviour_to 2 
Car.Health(45@) = 800
048B: unknown_car 45@ flag $8224 

:COPCAR_4858
if 
04F1:   unknown_car_check 45@ 
else_jump @COPCAR_4940 
wait 0 
if 
   Car.Wrecked(45@)
else_jump @COPCAR_4901 
jump @COPCAR_14808 

:COPCAR_4901
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_4933 
jump @COPCAR_14808 

:COPCAR_4933
jump @COPCAR_4858 

:COPCAR_4940
0129: 46@ = create_actor_pedtype 24 model 271@ in_car 45@ driverseat 
0085: 50@ = 46@ // (int) 
gosub @COPCAR_18090 
Marker.Disable(94@)
94@ = Marker.CreateAboveActor(46@)
jump @COPCAR_5002 

:COPCAR_4988
89@ = 1 
84@ = 1 

:COPCAR_5002
if 
  51@ > 8 
else_jump @COPCAR_5098 
0632: release_group 276@ 
062F: 276@ = create_group_type 4 
0630: put_actor 46@ in_group 276@ as_leader 
06AD: set_group 276@ group_decision_maker_to 268@ 
01C8: 47@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 0 
Marker.Disable(101@)
101@ = Marker.CreateAboveActor(47@)
0085: 50@ = 47@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_5105 

:COPCAR_5098
85@ = 1 

:COPCAR_5105
if 
  51@ > 9 
else_jump @COPCAR_5173 
01C8: 48@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 1 
Marker.Disable(102@)
102@ = Marker.CreateAboveActor(48@)
0085: 50@ = 48@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_5180 

:COPCAR_5173
86@ = 1 

:COPCAR_5180
if 
  51@ > 10 
else_jump @COPCAR_5248 
01C8: 49@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 2 
Marker.Disable(103@)
103@ = Marker.CreateAboveActor(49@)
0085: 50@ = 49@ // (int) 
gosub @COPCAR_18090 
jump @COPCAR_5255 

:COPCAR_5248
87@ = 1 

:COPCAR_5255
Model.Destroy(90@)
Model.Destroy(271@)
if 
   not Actor.Dead(36@)
else_jump @COPCAR_5295 
Actor.StorePos(36@, 116@, 117@, $TEMPVAR_FLOAT_3)

:COPCAR_5295
0843: get_zone_at 116@ 117@ $TEMPVAR_FLOAT_3 nameA_to s$8225 // 8-byte string 
if 
  51@ == 0 
else_jump @COPCAR_5353 
0384: show_text_1string GXT 'C_BREIF' string s$8225 time 5000 1  // ~r~Suspect ~s~last seen in the vicinity of ~a~.
jump @COPCAR_5372 

:COPCAR_5353
0384: show_text_1string GXT 'C_BREIS' string s$8225 time 5000 1  // ~r~Suspects ~s~last seen in the vicinity of ~a~.

:COPCAR_5372
03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 114@ = $3405 // (float) 
005D: 114@ += $3405 // (float) 
01FB: 114@ = square_root 114@ 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_5505 
142@ = 8.0 
jump @COPCAR_5515 

:COPCAR_5505
142@ = 4.0 

:COPCAR_5515
005B: 142@ += 144@ // (float) 
0073: 114@ /= 142@ // (float) 
114@ *= 1000.0 
0092: 63@ = float 114@ to_integer 
if 
  40000 > 63@ 
else_jump @COPCAR_5580 
63@ = 40000 

:COPCAR_5580
005E: $8222 += 63@ // (int) 
63@ /= 1000 
008A: $8227 = 51@ // (int) 
$8227 += 1 
if 
  65@ == 1 
else_jump @COPCAR_5659 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_TIME' number 63@ time 4000 style 6  // +~1~ seconds
jump @COPCAR_5757 

:COPCAR_5659
if 
  45000 > $8222 
else_jump @COPCAR_5690 
$8222 = 45000 

:COPCAR_5690
$8222 += 30000 
03C3: set_timer_to $8222 type 1 GXT 'COPTIME' // global_variable  // TIME LEFT
65@ = 1 
04F7: status_text $8227 type 0 line 1 GXT 'COPLEVL' // global_variable  // LEVEL
04F7: status_text $8223 type 0 line 2 GXT 'KILLS' // global_variable  // KILLS

:COPCAR_5757
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
if 
  13 > 51@ 
else_jump @COPCAR_5814 
144@ += 0.1 

:COPCAR_5814
0396: pause_timer 0 

:COPCAR_5818
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
gosub @COPCAR_18593 
if 
  58@ == 1 
else_jump @COPCAR_5873 
jump @COPCAR_14808 

:COPCAR_5873
if or
  269@ == -1 
  74@ == -1 
  83@ == -1 
else_jump @COPCAR_5912 
52@ = 1 

:COPCAR_5912
270@ += 1 
if 
  270@ > 2 
else_jump @COPCAR_5944 
270@ = 0 

:COPCAR_5944
if 
  270@ == 0 
else_jump @COPCAR_8260 
if 
   not Actor.Dead(36@)
else_jump @COPCAR_7330 
if 
0449:   actor 36@ in_a_car 
else_jump @COPCAR_6784 
Car.RemoveReferences(35@)
03C0: 35@ = actor 36@ car 
if 
  269@ == -1 
else_jump @COPCAR_6112 
046D: 55@ = actor 36@ car_free_seats 
if 
  55@ > 0 
else_jump @COPCAR_6097 
if 
07FD:   group 274@ alive 
else_jump @COPCAR_6074 
07B3: set_group 274@ give_command 4 

:COPCAR_6074
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
72@ += 2000 
jump @COPCAR_6105 

:COPCAR_6097
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_6105
269@ = 0 

:COPCAR_6112
if 
  269@ == 0 
else_jump @COPCAR_6201 
if or
001E:   $CURRENT_TIME_IN_MS2 > 72@ // (int) 
07D6:   72@ == $CURRENT_TIME_IN_MS2 // integer vars 
else_jump @COPCAR_6201 
Car.SetMaxSpeed(35@, 100.0)
00AE: set_car 35@ traffic_behaviour_to 2 
Car.SetToPsychoDriver(35@)
008B: 66@ = $CURRENT_TIME_IN_MS2 // (int) 
269@ = 1 
67@ = 0 

:COPCAR_6201
if 
  269@ > 0 
else_jump @COPCAR_6777 
if 
   Actor.InCar($PLAYER_ACTOR, 35@)
else_jump @COPCAR_6275 
062E: unknown_get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6275 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6275
0085: 153@ = 35@ // (int) 
0085: 154@ = 67@ // (int) 
0085: 155@ = 66@ // (int) 
0087: 150@ = 145@ // (float) 
0087: 151@ = 146@ // (float) 
0087: 152@ = 147@ // (float) 
if 
  148@ > 0.0 
else_jump @COPCAR_6351 
gosub @COPCAR_16118 

:COPCAR_6351
0085: 67@ = 154@ // (int) 
0085: 66@ = 155@ // (int) 
0087: 145@ = 150@ // (float) 
0087: 146@ = 151@ // (float) 
0087: 147@ = 152@ // (float) 
if 
  67@ == -9 
else_jump @COPCAR_6481 
062E: unknown_get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6474 
Actor.StorePos(36@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 36@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_6474
67@ = 0 

:COPCAR_6481
if 
8185:   not car 35@ health >= 251 
else_jump @COPCAR_6588 
062E: unknown_get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6565 
Actor.StorePos(36@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 36@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_6565
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 
72@ += 2000 
jump @COPCAR_6596 

:COPCAR_6588
008B: 72@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_6596
gosub @COPCAR_16755 
Actor.StorePos(36@, 116@, 117@, $TEMPVAR_FLOAT_3)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
148@ = 1000.0 
0073: 148@ /= 149@ // (float) 
if 
  148@ > 100.0 
else_jump @COPCAR_6738 
148@ = 100.0 

:COPCAR_6738
if 
  15.0 > 148@ 
else_jump @COPCAR_6769 
148@ = 15.0 

:COPCAR_6769
Car.SetMaxSpeed(35@, 148@)

:COPCAR_6777
jump @COPCAR_7323 

:COPCAR_6784
if 
07FD:   group 274@ alive 
else_jump @COPCAR_6807 
07B3: set_group 274@ give_command 0 

:COPCAR_6807
269@ = -1 
gosub @COPCAR_16755 
if 
001E:   $CURRENT_TIME_IN_MS2 > 72@ // (int) 
else_jump @COPCAR_7323 
if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 45.0 45.0 0 
else_jump @COPCAR_7168 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_6931 
062E: unknown_get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6924 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6924
jump @COPCAR_7161 

:COPCAR_6931
if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_7006 
062E: unknown_get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_6999 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_6999
jump @COPCAR_7161 

:COPCAR_7006
0085: 156@ = 36@ // (int) 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_7154 
if 
0185:   car 35@ health >= 400 
else_jump @COPCAR_7140 
if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_7126 
062E: unknown_get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7119 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_7119
jump @COPCAR_7133 

:COPCAR_7126
gosub @COPCAR_15328 

:COPCAR_7133
jump @COPCAR_7147 

:COPCAR_7140
gosub @COPCAR_15328 

:COPCAR_7147
jump @COPCAR_7161 

:COPCAR_7154
gosub @COPCAR_15328 

:COPCAR_7161
jump @COPCAR_7323 

:COPCAR_7168
0085: 156@ = 36@ // (int) 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_7316 
if 
0185:   car 35@ health >= 400 
else_jump @COPCAR_7302 
if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_7288 
062E: unknown_get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7281 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_7281
jump @COPCAR_7295 

:COPCAR_7288
gosub @COPCAR_15328 

:COPCAR_7295
jump @COPCAR_7309 

:COPCAR_7302
gosub @COPCAR_15328 

:COPCAR_7309
jump @COPCAR_7323 

:COPCAR_7316
gosub @COPCAR_15328 

:COPCAR_7323
jump @COPCAR_7920 

:COPCAR_7330
Marker.Disable(92@)
Actor.RemoveReferences(36@)
36@ = -1 
if 
  68@ == 0 
else_jump @COPCAR_7406 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
68@ = 1 

:COPCAR_7406
if 
07FD:   group 274@ alive 
else_jump @COPCAR_7920 
if 
   not Actor.Dead(37@)
else_jump @COPCAR_7571 
if 
86EE:   not actor 37@ in_group 274@ 
else_jump @COPCAR_7501 
062E: unknown_get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7494 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_7494
jump @COPCAR_7564 

:COPCAR_7501
if 
06EF:   actor 37@ leading_group 274@ 
else_jump @COPCAR_7564 
0085: 36@ = 37@ // (int) 
37@ = -1 
68@ = 0 
69@ = 1 
0085: 92@ = 95@ // (int) 
95@ = -1 

:COPCAR_7564
jump @COPCAR_7588 

:COPCAR_7571
Marker.Disable(95@)
Actor.RemoveReferences(37@)
37@ = -1 

:COPCAR_7588
if 
   not Actor.Dead(38@)
else_jump @COPCAR_7737 
if 
86EE:   not actor 38@ in_group 274@ 
else_jump @COPCAR_7667 
062E: unknown_get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7660 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_7660
jump @COPCAR_7730 

:COPCAR_7667
if 
06EF:   actor 38@ leading_group 274@ 
else_jump @COPCAR_7730 
0085: 36@ = 38@ // (int) 
38@ = -1 
68@ = 0 
70@ = 1 
0085: 92@ = 96@ // (int) 
96@ = -1 

:COPCAR_7730
jump @COPCAR_7754 

:COPCAR_7737
Marker.Disable(96@)
Actor.RemoveReferences(38@)
38@ = -1 

:COPCAR_7754
if 
   not Actor.Dead(39@)
else_jump @COPCAR_7903 
if 
86EE:   not actor 39@ in_group 274@ 
else_jump @COPCAR_7833 
062E: unknown_get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_7826 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_7826
jump @COPCAR_7896 

:COPCAR_7833
if 
06EF:   actor 39@ leading_group 274@ 
else_jump @COPCAR_7896 
0085: 36@ = 39@ // (int) 
39@ = -1 
68@ = 0 
71@ = 1 
0085: 92@ = 97@ // (int) 
97@ = -1 

:COPCAR_7896
jump @COPCAR_7920 

:COPCAR_7903
Marker.Disable(97@)
Actor.RemoveReferences(39@)
39@ = -1 

:COPCAR_7920
if 
   Actor.Dead(37@)
else_jump @COPCAR_8012 
if 
  69@ == 0 
else_jump @COPCAR_8012 
Actor.RemoveReferences(37@)
37@ = -1 
Marker.Disable(95@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
69@ = 1 

:COPCAR_8012
if 
   Actor.Dead(38@)
else_jump @COPCAR_8104 
if 
  70@ == 0 
else_jump @COPCAR_8104 
Actor.RemoveReferences(38@)
38@ = -1 
Marker.Disable(96@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
70@ = 1 

:COPCAR_8104
if 
   Actor.Dead(39@)
else_jump @COPCAR_8196 
if 
  71@ == 0 
else_jump @COPCAR_8196 
Actor.RemoveReferences(39@)
39@ = -1 
Marker.Disable(97@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
71@ = 1 

:COPCAR_8196
if 
  73@ == 0 
else_jump @COPCAR_8260 
if and
  68@ == 1 
  69@ == 1 
  70@ == 1 
  71@ == 1 
else_jump @COPCAR_8260 
73@ = 1 

:COPCAR_8260
if 
  270@ == 1 
else_jump @COPCAR_11091 
if 
   not Actor.Dead(41@)
else_jump @COPCAR_10161 
if 
0449:   actor 41@ in_a_car 
else_jump @COPCAR_9615 
Car.RemoveReferences(40@)
03C0: 40@ = actor 41@ car 
if 
  74@ == -1 
else_jump @COPCAR_8428 
046D: 55@ = actor 41@ car_free_seats 
if 
  55@ > 0 
else_jump @COPCAR_8413 
if 
07FD:   group 275@ alive 
else_jump @COPCAR_8390 
07B3: set_group 275@ give_command 4 

:COPCAR_8390
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
81@ += 2000 
jump @COPCAR_8421 

:COPCAR_8413
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_8421
74@ = 0 

:COPCAR_8428
if 
  74@ == 0 
else_jump @COPCAR_8587 
if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // (int) 
else_jump @COPCAR_8587 
Car.SetMaxSpeed(40@, 100.0)
00AE: set_car 40@ traffic_behaviour_to 2 
if 
  52@ == 0 
else_jump @COPCAR_8535 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_8528 
Car.SetToPsychoDriver(40@)
jump @COPCAR_8535 

:COPCAR_8528
52@ = 1 

:COPCAR_8535
if 
  52@ == 1 
else_jump @COPCAR_8565 
04BD: unknown_car 40@ flag 0 
Car.SetToPsychoDriver(40@)

:COPCAR_8565
008B: 75@ = $CURRENT_TIME_IN_MS2 // (int) 
74@ = 1 
76@ = 0 

:COPCAR_8587
if 
  74@ > 0 
else_jump @COPCAR_9608 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @COPCAR_8661 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_8661 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8661
0085: 153@ = 40@ // (int) 
0085: 154@ = 76@ // (int) 
0085: 155@ = 75@ // (int) 
0087: 150@ = 164@ // (float) 
0087: 151@ = 165@ // (float) 
0087: 152@ = 166@ // (float) 
if 
  167@ > 0.0 
else_jump @COPCAR_8737 
gosub @COPCAR_16118 

:COPCAR_8737
0085: 76@ = 154@ // (int) 
0085: 75@ = 155@ // (int) 
0087: 164@ = 150@ // (float) 
0087: 165@ = 151@ // (float) 
0087: 166@ = 152@ // (float) 
if 
  76@ == -9 
else_jump @COPCAR_8867 
062E: unknown_get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_8860 
Actor.StorePos(41@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 41@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_8860
76@ = 0 

:COPCAR_8867
if 
8185:   not car 40@ health >= 400 
else_jump @COPCAR_8923 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_8923 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_8923
if 
8185:   not car 40@ health >= 251 
else_jump @COPCAR_9030 
062E: unknown_get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9007 
Actor.StorePos(41@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 41@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_9007
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
81@ += 2000 
jump @COPCAR_9038 

:COPCAR_9030
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_9038
gosub @COPCAR_17200 
Actor.StorePos(41@, 162@, 163@, $TEMPVAR_FLOAT_3)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 162@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 163@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
167@ = 1000.0 
0073: 167@ /= 149@ // (float) 
if 
  167@ > 100.0 
else_jump @COPCAR_9180 
167@ = 100.0 

:COPCAR_9180
if 
  15.0 > 167@ 
else_jump @COPCAR_9211 
167@ = 15.0 

:COPCAR_9211
if 
  52@ == 0 
else_jump @COPCAR_9563 
if 
   not Car.Wrecked(35@)
else_jump @COPCAR_9551 
0085: 157@ = 40@ // (int) 
0085: 158@ = 35@ // (int) 
gosub @COPCAR_15115 
0087: 167@ = 124@ // (float) 
02F8: get_car 40@ Z_angle_cosine_to 138@ 
02F9: get_car 40@ Z_angle_sine_to 139@ 
Car.StorePos(35@, 132@, 133@, $TEMPVAR_FLOAT_3)
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
0087: 120@ = 134@ // (float) 
0063: 120@ -= 132@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 133@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 128@ = 138@ // (float) 
005B: 128@ += 139@ // (float) 
02F8: get_car 35@ Z_angle_cosine_to 138@ 
02F9: get_car 35@ Z_angle_sine_to 139@ 
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
Car.StorePos(35@, 132@, 133@, $TEMPVAR_FLOAT_3)
0087: 120@ = 132@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 133@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 129@ = 138@ // (float) 
005B: 129@ += 139@ // (float) 
if 
  128@ > 0.0 
else_jump @COPCAR_9544 
if 
  0.0 > 129@ 
else_jump @COPCAR_9544 
167@ = 0.0 

:COPCAR_9544
jump @COPCAR_9563 

:COPCAR_9551
Car.SetToPsychoDriver(40@)
52@ = 1 

:COPCAR_9563
if 
  167@ == 0.0 
else_jump @COPCAR_9600 
Car.SetAnimation(40@, 1, 17)
jump @COPCAR_9608 

:COPCAR_9600
Car.SetMaxSpeed(40@, 167@)

:COPCAR_9608
jump @COPCAR_10154 

:COPCAR_9615
if 
07FD:   group 275@ alive 
else_jump @COPCAR_9638 
07B3: set_group 275@ give_command 0 

:COPCAR_9638
74@ = -1 
gosub @COPCAR_17200 
if 
001E:   $CURRENT_TIME_IN_MS2 > 81@ // (int) 
else_jump @COPCAR_10154 
if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 40.0 40.0 0 
else_jump @COPCAR_9999 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_9762 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9755 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9755
jump @COPCAR_9992 

:COPCAR_9762
if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 25.0 25.0 0 
else_jump @COPCAR_9837 
062E: unknown_get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9830 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_9830
jump @COPCAR_9992 

:COPCAR_9837
0085: 156@ = 41@ // (int) 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_9985 
if 
0185:   car 40@ health >= 400 
else_jump @COPCAR_9971 
if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_9957 
062E: unknown_get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_9950 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_9950
jump @COPCAR_9964 

:COPCAR_9957
gosub @COPCAR_15328 

:COPCAR_9964
jump @COPCAR_9978 

:COPCAR_9971
gosub @COPCAR_15328 

:COPCAR_9978
jump @COPCAR_9992 

:COPCAR_9985
gosub @COPCAR_15328 

:COPCAR_9992
jump @COPCAR_10154 

:COPCAR_9999
0085: 156@ = 41@ // (int) 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_10147 
if 
0185:   car 40@ health >= 400 
else_jump @COPCAR_10133 
if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_10119 
062E: unknown_get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10112 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_10112
jump @COPCAR_10126 

:COPCAR_10119
gosub @COPCAR_15328 

:COPCAR_10126
jump @COPCAR_10140 

:COPCAR_10133
gosub @COPCAR_15328 

:COPCAR_10140
jump @COPCAR_10154 

:COPCAR_10147
gosub @COPCAR_15328 

:COPCAR_10154
jump @COPCAR_10751 

:COPCAR_10161
Marker.Disable(93@)
Actor.RemoveReferences(41@)
41@ = -1 
if 
  77@ == 0 
else_jump @COPCAR_10237 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
77@ = 1 

:COPCAR_10237
if 
07FD:   group 275@ alive 
else_jump @COPCAR_10751 
if 
   not Actor.Dead(42@)
else_jump @COPCAR_10402 
if 
86EE:   not actor 42@ in_group 275@ 
else_jump @COPCAR_10332 
062E: unknown_get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10325 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_10325
jump @COPCAR_10395 

:COPCAR_10332
if 
06EF:   actor 42@ leading_group 275@ 
else_jump @COPCAR_10395 
0085: 41@ = 42@ // (int) 
42@ = -1 
77@ = 0 
78@ = 1 
0085: 93@ = 98@ // (int) 
98@ = -1 

:COPCAR_10395
jump @COPCAR_10419 

:COPCAR_10402
Marker.Disable(98@)
Actor.RemoveReferences(42@)
42@ = -1 

:COPCAR_10419
if 
   not Actor.Dead(43@)
else_jump @COPCAR_10568 
if 
86EE:   not actor 43@ in_group 275@ 
else_jump @COPCAR_10498 
062E: unknown_get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10491 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_10491
jump @COPCAR_10561 

:COPCAR_10498
if 
06EF:   actor 43@ leading_group 275@ 
else_jump @COPCAR_10561 
0085: 41@ = 43@ // (int) 
43@ = -1 
77@ = 0 
79@ = 1 
0085: 93@ = 99@ // (int) 
99@ = -1 

:COPCAR_10561
jump @COPCAR_10585 

:COPCAR_10568
Marker.Disable(99@)
Actor.RemoveReferences(43@)
43@ = -1 

:COPCAR_10585
if 
   not Actor.Dead(44@)
else_jump @COPCAR_10734 
if 
86EE:   not actor 44@ in_group 275@ 
else_jump @COPCAR_10664 
062E: unknown_get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_10657 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_10657
jump @COPCAR_10727 

:COPCAR_10664
if 
06EF:   actor 44@ leading_group 275@ 
else_jump @COPCAR_10727 
0085: 41@ = 44@ // (int) 
44@ = -1 
77@ = 0 
80@ = 1 
0085: 93@ = 100@ // (int) 
100@ = -1 

:COPCAR_10727
jump @COPCAR_10751 

:COPCAR_10734
Marker.Disable(100@)
Actor.RemoveReferences(44@)
44@ = -1 

:COPCAR_10751
if 
   Actor.Dead(42@)
else_jump @COPCAR_10843 
if 
  78@ == 0 
else_jump @COPCAR_10843 
Actor.RemoveReferences(42@)
42@ = -1 
Marker.Disable(98@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
78@ = 1 

:COPCAR_10843
if 
   Actor.Dead(43@)
else_jump @COPCAR_10935 
if 
  79@ == 0 
else_jump @COPCAR_10935 
Actor.RemoveReferences(43@)
43@ = -1 
Marker.Disable(99@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
79@ = 1 

:COPCAR_10935
if 
   Actor.Dead(44@)
else_jump @COPCAR_11027 
if 
  80@ == 0 
else_jump @COPCAR_11027 
Actor.RemoveReferences(44@)
44@ = -1 
Marker.Disable(100@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
80@ = 1 

:COPCAR_11027
if 
  82@ == 0 
else_jump @COPCAR_11091 
if and
  77@ == 1 
  78@ == 1 
  79@ == 1 
  80@ == 1 
else_jump @COPCAR_11091 
82@ = 1 

:COPCAR_11091
if 
  270@ == 2 
else_jump @COPCAR_13922 
if 
   not Actor.Dead(46@)
else_jump @COPCAR_12992 
if 
0449:   actor 46@ in_a_car 
else_jump @COPCAR_12446 
Car.RemoveReferences(45@)
03C0: 45@ = actor 46@ car 
if 
  83@ == -1 
else_jump @COPCAR_11259 
046D: 55@ = actor 46@ car_free_seats 
if 
  55@ > 0 
else_jump @COPCAR_11244 
if 
07FD:   group 276@ alive 
else_jump @COPCAR_11221 
07B3: set_group 276@ give_command 4 

:COPCAR_11221
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
88@ += 2000 
jump @COPCAR_11252 

:COPCAR_11244
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_11252
83@ = 0 

:COPCAR_11259
if 
  83@ == 0 
else_jump @COPCAR_11418 
if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // (int) 
else_jump @COPCAR_11418 
Car.SetMaxSpeed(45@, 100.0)
00AE: set_car 45@ traffic_behaviour_to 2 
if 
  52@ == 0 
else_jump @COPCAR_11366 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_11359 
Car.SetToPsychoDriver(45@)
jump @COPCAR_11366 

:COPCAR_11359
52@ = 1 

:COPCAR_11366
if 
  52@ == 1 
else_jump @COPCAR_11396 
04BD: unknown_car 45@ flag 0 
Car.SetToPsychoDriver(45@)

:COPCAR_11396
008B: 174@ = $CURRENT_TIME_IN_MS2 // (int) 
83@ = 1 
175@ = 0 

:COPCAR_11418
if 
  83@ > 0 
else_jump @COPCAR_12439 
if 
   Actor.InCar($PLAYER_ACTOR, 45@)
else_jump @COPCAR_11492 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11492 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11492
0085: 153@ = 45@ // (int) 
0085: 154@ = 175@ // (int) 
0085: 155@ = 174@ // (int) 
0087: 150@ = 170@ // (float) 
0087: 151@ = 171@ // (float) 
0087: 152@ = 172@ // (float) 
if 
  173@ > 0.0 
else_jump @COPCAR_11568 
gosub @COPCAR_16118 

:COPCAR_11568
0085: 175@ = 154@ // (int) 
0085: 174@ = 155@ // (int) 
0087: 170@ = 150@ // (float) 
0087: 171@ = 151@ // (float) 
0087: 172@ = 152@ // (float) 
if 
  175@ == -9 
else_jump @COPCAR_11698 
062E: unknown_get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11691 
Actor.StorePos(46@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 46@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_11691
175@ = 0 

:COPCAR_11698
if 
8185:   not car 45@ health >= 400 
else_jump @COPCAR_11754 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11754 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_11754
if 
8185:   not car 45@ health >= 251 
else_jump @COPCAR_11861 
062E: unknown_get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_11838 
Actor.StorePos(46@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
05DA: AS_actor 46@ run_away_in_panic_from $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 away_radius 15.0 timelimit 1500 

:COPCAR_11838
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 
88@ += 2000 
jump @COPCAR_11869 

:COPCAR_11861
008B: 88@ = $CURRENT_TIME_IN_MS2 // (int) 

:COPCAR_11869
gosub @COPCAR_17645 
Actor.StorePos(46@, 168@, 169@, $TEMPVAR_FLOAT_3)
0086: $3404 = $TEMPVAR_X_COORD // (float) 
0067: $3404 -= 168@ // (float) 
0086: $3405 = $TEMPVAR_Y_COORD // (float) 
0067: $3405 -= 169@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
173@ = 1000.0 
0073: 173@ /= 149@ // (float) 
if 
  173@ > 100.0 
else_jump @COPCAR_12011 
173@ = 100.0 

:COPCAR_12011
if 
  15.0 > 173@ 
else_jump @COPCAR_12042 
173@ = 15.0 

:COPCAR_12042
if 
  52@ == 0 
else_jump @COPCAR_12394 
if 
   not Car.Wrecked(40@)
else_jump @COPCAR_12382 
0085: 157@ = 45@ // (int) 
0085: 158@ = 40@ // (int) 
gosub @COPCAR_15115 
0087: 173@ = 124@ // (float) 
02F8: get_car 45@ Z_angle_cosine_to 138@ 
02F9: get_car 45@ Z_angle_sine_to 139@ 
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
Car.StorePos(45@, 136@, 137@, $TEMPVAR_FLOAT_3)
0087: 120@ = 136@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 137@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 130@ = 138@ // (float) 
005B: 130@ += 139@ // (float) 
02F8: get_car 40@ Z_angle_cosine_to 138@ 
02F9: get_car 40@ Z_angle_sine_to 139@ 
Car.StorePos(45@, 136@, 137@, $TEMPVAR_FLOAT_3)
Car.StorePos(40@, 134@, 135@, $TEMPVAR_FLOAT_3)
0087: 120@ = 134@ // (float) 
0063: 120@ -= 136@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 137@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 131@ = 138@ // (float) 
005B: 131@ += 139@ // (float) 
if 
  130@ > 0.0 
else_jump @COPCAR_12375 
if 
  0.0 > 131@ 
else_jump @COPCAR_12375 
173@ = 0.0 

:COPCAR_12375
jump @COPCAR_12394 

:COPCAR_12382
Car.SetToPsychoDriver(45@)
52@ = 1 

:COPCAR_12394
if 
  173@ == 0.0 
else_jump @COPCAR_12431 
Car.SetAnimation(45@, 1, 17)
jump @COPCAR_12439 

:COPCAR_12431
Car.SetMaxSpeed(45@, 173@)

:COPCAR_12439
jump @COPCAR_12985 

:COPCAR_12446
if 
07FD:   group 276@ alive 
else_jump @COPCAR_12469 
07B3: set_group 276@ give_command 0 

:COPCAR_12469
83@ = -1 
gosub @COPCAR_17645 
if 
001E:   $CURRENT_TIME_IN_MS2 > 88@ // (int) 
else_jump @COPCAR_12985 
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 40.0 40.0 0 
else_jump @COPCAR_12830 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_12593 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12586 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12586
jump @COPCAR_12823 

:COPCAR_12593
if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 25.0 25.0 0 
else_jump @COPCAR_12668 
062E: unknown_get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12661 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_12661
jump @COPCAR_12823 

:COPCAR_12668
0085: 156@ = 46@ // (int) 
if 
   not Car.Wrecked(45@)
else_jump @COPCAR_12816 
if 
0185:   car 45@ health >= 400 
else_jump @COPCAR_12802 
if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_12788 
062E: unknown_get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12781 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_12781
jump @COPCAR_12795 

:COPCAR_12788
gosub @COPCAR_15328 

:COPCAR_12795
jump @COPCAR_12809 

:COPCAR_12802
gosub @COPCAR_15328 

:COPCAR_12809
jump @COPCAR_12823 

:COPCAR_12816
gosub @COPCAR_15328 

:COPCAR_12823
jump @COPCAR_12985 

:COPCAR_12830
0085: 156@ = 46@ // (int) 
if 
   not Car.Wrecked(45@)
else_jump @COPCAR_12978 
if 
0185:   car 45@ health >= 400 
else_jump @COPCAR_12964 
if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 flag 0 
else_jump @COPCAR_12950 
062E: unknown_get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_12943 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_12943
jump @COPCAR_12957 

:COPCAR_12950
gosub @COPCAR_15328 

:COPCAR_12957
jump @COPCAR_12971 

:COPCAR_12964
gosub @COPCAR_15328 

:COPCAR_12971
jump @COPCAR_12985 

:COPCAR_12978
gosub @COPCAR_15328 

:COPCAR_12985
jump @COPCAR_13582 

:COPCAR_12992
Marker.Disable(94@)
Actor.RemoveReferences(46@)
46@ = -1 
if 
  84@ == 0 
else_jump @COPCAR_13068 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
84@ = 1 

:COPCAR_13068
if 
07FD:   group 276@ alive 
else_jump @COPCAR_13582 
if 
   not Actor.Dead(47@)
else_jump @COPCAR_13233 
if 
86EE:   not actor 47@ in_group 276@ 
else_jump @COPCAR_13163 
062E: unknown_get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_13156 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_13156
jump @COPCAR_13226 

:COPCAR_13163
if 
06EF:   actor 47@ leading_group 276@ 
else_jump @COPCAR_13226 
0085: 46@ = 47@ // (int) 
47@ = -1 
84@ = 0 
85@ = 1 
0085: 94@ = 101@ // (int) 
101@ = -1 

:COPCAR_13226
jump @COPCAR_13250 

:COPCAR_13233
Marker.Disable(101@)
Actor.RemoveReferences(47@)
47@ = -1 

:COPCAR_13250
if 
   not Actor.Dead(48@)
else_jump @COPCAR_13399 
if 
86EE:   not actor 48@ in_group 276@ 
else_jump @COPCAR_13329 
062E: unknown_get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_13322 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_13322
jump @COPCAR_13392 

:COPCAR_13329
if 
06EF:   actor 48@ leading_group 276@ 
else_jump @COPCAR_13392 
0085: 46@ = 48@ // (int) 
48@ = -1 
84@ = 0 
86@ = 1 
0085: 94@ = 102@ // (int) 
102@ = -1 

:COPCAR_13392
jump @COPCAR_13416 

:COPCAR_13399
Marker.Disable(102@)
Actor.RemoveReferences(48@)
48@ = -1 

:COPCAR_13416
if 
   not Actor.Dead(49@)
else_jump @COPCAR_13565 
if 
86EE:   not actor 49@ in_group 276@ 
else_jump @COPCAR_13495 
062E: unknown_get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_13488 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_13488
jump @COPCAR_13558 

:COPCAR_13495
if 
06EF:   actor 49@ leading_group 276@ 
else_jump @COPCAR_13558 
0085: 46@ = 49@ // (int) 
49@ = -1 
84@ = 0 
87@ = 1 
0085: 94@ = 103@ // (int) 
103@ = -1 

:COPCAR_13558
jump @COPCAR_13582 

:COPCAR_13565
Marker.Disable(103@)
Actor.RemoveReferences(49@)
49@ = -1 

:COPCAR_13582
if 
   Actor.Dead(47@)
else_jump @COPCAR_13674 
if 
  85@ == 0 
else_jump @COPCAR_13674 
Marker.Disable(101@)
Actor.RemoveReferences(47@)
47@ = -1 
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
85@ = 1 

:COPCAR_13674
if 
   Actor.Dead(48@)
else_jump @COPCAR_13766 
if 
  86@ == 0 
else_jump @COPCAR_13766 
Actor.RemoveReferences(48@)
48@ = -1 
Marker.Disable(102@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
86@ = 1 

:COPCAR_13766
if 
   Actor.Dead(49@)
else_jump @COPCAR_13858 
if 
  87@ == 0 
else_jump @COPCAR_13858 
Actor.RemoveReferences(49@)
49@ = -1 
Marker.Disable(103@)
$8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
87@ = 1 

:COPCAR_13858
if 
  89@ == 0 
else_jump @COPCAR_13922 
if and
  84@ == 1 
  85@ == 1 
  86@ == 1 
  87@ == 1 
else_jump @COPCAR_13922 
89@ = 1 

:COPCAR_13922
if and
  73@ == 1 
  82@ == 1 
  89@ == 1 
else_jump @COPCAR_13961 
jump @COPCAR_13968 

:COPCAR_13961
jump @COPCAR_5818 

:COPCAR_13968
0627: update_integer_stat 157 to $8227 
51@ += 1 
if or
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_14045 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
64@ = Car.Health(34@)
64@ += 100 
Car.Health(34@) = 64@

:COPCAR_14045
Car.RemoveReferences(35@)
Actor.RemoveReferences(36@)
Actor.RemoveReferences(37@)
Actor.RemoveReferences(38@)
Actor.RemoveReferences(39@)
Car.RemoveReferences(40@)
Actor.RemoveReferences(41@)
Actor.RemoveReferences(42@)
Actor.RemoveReferences(43@)
Actor.RemoveReferences(44@)
Car.RemoveReferences(45@)
Actor.RemoveReferences(46@)
Actor.RemoveReferences(47@)
Actor.RemoveReferences(48@)
Actor.RemoveReferences(49@)
Marker.Disable(92@)
Marker.Disable(93@)
Marker.Disable(94@)
Marker.Disable(95@)
Marker.Disable(96@)
Marker.Disable(97@)
Marker.Disable(98@)
Marker.Disable(99@)
Marker.Disable(100@)
Marker.Disable(101@)
Marker.Disable(102@)
Marker.Disable(103@)
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
0085: 54@ = 51@ // (int) 
006A: 54@ *= 51@ // (int) 
54@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'C_PASS' number 54@ time 5000 style 5  // THREAT~n~ELIMINATED:~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 54@
if 
  $MISSION_VIGILANTE_PASSED == 0 
else_jump @COPCAR_14328 
if 
  51@ == 12 
else_jump @COPCAR_14328 
03E5: show_text_box 'C_COMP1'  // Vigilante mission level 12 complete: Your max Body Armor increased to 150%
030C: progress_made += 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
Actor.Armour($PLAYER_ACTOR) = 150
0595: mission_complete 
0394: play_music 2 
$MISSION_VIGILANTE_PASSED = 1 

:COPCAR_14328
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_14678 
if 
  57@ == 0 
else_jump @COPCAR_14428 
01BD: 53@ = current_time_in_ms 
if 
  $8222 > 60000 
else_jump @COPCAR_14413 
56@ = 60000 
jump @COPCAR_14421 

:COPCAR_14413
008B: 56@ = $8222 // (int) 

:COPCAR_14421
57@ = 1 

:COPCAR_14428
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
61@ /= 1000 
if 
  1 > 61@ 
else_jump @COPCAR_14562 
61@ = 0 
if 
001D:   59@ > 91@ // (int) 
else_jump @COPCAR_14555 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
58@ = 1 
jump @COPCAR_14808 

:COPCAR_14555
jump @COPCAR_14578 

:COPCAR_14562
0085: 91@ = 59@ // (int) 
91@ += 1000 

:COPCAR_14578
if 
  61@ > -1 
else_jump @COPCAR_14667 
if 
  61@ == 1 
else_jump @COPCAR_14644 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
jump @COPCAR_14667 

:COPCAR_14644
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_14667
wait 0 
jump @COPCAR_14328 

:COPCAR_14678
0396: pause_timer 1 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @COPCAR_14737 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
64@ = Car.Health(34@)
64@ += 200 
Car.Health(34@) = 64@

:COPCAR_14737
if 
  13 > 51@ 
else_jump @COPCAR_14801 
143@ -= 0.075 
if 
  0.0 > 143@ 
else_jump @COPCAR_14796 
143@ = 0.0 

:COPCAR_14796
03C7: set_sensitivity_to_crime 143@ 

:COPCAR_14801
jump @COPCAR_1291 

:COPCAR_14808
return 

:COPCAR_14810
$ONMISSION = 0 
Marker.Disable(92@)
Marker.Disable(93@)
Marker.Disable(94@)
Marker.Disable(95@)
Marker.Disable(96@)
Marker.Disable(97@)
Marker.Disable(98@)
Marker.Disable(99@)
Marker.Disable(100@)
Marker.Disable(101@)
Marker.Disable(102@)
Marker.Disable(103@)
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
014F: stop_timer $8222 
0151: remove_status_text $8227 
0151: remove_status_text $8223 
Model.Destroy(90@)
Model.Destroy(271@)
Model.Destroy(#COLT45)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#AK47)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#BAT)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:COPCAR_14951
if 
  51@ == 0 
else_jump @COPCAR_15019 
0209: 159@ = random_int_in_ranges 0 91 
if and
  159@ > 7 
  17 > 159@ 
else_jump @COPCAR_15012 
0209: 159@ = random_int_in_ranges 0 91 

:COPCAR_15012
jump @COPCAR_15096 

:COPCAR_15019
if 
  51@ == 1 
else_jump @COPCAR_15087 
0209: 159@ = random_int_in_ranges 2 91 
if and
  159@ > 7 
  17 > 159@ 
else_jump @COPCAR_15080 
0209: 159@ = random_int_in_ranges 2 91 

:COPCAR_15080
jump @COPCAR_15096 

:COPCAR_15087
0209: 159@ = random_int_in_ranges 67 91 

:COPCAR_15096
0085: 90@ = 176@(159@,91i) // (int) 
Model.Load(90@)
return 

:COPCAR_15115
if 
  158@ == -1 
else_jump @COPCAR_15154 
Actor.StorePos($PLAYER_ACTOR, 122@, 123@, 120@)
jump @COPCAR_15168 

:COPCAR_15154
Car.StorePos(158@, 122@, 123@, 120@)

:COPCAR_15168
Car.StorePos(157@, 118@, 119@, 120@)
0087: 120@ = 118@ // (float) 
0063: 120@ -= 122@ // (float) 
0087: 121@ = 119@ // (float) 
0063: 121@ -= 123@ // (float) 
006B: 120@ *= 120@ // (float) 
006B: 121@ *= 121@ // (float) 
005B: 120@ += 121@ // (float) 
01FB: 120@ = square_root 120@ 
0087: 124@ = 120@ // (float) 
124@ += 3.0 
if 
  124@ > 100.0 
else_jump @COPCAR_15295 
124@ = 100.0 

:COPCAR_15295
if 
  0.0 > 124@ 
else_jump @COPCAR_15326 
124@ = 0.0 

:COPCAR_15326
return 

:COPCAR_15328
if 
   not Actor.Dead(156@)
else_jump @COPCAR_16116 
Actor.StorePos(156@, $111, $112, $113)
if 
  $TEMPVAR_ANGLE == 919.9 
else_jump @COPCAR_15396 
$TEMPVAR_ACTOR_CAR = Car.Create(90@, $111, $112, $113)

:COPCAR_15396
if 
00F2:   actor $PLAYER_ACTOR near_actor 156@ radius 40.0 40.0 0 
else_jump @COPCAR_15801 
0086: $114 = $111 // (float) 
$114 += 40.0 
0086: $115 = $112 // (float) 
$115 += 40.0 
$111 -= 40.0 
$112 -= 40.0 
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
$TEMPVAR_ACTOR_CAR = -1 
0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115 
if or
  $TEMPVAR_ACTOR_CAR == -1 
07D6:   35@ == $TEMPVAR_ACTOR_CAR // integer vars 
else_jump @COPCAR_15584 
062E: unknown_get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15577 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15577
jump @COPCAR_15794 

:COPCAR_15584
if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 400 
else_jump @COPCAR_15745 
046D: 55@ = actor 156@ car_free_seats 
01EA: 160@ = car $TEMPVAR_ACTOR_CAR max_passengers 
if 
801D:   not  55@ > 160@ // (int) 
else_jump @COPCAR_15701 
062E: unknown_get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15694 
Car.DoorStatus($TEMPVAR_ACTOR_CAR) = 1
Car.SetMaxSpeed($TEMPVAR_ACTOR_CAR, 0.0)
05CB: AS_actor 156@ enter_car $TEMPVAR_ACTOR_CAR as_driver -2 ms 

:COPCAR_15694
jump @COPCAR_15738 

:COPCAR_15701
062E: unknown_get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15738 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15738
jump @COPCAR_15794 

:COPCAR_15745
062E: unknown_get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_15782 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_15782
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
$TEMPVAR_ACTOR_CAR = -1 

:COPCAR_15794
jump @COPCAR_16116 

:COPCAR_15801
03D3: get_route_nearest_for $111 $112 $113 store_to $111 $112 $113 Z_angle_to $TEMPVAR_ANGLE 
if 
80C2:   not sphere_onscreen $111 $112 $113 radius 3.0 
else_jump @COPCAR_16116 
if 
838A:   not any_car_in_cube_cornerA $111 $112 $113 cornerB 3.0 3.0 2.0 
else_jump @COPCAR_16007 
if 
   Model.Available(90@)
else_jump @COPCAR_16000 
062E: unknown_get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_16000 
Car.RemoveReferences($TEMPVAR_ACTOR_CAR)
$TEMPVAR_ACTOR_CAR = Car.Create(90@, $111, $112, $113)
if 
0185:   car $TEMPVAR_ACTOR_CAR health >= 800 
else_jump @COPCAR_15982 
Car.Health($TEMPVAR_ACTOR_CAR) = 800

:COPCAR_15982
Car.Angle($TEMPVAR_ACTOR_CAR) = $TEMPVAR_ANGLE
05CB: AS_actor 156@ enter_car $TEMPVAR_ACTOR_CAR as_driver -2 ms 

:COPCAR_16000
jump @COPCAR_16116 

:COPCAR_16007
if 
00FF:   actor 156@ sphere 0 in_sphere $111 $112 $113 radius 3.0 3.0 2.0 on_foot 
else_jump @COPCAR_16116 
062E: unknown_get_actor 156@ task 1491 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_16116 
02C0: store_to $111 $112 $113 ped_path_coords_closest_to $111 $112 $113 
05D3: AS_actor 156@ goto_point $111 $112 $113 mode 6 -2 ms // versionA 

:COPCAR_16116
return 

:COPCAR_16118
01BD: 161@ = current_time_in_ms 
077E: get_active_interior_to $3396 
if 
  $3396 == 0 
else_jump @COPCAR_16742 
if 
   not Car.Wrecked(153@)
else_jump @COPCAR_16742 
if and
01F4:   car 153@ flipped 
01C1:   car 153@ stopped 
else_jump @COPCAR_16344 
52@ = 1 
if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 flag 0 
else_jump @COPCAR_16242 
03ED: unknown_car 153@ flag 0 
154@ = -9 
jump @COPCAR_16344 

:COPCAR_16242
if 
82CA:   not car 153@ bounding_sphere_visible 
else_jump @COPCAR_16344 
Car.StorePos(153@, $116, $117, $118)
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $TEMPVAR_ANGLE 
if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
else_jump @COPCAR_16344 
Car.PutAt(153@, $116, $117, $118)
Car.Angle(153@) = $TEMPVAR_ANGLE

:COPCAR_16344
if 
01AF:   car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
else_jump @COPCAR_16679 
if 
  154@ == 0 
else_jump @COPCAR_16419 
0085: 155@ = 161@ // (int) 
154@ = 1 

:COPCAR_16419
0062: 161@ -= 155@ // (int) 
if 
  154@ == 1 
else_jump @COPCAR_16679 
if 
  161@ > 8000 
else_jump @COPCAR_16679 
if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 flag 0 
else_jump @COPCAR_16521 
03ED: unknown_car 153@ flag 0 
01BD: 155@ = current_time_in_ms 
154@ = -9 
jump @COPCAR_16679 

:COPCAR_16521
if 
82CA:   not car 153@ bounding_sphere_visible 
else_jump @COPCAR_16679 
Car.StorePos(153@, $116, $117, $118)
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $TEMPVAR_ANGLE 
if 
838A:   not any_car_in_cube_cornerA $116 $117 $118 cornerB 4.0 4.0 4.0 
else_jump @COPCAR_16679 
if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
else_jump @COPCAR_16679 
Car.PutAt(153@, $116, $117, $118)
Car.Angle(153@) = $TEMPVAR_ANGLE
01BD: 155@ = current_time_in_ms 
154@ = 0 
52@ = 1 

:COPCAR_16679
if 
81AF:   not car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
else_jump @COPCAR_16742 
Car.StorePos(153@, 150@, 151@, 152@)
154@ = 0 

:COPCAR_16742
return 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
return 
return 
return 

:COPCAR_16755
if 
   not Actor.Dead(36@)
else_jump @COPCAR_17198 
if 
07FD:   group 274@ alive 
else_jump @COPCAR_17198 
if 
   not Actor.Dead(37@)
else_jump @COPCAR_16912 
if 
86EE:   not actor 37@ in_group 274@ 
else_jump @COPCAR_16905 
if 
00F2:   actor 37@ near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_16868 
0631: put_actor 37@ in_group 274@ 
jump @COPCAR_16905 

:COPCAR_16868
062E: unknown_get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_16905 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_16905
jump @COPCAR_16924 

:COPCAR_16912
Actor.RemoveReferences(37@)
37@ = -1 

:COPCAR_16924
if 
   not Actor.Dead(38@)
else_jump @COPCAR_17049 
if 
86EE:   not actor 38@ in_group 274@ 
else_jump @COPCAR_17042 
if 
00F2:   actor 38@ near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_17005 
0631: put_actor 38@ in_group 274@ 
jump @COPCAR_17042 

:COPCAR_17005
062E: unknown_get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17042 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_17042
jump @COPCAR_17061 

:COPCAR_17049
Actor.RemoveReferences(38@)
38@ = -1 

:COPCAR_17061
if 
   not Actor.Dead(39@)
else_jump @COPCAR_17186 
if 
86EE:   not actor 39@ in_group 274@ 
else_jump @COPCAR_17179 
if 
00F2:   actor 39@ near_actor 36@ radius 30.0 30.0 0 
else_jump @COPCAR_17142 
0631: put_actor 39@ in_group 274@ 
jump @COPCAR_17179 

:COPCAR_17142
062E: unknown_get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17179 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_17179
jump @COPCAR_17198 

:COPCAR_17186
Actor.RemoveReferences(39@)
39@ = -1 

:COPCAR_17198
return 

:COPCAR_17200
if 
   not Actor.Dead(41@)
else_jump @COPCAR_17643 
if 
07FD:   group 275@ alive 
else_jump @COPCAR_17643 
if 
   not Actor.Dead(42@)
else_jump @COPCAR_17357 
if 
86EE:   not actor 42@ in_group 275@ 
else_jump @COPCAR_17350 
if 
00F2:   actor 42@ near_actor 41@ radius 30.0 30.0 0 
else_jump @COPCAR_17313 
0631: put_actor 42@ in_group 275@ 
jump @COPCAR_17350 

:COPCAR_17313
062E: unknown_get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17350 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_17350
jump @COPCAR_17369 

:COPCAR_17357
Actor.RemoveReferences(42@)
42@ = -1 

:COPCAR_17369
if 
   not Actor.Dead(43@)
else_jump @COPCAR_17494 
if 
86EE:   not actor 43@ in_group 275@ 
else_jump @COPCAR_17487 
if 
00F2:   actor 43@ near_actor 41@ radius 30.0 30.0 0 
else_jump @COPCAR_17450 
0631: put_actor 43@ in_group 275@ 
jump @COPCAR_17487 

:COPCAR_17450
062E: unknown_get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17487 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_17487
jump @COPCAR_17506 

:COPCAR_17494
Actor.RemoveReferences(43@)
43@ = -1 

:COPCAR_17506
if 
   not Actor.Dead(44@)
else_jump @COPCAR_17631 
if 
86EE:   not actor 44@ in_group 275@ 
else_jump @COPCAR_17624 
if 
00F2:   actor 44@ near_actor 41@ radius 30.0 30.0 0 
else_jump @COPCAR_17587 
0631: put_actor 44@ in_group 275@ 
jump @COPCAR_17624 

:COPCAR_17587
062E: unknown_get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17624 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_17624
jump @COPCAR_17643 

:COPCAR_17631
Actor.RemoveReferences(44@)
44@ = -1 

:COPCAR_17643
return 

:COPCAR_17645
if 
   not Actor.Dead(46@)
else_jump @COPCAR_18088 
if 
07FD:   group 276@ alive 
else_jump @COPCAR_18088 
if 
   not Actor.Dead(47@)
else_jump @COPCAR_17802 
if 
86EE:   not actor 47@ in_group 276@ 
else_jump @COPCAR_17795 
if 
00F2:   actor 47@ near_actor 46@ radius 30.0 30.0 0 
else_jump @COPCAR_17758 
0631: put_actor 47@ in_group 276@ 
jump @COPCAR_17795 

:COPCAR_17758
062E: unknown_get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17795 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_17795
jump @COPCAR_17814 

:COPCAR_17802
Actor.RemoveReferences(47@)
47@ = -1 

:COPCAR_17814
if 
   not Actor.Dead(48@)
else_jump @COPCAR_17939 
if 
86EE:   not actor 48@ in_group 276@ 
else_jump @COPCAR_17932 
if 
00F2:   actor 48@ near_actor 46@ radius 30.0 30.0 0 
else_jump @COPCAR_17895 
0631: put_actor 48@ in_group 276@ 
jump @COPCAR_17932 

:COPCAR_17895
062E: unknown_get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_17932 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_17932
jump @COPCAR_17951 

:COPCAR_17939
Actor.RemoveReferences(48@)
48@ = -1 

:COPCAR_17951
if 
   not Actor.Dead(49@)
else_jump @COPCAR_18076 
if 
86EE:   not actor 49@ in_group 276@ 
else_jump @COPCAR_18069 
if 
00F2:   actor 49@ near_actor 46@ radius 30.0 30.0 0 
else_jump @COPCAR_18032 
0631: put_actor 49@ in_group 276@ 
jump @COPCAR_18069 

:COPCAR_18032
062E: unknown_get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @COPCAR_18069 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_18069
jump @COPCAR_18088 

:COPCAR_18076
Actor.RemoveReferences(49@)
49@ = -1 

:COPCAR_18088
return 

:COPCAR_18090
060B: set_actor 50@ decision_maker_to 267@ 
0433: set_actor 50@ criminal_flag 1 
02A9: set_actor 50@ immune_to_nonplayer 1 
0982: unknown_actor 50@ flag 1 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 19 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 21 // see ped.dat 
if 
  51@ == 0 
else_jump @COPCAR_18281 
0209: 159@ = random_int_in_ranges 0 2 

:COPCAR_18281
if 
  51@ > 1 
else_jump @COPCAR_18308 
0209: 159@ = random_int_in_ranges 0 3 

:COPCAR_18308
if 
  51@ > 4 
else_jump @COPCAR_18335 
0209: 159@ = random_int_in_ranges 0 4 

:COPCAR_18335
if 
  51@ > 6 
else_jump @COPCAR_18362 
0209: 159@ = random_int_in_ranges 0 5 

:COPCAR_18362
if 
  51@ > 8 
else_jump @COPCAR_18389 
0209: 159@ = random_int_in_ranges 0 6 

:COPCAR_18389
if 
  159@ == 0 
else_jump @COPCAR_18472 
0209: 159@ = random_int_in_ranges 10 13 
if 
  159@ == 10 
else_jump @COPCAR_18444 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18444
if 
  159@ == 11 
else_jump @COPCAR_18472 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_18472
if 
  159@ == 1 
else_jump @COPCAR_18500 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_18500
if 
  159@ == 2 
else_jump @COPCAR_18528 
01B2: give_actor 50@ weapon 28 ammo 9999 // Load the weapon model before using this 

:COPCAR_18528
if 
  159@ == 3 
else_jump @COPCAR_18556 
01B2: give_actor 50@ weapon 30 ammo 9999 // Load the weapon model before using this 

:COPCAR_18556
if or
  159@ == 4 
  159@ == 5 
else_jump @COPCAR_18591 
01B2: give_actor 50@ weapon 25 ammo 9999 // Load the weapon model before using this 

:COPCAR_18591
return 

:COPCAR_18593
if 
   not $8222 == -100 
else_jump @COPCAR_18670 
if 
  1 > $8222 
else_jump @COPCAR_18670 
58@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
return 

:COPCAR_18670
if and
   not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_19008 
0396: pause_timer 0 
if 
  57@ == 0 
else_jump @COPCAR_18774 
01BD: 53@ = current_time_in_ms 
if 
  $8222 > 60000 
else_jump @COPCAR_18759 
56@ = 60000 
jump @COPCAR_18767 

:COPCAR_18759
008B: 56@ = $8222 // (int) 

:COPCAR_18767
57@ = 1 

:COPCAR_18774
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
61@ /= 1000 
if 
  1 > 61@ 
else_jump @COPCAR_18903 
61@ = 0 
if 
001D:   59@ > 91@ // (int) 
else_jump @COPCAR_18896 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
58@ = 1 
return 

:COPCAR_18896
jump @COPCAR_18919 

:COPCAR_18903
0085: 91@ = 59@ // (int) 
91@ += 1000 

:COPCAR_18919
if 
  61@ > -1 
else_jump @COPCAR_19008 
if 
  61@ == 1 
else_jump @COPCAR_18985 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
jump @COPCAR_19008 

:COPCAR_18985
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_19008
0293: $13 = zero // get_current_controls 
if or
   Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #HUNTER)
else_jump @COPCAR_19232 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
if 
   not $13 == 3 
else_jump @COPCAR_19151 
if 
00E1:   player 0 pressed_key 19 
else_jump @COPCAR_19119 
if 
  62@ == 1 
else_jump @COPCAR_19112 
62@ = 2 

:COPCAR_19112
jump @COPCAR_19144 

:COPCAR_19119
if 
  62@ == 0 
else_jump @COPCAR_19144 
62@ = 1 

:COPCAR_19144
jump @COPCAR_19225 

:COPCAR_19151
if 
00E1:   player 0 pressed_key 14 
else_jump @COPCAR_19200 
if 
  62@ == 1 
else_jump @COPCAR_19193 
62@ = 2 

:COPCAR_19193
jump @COPCAR_19225 

:COPCAR_19200
if 
  62@ == 0 
else_jump @COPCAR_19225 
62@ = 1 

:COPCAR_19225
57@ = 0 

:COPCAR_19232
if 
  62@ == 2 
else_jump @COPCAR_19359 
if 
   not $13 == 3 
else_jump @COPCAR_19317 
if 
80E1:   not player 0 pressed_key 19 
else_jump @COPCAR_19310 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Vigilante mission cancelled!
58@ = 1 
return 

:COPCAR_19310
jump @COPCAR_19359 

:COPCAR_19317
if 
80E1:   not player 0 pressed_key 14 
else_jump @COPCAR_19359 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Vigilante mission cancelled!
58@ = 1 
return 

:COPCAR_19359
return 

//-------------Mission 125---------------
// Originally: Burglary Sub-Mission

:BURGJB
thread 'BURGJB' 
gosub @BURGJB_65 
if 
wasted_or_busted 
else_jump @BURGJB_38 
gosub @BURGJB_8332 

:BURGJB_38
gosub @BURGJB_8444 
end_thread 
if 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_65 

:BURGJB_65
$ONMISSION = 1 
increment_mission_attempts 
wait 0 
0169: set_fade_color_RGB 0 0 0 
054C: use_GXT_table 'BURGLAR' 
09E6: set_burglary_houses_accessible 1 
92@ = 0 
93@ = 0 
94@ = 0 
95@ = 0 
96@ = 0 
97@ = 0 
101@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
103@ = 0 
102@ = 0 
107@ = 0 
108@ = 0 
109@ = 0 
110@ = 0 
112@ = 0 
47@ = 0 
$BUGRLARY_CASH = 0 
90@ = 0 
89@ = 0 
106@ = 0 
$BURGLARY_ESCAPE_TIME_SEC = 10 
$BURGLARY_TIME_LEFT = 300000 
91@ = 0 
105@ = 0 
41@ = 0.0 
$BURGLARY_NOISE_F = 0.0 
42@ = 9999999.0 
43@ = 9999999.0 
54@ = 2741.0 
57@ = -2006.807 
60@ = 14.0 
05A9: s$BURGLARY_GARAGES[0] = 'BURG_LK' 
76@ = 2741.241 
79@ = -2011.274 
82@ = 13.5869 
55@ = -2102.54 
58@ = -15.5931 
61@ = 34.3203 
05A9: s$BURGLARY_GARAGES[1] = 'BRGSFSE' 
77@ = -2109.32 
80@ = -15.7967 
83@ = 34.3203 
56@ = 2609.248 
59@ = 1439.347 
62@ = 9.8203 
05A9: s$BURGLARY_GARAGES[2] = 'VGELOCK' 
78@ = 2609.012 
81@ = 1445.936 
84@ = 9.8203 
34@ = 0 
48@ = 0 
$BURGLARY_DETECTED_FLAG = 0 
111@ = 0 
$BURGLARY_NOISE_I = 0 
$CARMOD_DISABLED_FLAG = 1 
38@ = Player.Money($PLAYER_CHAR)
39@ = Player.Money($PLAYER_CHAR)
if 
  48@ == 99 
else_jump @BURGJB_687 
49@ = Object.Create(#BRIEFCASE, 0.0, 0.0, 0.0)
018A: 51@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 53@ = create_checkpoint_at 0.0 0.0 0.0 

:BURGJB_687
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_820 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
fade 0 1000 

:BURGJB_727
if 
fading 
else_jump @BURGJB_751 
wait 0 
jump @BURGJB_727 

:BURGJB_751
Player.SetClothes($PLAYER_CHAR, "BALACLAVA", "BALACLAVA", Special)
Player.Build($PLAYER_CHAR)
fade 1 1000 

:BURGJB_792
if 
fading 
else_jump @BURGJB_816 
wait 0 
jump @BURGJB_792 

:BURGJB_816
0A2D: hide_styled_text_while_fading 1 // works with 00BA 

:BURGJB_820
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if 
  $TIME_HOURS >= 20 
else_jump @BURGJB_909 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 1440 
0062: 36@ -= 88@ // (int) 
36@ += 360 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_909
if 
  6 > $TIME_HOURS 
else_jump @BURGJB_982 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 360 
0062: 36@ -= 88@ // (int) 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_982
03C3: set_timer_to $BURGLARY_DAYLIGHT type 1 GXT 'BURG52' // global_variable  // DAYLIGHT
04F7: status_text $BUGRLARY_CASH type 0 line 1 GXT 'BURG51' // global_variable  // CASH
wait 0 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BURGJB_1044 
50@ = Actor.Car($PLAYER_ACTOR)

:BURGJB_1044
wait 0 
if 
0735:   NOP_false 32 
else_jump @BURGJB_1073 
$BURGLARY_DAYLIGHT = 10000000 

:BURGJB_1073
if 
0735:   NOP_false 49 
else_jump @BURGJB_1118 
Actor.PutAt($PLAYER_ACTOR, 2741.928, -1993.231, 12.3669)
Actor.Angle($PLAYER_ACTOR) = 173.5173

:BURGJB_1118
if 
0735:   NOP_false 50 
else_jump @BURGJB_1153 
Actor.PutAt($PLAYER_ACTOR, 2639.0, 2039.911, 9.8052)

:BURGJB_1153
if 
0735:   NOP_false 99 
else_jump @BURGJB_1176 
$BURGLARY_DAYLIGHT = 5000 

:BURGJB_1176
if 
0735:   NOP_false 48 
else_jump @BURGJB_1199 
$BURGLARY_TIME_LEFT = 5000 

:BURGJB_1199
if 
0735:   NOP_false 53 
else_jump @BURGJB_1222 
$1790 = 11000 

:BURGJB_1222
if 
0735:   NOP_false 54 
else_jump @BURGJB_1244 
48@ = 3 

:BURGJB_1244
if 
  110@ == 0 
else_jump @BURGJB_2153 
if 
  $BURGLARY_DAYLIGHT == 0 
else_jump @BURGJB_1970 
00BE: text_clear_all 
09E6: set_burglary_houses_accessible 0 
if 
  92@ == 1 
else_jump @BURGJB_1570 
Player.CanMove($PLAYER_CHAR) = False
fade 0 1000 

:BURGJB_1318
if 
fading 
else_jump @BURGJB_1342 
wait 0 
jump @BURGJB_1318 

:BURGJB_1342
03E6: remove_text_box 
select_interior 0 
04E4: unknown_refresh_game_renderer_at 69@ 70@ 
Camera.SetAtPos(69@, 70@, 71@)
0972: put_actor $PLAYER_ACTOR at 69@ 70@ 71@ // versionC 
0489: set_actor $PLAYER_ACTOR muted 0 
72@ += 180.0 
Actor.Angle($PLAYER_ACTOR) = 72@
08AD: put_actor $PLAYER_ACTOR at 73@ 74@ radius 5.0 // interior version 
Camera.SetAtPos(69@, 70@, 71@)
if 
  48@ == 0 
else_jump @BURGJB_1496 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_1496 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_1496
92@ = 0 
93@ = 0 
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_1525 
Camera.Restore_WithJumpCut

:BURGJB_1525
fade 1 1000 

:BURGJB_1532
if 
fading 
else_jump @BURGJB_1556 
wait 0 
jump @BURGJB_1532 

:BURGJB_1556
Player.CanMove($PLAYER_CHAR) = True
jump @BURGJB_1733 

:BURGJB_1570
if 
  48@ == 0 
else_jump @BURGJB_1733 
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_1733 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_1640 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_1640
fade 0 1000 

:BURGJB_1647
if 
fading 
else_jump @BURGJB_1671 
wait 0 
jump @BURGJB_1647 

:BURGJB_1671
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_1702 
Camera.Restore_WithJumpCut

:BURGJB_1702
fade 1 1000 

:BURGJB_1709
if 
fading 
else_jump @BURGJB_1733 
wait 0 
jump @BURGJB_1709 

:BURGJB_1733
014F: stop_timer $BURGLARY_DAYLIGHT 
if 
  48@ > 0 
else_jump @BURGJB_1916 
03C3: set_timer_to $BURGLARY_TIME_LEFT type 1 GXT 'BURG3' // global_variable  // TIME
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG2' time 5000 flag 1  // ~s~It's daylight! Not the time for home invasions! Go and offload what you've already stolen within the time limit!
if 
  93@ == 1 
else_jump @BURGJB_1838 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
102@ = 2 
jump @BURGJB_1909 

:BURGJB_1838
if 
  94@ == 1 
else_jump @BURGJB_1886 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
102@ = 1 
jump @BURGJB_1909 

:BURGJB_1886
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
102@ = 3 

:BURGJB_1909
jump @BURGJB_1956 

:BURGJB_1916
$BURGLARY_TIME_LEFT = 0 
Object.Destroy(49@)
Object.RemoveReferences(49@)
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
jump @BURGJB_8332 

:BURGJB_1956
110@ = 1 
jump @BURGJB_2146 

:BURGJB_1970
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 
if 
  $TIME_HOURS >= 20 
else_jump @BURGJB_2066 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 1440 
0062: 36@ -= 88@ // (int) 
36@ += 360 
36@ += 1 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_2066
if 
  6 > $TIME_HOURS 
else_jump @BURGJB_2146 
008B: 88@ = $TIME_HOURS // (int) 
88@ *= 60 
005C: 88@ += $TIME_MINS // (int) 
36@ = 360 
0062: 36@ -= 88@ // (int) 
36@ += 1 
36@ *= 1000 
008A: $BURGLARY_DAYLIGHT = 36@ // (int) 

:BURGJB_2146
jump @BURGJB_2351 

:BURGJB_2153
if 
  $BURGLARY_TIME_LEFT == 0 
else_jump @BURGJB_2351 
00BE: text_clear_all 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_2196 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_2196
fade 0 1000 

:BURGJB_2203
if 
fading 
else_jump @BURGJB_2227 
wait 0 
jump @BURGJB_2203 

:BURGJB_2227
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_2272 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_2272
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_2287 
Camera.Restore_WithJumpCut

:BURGJB_2287
fade 1 1000 

:BURGJB_2294
if 
fading 
else_jump @BURGJB_2318 
wait 0 
jump @BURGJB_2294 

:BURGJB_2318
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
Object.Destroy(49@)
Object.RemoveReferences(49@)
jump @BURGJB_8332 

:BURGJB_2351
if 
  95@ == 0 
else_jump @BURGJB_7832 
gosub @BURGJB_7953 
077E: get_active_interior_to 37@ 
if 
  37@ == 0 
else_jump @BURGJB_2451 
if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_2451 
00BB: show_text_lowpriority GXT 'BURG62' time 5000 flag 1  // ~r~You no longer have the ski mask.
jump @BURGJB_8332 

:BURGJB_2451
if 
  93@ == 1 
else_jump @BURGJB_2694 
if and
   Player.WantedLevel($PLAYER_CHAR) > 0
  48@ > 0 
else_jump @BURGJB_2544 
if 
   not 102@ == 5 
else_jump @BURGJB_2537 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
102@ = 5 

:BURGJB_2537
jump @BURGJB_2687 

:BURGJB_2544
if 
   not 102@ == 2 
else_jump @BURGJB_2687 
00BE: text_clear_all 
if 
  48@ > 0 
else_jump @BURGJB_2646 
if 
  110@ == 0 
else_jump @BURGJB_2623 
00BB: show_text_lowpriority GXT 'BURG4' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~, or find a house to break into.
jump @BURGJB_2639 

:BURGJB_2623
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.

:BURGJB_2639
jump @BURGJB_2680 

:BURGJB_2646
if 
  110@ == 0 
else_jump @BURGJB_2680 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_2680
102@ = 2 

:BURGJB_2687
jump @BURGJB_3084 

:BURGJB_2694
if 
  110@ == 0 
else_jump @BURGJB_2957 
if 
  94@ == 1 
else_jump @BURGJB_2798 
if 
   not 102@ == 1 
else_jump @BURGJB_2791 
if 
  92@ == 0 
else_jump @BURGJB_2791 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
102@ = 1 

:BURGJB_2791
jump @BURGJB_2950 

:BURGJB_2798
if 
  92@ == 1 
else_jump @BURGJB_2866 
if 
   not 102@ == 4 
else_jump @BURGJB_2859 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.
102@ = 4 

:BURGJB_2859
jump @BURGJB_2950 

:BURGJB_2866
if 
   not 102@ == 3 
else_jump @BURGJB_2950 
00BE: text_clear_all 
if 
  48@ == 0 
else_jump @BURGJB_2927 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.
jump @BURGJB_2943 

:BURGJB_2927
00BB: show_text_lowpriority GXT 'BURG31' time 5000 flag 1  // ~s~Go and find a house to break into, or get in the ~b~truck~s~ and go offload what you've already stashed.

:BURGJB_2943
102@ = 3 

:BURGJB_2950
jump @BURGJB_3084 

:BURGJB_2957
if 
  94@ == 1 
else_jump @BURGJB_3043 
if 
   not 102@ == 1 
else_jump @BURGJB_3036 
if 
  92@ == 0 
else_jump @BURGJB_3036 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
102@ = 1 

:BURGJB_3036
jump @BURGJB_3084 

:BURGJB_3043
if 
   not 102@ == 3 
else_jump @BURGJB_3084 
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
102@ = 3 

:BURGJB_3084
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_7681 
if 
  92@ == 0 
else_jump @BURGJB_3396 
if 
   not Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_3228 
93@ = 0 
if 
  99@ == 1 
else_jump @BURGJB_3174 
Marker.Disable(51@)
99@ = 0 

:BURGJB_3174
if 
  97@ == 0 
else_jump @BURGJB_3221 
52@ = Marker.CreateAboveCar(50@)
018B: set_marker 52@ radar_mode 2 
07E0: set_marker 52@ type_to 1 
97@ = 1 

:BURGJB_3221
jump @BURGJB_3396 

:BURGJB_3228
93@ = 1 
if 
  97@ == 1 
else_jump @BURGJB_3272 
108@ = 0 
Marker.Disable(52@)
97@ = 0 

:BURGJB_3272
if 
  48@ > 0 
else_jump @BURGJB_3396 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @BURGJB_3345 
if 
  99@ == 1 
else_jump @BURGJB_3338 
Marker.Disable(51@)
99@ = 0 

:BURGJB_3338
jump @BURGJB_3396 

:BURGJB_3345
if 
  99@ == 0 
else_jump @BURGJB_3396 
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
99@ = 1 

:BURGJB_3396
if 
  108@ == 0 
else_jump @BURGJB_3848 
0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @BURGJB_3454 
35@ = 0 
jump @BURGJB_3830 

:BURGJB_3454
if 
  $STAT_UNLOCKED_CITIES_NUMBER == 1 
else_jump @BURGJB_3626 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
if 
  35@ > 0 
else_jump @BURGJB_3532 
35@ -= 1 
jump @BURGJB_3619 

:BURGJB_3532
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
if 
0025:   43@ > 42@ // (float) 
else_jump @BURGJB_3619 
35@ = 1 

:BURGJB_3619
jump @BURGJB_3830 

:BURGJB_3626
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
if 
  35@ > 0 
else_jump @BURGJB_3686 
35@ -= 1 
jump @BURGJB_3830 

:BURGJB_3686
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
if 
0025:   43@ > 42@ // (float) 
else_jump @BURGJB_3781 
35@ = 1 
0087: 43@ = 42@ // (float) 

:BURGJB_3781
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 56@ 59@ 62@ 
if 
0025:   43@ > 42@ // (float) 
else_jump @BURGJB_3830 
35@ = 2 

:BURGJB_3830
Garage.ChangeType($BURGLARY_GARAGES(35@,3s), 19)
108@ = 1 

:BURGJB_3848
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_5295 
if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
01AF:   car 50@ sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
else_jump @BURGJB_5266 
if 
   not Garage.IsOpen($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_3990 
Garage.Open($BURGLARY_GARAGES(35@,3s))

:BURGJB_3990
if 
  108@ == 1 
else_jump @BURGJB_5259 
if 
  93@ == 1 
else_jump @BURGJB_5259 
if 
  48@ > 0 
else_jump @BURGJB_5259 
if 
   Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @BURGJB_4117 
if 
  99@ == 1 
else_jump @BURGJB_4110 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
Marker.Disable(51@)
99@ = 0 

:BURGJB_4110
jump @BURGJB_5259 

:BURGJB_4117
if 
  99@ == 0 
else_jump @BURGJB_4193 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
99@ = 1 
jump @BURGJB_5259 

:BURGJB_4193
00BB: show_text_lowpriority GXT 'BURG40' time 1000 flag 1  // ~s~Park the truck in the ~y~lockup~s~.
if 
0100:   actor $PLAYER_ACTOR in_sphere 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 2.9 3.2 5.0 sphere 1 in_car 
else_jump @BURGJB_5259 
Player.CanMove($PLAYER_CHAR) = False
01F7: set_player $PLAYER_CHAR ignored_by_cops true 
00BE: text_clear_all 
0395: clear_area 1 at 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 10.0 
if 
  110@ == 1 
else_jump @BURGJB_4342 
014F: stop_timer $BURGLARY_TIME_LEFT 
$BURGLARY_TIME_LEFT = 999999 

:BURGJB_4342
if 
   not Garage.IsClosed($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_4371 
Garage.Close($BURGLARY_GARAGES(35@,3s))

:BURGJB_4371
104@ = 0 

:BURGJB_4378
if 
  104@ == 0 
else_jump @BURGJB_4434 
wait 0 
if 
   Garage.IsClosed($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_4427 
104@ = 1 

:BURGJB_4427
jump @BURGJB_4378 

:BURGJB_4434
Marker.Disable(51@)
0085: 34@ = 48@ // (int) 
34@ *= 20 
006A: 34@ *= 48@ // (int) 
005E: $1791 += 48@ // (int) 
005E: $1790 += 34@ // (int) 
008F: 45@ = integer $1790 to_float 
0093: 46@ = integer 34@ to_float 
005A: 47@ += 48@ // (int) 
005E: $BUGRLARY_CASH += 34@ // (int) 
0628: add 46@ to_float_stat 40 
0624: add 46@ to_float_stat 41 
0623: add 48@ to_integer_stat 194 
if 
  110@ == 1 
else_jump @BURGJB_4700 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_4573 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_4573
fade 0 1000 

:BURGJB_4580
if 
fading 
else_jump @BURGJB_4604 
wait 0 
jump @BURGJB_4580 

:BURGJB_4604
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_4649 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_4649
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_4662 

:BURGJB_4662
fade 1 1000 

:BURGJB_4669
if 
fading 
else_jump @BURGJB_4693 
wait 0 
jump @BURGJB_4669 

:BURGJB_4693
jump @BURGJB_4869 

:BURGJB_4700
if and
  $1790 >= 10000 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_4869 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_4749 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_4749
fade 0 1000 

:BURGJB_4756
if 
fading 
else_jump @BURGJB_4780 
wait 0 
jump @BURGJB_4756 

:BURGJB_4780
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_4825 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:BURGJB_4825
if 
89BE:   not unknown_check_09BD 
else_jump @BURGJB_4838 

:BURGJB_4838
fade 1 1000 

:BURGJB_4845
if 
fading 
else_jump @BURGJB_4869 
wait 0 
jump @BURGJB_4845 

:BURGJB_4869
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
if 
  2 > 48@ 
else_jump @BURGJB_4936 
036D: show_text_2numbers_styled GXT 'BURG39' numbers 48@ 34@ time 5000 style 6  // ~s~This load: ~1~ item $~1~
jump @BURGJB_4958 

:BURGJB_4936
036D: show_text_2numbers_styled GXT 'BURG36' numbers 48@ 34@ time 5000 style 6  // ~s~This load: ~1~ items $~1~

:BURGJB_4958
Player.Money($PLAYER_CHAR) += 34@
32@ = 0 

:BURGJB_4973
if or
076F:   text_priority_displayed 
  4000 > 32@ 
else_jump @BURGJB_5005 
wait 0 
jump @BURGJB_4973 

:BURGJB_5005
if 
   not Garage.IsOpen($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_5034 
Garage.Open($BURGLARY_GARAGES(35@,3s))

:BURGJB_5034
104@ = 0 

:BURGJB_5041
if 
  104@ == 0 
else_jump @BURGJB_5097 
wait 0 
if 
   Garage.IsOpen($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_5090 
104@ = 1 

:BURGJB_5090
jump @BURGJB_5041 

:BURGJB_5097
if and
  $1790 >= 10000 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_5151 
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
jump @BURGJB_8372 
jump @BURGJB_5213 

:BURGJB_5151
if 
  110@ == 0 
else_jump @BURGJB_5185 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_5185
99@ = 0 
34@ = 0 
48@ = 0 
105@ = 0 

:BURGJB_5213
Player.CanMove($PLAYER_CHAR) = True
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
if 
  110@ == 1 
else_jump @BURGJB_5259 
jump @BURGJB_8332 
$BURGLARY_TIME_LEFT = 0 

:BURGJB_5259
jump @BURGJB_5295 

:BURGJB_5266
if 
   not Garage.IsClosed($BURGLARY_GARAGES(35@,3s))
else_jump @BURGJB_5295 
Garage.Close($BURGLARY_GARAGES(35@,3s))

:BURGJB_5295
if 
  93@ == 0 
else_jump @BURGJB_5730 
if 
0867:   unknown_check 0 
else_jump @BURGJB_5470 
if 
  107@ == 0 
else_jump @BURGJB_5456 
094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 69@ 70@ 71@ number_to 72@ 
Actor.StorePos($PLAYER_ACTOR, 73@, 74@, 75@)
if 
03CA:   object 49@ exists 
else_jump @BURGJB_5425 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_5425 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_5425
Marker.Disable(52@)
0489: set_actor $PLAYER_ACTOR muted 1 
075B: zoom_radar 90 
39@ = Player.Money($PLAYER_CHAR)
107@ = 1 

:BURGJB_5456
92@ = 1 
jump @BURGJB_5730 

:BURGJB_5470
if 
  107@ == 1 
else_jump @BURGJB_5723 
0489: set_actor $PLAYER_ACTOR muted 0 
if 
03CA:   object 49@ exists 
else_jump @BURGJB_5543 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_5543 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_5543
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_5574 
52@ = Marker.CreateAboveCar(50@)
07E0: set_marker 52@ type_to 1 

:BURGJB_5574
075B: zoom_radar 0 
107@ = 0 
if 
  94@ == 1 
else_jump @BURGJB_5723 
112@ = 1 
if 
0045:   85@ == 69@ // (float) 
else_jump @BURGJB_5674 
if 
0045:   86@ == 70@ // (float) 
else_jump @BURGJB_5674 
if 
0045:   87@ == 71@ // (float) 
else_jump @BURGJB_5674 
112@ = 0 

:BURGJB_5674
if 
  112@ == 1 
else_jump @BURGJB_5723 
0087: 85@ = 69@ // (float) 
0087: 86@ = 70@ // (float) 
0087: 87@ = 71@ // (float) 
0623: add 1 to_integer_stat 191 

:BURGJB_5723
92@ = 0 

:BURGJB_5730
if 
  93@ == 0 
else_jump @BURGJB_6506 
if 
  92@ == 0 
else_jump @BURGJB_6506 
if 
  94@ == 0 
else_jump @BURGJB_6008 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
if 
   not 49@ == -1 
else_jump @BURGJB_6001 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_5895 
if 
  100@ == 1 
else_jump @BURGJB_5881 
03E6: remove_text_box 
100@ = 0 

:BURGJB_5881
94@ = 1 
jump @BURGJB_6001 

:BURGJB_5895
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 flag 0 on_foot 
else_jump @BURGJB_5974 
if 
  100@ == 0 
else_jump @BURGJB_5967 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
100@ = 1 

:BURGJB_5967
jump @BURGJB_6001 

:BURGJB_5974
if 
  100@ == 1 
else_jump @BURGJB_6001 
03E6: remove_text_box 
100@ = 0 

:BURGJB_6001
jump @BURGJB_6064 

:BURGJB_6008
if 
03CA:   object 49@ exists 
else_jump @BURGJB_6057 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_6050 
94@ = 0 

:BURGJB_6050
jump @BURGJB_6064 

:BURGJB_6057
94@ = 0 

:BURGJB_6064
if or
  $BURGLARY_DETECTED_FLAG == 1 
  98@ == 1 
else_jump @BURGJB_6122 
$BURGLARY_DETECTED_FLAG = 0 
98@ = 0 
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
$BURGLARY_ESCAPE_TIME_SEC = 10 
109@ = 0 

:BURGJB_6122
if 
  101@ == 1 
else_jump @BURGJB_6179 
0151: remove_status_text $BURGLARY_NOISE_I 
$BURGLARY_NOISE_F = 0.0 
41@ = 0.0 
$BURGLARY_NOISE_I = 0 
101@ = 0 

:BURGJB_6179
if 
  94@ == 1 
else_jump @BURGJB_6506 
0407: store_coords_to 66@ 67@ 68@ from_car 50@ with_offset 0.0 -6.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 66@ 67@ 68@ radius 3.5 3.5 2.0 on_foot 
else_jump @BURGJB_6479 
if 
  100@ == 0 
else_jump @BURGJB_6304 
0512: show_permanent_text_box 'BURG24'  // Press ~k~~VEHICLE_ENTER_EXIT~ to put item in truck
100@ = 1 

:BURGJB_6304
if 
00E1:   player 0 pressed_key 15 
else_jump @BURGJB_6472 
03E6: remove_text_box 
48@ += 1 
33@ = 0 
104@ = 0 
if 
03CA:   object 49@ exists 
else_jump @BURGJB_6465 

:BURGJB_6360
if 
  104@ == 0 
else_jump @BURGJB_6428 
if or
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
   Actor.Dead($PLAYER_ACTOR)
  33@ > 5000 
else_jump @BURGJB_6417 
104@ = 1 

:BURGJB_6417
wait 0 
jump @BURGJB_6360 

:BURGJB_6428
Object.Destroy(49@)
Object.RemoveReferences(49@)
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
94@ = 0 

:BURGJB_6465
100@ = 0 

:BURGJB_6472
jump @BURGJB_6506 

:BURGJB_6479
if 
  100@ == 1 
else_jump @BURGJB_6506 
03E6: remove_text_box 
100@ = 0 

:BURGJB_6506
if 
  92@ == 1 
else_jump @BURGJB_7674 
if and
  98@ == 0 
  $BURGLARY_DETECTED_FLAG == 0 
else_jump @BURGJB_6979 
if 
  101@ == 0 
else_jump @BURGJB_6631 
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
if 
  111@ > 0 
else_jump @BURGJB_6624 
04F7: status_text $BURGLARY_NOISE_I type 1 line 2 GXT 'BURG25' // global_variable  // Noise
0489: set_actor $PLAYER_ACTOR muted 1 
101@ = 1 

:BURGJB_6624
jump @BURGJB_6972 

:BURGJB_6631
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
if 
   not 111@ == 0 
else_jump @BURGJB_6926 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
0855: get_actor -1 noise_level_at 63@ 64@ 65@ store_to $BURGLARY_NOISE_F 
$BURGLARY_NOISE_F *= 1.6 
if 
  $BURGLARY_NOISE_F > 20.0 
else_jump @BURGJB_6735 
$BURGLARY_NOISE_F -= 20.0 
005D: 41@ += $BURGLARY_NOISE_F // (float) 

:BURGJB_6735
41@ *= 0.99 
0090: $BURGLARY_NOISE_I = float 41@ to_integer 
if 
  $BURGLARY_NOISE_I >= 100 
else_jump @BURGJB_6815 
$BURGLARY_NOISE_I = 100 
if 
  106@ == 0 
else_jump @BURGJB_6808 
01BD: 89@ = current_time_in_ms 
106@ = 1 

:BURGJB_6808
jump @BURGJB_6847 

:BURGJB_6815
if 
  0 > $BURGLARY_NOISE_I 
else_jump @BURGJB_6840 
$BURGLARY_NOISE_I = 0 

:BURGJB_6840
106@ = 0 

:BURGJB_6847
if 
  106@ == 1 
else_jump @BURGJB_6919 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
if 
  91@ > 200 
else_jump @BURGJB_6919 
98@ = 1 
105@ += 1 

:BURGJB_6919
jump @BURGJB_6972 

:BURGJB_6926
0151: remove_status_text $BURGLARY_NOISE_I 
$BURGLARY_NOISE_F = 0.0 
41@ = 0.0 
$BURGLARY_NOISE_I = 0 
101@ = 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_6972
jump @BURGJB_7336 

:BURGJB_6979
if 
  101@ == 1 
else_jump @BURGJB_7091 
0151: remove_status_text $BURGLARY_NOISE_I 
$BURGLARY_ESCAPE_TIME_SEC = 10 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG55' time 5000 flag 1  // ~s~You have been detected!
04F7: status_text $BURGLARY_ESCAPE_TIME_SEC type 0 line 2 GXT 'BURG61' // global_variable  // COPS
01BD: 89@ = current_time_in_ms 
$BURGLARY_NOISE_F = 0.0 
41@ = 0.0 
$BURGLARY_NOISE_I = 0 
101@ = 0 
jump @BURGJB_7336 

:BURGJB_7091
if 
  109@ == 0 
else_jump @BURGJB_7336 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
91@ /= 1000 
$BURGLARY_ESCAPE_TIME_SEC = 10 
0066: $BURGLARY_ESCAPE_TIME_SEC -= 91@ // (int) 
if or
  0 > $BURGLARY_ESCAPE_TIME_SEC 
  $BURGLARY_ESCAPE_TIME_SEC == 0 
else_jump @BURGJB_7247 
$BURGLARY_ESCAPE_TIME_SEC = 0 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 4
else_jump @BURGJB_7210 
Player.SetMinWantedLevel($PLAYER_CHAR, 3)

:BURGJB_7210
109@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG60' time 5000 flag 1  // ~s~The cops are on the way!
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
jump @BURGJB_7336 

:BURGJB_7247
03D5: remove_text 'BURG58'  // ~s~You have ~1~ seconds to get out of the house!
03D5: remove_text 'BURG59'  // ~s~You have ~1~ second to get out of the house!
09C1: unknown_text_flag 0 
if 
  $BURGLARY_ESCAPE_TIME_SEC > 1 
else_jump @BURGJB_7317 
01E4: show_text_1number_lowpriority GXT 'BURG58' number $BURGLARY_ESCAPE_TIME_SEC time 1000 flag 1  // ~s~You have ~1~ seconds to get out of the house!
jump @BURGJB_7336 

:BURGJB_7317
01E4: show_text_1number_lowpriority GXT 'BURG59' number $BURGLARY_ESCAPE_TIME_SEC time 1000 flag 1  // ~s~You have ~1~ second to get out of the house!

:BURGJB_7336
if 
  94@ == 0 
else_jump @BURGJB_7596 
Actor.StorePos($PLAYER_ACTOR, 63@, 64@, 65@)
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
if 
   not 49@ == -1 
else_jump @BURGJB_7589 
if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_7483 
if 
  100@ == 1 
else_jump @BURGJB_7469 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG57' time 5000 flag 1  // ~s~Take the item back to the truck.
03E6: remove_text_box 
100@ = 0 

:BURGJB_7469
94@ = 1 
jump @BURGJB_7589 

:BURGJB_7483
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 flag 0 on_foot 
else_jump @BURGJB_7562 
if 
  100@ == 0 
else_jump @BURGJB_7555 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
100@ = 1 

:BURGJB_7555
jump @BURGJB_7589 

:BURGJB_7562
if 
  100@ == 1 
else_jump @BURGJB_7589 
03E6: remove_text_box 
100@ = 0 

:BURGJB_7589
jump @BURGJB_7674 

:BURGJB_7596
if 
03CA:   object 49@ exists 
else_jump @BURGJB_7674 
if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
else_jump @BURGJB_7674 
if 
  94@ == 1 
else_jump @BURGJB_7667 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.

:BURGJB_7667
94@ = 0 

:BURGJB_7674
jump @BURGJB_7825 

:BURGJB_7681
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_7811 
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @BURGJB_7733 
Player.CanMove($PLAYER_CHAR) = False

:BURGJB_7733
fade 0 1000 

:BURGJB_7740
if 
fading 
else_jump @BURGJB_7764 
wait 0 
jump @BURGJB_7740 

:BURGJB_7764
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:BURGJB_7787
if 
fading 
else_jump @BURGJB_7811 
wait 0 
jump @BURGJB_7787 

:BURGJB_7811
jump @BURGJB_8332 
95@ = 1 

:BURGJB_7825
jump @BURGJB_7946 

:BURGJB_7832
if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
else_jump @BURGJB_7939 
fade 0 1000 

:BURGJB_7868
if 
fading 
else_jump @BURGJB_7892 
wait 0 
jump @BURGJB_7868 

:BURGJB_7892
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)
fade 1 1000 

:BURGJB_7915
if 
fading 
else_jump @BURGJB_7939 
wait 0 
jump @BURGJB_7915 

:BURGJB_7939
jump @BURGJB_8332 

:BURGJB_7946
jump @BURGJB_1044 

:BURGJB_7953
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @BURGJB_8042 
if 
00E1:   player 0 pressed_key 19 
else_jump @BURGJB_8035 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8035 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8035 
96@ = 1 

:BURGJB_8035
jump @BURGJB_8101 

:BURGJB_8042
if 
00E1:   player 0 pressed_key 14 
else_jump @BURGJB_8101 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8101 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8101 
96@ = 1 

:BURGJB_8101
if 
  96@ == 1 
else_jump @BURGJB_8330 
if 
   not $13 == 3 
else_jump @BURGJB_8237 
if 
80E1:   not player 0 pressed_key 19 
else_jump @BURGJB_8230 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8230 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8221 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Burglary mission cancelled!
95@ = 1 
jump @BURGJB_8228 

:BURGJB_8221
96@ = 0 

:BURGJB_8228
return 

:BURGJB_8230
jump @BURGJB_8330 

:BURGJB_8237
if 
80E1:   not player 0 pressed_key 14 
else_jump @BURGJB_8330 
if 
   not Car.Wrecked(50@)
else_jump @BURGJB_8330 
if 
   Actor.InCar($PLAYER_ACTOR, 50@)
else_jump @BURGJB_8321 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Burglary mission cancelled!
95@ = 1 
jump @BURGJB_8328 

:BURGJB_8321
96@ = 0 

:BURGJB_8328
return 

:BURGJB_8330
return 

:BURGJB_8332
00BA: show_text_styled GXT 'B_FAIL1' time 5000 style 5  // Burglary mission ended.
036D: show_text_2numbers_styled GXT 'BURG37' numbers 47@ $BUGRLARY_CASH time 5000 style 1  // TOTAL: ~1~ items worth $~1~
return 

:BURGJB_8372
if 
  $MISSION_BURGLARY_PASSED == 0 
else_jump @BURGJB_8440 
Player.InfiniteRun($PLAYER_CHAR) = True
01E3: show_text_1number_styled GXT 'BURG54' number 3000 time 5000 style 1  // Burglary missions complete: $~1~
Player.Money($PLAYER_CHAR) += 3000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 2 
$MISSION_BURGLARY_PASSED = 1 

:BURGJB_8440
return 
return 

:BURGJB_8444
$CARMOD_DISABLED_FLAG = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BURGJB_8474 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_8474
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
09E6: set_burglary_houses_accessible 0 
Garage.ChangeType(s$BURGLARY_GARAGES[0], 43)
Garage.ChangeType(s$BURGLARY_GARAGES[1], 43)
Garage.ChangeType(s$BURGLARY_GARAGES[2], 43)
Car.RemoveReferences(50@)
Marker.Disable(52@)
Marker.Disable(51@)
0151: remove_status_text $BURGLARY_NOISE_I 
014F: stop_timer $BURGLARY_DAYLIGHT 
014F: stop_timer $BURGLARY_TIME_LEFT 
0151: remove_status_text $BUGRLARY_CASH 
0151: remove_status_text $BURGLARY_ESCAPE_TIME_SEC 
$ONMISSION_BURGLARY = 0 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

//-------------Mission 126---------------
// Originally: Freight Train Sub-Mission

:FREIGHT
thread 'FREIGHT' 
gosub @FREIGHT_80 
if 
wasted_or_busted 
else_jump @FREIGHT_38 
gosub @FREIGHT_2819 

:FREIGHT_38
gosub @FREIGHT_3178 
if 
  $8239 == 1 
else_jump @FREIGHT_78 
create_thread @FRTEXT 
$8239 = 2 

:FREIGHT_78
end_thread 

:FREIGHT_80
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 0.0 
135@ = 999999.0 
$ONMISSION = 1 
$161 = 1 
130@ = 0 
126@ = 0 
125@ = 0 
if 
  $163 == 0 
else_jump @FREIGHT_162 
$163 = 1 

:FREIGHT_162
45@ = 1698.826 
65@ = -1953.75 
85@ = 12.5469 
34@ = 150000 
39@ = 60000 
46@ = 789.4952 
66@ = -1343.796 
86@ = -2.5794 
35@ = 60000 
40@ = 140000 
47@ = -1943.241 
67@ = 159.585 
87@ = 24.7186 
36@ = 140000 
41@ = 150000 
48@ = 1463.359 
68@ = 2632.25 
88@ = 9.8203 
37@ = 150000 
42@ = 105000 
49@ = 2864.623 
69@ = 1248.266 
89@ = 9.8203 
38@ = 105000 
43@ = 150000 
if 
  $163 == 1 
else_jump @FREIGHT_438 
127@ = 15000 

:FREIGHT_438
if 
  $163 == 2 
else_jump @FREIGHT_464 
127@ = 10000 

:FREIGHT_464
if 
  $163 == 3 
else_jump @FREIGHT_489 
127@ = 0 

:FREIGHT_489
129@ = 0 

:FREIGHT_496
005A: 34@(129@,5i) += 127@ // (int) 
005A: 39@(129@,5i) += 127@ // (int) 
129@ += 1 
  129@ >= 5 
else_jump @FREIGHT_496 
0169: set_fade_color_RGB 0 0 0 
$ONMISSION = 1 
if 
  $8239 == 0 
else_jump @FREIGHT_576 
increment_mission_attempts 

:FREIGHT_576
054C: use_GXT_table 'FTRAIN' 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_627 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FREIGHT_627 
$TEMPVAR_ACTOR_CAR = Actor.Car($PLAYER_ACTOR)

:FREIGHT_627
if 
  $8239 == 0 
else_jump @FREIGHT_671 
01E3: show_text_1number_styled GXT 'FREI_04' number $163 time 5000 style 4  // Freight Mission Level ~1~
jump @FREIGHT_687 

:FREIGHT_671
00BA: show_text_styled GXT 'FREI_X' time 5000 style 4  // Freight Mission

:FREIGHT_687
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_721 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:FREIGHT_721
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 1698.826 -1953.75 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_776 
0087: 135@ = 134@ // (float) 
125@ = 0 

:FREIGHT_776
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 789.4952 -1343.796 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_831 
0087: 135@ = 134@ // (float) 
125@ = 1 

:FREIGHT_831
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY -1943.241 159.585 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_886 
0087: 135@ = 134@ // (float) 
125@ = 2 

:FREIGHT_886
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 1463.359 2632.25 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_941 
0087: 135@ = 134@ // (float) 
125@ = 3 

:FREIGHT_941
0509: 134@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2864.623 1248.266 
if 
0025:   135@ > 134@ // (float) 
else_jump @FREIGHT_996 
0087: 135@ = 134@ // (float) 
125@ = 4 

:FREIGHT_996
Model.Load(#FREIBOX)
Model.Load(#STREAKC)
Model.Load(#FREIFLAT)
Model.Load(#STREAK)
Model.Load(#FREIGHT)

:FREIGHT_1021
if or
   not Model.Available(#FREIBOX)
   not Model.Available(#STREAKC)
   not Model.Available(#FREIFLAT)
   not Model.Available(#STREAK)
   not Model.Available(#FREIGHT)
else_jump @FREIGHT_1068 
wait 0 
jump @FREIGHT_1021 

:FREIGHT_1068
32@ = 0 
33@ = 0 
06DB: destroy_all_trains 
06D7: enable_train_traffic 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_1128 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @FREIGHT_1128 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 

:FREIGHT_1128
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @FREIGHT_1195 
if 
09E3:   train $TEMPVAR_ACTOR_CAR traveling_clockwise 
else_jump @FREIGHT_1181 
125@ += 1 
133@ = 0 
jump @FREIGHT_1195 

:FREIGHT_1181
125@ -= 1 
133@ = 1 

:FREIGHT_1195
if 
  125@ == 5 
else_jump @FREIGHT_1220 
125@ = 0 

:FREIGHT_1220
if 
  125@ == -1 
else_jump @FREIGHT_1245 
125@ = 4 

:FREIGHT_1245
gosub @FREIGHT_3353 
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
if 
  133@ == 0 
else_jump @FREIGHT_1319 
008A: $8238 = 34@(125@,5i) // (int) 
jump @FREIGHT_1331 

:FREIGHT_1319
008A: $8238 = 39@(125@,5i) // (int) 

:FREIGHT_1331
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_2766 
wait 0 
if 
0736:   NOP_false 65 
else_jump @FREIGHT_1373 
jump @FREIGHT_2258 

:FREIGHT_1373
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
else_jump @FREIGHT_1442 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
820D:   not car $TEMPVAR_ACTOR_CAR flipped 
else_jump @FREIGHT_1435 
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2773 

:FREIGHT_1435
jump @FREIGHT_1453 

:FREIGHT_1442
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2773 

:FREIGHT_1453
02E3: 137@ = car $TEMPVAR_ACTOR_CAR speed 
0090: $8242 = float 137@ to_integer 
if and
  33@ > 3000 
  126@ == 0 
else_jump @FREIGHT_1515 
126@ = 1 
00BE: text_clear_all 
03E5: show_text_box 'FREI_03'  // ~s~Deliver the cargo to the stations within the time limit!

:FREIGHT_1515
if and
  33@ > 8000 
  126@ == 1 
else_jump @FREIGHT_1603 
126@ = 2 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  $8243 == 0 
else_jump @FREIGHT_1588 
03E5: show_text_box 'FREI_12'  // ~s~If you go too fast you will derail!
jump @FREIGHT_1603 

:FREIGHT_1588
33@ = 18000 
126@ = 3 

:FREIGHT_1603
if and
  33@ > 12000 
  126@ == 2 
else_jump @FREIGHT_1691 
126@ = 3 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  $8243 == 0 
else_jump @FREIGHT_1676 
03E5: show_text_box 'FREI_13'  // ~s~Brake early or you will overshoot the station!
jump @FREIGHT_1691 

:FREIGHT_1676
33@ = 18000 
126@ = 3 

:FREIGHT_1691
if and
  33@ > 16000 
  126@ == 3 
else_jump @FREIGHT_2038 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_1747 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:FREIGHT_1747
136@ = 0.0 
$8238 = 0 
0509: 136@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
if 
  136@ > 3000.0 
else_jump @FREIGHT_1835 
136@ /= 0.021 
jump @FREIGHT_1845 

:FREIGHT_1835
136@ /= 0.019 

:FREIGHT_1845
if 
  10000.0 > 136@ 
else_jump @FREIGHT_1876 
136@ = 10000.0 

:FREIGHT_1876
0090: $8238 = float 136@ to_integer 
if 
  $163 == 1 
else_jump @FREIGHT_1910 
127@ = 15000 

:FREIGHT_1910
if 
  $163 == 2 
else_jump @FREIGHT_1935 
127@ = 0 

:FREIGHT_1935
if 
  $163 == 3 
else_jump @FREIGHT_1960 
127@ = 0 

:FREIGHT_1960
005E: $8238 += 127@ // (int) 
126@ = 4 
$8243 = 1 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
00BE: text_clear_all 
03E6: remove_text_box 

:FREIGHT_2038
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_2068 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:FREIGHT_2068
0509: 136@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
if 
0981:   train $TEMPVAR_ACTOR_CAR wrecked 
else_jump @FREIGHT_2124 
jump @FREIGHT_2819 

:FREIGHT_2124
if 
00E1:   player 0 pressed_key 19 
else_jump @FREIGHT_2152 
00BE: text_clear_all 
03E6: remove_text_box 
jump @FREIGHT_2773 

:FREIGHT_2152
if 
  0 >= $8238 
else_jump @FREIGHT_2177 
jump @FREIGHT_2819 

:FREIGHT_2177
if 
0101:   actor $PLAYER_ACTOR in_sphere 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) radius 10.0 10.0 10.0 sphere 1 stopped 
else_jump @FREIGHT_2522 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAK)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #FREIGHT)
else_jump @FREIGHT_2522 

:FREIGHT_2258
if 
075C:   marker 105@(125@,20i) enabled 
else_jump @FREIGHT_2287 
Marker.Disable(105@(125@,20i))

:FREIGHT_2287
130@ += 1 
008B: 127@ = $8238 // (int) 
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
if 
  130@ == 5 
else_jump @FREIGHT_2342 
jump @FREIGHT_2905 

:FREIGHT_2342
if 
  133@ == 0 
else_jump @FREIGHT_2374 
125@ += 1 
jump @FREIGHT_2381 

:FREIGHT_2374
125@ -= 1 

:FREIGHT_2381
if 
  125@ == 5 
else_jump @FREIGHT_2406 
125@ = 0 

:FREIGHT_2406
if 
  125@ == -1 
else_jump @FREIGHT_2431 
125@ = 4 

:FREIGHT_2431
if 
  127@ > 15000 
else_jump @FREIGHT_2458 
127@ = 15000 

:FREIGHT_2458
0085: 128@ = 127@ // (int) 
128@ /= 100 
006E: 128@ *= $163 // (int) 
01E3: show_text_1number_styled GXT 'FREI_07' number 128@ time 3000 style 1  // CARGO DELIVERED! $~1~
Player.Money($PLAYER_CHAR) += 128@
32@ = 0 
132@ = 1 

:FREIGHT_2522
if and
  132@ == 1 
  32@ > 6000 
else_jump @FREIGHT_2759 
0085: 128@ = 127@ // (int) 
128@ /= 1000 
01E3: show_text_1number_styled GXT 'FREI_05' number 128@ time 4000 style 6  // +~1~ Seconds
$8238 = 0 
if 
  133@ == 0 
else_jump @FREIGHT_2635 
008A: $8238 = 34@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 
jump @FREIGHT_2655 

:FREIGHT_2635
008A: $8238 = 39@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 

:FREIGHT_2655
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
132@ = 0 

:FREIGHT_2759
jump @FREIGHT_1331 

:FREIGHT_2766
jump @FREIGHT_2819 

:FREIGHT_2773
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
03E6: remove_text_box 
00BA: show_text_styled GXT 'FREI_02' time 5000 style 1  // ~r~Freight mission cancelled!
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
wait 2000 
return 

:FREIGHT_2819
if 
075C:   marker 105@(125@,20i) enabled 
else_jump @FREIGHT_2848 
Marker.Disable(105@(125@,20i))

:FREIGHT_2848
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03E6: remove_text_box 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'FREI_06' time 4000 flag 1  // ~r~You missed your delivery!
return 

:FREIGHT_2905
if 
  $163 == 2 
else_jump @FREIGHT_3032 
if 
  $8239 == 0 
else_jump @FREIGHT_2976 
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 50000
0394: play_music 2 

:FREIGHT_2976
if 
  $8239 == 2 
else_jump @FREIGHT_3025 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
0394: play_music 2 

:FREIGHT_3025
jump @FREIGHT_3051 

:FREIGHT_3032
01E3: show_text_1number_styled GXT 'FREI_15' number $163 time 5000 style 1  // Level ~1~ Complete

:FREIGHT_3051
if and
  $8240 == 0 
  $163 == 1 
else_jump @FREIGHT_3085 
0595: mission_complete 
$8240 = 1 

:FREIGHT_3085
if and
  $8239 == 0 
  $163 == 2 
else_jump @FREIGHT_3123 
0595: mission_complete 
030C: progress_made += 1 
$8239 = 1 

:FREIGHT_3123
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
Player.ClearWantedLevel($PLAYER_CHAR)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0394: play_music 1 
if 
   not $163 == 2 
else_jump @FREIGHT_3176 
$163 += 1 

:FREIGHT_3176
return 

:FREIGHT_3178
if 
075C:   marker 105@(125@,20i) enabled 
else_jump @FREIGHT_3207 
Marker.Disable(105@(125@,20i))

:FREIGHT_3207
Model.Destroy(#FREIBOX)
Model.Destroy(#STREAKC)
Model.Destroy(#FREIFLAT)
Model.Destroy(#STREAK)
Model.Destroy(#FREIGHT)
$ONMISSION = 0 
$161 = 0 
Player.ClearWantedLevel($PLAYER_CHAR)
0151: remove_status_text $8241 
0151: remove_status_text $8242 
014F: stop_timer $8238 
Player.ClearWantedLevel($PLAYER_CHAR)
03C7: set_sensitivity_to_crime 1.0 
mission_cleanup 
return 
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
return 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
return 
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:FREIGHT_3327
if 
fading 
else_jump @FREIGHT_3351 
wait 0 
jump @FREIGHT_3327 

:FREIGHT_3351
return 

:FREIGHT_3353
0169: set_fade_color_RGB 0 0 0 
fade 1 2000 

:FREIGHT_3368
if 
fading 
else_jump @FREIGHT_3392 
wait 0 
jump @FREIGHT_3368 

:FREIGHT_3392
return 
if 
0736:   NOP_false 83 
else_jump @FREIGHT_3409 

:FREIGHT_3409
if 
0736:   NOP_false 68 
else_jump @FREIGHT_3424 

:FREIGHT_3424
if 
0736:   NOP_false 70 
else_jump @FREIGHT_3439 

:FREIGHT_3439
if 
0736:   NOP_false 66 
else_jump @FREIGHT_3454 

:FREIGHT_3454
if 
0736:   NOP_false 75 
else_jump @FREIGHT_3490 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_3490 
05BE: AS_kill_actor $PLAYER_ACTOR 

:FREIGHT_3490
if 
0736:   NOP_false 72 
else_jump @FREIGHT_3535 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @FREIGHT_3535 
Actor.Armour($PLAYER_ACTOR) = 100
055E: set_player $PLAYER_CHAR max_health += 100 

:FREIGHT_3535
return 

//-------------Mission 127---------------
// Originally: Pimping Sub-Mission

:PIMP
thread 'PIMP' 
gosub @PIMP_47 
if 
wasted_or_busted 
else_jump @PIMP_38 
gosub @PIMP_37455 

:PIMP_38
gosub @PIMP_37870 
end_thread 

:PIMP_47
if 
  $MISSION_PIMPING_PASSED == 0 
else_jump @PIMP_67 
increment_mission_attempts 

:PIMP_67
$162 = 1 
$ONMISSION = 1 
wait 0 
wait 0 
054C: use_GXT_table 'PIMP' 
0169: set_fade_color_RGB 0 0 0 
fade 1 500 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PIMP_138 
Player.CanMove($PLAYER_CHAR) = True

:PIMP_138
541@ = 0 
34@ = 0 
537@ = 0 
538@ = 0 
$8245 = 0 
514@ = 0 
516@ = 0 
517@ = 0 
520@ = 0 
531@ = 0 
41@ = 0 
42@ = 0 
47@ = 0 
44@ = 0 
46@ = 0 
45@ = 0 
43@ = 0 
48@ = 0 
49@ = 0 
147@ = 0 
52@ = 0 
56@ = 0 
55@ = 0 
511@ = 0 
512@ = 0 
37@ = 0 
521@ = 0 
525@ = 0 
524@ = 0 
523@ = 0 
57@ = 1 
175@ = 2286.79 
203@ = -2312.836 
231@ = 12.557 
259@ = 301.0 
176@ = 1537.268 
204@ = -2314.27 
232@ = 12.5469 
260@ = 280.2771 
177@ = 2307.903 
205@ = -1998.647 
233@ = 12.5529 
261@ = 321.3693 
178@ = 1239.282 
206@ = -1918.819 
234@ = 30.3478 
262@ = 284.1407 
179@ = 1685.32 
207@ = -1585.244 
235@ = 12.5469 
263@ = 233.3592 
180@ = 1749.745 
208@ = -1455.778 
236@ = 12.5547 
264@ = 8.5912 
181@ = 1959.539 
209@ = -1452.56 
237@ = 12.5495 
265@ = 186.4147 
182@ = 1793.708 
210@ = -1600.12 
238@ = 12.5387 
266@ = 74.0619 
183@ = 2259.703 
211@ = -1339.907 
239@ = 22.9832 
267@ = 267.1747 
184@ = 2350.009 
212@ = -1504.599 
240@ = 23.0 
268@ = 113.9031 
185@ = 2745.374 
213@ = -1188.68 
241@ = 68.3986 
269@ = 109.0182 
186@ = 2833.886 
214@ = -1585.979 
242@ = 10.086 
270@ = 223.6582 
187@ = 1282.429 
215@ = -1666.13 
243@ = 12.5547 
271@ = 202.373 
188@ = 899.8489 
216@ = -1823.877 
244@ = 11.2302 
272@ = 215.4203 
189@ = 447.2084 
217@ = -1761.314 
245@ = 4.7837 
273@ = 230.4552 
190@ = 765.7432 
218@ = -1541.32 
246@ = 12.5536 
274@ = 264.2591 
191@ = 1269.592 
219@ = -1560.462 
247@ = 12.5643 
275@ = 186.3764 
192@ = 557.9569 
220@ = -1509.402 
248@ = 13.5557 
276@ = 94.5521 
193@ = 434.0113 
221@ = -1555.667 
249@ = 26.5851 
277@ = 273.0415 
194@ = 403.0965 
222@ = -1256.665 
250@ = 51.2 
278@ = 29.0138 
195@ = 1147.13 
223@ = -898.4011 
251@ = 41.7814 
279@ = 234.2193 
196@ = 1020.802 
224@ = -911.898 
252@ = 41.2395 
280@ = 222.6945 
197@ = 828.6284 
225@ = -1056.445 
253@ = 24.2484 
281@ = 22.838 
198@ = 971.1776 
226@ = -1107.744 
254@ = 22.8672 
282@ = 83.3249 
199@ = 1893.362 
227@ = -1741.244 
255@ = 12.5468 
283@ = 177.218 
200@ = 2333.625 
228@ = -1764.659 
256@ = 12.5534 
284@ = 333.4691 
201@ = 1775.942 
229@ = -1895.623 
257@ = 12.3865 
285@ = 248.6633 
202@ = 1707.121 
230@ = -1804.755 
258@ = 12.5391 
286@ = 172.0678 
287@ = -2020.273 
315@ = 932.0927 
343@ = 44.5639 
371@ = 221.8539 
288@ = -2399.298 
316@ = 1071.83 
344@ = 54.7266 
372@ = 327.6848 
289@ = -2400.652 
317@ = 922.1189 
345@ = 44.4453 
373@ = 283.5361 
290@ = -2301.292 
318@ = 1373.105 
346@ = 6.1961 
374@ = 124.8329 
293@ = -2576.948 
321@ = 1144.234 
349@ = 54.7266 
377@ = 124.6449 
294@ = -2694.151 
322@ = 1204.628 
350@ = 54.1953 
378@ = 357.2611 
295@ = -2244.235 
323@ = 643.8406 
351@ = 48.4375 
379@ = 99.8674 
296@ = -1923.351 
324@ = 563.4099 
352@ = 34.1972 
380@ = 44.6685 
297@ = -1736.431 
325@ = 809.515 
353@ = 23.8904 
381@ = 333.3014 
298@ = -1504.571 
326@ = 1083.0 
354@ = 6.1846 
382@ = 156.5032 
299@ = -2400.051 
327@ = 556.1022 
355@ = 23.8906 
383@ = 18.535 
300@ = -2490.255 
328@ = 6.0292 
356@ = 24.6238 
384@ = 56.3408 
301@ = -2757.469 
329@ = 168.1762 
357@ = 6.0408 
385@ = 196.6891 
302@ = -2779.791 
330@ = -319.9682 
358@ = 6.1875 
386@ = 123.0427 
303@ = -2192.023 
331@ = 309.7259 
359@ = 34.1172 
387@ = 7.9069 
304@ = -2195.789 
332@ = 197.3115 
360@ = 34.3203 
388@ = 9.4354 
305@ = -2108.647 
333@ = 217.1542 
361@ = 34.3045 
389@ = 133.6119 
306@ = -1545.449 
334@ = 560.5441 
362@ = 6.1797 
390@ = 165.7533 
307@ = -2779.8 
335@ = -500.7523 
363@ = 6.2925 
391@ = 37.7744 
308@ = -1974.475 
336@ = -975.055 
364@ = 31.2266 
392@ = 138.4206 
309@ = -1587.119 
337@ = -482.9532 
365@ = 5.1484 
393@ = 117.5313 
310@ = -2838.112 
338@ = 846.8309 
366@ = 42.5804 
394@ = 288.0701 
311@ = -2566.241 
339@ = 918.7418 
367@ = 63.9765 
395@ = 178.9968 
312@ = -2601.591 
340@ = 688.1887 
368@ = 26.8125 
396@ = 34.6082 
313@ = -2758.551 
341@ = 394.18 
369@ = 3.3359 
397@ = 315.443 
399@ = 2009.313 
427@ = 1167.793 
455@ = 9.813 
483@ = 266.731 
400@ = 1959.998 
428@ = 945.6432 
456@ = 9.8203 
484@ = 225.7712 
401@ = 2202.737 
429@ = 1254.45 
457@ = 9.8203 
485@ = 110.1904 
402@ = 2186.84 
430@ = 998.9764 
458@ = 9.8203 
486@ = 202.3453 
403@ = 2031.976 
431@ = 1539.9 
459@ = 9.8203 
487@ = 224.9353 
404@ = 2139.462 
432@ = 1516.045 
460@ = 9.8203 
488@ = 351.7 
405@ = 2150.364 
433@ = 1675.969 
461@ = 9.8203 
489@ = 217.8727 
406@ = 1939.55 
434@ = 1389.756 
462@ = 8.2578 
490@ = 271.8136 
407@ = 2595.79 
435@ = 1793.637 
463@ = 9.9692 
491@ = 105.7608 
408@ = 2185.686 
436@ = 1885.912 
464@ = 9.8203 
492@ = 4.9185 
409@ = 2159.891 
437@ = 1931.016 
465@ = 9.8203 
493@ = 94.0854 
410@ = 2057.374 
438@ = 1957.522 
466@ = 10.7324 
494@ = 218.8441 
411@ = 2181.532 
439@ = 2353.484 
467@ = 9.8203 
495@ = 186.4606 
412@ = 2437.607 
440@ = 2376.581 
468@ = 9.8203 
496@ = 87.5329 
413@ = 2335.391 
441@ = 2076.146 
469@ = 9.8125 
497@ = 261.0065 
414@ = 2217.564 
442@ = 1787.844 
470@ = 9.8203 
498@ = 36.1247 
415@ = 1540.732 
443@ = 748.3782 
471@ = 9.8203 
499@ = 259.5982 
416@ = 1011.96 
444@ = 1104.625 
472@ = 9.8203 
500@ = 4.436 
417@ = 1723.904 
445@ = 1541.124 
473@ = 9.8203 
501@ = 317.5323 
418@ = 1958.822 
446@ = 706.9632 
474@ = 9.8199 
502@ = 216.0597 
$8246 = 180000 
0395: clear_area 0 at 1918.988 -1791.854 12.3828 radius 30.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_3339 
jump @PIMP_37455 

:PIMP_3339
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @PIMP_3370 
40@ = Actor.Car($PLAYER_ACTOR)
jump @PIMP_3377 

:PIMP_3370
jump @PIMP_37455 

:PIMP_3377
if 
   not Car.Wrecked(40@)
else_jump @PIMP_3401 
Car.Health(40@) = 2000

:PIMP_3401
060A: create_decision_maker_type 0 store_to 518@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 0 // see ped.dat 
02DD: 35@(37@,2i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
Actor.DestroyInstantly(35@(37@,2i))
02DD: 91@(51@,28i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
Actor.DestroyInstantly(91@(51@,28i))
if 
  47@ == -13 
else_jump @PIMP_3521 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
014F: stop_timer $8246 

:PIMP_3521
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PIMP_3545 
0842: 531@ = player $PLAYER_CHAR town_number 

:PIMP_3545
if 
84A4:   not  531@ == 1 // @ == any 
else_jump @PIMP_3765 
if 
84A4:   not  531@ == 2 // @ == any 
else_jump @PIMP_3765 
if 
84A4:   not  531@ == 3 // @ == any 
else_jump @PIMP_3765 
Actor.StorePos($PLAYER_ACTOR, 532@, 533@, 534@)
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 200@ 228@ 256@ 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 1 // @ = any 
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 287@ 315@ 343@ 
if 
0025:   535@ > 536@ // (float) 
else_jump @PIMP_3708 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 2 // @ = any 

:PIMP_3708
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 399@ 427@ 455@ 
if 
0025:   535@ > 536@ // (float) 
else_jump @PIMP_3765 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 3 // @ = any 

:PIMP_3765
wait 0 
if 
  541@ == 1 
else_jump @PIMP_3805 
040D: unload_wav 4 
03CF: load_wav 31400 as 4 
541@ = 2 

:PIMP_3805
if 
  541@ == 2 
else_jump @PIMP_3845 
if 
03D0:   wav 4 loaded 
else_jump @PIMP_3845 
541@ = 3 

:PIMP_3845
if 
  537@ == 1 
else_jump @PIMP_3906 
if 
  1 > $8246 
else_jump @PIMP_3906 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_92' time 6000 flag 1  // ~r~Customers won't wait forever! Deliver your girl quicker next time!
jump @PIMP_37455 

:PIMP_3906
if 
  537@ == 2 
else_jump @PIMP_3967 
if 
  1 > $8246 
else_jump @PIMP_3967 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_91' time 6000 flag 1  // ~r~You've run out of time! A pimp has to be quick to look after his girls!
jump @PIMP_37455 

:PIMP_3967
if 
0735:   NOP_false 87 
else_jump @PIMP_3992 
$8246 += 60000 

:PIMP_3992
if 
0735:   NOP_false 81 
else_jump @PIMP_4015 
$8246 -= 30000 

:PIMP_4015
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_4038 
jump @PIMP_37455 

:PIMP_4038
if 
   Car.Wrecked(40@)
else_jump @PIMP_4061 
jump @PIMP_37455 

:PIMP_4061
if 
0735:   NOP_false 80 
else_jump @PIMP_4083 
Player.WantedLevel($PLAYER_CHAR) = 2

:PIMP_4083
if 
0735:   NOP_false 79 
else_jump @PIMP_4105 
Player.WantedLevel($PLAYER_CHAR) = 0

:PIMP_4105
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @PIMP_4316 
if and
00E1:   player 0 pressed_key 19 
  $162 == 1 
else_jump @PIMP_4309 
03EB: clear_small_messages_only 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
if 
   not Actor.Dead(35@)
else_jump @PIMP_4236 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4231 
if 
0448:   actor 35@ in_car 40@ 
else_jump @PIMP_4231 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_4231
Actor.RemoveReferences(35@)

:PIMP_4236
if 
   not Actor.Dead(36@)
else_jump @PIMP_4302 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4297 
if 
0448:   actor 36@ in_car 40@ 
else_jump @PIMP_4297 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_4297
Actor.RemoveReferences(36@)

:PIMP_4302
jump @PIMP_37316 

:PIMP_4309
jump @PIMP_4497 

:PIMP_4316
if and
00E1:   player 0 pressed_key 14 
  $162 == 1 
else_jump @PIMP_4497 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
if 
   not Actor.Dead(35@)
else_jump @PIMP_4424 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4419 
if 
0448:   actor 35@ in_car 40@ 
else_jump @PIMP_4419 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_4419
Actor.RemoveReferences(35@)

:PIMP_4424
if 
   not Actor.Dead(36@)
else_jump @PIMP_4490 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4485 
if 
0448:   actor 36@ in_car 40@ 
else_jump @PIMP_4485 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_4485
Actor.RemoveReferences(36@)

:PIMP_4490
jump @PIMP_37316 

:PIMP_4497
530@ = 0 

:PIMP_4504
if 
  28 > 530@ 
else_jump @PIMP_4667 
if 
  119@(530@,28i) == 1 
else_jump @PIMP_4653 
if 
056D:   actor 91@(530@,28i) defined 
else_jump @PIMP_4653 
if 
051A:   actor 91@(530@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_4610 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_37455 

:PIMP_4610
if 
   Actor.Dead(91@(530@,28i))
else_jump @PIMP_4653 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_37455 

:PIMP_4653
530@ += 1 
jump @PIMP_4504 

:PIMP_4667
if 
  516@ == 0 
else_jump @PIMP_4761 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4761 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_4761 
33@ = 0 
517@ = 1 
008B: 515@ = $8246 // (int) 
515@ /= 1000 
516@ = 1 
00BE: text_clear_all 
03E6: remove_text_box 

:PIMP_4761
if 
  516@ == 1 
else_jump @PIMP_4844 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_4844 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_4844 
33@ = 0 
516@ = 0 
517@ = 0 
538@ = 0 
00BE: text_clear_all 

:PIMP_4844
if 
  517@ == 1 
else_jump @PIMP_5127 
0085: 514@ = 33@ // (int) 
514@ /= 1000 
if 
  538@ == 0 
else_jump @PIMP_4929 
if and
  21000 > $8246 
  $8246 > 1 
else_jump @PIMP_4929 
538@ = 1 

:PIMP_4929
if 
  538@ == 0 
else_jump @PIMP_4973 
if 
  $8246 > 20099 
else_jump @PIMP_4973 
538@ = 2 

:PIMP_4973
if 
  538@ == 1 
else_jump @PIMP_5007 
0084: $8245 = $8246 // (int) 
$8245 /= 1000 

:PIMP_5007
if 
  538@ == 2 
else_jump @PIMP_5040 
$8245 = 20 
0066: $8245 -= 514@ // (int) 

:PIMP_5040
00BE: text_clear_all 
if 
  $8245 > 0 
else_jump @PIMP_5083 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'PIMP_1' number $8245 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back in the ~b~car~s~ or this pimping session is over!

:PIMP_5083
if 
  33@ > 21000 
else_jump @PIMP_5127 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
jump @PIMP_37455 

:PIMP_5127
if 
  41@ == -13 
else_jump @PIMP_5202 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 1954.348, -1867.164, 12.5391)
88@ = Marker.CreateAboveActor(35@(37@,2i))
89@ = Marker.CreateAboveActor($PLAYER_ACTOR)
90@ = Marker.CreateAboveActor($PLAYER_ACTOR)

:PIMP_5202
if 
  41@ == 0 
else_jump @PIMP_5234 
gosub @PIMP_35718 
41@ = 1 

:PIMP_5234
if 
  41@ == 1 
else_jump @PIMP_11866 
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_7643 
Model.Load(#BFYPRO)
Model.Load(#HFYPRO)

:PIMP_5278
if or
   not Model.Available(#BFYPRO)
   not Model.Available(#HFYPRO)
else_jump @PIMP_5308 
wait 0 
jump @PIMP_5278 

:PIMP_5308
if 
  42@ == 0 
else_jump @PIMP_5392 
if 
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
else_jump @PIMP_5392 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 202@, 230@, 258@)
Actor.Angle(35@(37@,2i)) = 286@
gosub @PIMP_35590 

:PIMP_5392
if 
  42@ == 0 
else_jump @PIMP_5476 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
else_jump @PIMP_5476 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 201@, 229@, 257@)
Actor.Angle(35@(37@,2i)) = 285@
gosub @PIMP_35590 

:PIMP_5476
if 
  42@ == 0 
else_jump @PIMP_5560 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
else_jump @PIMP_5560 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 200@, 228@, 256@)
Actor.Angle(35@(37@,2i)) = 284@
gosub @PIMP_35590 

:PIMP_5560
if 
  42@ == 0 
else_jump @PIMP_5644 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_5644 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 199@, 227@, 255@)
Actor.Angle(35@(37@,2i)) = 283@
gosub @PIMP_35590 

:PIMP_5644
if 
  42@ == 0 
else_jump @PIMP_5728 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
else_jump @PIMP_5728 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 176@, 204@, 232@)
Actor.Angle(35@(37@,2i)) = 260@
gosub @PIMP_35590 

:PIMP_5728
if 
  42@ == 0 
else_jump @PIMP_5812 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
else_jump @PIMP_5812 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 177@, 205@, 233@)
Actor.Angle(35@(37@,2i)) = 261@
gosub @PIMP_35590 

:PIMP_5812
if 
  42@ == 0 
else_jump @PIMP_5896 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
else_jump @PIMP_5896 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 175@, 203@, 231@)
Actor.Angle(35@(37@,2i)) = 259@
gosub @PIMP_35590 

:PIMP_5896
if 
  42@ == 0 
else_jump @PIMP_5980 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
else_jump @PIMP_5980 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 176@, 204@, 232@)
Actor.Angle(35@(37@,2i)) = 260@
gosub @PIMP_35590 

:PIMP_5980
if 
  42@ == 0 
else_jump @PIMP_6064 
if 
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
else_jump @PIMP_6064 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 180@, 208@, 236@)
Actor.Angle(35@(37@,2i)) = 264@
gosub @PIMP_35590 

:PIMP_6064
if 
  42@ == 0 
else_jump @PIMP_6148 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
else_jump @PIMP_6148 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 179@, 207@, 235@)
Actor.Angle(35@(37@,2i)) = 263@
gosub @PIMP_35590 

:PIMP_6148
if 
  42@ == 0 
else_jump @PIMP_6232 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
else_jump @PIMP_6232 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 182@, 210@, 238@)
Actor.Angle(35@(37@,2i)) = 266@
gosub @PIMP_35590 

:PIMP_6232
if 
  42@ == 0 
else_jump @PIMP_6316 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CHC'  // Las Colinas
else_jump @PIMP_6316 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 181@, 209@, 237@)
Actor.Angle(35@(37@,2i)) = 265@
gosub @PIMP_35590 

:PIMP_6316
if 
  42@ == 0 
else_jump @PIMP_6400 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
else_jump @PIMP_6400 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 184@, 212@, 240@)
Actor.Angle(35@(37@,2i)) = 268@
gosub @PIMP_35590 

:PIMP_6400
if 
  42@ == 0 
else_jump @PIMP_6484 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
else_jump @PIMP_6484 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 183@, 211@, 239@)
Actor.Angle(35@(37@,2i)) = 267@
gosub @PIMP_35590 

:PIMP_6484
if 
  42@ == 0 
else_jump @PIMP_6568 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
else_jump @PIMP_6568 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 186@, 214@, 242@)
Actor.Angle(35@(37@,2i)) = 270@
gosub @PIMP_35590 

:PIMP_6568
if 
  42@ == 0 
else_jump @PIMP_6652 
if 
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
else_jump @PIMP_6652 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 185@, 213@, 241@)
Actor.Angle(35@(37@,2i)) = 269@
gosub @PIMP_35590 

:PIMP_6652
if 
  42@ == 0 
else_jump @PIMP_6736 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
else_jump @PIMP_6736 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 188@, 216@, 244@)
Actor.Angle(35@(37@,2i)) = 272@
gosub @PIMP_35590 

:PIMP_6736
if 
  42@ == 0 
else_jump @PIMP_6820 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
else_jump @PIMP_6820 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 187@, 215@, 243@)
Actor.Angle(35@(37@,2i)) = 271@
gosub @PIMP_35590 

:PIMP_6820
if 
  42@ == 0 
else_jump @PIMP_6904 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
else_jump @PIMP_6904 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 190@, 218@, 246@)
Actor.Angle(35@(37@,2i)) = 274@
gosub @PIMP_35590 

:PIMP_6904
if 
  42@ == 0 
else_jump @PIMP_6988 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
else_jump @PIMP_6988 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 189@, 217@, 245@)
Actor.Angle(35@(37@,2i)) = 273@
gosub @PIMP_35590 

:PIMP_6988
if 
  42@ == 0 
else_jump @PIMP_7072 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
else_jump @PIMP_7072 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 190@, 218@, 246@)
Actor.Angle(35@(37@,2i)) = 274@
gosub @PIMP_35590 

:PIMP_7072
if 
  42@ == 0 
else_jump @PIMP_7156 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
else_jump @PIMP_7156 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 193@, 221@, 249@)
Actor.Angle(35@(37@,2i)) = 277@
gosub @PIMP_35590 

:PIMP_7156
if 
  42@ == 0 
else_jump @PIMP_7240 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
else_jump @PIMP_7240 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 194@, 222@, 250@)
Actor.Angle(35@(37@,2i)) = 278@
gosub @PIMP_35590 

:PIMP_7240
if 
  42@ == 0 
else_jump @PIMP_7324 
if 
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
else_jump @PIMP_7324 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 192@, 220@, 248@)
Actor.Angle(35@(37@,2i)) = 276@
gosub @PIMP_35590 

:PIMP_7324
if 
  42@ == 0 
else_jump @PIMP_7408 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
else_jump @PIMP_7408 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 195@, 223@, 251@)
Actor.Angle(35@(37@,2i)) = 279@
gosub @PIMP_35590 

:PIMP_7408
if 
  42@ == 0 
else_jump @PIMP_7492 
if 
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
else_jump @PIMP_7492 
35@(37@,2i) = Actor.Create(Prostitute, #BFYPRO, 198@, 226@, 254@)
Actor.Angle(35@(37@,2i)) = 282@
gosub @PIMP_35590 

:PIMP_7492
if 
  42@ == 0 
else_jump @PIMP_7576 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
else_jump @PIMP_7576 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 196@, 224@, 252@)
Actor.Angle(35@(37@,2i)) = 280@
gosub @PIMP_35590 

:PIMP_7576
if 
  42@ == 0 
else_jump @PIMP_7635 
35@(37@,2i) = Actor.Create(Prostitute, #HFYPRO, 180@, 208@, 236@)
Actor.Angle(35@(37@,2i)) = 264@
gosub @PIMP_35590 

:PIMP_7635
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYPRO)

:PIMP_7643
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_10050 
Model.Load(#SWFOPRO)
Model.Load(#WFYPRO)

:PIMP_7670
if or
   not Model.Available(#SWFOPRO)
   not Model.Available(#WFYPRO)
else_jump @PIMP_7701 
wait 0 
jump @PIMP_7670 

:PIMP_7701
if 
  42@ == 0 
else_jump @PIMP_7786 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
else_jump @PIMP_7786 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 288@, 316@, 344@)
Actor.Angle(35@(37@,2i)) = 372@
gosub @PIMP_35590 

:PIMP_7786
if 
  42@ == 0 
else_jump @PIMP_7870 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
else_jump @PIMP_7870 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 287@, 315@, 343@)
Actor.Angle(35@(37@,2i)) = 371@
gosub @PIMP_35590 

:PIMP_7870
if 
  42@ == 0 
else_jump @PIMP_7954 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
else_jump @PIMP_7954 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 289@, 317@, 345@)
Actor.Angle(35@(37@,2i)) = 373@
gosub @PIMP_35590 

:PIMP_7954
if 
  42@ == 0 
else_jump @PIMP_8039 
if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
else_jump @PIMP_8039 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 290@, 318@, 346@)
Actor.Angle(35@(37@,2i)) = 374@
gosub @PIMP_35590 

:PIMP_8039
if 
  42@ == 0 
else_jump @PIMP_8124 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
else_jump @PIMP_8124 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 292@, 320@, 348@)
Actor.Angle(35@(37@,2i)) = 376@
gosub @PIMP_35590 

:PIMP_8124
if 
  42@ == 0 
else_jump @PIMP_8208 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
else_jump @PIMP_8208 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 291@, 319@, 347@)
Actor.Angle(35@(37@,2i)) = 375@
gosub @PIMP_35590 

:PIMP_8208
if 
  42@ == 0 
else_jump @PIMP_8292 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
else_jump @PIMP_8292 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 294@, 322@, 350@)
Actor.Angle(35@(37@,2i)) = 378@
gosub @PIMP_35590 

:PIMP_8292
if 
  42@ == 0 
else_jump @PIMP_8377 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
else_jump @PIMP_8377 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 293@, 321@, 349@)
Actor.Angle(35@(37@,2i)) = 377@
gosub @PIMP_35590 

:PIMP_8377
if 
  42@ == 0 
else_jump @PIMP_8462 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
else_jump @PIMP_8462 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 296@, 324@, 352@)
Actor.Angle(35@(37@,2i)) = 380@
gosub @PIMP_35590 

:PIMP_8462
if 
  42@ == 0 
else_jump @PIMP_8546 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
else_jump @PIMP_8546 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 295@, 323@, 351@)
Actor.Angle(35@(37@,2i)) = 379@
gosub @PIMP_35590 

:PIMP_8546
if 
  42@ == 0 
else_jump @PIMP_8630 
if 
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
else_jump @PIMP_8630 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 298@, 326@, 354@)
Actor.Angle(35@(37@,2i)) = 382@
gosub @PIMP_35590 

:PIMP_8630
if 
  42@ == 0 
else_jump @PIMP_8715 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
else_jump @PIMP_8715 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 297@, 325@, 353@)
Actor.Angle(35@(37@,2i)) = 381@
gosub @PIMP_35590 

:PIMP_8715
if 
  42@ == 0 
else_jump @PIMP_8800 
if 
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
else_jump @PIMP_8800 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 300@, 328@, 356@)
Actor.Angle(35@(37@,2i)) = 384@
gosub @PIMP_35590 

:PIMP_8800
if 
  42@ == 0 
else_jump @PIMP_8884 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
else_jump @PIMP_8884 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 299@, 327@, 355@)
Actor.Angle(35@(37@,2i)) = 383@
gosub @PIMP_35590 

:PIMP_8884
if 
  42@ == 0 
else_jump @PIMP_8969 
if 
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
else_jump @PIMP_8969 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 302@, 330@, 358@)
Actor.Angle(35@(37@,2i)) = 386@
gosub @PIMP_35590 

:PIMP_8969
if 
  42@ == 0 
else_jump @PIMP_9053 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
else_jump @PIMP_9053 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 301@, 329@, 357@)
Actor.Angle(35@(37@,2i)) = 385@
gosub @PIMP_35590 

:PIMP_9053
if 
  42@ == 0 
else_jump @PIMP_9138 
if 
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
else_jump @PIMP_9138 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 304@, 332@, 360@)
Actor.Angle(35@(37@,2i)) = 388@
gosub @PIMP_35590 

:PIMP_9138
if 
  42@ == 0 
else_jump @PIMP_9222 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
else_jump @PIMP_9222 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 303@, 331@, 359@)
Actor.Angle(35@(37@,2i)) = 387@
gosub @PIMP_35590 

:PIMP_9222
if 
  42@ == 0 
else_jump @PIMP_9307 
if 
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
else_jump @PIMP_9307 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 306@, 334@, 362@)
Actor.Angle(35@(37@,2i)) = 390@
gosub @PIMP_35590 

:PIMP_9307
if 
  42@ == 0 
else_jump @PIMP_9391 
if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
else_jump @PIMP_9391 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 305@, 333@, 361@)
Actor.Angle(35@(37@,2i)) = 389@
gosub @PIMP_35590 

:PIMP_9391
if 
  42@ == 0 
else_jump @PIMP_9475 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
else_jump @PIMP_9475 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 308@, 336@, 364@)
Actor.Angle(35@(37@,2i)) = 392@
gosub @PIMP_35590 

:PIMP_9475
if 
  42@ == 0 
else_jump @PIMP_9560 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
else_jump @PIMP_9560 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 309@, 337@, 365@)
Actor.Angle(35@(37@,2i)) = 393@
gosub @PIMP_35590 

:PIMP_9560
if 
  42@ == 0 
else_jump @PIMP_9644 
if 
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
else_jump @PIMP_9644 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 307@, 335@, 363@)
Actor.Angle(35@(37@,2i)) = 391@
gosub @PIMP_35590 

:PIMP_9644
if 
  42@ == 0 
else_jump @PIMP_9728 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
else_jump @PIMP_9728 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 311@, 339@, 367@)
Actor.Angle(35@(37@,2i)) = 395@
gosub @PIMP_35590 

:PIMP_9728
if 
  42@ == 0 
else_jump @PIMP_9813 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
else_jump @PIMP_9813 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 310@, 338@, 366@)
Actor.Angle(35@(37@,2i)) = 394@
gosub @PIMP_35590 

:PIMP_9813
if 
  42@ == 0 
else_jump @PIMP_9898 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
else_jump @PIMP_9898 
35@(37@,2i) = Actor.Create(Prostitute, #WFYPRO, 313@, 341@, 369@)
Actor.Angle(35@(37@,2i)) = 397@
gosub @PIMP_35590 

:PIMP_9898
if 
  42@ == 0 
else_jump @PIMP_9982 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
else_jump @PIMP_9982 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 312@, 340@, 368@)
Actor.Angle(35@(37@,2i)) = 396@
gosub @PIMP_35590 

:PIMP_9982
if 
  42@ == 0 
else_jump @PIMP_10041 
35@(37@,2i) = Actor.Create(Prostitute, #SWFOPRO, 287@, 315@, 343@)
Actor.Angle(35@(37@,2i)) = 371@
gosub @PIMP_35590 

:PIMP_10041
Model.Destroy(#SWFOPRO)
Model.Destroy(#WFYPRO)

:PIMP_10050
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_11866 
Model.Load(#VWFYPRO)
Model.Load(#VBFYPRO)

:PIMP_10077
if or
   not Model.Available(#VWFYPRO)
   not Model.Available(#VBFYPRO)
else_jump @PIMP_10108 
wait 0 
jump @PIMP_10077 

:PIMP_10108
if 
  42@ == 0 
else_jump @PIMP_10192 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
else_jump @PIMP_10192 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 400@, 428@, 456@)
Actor.Angle(35@(37@,2i)) = 484@
gosub @PIMP_35590 

:PIMP_10192
if 
  42@ == 0 
else_jump @PIMP_10276 
if 
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
else_jump @PIMP_10276 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 399@, 427@, 455@)
Actor.Angle(35@(37@,2i)) = 483@
gosub @PIMP_35590 

:PIMP_10276
if 
  42@ == 0 
else_jump @PIMP_10361 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
else_jump @PIMP_10361 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 402@, 430@, 458@)
Actor.Angle(35@(37@,2i)) = 486@
gosub @PIMP_35590 

:PIMP_10361
if 
  42@ == 0 
else_jump @PIMP_10446 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
else_jump @PIMP_10446 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 401@, 429@, 457@)
Actor.Angle(35@(37@,2i)) = 485@
gosub @PIMP_35590 

:PIMP_10446
if 
  42@ == 0 
else_jump @PIMP_10530 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
else_jump @PIMP_10530 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 404@, 432@, 460@)
Actor.Angle(35@(37@,2i)) = 488@
gosub @PIMP_35590 

:PIMP_10530
if 
  42@ == 0 
else_jump @PIMP_10614 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
else_jump @PIMP_10614 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 403@, 431@, 459@)
Actor.Angle(35@(37@,2i)) = 487@
gosub @PIMP_35590 

:PIMP_10614
if 
  42@ == 0 
else_jump @PIMP_10699 
if 
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
else_jump @PIMP_10699 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 406@, 434@, 462@)
Actor.Angle(35@(37@,2i)) = 490@
gosub @PIMP_35590 

:PIMP_10699
if 
  42@ == 0 
else_jump @PIMP_10784 
if 
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
else_jump @PIMP_10784 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 405@, 433@, 461@)
Actor.Angle(35@(37@,2i)) = 489@
gosub @PIMP_35590 

:PIMP_10784
if 
  42@ == 0 
else_jump @PIMP_10868 
if 
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
else_jump @PIMP_10868 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 408@, 436@, 464@)
Actor.Angle(35@(37@,2i)) = 492@
gosub @PIMP_35590 

:PIMP_10868
if 
  42@ == 0 
else_jump @PIMP_10952 
if 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
else_jump @PIMP_10952 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 407@, 435@, 463@)
Actor.Angle(35@(37@,2i)) = 491@
gosub @PIMP_35590 

:PIMP_10952
if 
  42@ == 0 
else_jump @PIMP_11037 
if 
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
else_jump @PIMP_11037 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 410@, 438@, 466@)
Actor.Angle(35@(37@,2i)) = 494@
gosub @PIMP_35590 

:PIMP_11037
if 
  42@ == 0 
else_jump @PIMP_11122 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
else_jump @PIMP_11122 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 409@, 437@, 465@)
Actor.Angle(35@(37@,2i)) = 493@
gosub @PIMP_35590 

:PIMP_11122
if 
  42@ == 0 
else_jump @PIMP_11206 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
else_jump @PIMP_11206 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 412@, 440@, 468@)
Actor.Angle(35@(37@,2i)) = 496@
gosub @PIMP_35590 

:PIMP_11206
if 
  42@ == 0 
else_jump @PIMP_11290 
if 
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
else_jump @PIMP_11290 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 411@, 439@, 467@)
Actor.Angle(35@(37@,2i)) = 495@
gosub @PIMP_35590 

:PIMP_11290
if 
  42@ == 0 
else_jump @PIMP_11375 
if 
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
else_jump @PIMP_11375 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 414@, 442@, 470@)
Actor.Angle(35@(37@,2i)) = 498@
gosub @PIMP_35590 

:PIMP_11375
if 
  42@ == 0 
else_jump @PIMP_11460 
if 
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
else_jump @PIMP_11460 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 413@, 441@, 469@)
Actor.Angle(35@(37@,2i)) = 497@
gosub @PIMP_35590 

:PIMP_11460
if 
  42@ == 0 
else_jump @PIMP_11544 
if 
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
else_jump @PIMP_11544 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 416@, 444@, 472@)
Actor.Angle(35@(37@,2i)) = 500@
gosub @PIMP_35590 

:PIMP_11544
if 
  42@ == 0 
else_jump @PIMP_11628 
if 
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
else_jump @PIMP_11628 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 415@, 443@, 471@)
Actor.Angle(35@(37@,2i)) = 499@
gosub @PIMP_35590 

:PIMP_11628
if 
  42@ == 0 
else_jump @PIMP_11713 
if 
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
else_jump @PIMP_11713 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 418@, 446@, 474@)
Actor.Angle(35@(37@,2i)) = 502@
gosub @PIMP_35590 

:PIMP_11713
if 
  42@ == 0 
else_jump @PIMP_11798 
if 
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
else_jump @PIMP_11798 
35@(37@,2i) = Actor.Create(Prostitute, #VBFYPRO, 417@, 445@, 473@)
Actor.Angle(35@(37@,2i)) = 501@
gosub @PIMP_35590 

:PIMP_11798
if 
  42@ == 0 
else_jump @PIMP_11857 
35@(37@,2i) = Actor.Create(Prostitute, #VWFYPRO, 399@, 427@, 455@)
Actor.Angle(35@(37@,2i)) = 483@
gosub @PIMP_35590 

:PIMP_11857
Model.Destroy(#VWFYPRO)
Model.Destroy(#VBFYPRO)

:PIMP_11866
if 
  42@ == 1 
else_jump @PIMP_12081 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_12081 
05BA: AS_actor 35@(37@,2i) move_mouth -1 ms 
Marker.Disable(88@)
88@ = Marker.CreateAboveActor(35@(37@,2i))
060B: set_actor 35@(37@,2i) decision_maker_to 518@ 
02A9: set_actor 35@(37@,2i) immune_to_nonplayer 1 
039E: set_actor 35@(37@,2i) locked 1 while_in_car 
07E0: set_marker 88@ type_to 1 
if 
  37@ == 0 
else_jump @PIMP_12020 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_2' time 6000 flag 1  // ~s~There's a ~b~girl~s~ nearby - go pick her up.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_12020
if 
  37@ == 1 
else_jump @PIMP_12067 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_30' time 6000 flag 1  // ~s~Good! Go and pick up another ~b~girl~s~.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_12067
42@ = 2 
43@ = 1 

:PIMP_12081
if 
  43@ == 1 
else_jump @PIMP_12227 
if 
056D:   actor 35@ defined 
else_jump @PIMP_12154 
if 
   Actor.Dead(35@)
else_jump @PIMP_12154 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
jump @PIMP_37455 

:PIMP_12154
if 
  52@ == 1 
else_jump @PIMP_12227 
if 
056D:   actor 36@ defined 
else_jump @PIMP_12227 
if 
   Actor.Dead(36@)
else_jump @PIMP_12227 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
jump @PIMP_37455 

:PIMP_12227
if 
  42@ == 2 
else_jump @PIMP_12869 
if 
  523@ == 1 
else_jump @PIMP_12305 
if 
  32@ > 4000 
else_jump @PIMP_12305 
00BC: show_text_highpriority GXT 'PIMP_57' time 6000 flag 1  // ~s~Your ~b~girl~s~ has finished with a customer. Go and pick her up.
523@ = 99 

:PIMP_12305
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_12869 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_12869 
if 
  521@ == 0 
else_jump @PIMP_12405 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_12405 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(88@)
521@ = 1 

:PIMP_12405
if 
  521@ == 1 
else_jump @PIMP_12501 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_12501 
Marker.Disable(522@)
521@ = 0 
Marker.Disable(88@)
88@ = Marker.CreateAboveActor(35@(37@,2i))
07E0: set_marker 88@ type_to 1 
00BC: show_text_highpriority GXT 'PIMP_54' time 6000 flag 1  // ~s~Pick up your ~b~girl~s~ now!
521@ = 0 

:PIMP_12501
if 
  44@ == 0 
else_jump @PIMP_12688 
if 
  521@ == 0 
else_jump @PIMP_12688 
if 
00F4:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 7.0 7.0 0 in_car 
else_jump @PIMP_12688 
if 
  45@ == 0 
else_jump @PIMP_12637 
0615: define_AS_pack_begin 38@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -1 ms 
0616: define_AS_pack_end 38@ 
0618: assign_actor 35@(37@,2i) to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 
45@ = 1 

:PIMP_12637
if 
01C1:   car 40@ stopped 
else_jump @PIMP_12688 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 60000 ms 
44@ = 1 

:PIMP_12688
if 
   not Car.Wrecked(40@)
else_jump @PIMP_12869 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_12869 
if 
0448:   actor 35@(37@,2i) in_car 40@ 
else_jump @PIMP_12869 
if 
  2 > 56@ 
else_jump @PIMP_12779 
56@ += 1 
0623: add 1 to_integer_stat 171 

:PIMP_12779
44@ = 2 
Marker.Disable(88@)
42@ = 99 
47@ = 1 
gosub @PIMP_35718 
520@ = 1 
32@ = 0 
if 
  49@ == 10 
else_jump @PIMP_12869 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SEXGOD' time 6000 flag 1  // Pimping complete! Prostitutes will now pay YOU to have relations with them!
jump @PIMP_37797 

:PIMP_12869
if 
  44@ == 1 
else_jump @PIMP_13007 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_13007 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_13007 
062E: unknown_get_actor 35@(37@,2i) task 1482 status_store_to 539@ // ret 7 if not found 
if 
04A4:   539@ == 7 // @ == any 
else_jump @PIMP_13007 
if 
   not Actor.InCar(35@(37@,2i), 40@)
else_jump @PIMP_13007 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 60000 ms 

:PIMP_13007
if 
  47@ == 1 
else_jump @PIMP_29178 
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_19041 
if 
  58@ == 1 
else_jump @PIMP_13897 
if 
  60@ == 1 
else_jump @PIMP_13140 
if 
  61@ == 1 
else_jump @PIMP_13140 
if 
  62@ == 1 
else_jump @PIMP_13140 
if 
  63@ == 1 
else_jump @PIMP_13140 
58@ = 2 

:PIMP_13140
0209: 50@ = random_int_in_ranges 0 4 
if 
  50@ == 0 
else_jump @PIMP_13336 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13336 
Model.Load(#SWMYHP1)

:PIMP_13193
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_13219 
wait 0 
jump @PIMP_13193 

:PIMP_13219
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_10' time 4000 flag 1  // ~s~Head to the ~y~Docks~s~ to find a potential trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13336
if 
  50@ == 1 
else_jump @PIMP_13523 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13523 
Model.Load(#SWMYHP1)

:PIMP_13380
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_13406 
wait 0 
jump @PIMP_13380 

:PIMP_13406
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_11' time 4000 flag 1  // ~s~Get to ~y~Los Santos Airport~s~ to find a customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13523
if 
  50@ == 2 
else_jump @PIMP_13710 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13710 
Model.Load(#SWMYHP1)

:PIMP_13567
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_13593 
wait 0 
jump @PIMP_13567 

:PIMP_13593
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_12' time 4000 flag 1  // ~s~Go to ~y~Willowfield~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13710
if 
  50@ == 3 
else_jump @PIMP_13897 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_13897 
Model.Load(#BMYST)

:PIMP_13754
if 
   not Model.Available(#BMYST)
else_jump @PIMP_13780 
wait 0 
jump @PIMP_13754 

:PIMP_13780
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_13' time 4000 flag 1  // ~s~Head up to the ~y~Bluffs~s~ region.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_13897
if 
  58@ == 2 
else_jump @PIMP_14755 
if 
  64@ == 1 
else_jump @PIMP_13994 
if 
  65@ == 1 
else_jump @PIMP_13994 
if 
  66@ == 1 
else_jump @PIMP_13994 
if 
  67@ == 1 
else_jump @PIMP_13994 
58@ = 3 

:PIMP_13994
0209: 50@ = random_int_in_ranges 4 8 
if 
  50@ == 4 
else_jump @PIMP_14190 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14190 
Model.Load(#BMYST)

:PIMP_14047
if 
   not Model.Available(#BMYST)
else_jump @PIMP_14073 
wait 0 
jump @PIMP_14047 

:PIMP_14073
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_14' time 4000 flag 1  // ~s~Drive into the ~y~Commerce~s~ district.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14190
if 
  50@ == 5 
else_jump @PIMP_14381 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14381 
Model.Load(#WMYBU)

:PIMP_14235
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_14262 
wait 0 
jump @PIMP_14235 

:PIMP_14262
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_15' time 4000 flag 1  // ~s~Take your girl ~y~Downtown~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14381
if 
  50@ == 6 
else_jump @PIMP_14568 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14568 
Model.Load(#BMYST)

:PIMP_14425
if 
   not Model.Available(#BMYST)
else_jump @PIMP_14451 
wait 0 
jump @PIMP_14425 

:PIMP_14451
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_16' time 4000 flag 1  // ~y~Glen Park~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14568
if 
  50@ == 7 
else_jump @PIMP_14755 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_14755 
Model.Load(#BMYST)

:PIMP_14612
if 
   not Model.Available(#BMYST)
else_jump @PIMP_14638 
wait 0 
jump @PIMP_14612 

:PIMP_14638
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_17' time 4000 flag 1  // ~s~Get to ~y~Little Mexico~s~ for another trick.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_14755
if 
  58@ == 3 
else_jump @PIMP_15613 
if 
  68@ == 1 
else_jump @PIMP_14852 
if 
  69@ == 1 
else_jump @PIMP_14852 
if 
  70@ == 1 
else_jump @PIMP_14852 
if 
  71@ == 1 
else_jump @PIMP_14852 
58@ = 4 

:PIMP_14852
0209: 50@ = random_int_in_ranges 8 12 
if 
  50@ == 8 
else_jump @PIMP_15048 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15048 
Model.Load(#WMOPREA)

:PIMP_14905
if 
   not Model.Available(#WMOPREA)
else_jump @PIMP_14931 
wait 0 
jump @PIMP_14905 

:PIMP_14931
91@(50@,28i) = Actor.Create(CivMale, #WMOPREA, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMOPREA)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_18' time 4000 flag 1  // ~s~Make for the church in ~y~Jefferson~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15048
if 
  50@ == 9 
else_jump @PIMP_15235 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15235 
Model.Load(#HMYST)

:PIMP_15092
if 
   not Model.Available(#HMYST)
else_jump @PIMP_15118 
wait 0 
jump @PIMP_15092 

:PIMP_15118
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_19' time 4000 flag 1  // ~y~East Los Santos~s~ next.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15235
if 
  50@ == 10 
else_jump @PIMP_15422 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15422 
Model.Load(#HMYST)

:PIMP_15279
if 
   not Model.Available(#HMYST)
else_jump @PIMP_15305 
wait 0 
jump @PIMP_15279 

:PIMP_15305
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_20' time 4000 flag 1  // ~s~Drive to ~y~Los Flores~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15422
if 
  50@ == 11 
else_jump @PIMP_15613 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15613 
Model.Load(#WMYBU)

:PIMP_15467
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_15494 
wait 0 
jump @PIMP_15467 

:PIMP_15494
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_21' time 4000 flag 1  // ~s~Drop your girl off at ~y~East Beach~s~ this time.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15613
if 
  58@ == 4 
else_jump @PIMP_16471 
if 
  72@ == 1 
else_jump @PIMP_15710 
if 
  73@ == 1 
else_jump @PIMP_15710 
if 
  74@ == 1 
else_jump @PIMP_15710 
if 
  75@ == 1 
else_jump @PIMP_15710 
58@ = 5 

:PIMP_15710
0209: 50@ = random_int_in_ranges 12 16 
if 
  50@ == 12 
else_jump @PIMP_15910 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_15910 
Model.Load(#WMYBU)

:PIMP_15764
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_15791 
wait 0 
jump @PIMP_15764 

:PIMP_15791
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_22' time 4000 flag 1  // ~s~Head for the ~y~Conference Center~s~ at the centre of town.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_15910
if 
  50@ == 13 
else_jump @PIMP_16097 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16097 
Model.Load(#WMYBMX)

:PIMP_15954
if 
   not Model.Available(#WMYBMX)
else_jump @PIMP_15980 
wait 0 
jump @PIMP_15954 

:PIMP_15980
91@(50@,28i) = Actor.Create(CivMale, #WMYBMX, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBMX)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_23' time 4000 flag 1  // ~s~Make for ~y~Verona Beach~s~ this time.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16097
if 
  50@ == 14 
else_jump @PIMP_16284 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16284 
Model.Load(#BMYBU)

:PIMP_16141
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_16167 
wait 0 
jump @PIMP_16141 

:PIMP_16167
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_24' time 4000 flag 1  // ~y~Santa Maria Beach~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16284
if 
  50@ == 15 
else_jump @PIMP_16471 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16471 
Model.Load(#WMYMECH)

:PIMP_16328
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_16354 
wait 0 
jump @PIMP_16328 

:PIMP_16354
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_25' time 4000 flag 1  // ~s~Drive to the ~y~Marina~s~ to find another customer for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16471
if 
  58@ == 5 
else_jump @PIMP_17329 
if 
  76@ == 1 
else_jump @PIMP_16568 
if 
  77@ == 1 
else_jump @PIMP_16568 
if 
  78@ == 1 
else_jump @PIMP_16568 
if 
  79@ == 1 
else_jump @PIMP_16568 
58@ = 6 

:PIMP_16568
0209: 50@ = random_int_in_ranges 16 20 
if 
  50@ == 16 
else_jump @PIMP_16768 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16768 
Model.Load(#WMYBU)

:PIMP_16622
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_16649 
wait 0 
jump @PIMP_16622 

:PIMP_16649
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_26' time 4000 flag 1  // ~s~Head in to the ~y~Market~s~ region now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16768
if 
  50@ == 17 
else_jump @PIMP_16955 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_16955 
Model.Load(#HMYST)

:PIMP_16812
if 
   not Model.Available(#HMYST)
else_jump @PIMP_16838 
wait 0 
jump @PIMP_16812 

:PIMP_16838
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_27' time 4000 flag 1  // ~s~Central ~y~Rodeo~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_16955
if 
  50@ == 18 
else_jump @PIMP_17142 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17142 
Model.Load(#WMYBMX)

:PIMP_16999
if 
   not Model.Available(#WMYBMX)
else_jump @PIMP_17025 
wait 0 
jump @PIMP_16999 

:PIMP_17025
91@(50@,28i) = Actor.Create(CivMale, #WMYBMX, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYBMX)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_28' time 4000 flag 1  // ~s~Make for the ~y~Rodeo~s~ steps this time.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17142
if 
  50@ == 19 
else_jump @PIMP_17329 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17329 
Model.Load(#BMYBU)

:PIMP_17186
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_17212 
wait 0 
jump @PIMP_17186 

:PIMP_17212
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_29' time 4000 flag 1  // ~s~Head on up to ~y~Richman~s~ to find another customer for your girl
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17329
if 
  58@ == 6 
else_jump @PIMP_18183 
if 
  80@ == 1 
else_jump @PIMP_17426 
if 
  81@ == 1 
else_jump @PIMP_17426 
if 
  82@ == 1 
else_jump @PIMP_17426 
if 
  83@ == 1 
else_jump @PIMP_17426 
58@ = 7 

:PIMP_17426
0209: 50@ = random_int_in_ranges 20 24 
if 
  50@ == 20 
else_jump @PIMP_17622 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17622 
Model.Load(#WMYGOL1)

:PIMP_17479
if 
   not Model.Available(#WMYGOL1)
else_jump @PIMP_17505 
wait 0 
jump @PIMP_17479 

:PIMP_17505
91@(50@,28i) = Actor.Create(CivMale, #WMYGOL1, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYGOL1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_80' time 4000 flag 1  // ~s~Drive to ~y~Mulholland~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17622
if 
  50@ == 21 
else_jump @PIMP_17809 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17809 
Model.Load(#WMYMECH)

:PIMP_17666
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_17692 
wait 0 
jump @PIMP_17666 

:PIMP_17692
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_81' time 4000 flag 1  // ~s~Head to the car wash in ~y~Mulholland~s~ next.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17809
if 
  50@ == 22 
else_jump @PIMP_17996 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_17996 
Model.Load(#HMYST)

:PIMP_17853
if 
   not Model.Available(#HMYST)
else_jump @PIMP_17879 
wait 0 
jump @PIMP_17853 

:PIMP_17879
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_82' time 4000 flag 1  // ~s~Get your girl to ~y~Vinewood~s~ this time.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_17996
if 
  50@ == 23 
else_jump @PIMP_18183 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18183 
Model.Load(#WMOPREA)

:PIMP_18040
if 
   not Model.Available(#WMOPREA)
else_jump @PIMP_18066 
wait 0 
jump @PIMP_18040 

:PIMP_18066
91@(50@,28i) = Actor.Create(CivMale, #WMOPREA, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMOPREA)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_83' time 4000 flag 1  // ~s~Take your girl near the ~y~Temple~s~ cemetery.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18183
if 
  58@ == 7 
else_jump @PIMP_19041 
if 
  84@ == 1 
else_jump @PIMP_18280 
if 
  85@ == 1 
else_jump @PIMP_18280 
if 
  86@ == 1 
else_jump @PIMP_18280 
if 
  87@ == 1 
else_jump @PIMP_18280 
58@ = 1 

:PIMP_18280
0209: 50@ = random_int_in_ranges 24 28 
if 
  50@ == 24 
else_jump @PIMP_18480 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18480 
Model.Load(#BMYBOUN)

:PIMP_18334
if 
   not Model.Available(#BMYBOUN)
else_jump @PIMP_18361 
wait 0 
jump @PIMP_18334 

:PIMP_18361
91@(50@,28i) = Actor.Create(CivMale, #BMYBOUN, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYBOUN)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_84' time 4000 flag 1  // ~s~Head back to ~y~Idlewood~s~ for another trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18480
if 
  50@ == 25 
else_jump @PIMP_18667 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18667 
Model.Load(#BMYDJ)

:PIMP_18524
if 
   not Model.Available(#BMYDJ)
else_jump @PIMP_18550 
wait 0 
jump @PIMP_18524 

:PIMP_18550
91@(50@,28i) = Actor.Create(CivMale, #BMYDJ, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#BMYDJ)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_85' time 4000 flag 1  // ~s~Drive to ~y~Ganton~s~ this time.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18667
if 
  50@ == 26 
else_jump @PIMP_18854 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_18854 
Model.Load(#WMYDRUG)

:PIMP_18711
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_18737 
wait 0 
jump @PIMP_18711 

:PIMP_18737
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_86' time 4000 flag 1  // ~s~Make for ~y~El Corona~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_18854
if 
  50@ == 27 
else_jump @PIMP_19041 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19041 
Model.Load(#HMYST)

:PIMP_18898
if 
   not Model.Available(#HMYST)
else_jump @PIMP_18924 
wait 0 
jump @PIMP_18898 

:PIMP_18924
91@(50@,28i) = Actor.Create(CivMale, #HMYST, 175@(50@,28f), 203@(50@,28f), 231@(50@,28f))
Actor.Angle(91@(50@,28i)) = 259@(50@,28f)
Model.Destroy(#HMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_87' time 4000 flag 1  // ~s~Head towards ~y~Little Mexico~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19041
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_24878 
if 
  58@ == 1 
else_jump @PIMP_19913 
if 
  60@ == 1 
else_jump @PIMP_19156 
if 
  61@ == 1 
else_jump @PIMP_19156 
if 
  62@ == 1 
else_jump @PIMP_19156 
if 
  63@ == 1 
else_jump @PIMP_19156 
58@ = 2 

:PIMP_19156
0209: 50@ = random_int_in_ranges 0 4 
if 
  50@ == 0 
else_jump @PIMP_19352 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19352 
Model.Load(#SWMYHP1)

:PIMP_19209
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_19235 
wait 0 
jump @PIMP_19209 

:PIMP_19235
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP200' time 4000 flag 1  // ~s~Go to ~y~Calton Heights~s~ to find a trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19352
if 
  50@ == 1 
else_jump @PIMP_19539 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19539 
Model.Load(#SWMYHP1)

:PIMP_19396
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_19422 
wait 0 
jump @PIMP_19396 

:PIMP_19422
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP201' time 4000 flag 1  // ~s~Head up to the park in ~y~Juniper Hill~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19539
if 
  50@ == 2 
else_jump @PIMP_19726 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19726 
Model.Load(#WMYMECH)

:PIMP_19583
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_19609 
wait 0 
jump @PIMP_19583 

:PIMP_19609
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP202' time 4000 flag 1  // ~s~Drive to ~y~Juniper Hill~s~ quickly.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19726
if 
  50@ == 3 
else_jump @PIMP_19913 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_19913 
Model.Load(#WMYMECH)

:PIMP_19770
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_19796 
wait 0 
jump @PIMP_19770 

:PIMP_19796
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP203' time 4000 flag 1  // ~s~Get to ~y~Esplanade North~s~ for another trick.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_19913
if 
  58@ == 2 
else_jump @PIMP_20793 
if 
  64@ == 1 
else_jump @PIMP_20010 
if 
  65@ == 1 
else_jump @PIMP_20010 
if 
  66@ == 1 
else_jump @PIMP_20010 
if 
  67@ == 1 
else_jump @PIMP_20010 
58@ = 3 

:PIMP_20010
0209: 50@ = random_int_in_ranges 4 8 
if 
  50@ == 4 
else_jump @PIMP_20217 
60@(50@,28i) = 1 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20217 
Model.Load(#BMYBU)

:PIMP_20074
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_20100 
wait 0 
jump @PIMP_20074 

:PIMP_20100
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP204' time 4000 flag 1  // ~y~Bayside Marina~s~ next.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20217
if 
  50@ == 5 
else_jump @PIMP_20419 
60@(50@,28i) = 1 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20419 
Model.Load(#WMYBU)

:PIMP_20273
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_20300 
wait 0 
jump @PIMP_20273 

:PIMP_20300
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP205' time 4000 flag 1  // ~s~Drive to ~y~Bayside~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20419
if 
  50@ == 6 
else_jump @PIMP_20606 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20606 
Model.Load(#WMYMECH)

:PIMP_20463
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_20489 
wait 0 
jump @PIMP_20463 

:PIMP_20489
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP206' time 4000 flag 1  // ~s~Drop your girl off at ~y~Battery Point~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20606
if 
  50@ == 7 
else_jump @PIMP_20793 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_20793 
Model.Load(#BMYST)

:PIMP_20650
if 
   not Model.Available(#BMYST)
else_jump @PIMP_20676 
wait 0 
jump @PIMP_20650 

:PIMP_20676
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP207' time 4000 flag 1  // ~y~Palisades~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_20793
if 
  58@ == 3 
else_jump @PIMP_21651 
if 
  68@ == 1 
else_jump @PIMP_20890 
if 
  69@ == 1 
else_jump @PIMP_20890 
if 
  70@ == 1 
else_jump @PIMP_20890 
if 
  71@ == 1 
else_jump @PIMP_20890 
58@ = 4 

:PIMP_20890
0209: 50@ = random_int_in_ranges 8 12 
if 
  50@ == 8 
else_jump @PIMP_21086 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21086 
Model.Load(#OMOST)

:PIMP_20943
if 
   not Model.Available(#OMOST)
else_jump @PIMP_20969 
wait 0 
jump @PIMP_20943 

:PIMP_20969
91@(50@,28i) = Actor.Create(CivMale, #OMOST, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#OMOST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP208' time 4000 flag 1  // ~s~Go to ~y~Chinatown~s~ to find a trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21086
if 
  50@ == 9 
else_jump @PIMP_21277 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21277 
Model.Load(#WMYBU)

:PIMP_21131
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_21158 
wait 0 
jump @PIMP_21131 

:PIMP_21158
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP209' time 4000 flag 1  // ~s~Head ~y~Downtown~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21277
if 
  50@ == 10 
else_jump @PIMP_21464 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21464 
Model.Load(#BMYBU)

:PIMP_21321
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_21347 
wait 0 
jump @PIMP_21321 

:PIMP_21347
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP210' time 4000 flag 1  // ~s~Drive to the ~y~Financial District~s~ quickly.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21464
if 
  50@ == 11 
else_jump @PIMP_21651 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21651 
Model.Load(#BMYST)

:PIMP_21508
if 
   not Model.Available(#BMYST)
else_jump @PIMP_21534 
wait 0 
jump @PIMP_21508 

:PIMP_21534
91@(50@,28i) = Actor.Create(CivMale, #BMYST, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP211' time 4000 flag 1  // ~s~Get to ~y~Esplanade East~s~ for another trick.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21651
if 
  58@ == 4 
else_jump @PIMP_22509 
if 
  72@ == 1 
else_jump @PIMP_21748 
if 
  73@ == 1 
else_jump @PIMP_21748 
if 
  74@ == 1 
else_jump @PIMP_21748 
if 
  75@ == 1 
else_jump @PIMP_21748 
58@ = 5 

:PIMP_21748
0209: 50@ = random_int_in_ranges 12 16 
if 
  50@ == 12 
else_jump @PIMP_21948 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_21948 
Model.Load(#WMYBU)

:PIMP_21802
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_21829 
wait 0 
jump @PIMP_21802 

:PIMP_21829
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP212' time 4000 flag 1  // ~y~Queens~s~ next.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_21948
if 
  50@ == 13 
else_jump @PIMP_22135 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22135 
Model.Load(#WMYDRUG)

:PIMP_21992
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_22018 
wait 0 
jump @PIMP_21992 

:PIMP_22018
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP213' time 4000 flag 1  // ~s~Drive to ~y~Hashbury~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22135
if 
  50@ == 14 
else_jump @PIMP_22322 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22322 
Model.Load(#BMYBU)

:PIMP_22179
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_22205 
wait 0 
jump @PIMP_22179 

:PIMP_22205
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP214' time 4000 flag 1  // ~s~Drop your girl off at ~y~Ocean Flats~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22322
if 
  50@ == 15 
else_jump @PIMP_22509 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22509 
Model.Load(#WMYGOL1)

:PIMP_22366
if 
   not Model.Available(#WMYGOL1)
else_jump @PIMP_22392 
wait 0 
jump @PIMP_22366 

:PIMP_22392
91@(50@,28i) = Actor.Create(CivMale, #WMYGOL1, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYGOL1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP215' time 4000 flag 1  // ~y~Avispa Country Club~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22509
if 
  58@ == 5 
else_jump @PIMP_23367 
if 
  76@ == 1 
else_jump @PIMP_22606 
if 
  77@ == 1 
else_jump @PIMP_22606 
if 
  78@ == 1 
else_jump @PIMP_22606 
if 
  79@ == 1 
else_jump @PIMP_22606 
58@ = 6 

:PIMP_22606
0209: 50@ = random_int_in_ranges 16 20 
if 
  50@ == 16 
else_jump @PIMP_22806 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22806 
Model.Load(#WMYBU)

:PIMP_22660
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_22687 
wait 0 
jump @PIMP_22660 

:PIMP_22687
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP216' time 4000 flag 1  // ~s~Drop your girl off at ~y~King's~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22806
if 
  50@ == 17 
else_jump @PIMP_22993 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_22993 
Model.Load(#WMYDRUG)

:PIMP_22850
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_22876 
wait 0 
jump @PIMP_22850 

:PIMP_22876
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP217' time 4000 flag 1  // ~y~Garcia~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_22993
if 
  50@ == 18 
else_jump @PIMP_23180 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23180 
Model.Load(#WMYCON)

:PIMP_23037
if 
   not Model.Available(#WMYCON)
else_jump @PIMP_23063 
wait 0 
jump @PIMP_23037 

:PIMP_23063
91@(50@,28i) = Actor.Create(CivMale, #WMYCON, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYCON)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP218' time 4000 flag 1  // ~s~Go to ~y~Doherty~s~ to find a trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23180
if 
  50@ == 19 
else_jump @PIMP_23367 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23367 
Model.Load(#WMYMECH)

:PIMP_23224
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_23250 
wait 0 
jump @PIMP_23224 

:PIMP_23250
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP219' time 4000 flag 1  // ~s~Head to ~y~Easter Basin~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23367
if 
  58@ == 6 
else_jump @PIMP_24020 
if 
  80@ == 1 
else_jump @PIMP_23446 
if 
  81@ == 1 
else_jump @PIMP_23446 
if 
  82@ == 1 
else_jump @PIMP_23446 
58@ = 7 

:PIMP_23446
0209: 50@ = random_int_in_ranges 20 23 
if 
  50@ == 20 
else_jump @PIMP_23646 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23646 
Model.Load(#WMYBU)

:PIMP_23500
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_23527 
wait 0 
jump @PIMP_23500 

:PIMP_23527
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP220' time 4000 flag 1  // ~s~Drive to ~y~Missionary Hill~s~ quickly.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23646
if 
  50@ == 21 
else_jump @PIMP_23833 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_23833 
Model.Load(#BMYBU)

:PIMP_23690
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_23716 
wait 0 
jump @PIMP_23690 

:PIMP_23716
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP221' time 4000 flag 1  // ~s~Get to ~y~Foster Valley~s~ for another trick.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_23833
if 
  50@ == 22 
else_jump @PIMP_24020 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24020 
Model.Load(#WMYSGRD)

:PIMP_23877
if 
   not Model.Available(#WMYSGRD)
else_jump @PIMP_23903 
wait 0 
jump @PIMP_23877 

:PIMP_23903
91@(50@,28i) = Actor.Create(CivMale, #WMYSGRD, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYSGRD)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP222' time 4000 flag 1  // ~y~Easter Bay Airport~s~ next.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24020
if 
  58@ == 7 
else_jump @PIMP_24878 
if 
  83@ == 1 
else_jump @PIMP_24117 
if 
  84@ == 1 
else_jump @PIMP_24117 
if 
  85@ == 1 
else_jump @PIMP_24117 
if 
  86@ == 1 
else_jump @PIMP_24117 
58@ = 1 

:PIMP_24117
0209: 50@ = random_int_in_ranges 23 27 
if 
  50@ == 23 
else_jump @PIMP_24317 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24317 
Model.Load(#WMYBU)

:PIMP_24171
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_24198 
wait 0 
jump @PIMP_24171 

:PIMP_24198
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP223' time 4000 flag 1  // ~s~Drive to ~y~Palisades~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24317
if 
  50@ == 24 
else_jump @PIMP_24504 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24504 
Model.Load(#WMYDRUG)

:PIMP_24361
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_24387 
wait 0 
jump @PIMP_24361 

:PIMP_24387
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP224' time 4000 flag 1  // ~s~Drop your girl off at ~y~Paradiso~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24504
if 
  50@ == 25 
else_jump @PIMP_24691 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24691 
Model.Load(#WMYBMX)

:PIMP_24548
if 
   not Model.Available(#WMYBMX)
else_jump @PIMP_24574 
wait 0 
jump @PIMP_24548 

:PIMP_24574
91@(50@,28i) = Actor.Create(CivMale, #WMYBMX, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#WMYBMX)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP225' time 4000 flag 1  // ~y~Santa Flora~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24691
if 
  50@ == 26 
else_jump @PIMP_24878 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_24878 
Model.Load(#BMYBU)

:PIMP_24735
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_24761 
wait 0 
jump @PIMP_24735 

:PIMP_24761
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 287@(50@,28f), 315@(50@,28f), 343@(50@,28f))
Actor.Angle(91@(50@,28i)) = 371@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP226' time 4000 flag 1  // ~y~City Hall~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_24878
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_29178 
if 
  58@ == 1 
else_jump @PIMP_25754 
if 
  60@ == 1 
else_jump @PIMP_24993 
if 
  61@ == 1 
else_jump @PIMP_24993 
if 
  62@ == 1 
else_jump @PIMP_24993 
if 
  63@ == 1 
else_jump @PIMP_24993 
58@ = 2 

:PIMP_24993
0209: 50@ = random_int_in_ranges 0 4 
if 
  50@ == 0 
else_jump @PIMP_25189 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25189 
Model.Load(#SWMYHP1)

:PIMP_25046
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_25072 
wait 0 
jump @PIMP_25046 

:PIMP_25072
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP300' time 4000 flag 1  // ~s~Go to the ~y~Pink Swan~s~ to find a trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25189
if 
  50@ == 1 
else_jump @PIMP_25376 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25376 
Model.Load(#SWMYHP1)

:PIMP_25233
if 
   not Model.Available(#SWMYHP1)
else_jump @PIMP_25259 
wait 0 
jump @PIMP_25233 

:PIMP_25259
91@(50@,28i) = Actor.Create(CivMale, #SWMYHP1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#SWMYHP1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP301' time 4000 flag 1  // ~s~Head to the ~y~Four Dragons~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25376
if 
  50@ == 2 
else_jump @PIMP_25563 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25563 
Model.Load(#BMYBU)

:PIMP_25420
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_25446 
wait 0 
jump @PIMP_25420 

:PIMP_25446
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP302' time 4000 flag 1  // ~s~Drive to the ~y~Camel's Toe~s~ quickly.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25563
if 
  50@ == 3 
else_jump @PIMP_25754 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_25754 
Model.Load(#WMYBU)

:PIMP_25608
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_25635 
wait 0 
jump @PIMP_25608 

:PIMP_25635
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP303' time 4000 flag 1  // ~s~Get to ~y~Come-A-Lot~s~ for another trick.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_25754
if 
  58@ == 2 
else_jump @PIMP_26612 
if 
  64@ == 1 
else_jump @PIMP_25851 
if 
  65@ == 1 
else_jump @PIMP_25851 
if 
  66@ == 1 
else_jump @PIMP_25851 
if 
  67@ == 1 
else_jump @PIMP_25851 
58@ = 3 

:PIMP_25851
0209: 50@ = random_int_in_ranges 4 8 
if 
  50@ == 4 
else_jump @PIMP_26047 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26047 
Model.Load(#DWMOLC1)

:PIMP_25904
if 
   not Model.Available(#DWMOLC1)
else_jump @PIMP_25930 
wait 0 
jump @PIMP_25904 

:PIMP_25930
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP304' time 4000 flag 1  // ~y~Pirates in Men's Pants~s~ next.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26047
if 
  50@ == 5 
else_jump @PIMP_26234 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26234 
Model.Load(#DWMOLC2)

:PIMP_26091
if 
   not Model.Available(#DWMOLC2)
else_jump @PIMP_26117 
wait 0 
jump @PIMP_26091 

:PIMP_26117
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC2, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC2)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP305' time 4000 flag 1  // ~s~Drive to the ~y~Royal Casino~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26234
if 
  50@ == 6 
else_jump @PIMP_26421 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26421 
Model.Load(#BMYBU)

:PIMP_26278
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_26304 
wait 0 
jump @PIMP_26278 

:PIMP_26304
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP306' time 4000 flag 1  // ~s~Drop your girl off at ~y~Caligula's Palace~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26421
if 
  50@ == 7 
else_jump @PIMP_26612 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26612 
Model.Load(#WMYBU)

:PIMP_26466
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_26493 
wait 0 
jump @PIMP_26466 

:PIMP_26493
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP307' time 4000 flag 1  // ~y~The High Roller~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26612
if 
  58@ == 3 
else_jump @PIMP_27470 
if 
  68@ == 1 
else_jump @PIMP_26709 
if 
  69@ == 1 
else_jump @PIMP_26709 
if 
  70@ == 1 
else_jump @PIMP_26709 
if 
  71@ == 1 
else_jump @PIMP_26709 
58@ = 4 

:PIMP_26709
0209: 50@ = random_int_in_ranges 8 12 
if 
  50@ == 8 
else_jump @PIMP_26905 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_26905 
Model.Load(#DWMOLC1)

:PIMP_26762
if 
   not Model.Available(#DWMOLC1)
else_jump @PIMP_26788 
wait 0 
jump @PIMP_26762 

:PIMP_26788
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP308' time 4000 flag 1  // ~s~Go to ~y~Pilgrim~s~ to find a trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_26905
if 
  50@ == 9 
else_jump @PIMP_27092 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27092 
Model.Load(#DWMOLC2)

:PIMP_26949
if 
   not Model.Available(#DWMOLC2)
else_jump @PIMP_26975 
wait 0 
jump @PIMP_26949 

:PIMP_26975
91@(50@,28i) = Actor.Create(CivMale, #DWMOLC2, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMOLC2)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP309' time 4000 flag 1  // ~s~Head to the ~y~Starfish Casino~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27092
if 
  50@ == 10 
else_jump @PIMP_27279 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27279 
Model.Load(#BMYBU)

:PIMP_27136
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_27162 
wait 0 
jump @PIMP_27136 

:PIMP_27162
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP310' time 4000 flag 1  // ~s~Drive to the ~y~Strip~s~ quickly.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27279
if 
  50@ == 11 
else_jump @PIMP_27470 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27470 
Model.Load(#WMYBU)

:PIMP_27324
if 
   not Model.Available(#WMYBU)
else_jump @PIMP_27351 
wait 0 
jump @PIMP_27324 

:PIMP_27351
91@(50@,28i) = Actor.Create(CivMale, #WMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP311' time 4000 flag 1  // ~s~Get to the ~y~Visage~s~ for another trick.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27470
if 
  58@ == 4 
else_jump @PIMP_28324 
if 
  72@ == 1 
else_jump @PIMP_27567 
if 
  73@ == 1 
else_jump @PIMP_27567 
if 
  74@ == 1 
else_jump @PIMP_27567 
if 
  75@ == 1 
else_jump @PIMP_27567 
58@ = 5 

:PIMP_27567
0209: 50@ = random_int_in_ranges 12 16 
if 
  50@ == 12 
else_jump @PIMP_27763 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27763 
Model.Load(#WMYMECH)

:PIMP_27620
if 
   not Model.Available(#WMYMECH)
else_jump @PIMP_27646 
wait 0 
jump @PIMP_27620 

:PIMP_27646
91@(50@,28i) = Actor.Create(CivMale, #WMYMECH, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYMECH)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP312' time 4000 flag 1  // ~y~Emerald Isle~s~ next.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27763
if 
  50@ == 13 
else_jump @PIMP_27950 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_27950 
Model.Load(#DWMYLC1)

:PIMP_27807
if 
   not Model.Available(#DWMYLC1)
else_jump @PIMP_27833 
wait 0 
jump @PIMP_27807 

:PIMP_27833
91@(50@,28i) = Actor.Create(CivMale, #DWMYLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMYLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP313' time 4000 flag 1  // ~s~Drive to ~y~Roca Escalante~s~ to find another customer.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_27950
if 
  50@ == 14 
else_jump @PIMP_28137 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28137 
Model.Load(#BMYBU)

:PIMP_27994
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_28020 
wait 0 
jump @PIMP_27994 

:PIMP_28020
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP314' time 4000 flag 1  // ~s~Drop your girl off by the ~y~Old Venturas Strip~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28137
if 
  50@ == 15 
else_jump @PIMP_28324 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28324 
Model.Load(#WMYDRUG)

:PIMP_28181
if 
   not Model.Available(#WMYDRUG)
else_jump @PIMP_28207 
wait 0 
jump @PIMP_28181 

:PIMP_28207
91@(50@,28i) = Actor.Create(CivMale, #WMYDRUG, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYDRUG)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP315' time 4000 flag 1  // ~y~The Clown's Pocket~s~ is your next destination.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28324
if 
  58@ == 5 
else_jump @PIMP_29178 
if 
  76@ == 1 
else_jump @PIMP_28421 
if 
  77@ == 1 
else_jump @PIMP_28421 
if 
  78@ == 1 
else_jump @PIMP_28421 
if 
  79@ == 1 
else_jump @PIMP_28421 
58@ = 1 

:PIMP_28421
0209: 50@ = random_int_in_ranges 16 20 
if 
  50@ == 16 
else_jump @PIMP_28617 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28617 
Model.Load(#WMOPREA)

:PIMP_28474
if 
   not Model.Available(#WMOPREA)
else_jump @PIMP_28500 
wait 0 
jump @PIMP_28474 

:PIMP_28500
91@(50@,28i) = Actor.Create(CivMale, #WMOPREA, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMOPREA)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP316' time 4000 flag 1  // ~s~Go to the ~y~Blackfield Chapel~s~ to find a trick for your girl.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28617
if 
  50@ == 17 
else_jump @PIMP_28804 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28804 
Model.Load(#WMYST)

:PIMP_28661
if 
   not Model.Available(#WMYST)
else_jump @PIMP_28687 
wait 0 
jump @PIMP_28661 

:PIMP_28687
91@(50@,28i) = Actor.Create(CivMale, #WMYST, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#WMYST)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP317' time 4000 flag 1  // ~s~Head to ~y~Greenglass College~s~ now.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28804
if 
  50@ == 18 
else_jump @PIMP_28991 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_28991 
Model.Load(#BMYBU)

:PIMP_28848
if 
   not Model.Available(#BMYBU)
else_jump @PIMP_28874 
wait 0 
jump @PIMP_28848 

:PIMP_28874
91@(50@,28i) = Actor.Create(CivMale, #BMYBU, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#BMYBU)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP318' time 4000 flag 1  // ~s~Drive to ~y~Las Venturas Airport~s~ quickly.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_28991
if 
  50@ == 19 
else_jump @PIMP_29178 
if 
  60@(50@,28i) == 0 
else_jump @PIMP_29178 
Model.Load(#DWMYLC1)

:PIMP_29035
if 
   not Model.Available(#DWMYLC1)
else_jump @PIMP_29061 
wait 0 
jump @PIMP_29035 

:PIMP_29061
91@(50@,28i) = Actor.Create(CivMale, #DWMYLC1, 399@(50@,28f), 427@(50@,28f), 455@(50@,28f))
Actor.Angle(91@(50@,28i)) = 483@(50@,28f)
Model.Destroy(#DWMYLC1)
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP319' time 4000 flag 1  // ~s~Get to the ~y~Last Dime Motel~s~ for another trick.
47@ = 2 
32@ = 0 
60@(50@,28i) = 1 
119@(50@,28i) = 1 

:PIMP_29178
if 
  520@ == 1 
else_jump @PIMP_29735 
if 
  32@ > 5000 
else_jump @PIMP_29735 
if 
  1 > 49@ 
else_jump @PIMP_29301 
if 
  37@ == 0 
else_jump @PIMP_29267 
00BC: show_text_highpriority GXT 'PIMP_3' time 6000 flag 1  // ~w~Nice wheels! Keep me safe and you'll get a percentage!

:PIMP_29267
if 
  37@ == 1 
else_jump @PIMP_29301 
00BC: show_text_highpriority GXT 'PIMP_31' time 6000 flag 1  // ~w~Treat me right!

:PIMP_29301
if 
  49@ > 0 
else_jump @PIMP_29721 
541@ = 1 
if 
   not 513@ == 1 
else_jump @PIMP_29721 
08D4: 529@ = create_panel_with_title 'PIMP_70' position 31.0 80.0 width 89.0 columns 2 interactive 0 background 1 alignment 1  // Pimping
34@ = 1 
08DB: set_panel 529@ column 0 header 'PIMP_71' data 'PIMP_72' 'PIMP_73' 'PIMP_74' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Payment: // Trick Cut // Multiplier // Total Cash
08D6: set_panel 529@ column 1 alignment 2 
528@ = 300 
0085: 526@ = 49@ // (int) 
006A: 526@ *= 528@ // (int) 
08EE: set_panel 529@ column 1 row 0 text_1number GXT 'DOLLAR' number 528@  // $~1~
08EE: set_panel 529@ column 1 row 1 text_1number GXT 'PIMP_75' number 49@  // X ~1~
08EE: set_panel 529@ column 1 row 2 text_1number GXT 'DOLLAR' number 526@  // $~1~
090E: set_panel 529@ active_row 2 
0093: 527@ = integer 526@ to_float 
if 
  37@ == 0 
else_jump @PIMP_29672 
00BC: show_text_highpriority GXT 'PIMP_7' time 6000 flag 1  // ~w~Here's your cut!
Player.Money($PLAYER_CHAR) += 526@
0624: add 527@ to_float_stat 36 

:PIMP_29672
if 
  37@ == 1 
else_jump @PIMP_29721 
00BC: show_text_highpriority GXT 'PIMP_32' time 6000 flag 1  // ~w~There's your share big boy!
Player.Money($PLAYER_CHAR) += 526@
0624: add 527@ to_float_stat 36 

:PIMP_29721
520@ = 2 
32@ = 0 

:PIMP_29735
if 
  520@ == 2 
else_jump @PIMP_29809 
if 
  32@ > 6000 
else_jump @PIMP_29809 
if 
  34@ == 1 
else_jump @PIMP_29802 
08DA: remove_panel 529@ 
34@ = 0 

:PIMP_29802
520@ = 3 

:PIMP_29809
if 
  47@ == 2 
else_jump @PIMP_29982 
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_29899 
if 
  37@ == 0 
else_jump @PIMP_29873 
0085: 511@ = 50@ // (int) 

:PIMP_29873
if 
  37@ == 1 
else_jump @PIMP_29899 
0085: 512@ = 50@ // (int) 

:PIMP_29899
Marker.Disable(89@)
89@ = Marker.CreateAboveActor(91@(50@,28i))
Marker.SetColor(89@, 4)
$8246 = 180000 
014F: stop_timer $8246 
537@ = 0 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
537@ = 1 
47@ = 3 
48@ = 0 

:PIMP_29982
if 
  47@ == 3 
else_jump @PIMP_30738 
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_30738 
if 
   not Car.Wrecked(40@)
else_jump @PIMP_30738 
if 
  521@ == 0 
else_jump @PIMP_30100 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_30100 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(89@)
521@ = 1 

:PIMP_30100
if 
  521@ == 1 
else_jump @PIMP_30196 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_30196 
Marker.Disable(522@)
521@ = 0 
Marker.Disable(89@)
89@ = Marker.CreateAboveActor(91@(50@,28i))
Marker.SetColor(89@, 4)
00BC: show_text_highpriority GXT 'PIMP_53' time 6000 flag 1  // ~s~Get to the customer's ~y~area~s~ now!
521@ = 0 

:PIMP_30196
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_30242 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_37455 

:PIMP_30242
if 
   not Car.Wrecked(40@)
else_jump @PIMP_30738 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_30738 
if 
  46@ == 0 
else_jump @PIMP_30738 
if 
  521@ == 0 
else_jump @PIMP_30738 
if 
00F4:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 10.0 10.0 0 in_car 
else_jump @PIMP_30738 
if 
  48@ == 0 
else_jump @PIMP_30449 
if 
  37@ == 0 
else_jump @PIMP_30408 
00BC: show_text_highpriority GXT 'PIMP_6' time 4000 flag 1  // ~w~Ok! Here's my customer! Let me out and I'll call you when I'm done!
48@ = 1 

:PIMP_30408
if 
  37@ == 1 
else_jump @PIMP_30449 
00BC: show_text_highpriority GXT 'PIMP_33' time 4000 flag 1  // ~w~Here's my man. Stop nearby. I'll call you when I'm ready for my next appointment.
48@ = 1 

:PIMP_30449
0085: 53@ = 37@ // (int) 
if 
01C1:   car 40@ stopped 
else_jump @PIMP_30738 
0639: AS_actor 91@(50@,28i) rotate_to_actor 35@(53@,2i) 
0687: clear_actor 35@(53@,2i) task 
0085: 54@ = 50@ // (int) 
537@ = 0 
014F: stop_timer $8246 
$8246 = 180000 
0615: define_AS_pack_begin 39@ 
05CD: AS_actor -1 exit_car 40@ 
040D: unload_wav 4 
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_30592 
05D3: AS_actor -1 goto_point 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) mode 6 10000 ms // versionA 

:PIMP_30592
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_30640 
05D3: AS_actor -1 goto_point 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) mode 6 10000 ms // versionA 

:PIMP_30640
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_30688 
05D3: AS_actor -1 goto_point 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) mode 6 10000 ms // versionA 

:PIMP_30688
0616: define_AS_pack_end 39@ 
0618: assign_actor 35@(53@,2i) to_AS_pack 39@ 
061B: remove_references_to_AS_pack 39@ 
46@ = 1 
55@ = 1 
47@ = 4 
32@ = 0 

:PIMP_30738
if 
  55@ == 1 
else_jump @PIMP_30900 
if 
   not Actor.Dead(35@(53@,2i))
else_jump @PIMP_30900 
if 
   not Actor.Dead(91@(54@,28i))
else_jump @PIMP_30900 
if 
00F2:   actor 35@(53@,2i) near_actor 91@(54@,28i) radius 3.0 3.0 0 
else_jump @PIMP_30900 
0687: clear_actor 35@(53@,2i) task 
0687: clear_actor 91@(54@,28i) task 
0677: AS_actor 35@(53@,2i) chat_with_actor 91@(54@,28i) lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 91@(54@,28i) chat_with_actor 35@(53@,2i) lead_speaker_flag 0 unknown_flag 1 
55@ = 0 

:PIMP_30900
if 
  47@ == 4 
else_jump @PIMP_31126 
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_30964 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_37455 

:PIMP_30964
if 
   not Actor.Dead(35@(53@,2i))
else_jump @PIMP_31126 
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_31126 
if 
  52@ == 1 
else_jump @PIMP_31029 
47@ = 15 

:PIMP_31029
if 
  52@ == 0 
else_jump @PIMP_31126 
if 
  37@ == 0 
else_jump @PIMP_31126 
42@ = 0 
41@ = 0 
37@ = 1 
47@ = 99 
Marker.Disable(89@)
45@ = 0 
44@ = 0 
46@ = 0 
52@ = 1 

:PIMP_31126
if 
  47@ == 15 
else_jump @PIMP_31230 
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_31190 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_37455 

:PIMP_31190
Marker.Disable(89@)
45@ = 0 
44@ = 0 
46@ = 0 
gosub @PIMP_35660 
47@ = 20 

:PIMP_31230
if 
  47@ == 20 
else_jump @PIMP_31301 
if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
else_jump @PIMP_31294 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
jump @PIMP_37455 

:PIMP_31294
47@ = 25 

:PIMP_31301
if 
  47@ == 25 
else_jump @PIMP_32099 
0209: 513@ = random_int_in_ranges 0 4 
if 
  2 > 49@ 
else_jump @PIMP_31353 
513@ = 3 

:PIMP_31353
if 
  513@ == 0 
else_jump @PIMP_31652 
47@ = 30 
00BC: show_text_highpriority GXT 'PIMP_35' time 6000 flag 1  // ~w~Help me! This punk is getting rough! He thinks I've given him crabs!
524@ = 1 
32@ = 0 
if 
  37@ == 0 
else_jump @PIMP_31530 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_31530 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
0770: unknown_actor 91@(511@,28i) flag 1 
119@(511@,28i) = 0 
Marker.SetColor(90@, 0)
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
537@ = 2 

:PIMP_31530
if 
  37@ == 1 
else_jump @PIMP_31652 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_31652 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
0770: unknown_actor 91@(512@,28i) flag 1 
119@(512@,28i) = 0 
Marker.SetColor(90@, 0)
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
537@ = 2 

:PIMP_31652
if 
  513@ == 1 
else_jump @PIMP_31975 
47@ = 40 
00BC: show_text_highpriority GXT 'PIMP_39' time 6000 flag 1  // ~w~I got a cheapskate who won't pay! I need your persuasive technique!
525@ = 1 
32@ = 0 
if 
  37@ == 0 
else_jump @PIMP_31841 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_31841 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
0770: unknown_actor 91@(511@,28i) flag 1 
119@(511@,28i) = 0 
03FE: set_actor 91@(511@,28i) money 250 
Marker.SetColor(90@, 0)
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
537@ = 2 

:PIMP_31841
if 
  37@ == 1 
else_jump @PIMP_31975 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_31975 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
0770: unknown_actor 91@(512@,28i) flag 1 
119@(512@,28i) = 0 
Marker.SetColor(90@, 0)
03FE: set_actor 91@(512@,28i) money 250 
014F: stop_timer $8246 
$8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
537@ = 2 

:PIMP_31975
if 
  513@ == 2 
else_jump @PIMP_32037 
523@ = 0 
47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
32@ = 0 
523@ = 1 

:PIMP_32037
if 
  513@ == 3 
else_jump @PIMP_32099 
523@ = 0 
47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
32@ = 0 
523@ = 1 

:PIMP_32099
if 
  47@ == 30 
else_jump @PIMP_32970 
if 
  525@ == 1 
else_jump @PIMP_32177 
if 
  32@ > 4000 
else_jump @PIMP_32177 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
525@ = 99 

:PIMP_32177
if 
  524@ == 1 
else_jump @PIMP_32237 
if 
  32@ > 4000 
else_jump @PIMP_32237 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
524@ = 99 

:PIMP_32237
if 
   not Car.Wrecked(40@)
else_jump @PIMP_32506 
if 
  521@ == 0 
else_jump @PIMP_32317 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_32317 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(90@)
521@ = 1 

:PIMP_32317
if 
  521@ == 1 
else_jump @PIMP_32506 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_32506 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_32421 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_32421 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_32421
if 
  37@ == 1 
else_jump @PIMP_32483 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_32483 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_32483
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
521@ = 0 

:PIMP_32506
if 
  521@ == 0 
else_jump @PIMP_32838 
if 
  37@ == 0 
else_jump @PIMP_32681 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_32681 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
else_jump @PIMP_32681 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_32681 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(511@,28i) 
05E2: AS_actor 91@(511@,28i) kill_actor 35@(37@,2i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
47@ = 35 

:PIMP_32681
if 
  37@ == 1 
else_jump @PIMP_32838 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_32838 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
else_jump @PIMP_32838 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_32838 
05E2: AS_actor 91@(512@,28i) kill_actor 35@(37@,2i) 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(512@,28i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
47@ = 35 

:PIMP_32838
if 
  37@ == 0 
else_jump @PIMP_32904 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_32904 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
47@ = 50 

:PIMP_32904
if 
  37@ == 1 
else_jump @PIMP_32970 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_32970 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
47@ = 50 

:PIMP_32970
if 
  47@ == 35 
else_jump @PIMP_33511 
516@ = 99 
if 
  525@ == 1 
else_jump @PIMP_33055 
if 
  32@ > 4000 
else_jump @PIMP_33055 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
525@ = 99 

:PIMP_33055
if 
  524@ == 1 
else_jump @PIMP_33115 
if 
  32@ > 4000 
else_jump @PIMP_33115 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
524@ = 99 

:PIMP_33115
if 
   not Car.Wrecked(40@)
else_jump @PIMP_33379 
if 
  521@ == 0 
else_jump @PIMP_33190 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33190 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
521@ = 1 

:PIMP_33190
if 
  521@ == 1 
else_jump @PIMP_33379 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33379 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_33294 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_33294 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_33294
if 
  37@ == 1 
else_jump @PIMP_33356 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_33356 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_33356
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
521@ = 0 

:PIMP_33379
if 
  37@ == 0 
else_jump @PIMP_33445 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_33445 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
Marker.Disable(90@)
47@ = 50 

:PIMP_33445
if 
  37@ == 1 
else_jump @PIMP_33511 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_33511 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
Marker.Disable(90@)
47@ = 50 

:PIMP_33511
if 
  47@ == 40 
else_jump @PIMP_34338 
if 
  525@ == 1 
else_jump @PIMP_33589 
if 
  32@ > 4000 
else_jump @PIMP_33589 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
525@ = 99 

:PIMP_33589
if 
  524@ == 1 
else_jump @PIMP_33649 
if 
  32@ > 4000 
else_jump @PIMP_33649 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
524@ = 99 

:PIMP_33649
if 
   not Car.Wrecked(40@)
else_jump @PIMP_33918 
if 
  521@ == 0 
else_jump @PIMP_33729 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33729 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
Marker.Disable(90@)
521@ = 1 

:PIMP_33729
if 
  521@ == 1 
else_jump @PIMP_33918 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_33918 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_33833 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_33833 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_33833
if 
  37@ == 1 
else_jump @PIMP_33895 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_33895 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_33895
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
521@ = 0 

:PIMP_33918
if 
  521@ == 0 
else_jump @PIMP_34206 
if 
  37@ == 0 
else_jump @PIMP_34071 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_34071 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
else_jump @PIMP_34071 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_34071 
05DD: AS_actor 91@(511@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
47@ = 45 

:PIMP_34071
if 
  37@ == 1 
else_jump @PIMP_34206 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_34206 
if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
else_jump @PIMP_34206 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_34206 
05DD: AS_actor 91@(512@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
47@ = 45 

:PIMP_34206
if 
  37@ == 0 
else_jump @PIMP_34272 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_34272 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
47@ = 50 

:PIMP_34272
if 
  37@ == 1 
else_jump @PIMP_34338 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_34338 
Marker.Disable(90@)
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
47@ = 50 

:PIMP_34338
if 
  47@ == 45 
else_jump @PIMP_34889 
516@ = 99 
if 
  525@ == 1 
else_jump @PIMP_34423 
if 
  32@ > 4000 
else_jump @PIMP_34423 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
525@ = 99 

:PIMP_34423
if 
  524@ == 1 
else_jump @PIMP_34483 
if 
  32@ > 4000 
else_jump @PIMP_34483 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
524@ = 99 

:PIMP_34483
if 
   not Car.Wrecked(40@)
else_jump @PIMP_34747 
if 
  521@ == 0 
else_jump @PIMP_34558 
if 
   not Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_34558 
522@ = Marker.CreateAboveCar(40@)
07E0: set_marker 522@ type_to 1 
521@ = 1 

:PIMP_34558
if 
  521@ == 1 
else_jump @PIMP_34747 
if 
   Actor.InCar($PLAYER_ACTOR, 40@)
else_jump @PIMP_34747 
Marker.Disable(522@)
if 
  37@ == 0 
else_jump @PIMP_34662 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_34662 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(511@,28i))
Marker.SetColor(90@, 0)

:PIMP_34662
if 
  37@ == 1 
else_jump @PIMP_34724 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_34724 
Marker.Disable(90@)
90@ = Marker.CreateAboveActor(91@(512@,28i))
Marker.SetColor(90@, 0)

:PIMP_34724
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
521@ = 0 

:PIMP_34747
if 
  37@ == 0 
else_jump @PIMP_34818 
if 
   Actor.Dead(91@(511@,28i))
else_jump @PIMP_34818 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
Marker.Disable(90@)
wait 2000 
47@ = 50 

:PIMP_34818
if 
  37@ == 1 
else_jump @PIMP_34889 
if 
   Actor.Dead(91@(512@,28i))
else_jump @PIMP_34889 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
Marker.Disable(90@)
wait 2000 
47@ = 50 

:PIMP_34889
if 
  47@ == 50 
else_jump @PIMP_35170 
537@ = 0 
014F: stop_timer $8246 
$8246 = 180000 
516@ = 0 
if 
   not Actor.Dead(35@(37@,2i))
else_jump @PIMP_35114 
00BE: text_clear_all 
0687: clear_actor 35@(37@,2i) task 
Marker.Disable(88@)
88@ = Marker.CreateAboveActor(35@(37@,2i))
07E0: set_marker 88@ type_to 1 
47@ = 25 
if 
  37@ == 0 
else_jump @PIMP_35056 
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_35056 
Actor.RemoveReferences(91@(511@,28i))
119@(511@,28i) = 0 

:PIMP_35056
if 
  37@ == 1 
else_jump @PIMP_35114 
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_35114 
Actor.RemoveReferences(91@(512@,28i))
119@(512@,28i) = 0 

:PIMP_35114
47@ = 99 
42@ = 2 
49@ += 1 
0652: 540@ = integer_stat 210 
if 
801D:   not  540@ > 49@ // (int) 
else_jump @PIMP_35170 
0629: change_integer_stat 210 to 49@ 

:PIMP_35170
if 
   not Actor.Dead(91@(50@,28i))
else_jump @PIMP_35259 
if 
0104:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35248 
0575: set_actor 91@(50@,28i) pinned_position 0 
jump @PIMP_35259 

:PIMP_35248
0575: set_actor 91@(50@,28i) pinned_position 1 

:PIMP_35259
if 
   not Actor.Dead(91@(511@,28i))
else_jump @PIMP_35348 
if 
0104:   actor $PLAYER_ACTOR near_actor 91@(511@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35337 
0575: set_actor 91@(511@,28i) pinned_position 0 
jump @PIMP_35348 

:PIMP_35337
0575: set_actor 91@(511@,28i) pinned_position 1 

:PIMP_35348
if 
   not Actor.Dead(91@(512@,28i))
else_jump @PIMP_35437 
if 
0104:   actor $PLAYER_ACTOR near_actor 91@(512@,28i) radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35426 
0575: set_actor 91@(512@,28i) pinned_position 0 
jump @PIMP_35437 

:PIMP_35426
0575: set_actor 91@(512@,28i) pinned_position 1 

:PIMP_35437
if 
   not Actor.Dead(35@)
else_jump @PIMP_35510 
if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35503 
0575: set_actor 35@ pinned_position 0 
jump @PIMP_35510 

:PIMP_35503
0575: set_actor 35@ pinned_position 1 

:PIMP_35510
if 
   not Actor.Dead(36@)
else_jump @PIMP_35583 
if 
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 50.0 50.0 60.0 sphere 0 
else_jump @PIMP_35576 
0575: set_actor 36@ pinned_position 0 
jump @PIMP_35583 

:PIMP_35576
0575: set_actor 36@ pinned_position 1 

:PIMP_35583
jump @PIMP_3765 

:PIMP_35590
if 
   not 35@(37@,2i) == -1 
else_jump @PIMP_35658 
089F: get_actor 35@(37@,2i) pedtype_to 519@ 
if 
83A3:   not actor 35@(37@,2i) male 
else_jump @PIMP_35658 
41@ = 99 
42@ = 1 

:PIMP_35658
return 

:PIMP_35660
if 
  37@ == 0 
else_jump @PIMP_35687 
37@ = 1 
return 

:PIMP_35687
if 
  37@ == 1 
else_jump @PIMP_35714 
37@ = 0 
return 

:PIMP_35714
return 
return 

:PIMP_35718
if 
04A4:   531@ == 1 // @ == any 
else_jump @PIMP_36304 
if or
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_35810 
58@ = 1 

:PIMP_35810
if or
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
else_jump @PIMP_35884 
58@ = 2 

:PIMP_35884
if or
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
else_jump @PIMP_35958 
58@ = 3 

:PIMP_35958
if or
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
else_jump @PIMP_36032 
58@ = 4 

:PIMP_36032
if or
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
else_jump @PIMP_36120 
58@ = 5 

:PIMP_36120
if or
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
else_jump @PIMP_36194 
58@ = 6 

:PIMP_36194
if or
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
else_jump @PIMP_36254 
58@ = 7 

:PIMP_36254
if 
  1 > 58@ 
else_jump @PIMP_36279 
58@ = 1 

:PIMP_36279
if 
  58@ > 7 
else_jump @PIMP_36304 
58@ = 1 

:PIMP_36304
if 
04A4:   531@ == 2 // @ == any 
else_jump @PIMP_36876 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
else_jump @PIMP_36396 
58@ = 1 

:PIMP_36396
if or
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
else_jump @PIMP_36470 
58@ = 2 

:PIMP_36470
if or
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
else_jump @PIMP_36544 
58@ = 3 

:PIMP_36544
if or
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
else_jump @PIMP_36618 
58@ = 4 

:PIMP_36618
if or
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
else_jump @PIMP_36692 
58@ = 5 

:PIMP_36692
if or
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
else_jump @PIMP_36766 
58@ = 6 

:PIMP_36766
if or
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
else_jump @PIMP_36826 
58@ = 7 

:PIMP_36826
if 
  1 > 58@ 
else_jump @PIMP_36851 
58@ = 1 

:PIMP_36851
if 
  58@ > 7 
else_jump @PIMP_36876 
58@ = 1 

:PIMP_36876
if 
04A4:   531@ == 3 // @ == any 
else_jump @PIMP_37314 
if or
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
else_jump @PIMP_36968 
58@ = 1 

:PIMP_36968
if or
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
else_jump @PIMP_37042 
58@ = 2 

:PIMP_37042
if or
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
else_jump @PIMP_37116 
58@ = 3 

:PIMP_37116
if or
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
else_jump @PIMP_37190 
58@ = 4 

:PIMP_37190
if or
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
else_jump @PIMP_37264 
58@ = 5 

:PIMP_37264
if 
  1 > 58@ 
else_jump @PIMP_37289 
58@ = 1 

:PIMP_37289
if 
  58@ > 5 
else_jump @PIMP_37314 
58@ = 1 

:PIMP_37314
return 

:PIMP_37316
0293: $13 = zero // get_current_controls 
if 
   not $13 == 3 
else_jump @PIMP_37397 

:PIMP_37339
if 
00E1:   player 0 pressed_key 19 
else_jump @PIMP_37390 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_37383 
jump @PIMP_37455 

:PIMP_37383
jump @PIMP_37339 

:PIMP_37390
jump @PIMP_37448 

:PIMP_37397
if 
00E1:   player 0 pressed_key 14 
else_jump @PIMP_37448 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PIMP_37441 
jump @PIMP_37455 

:PIMP_37441
jump @PIMP_37397 

:PIMP_37448
jump @PIMP_37455 

:PIMP_37455
if 
  49@ == 0 
else_jump @PIMP_37489 
00BA: show_text_styled GXT 'PIMP_40' time 5000 style 1  // 0 out of 10 pimps successful!

:PIMP_37489
if 
  49@ == 1 
else_jump @PIMP_37523 
00BA: show_text_styled GXT 'PIMP_41' time 5000 style 1  // 1 out of 10 pimps successful!

:PIMP_37523
if 
  49@ == 2 
else_jump @PIMP_37557 
00BA: show_text_styled GXT 'PIMP_42' time 5000 style 1  // 2 out of 10 pimps successful!

:PIMP_37557
if 
  49@ == 3 
else_jump @PIMP_37591 
00BA: show_text_styled GXT 'PIMP_43' time 5000 style 1  // 3 out of 10 pimps successful!

:PIMP_37591
if 
  49@ == 4 
else_jump @PIMP_37625 
00BA: show_text_styled GXT 'PIMP_44' time 5000 style 1  // 4 out of 10 pimps successful!

:PIMP_37625
if 
  49@ == 5 
else_jump @PIMP_37659 
00BA: show_text_styled GXT 'PIMP_45' time 5000 style 1  // 5 out of 10 pimps successful!

:PIMP_37659
if 
  49@ == 6 
else_jump @PIMP_37693 
00BA: show_text_styled GXT 'PIMP_46' time 5000 style 1  // 6 out of 10 pimps successful!

:PIMP_37693
if 
  49@ == 7 
else_jump @PIMP_37727 
00BA: show_text_styled GXT 'PIMP_47' time 5000 style 1  // 7 out of 10 pimps successful!

:PIMP_37727
if 
  49@ == 8 
else_jump @PIMP_37761 
00BA: show_text_styled GXT 'PIMP_48' time 5000 style 1  // 8 out of 10 pimps successful!

:PIMP_37761
if 
  49@ == 9 
else_jump @PIMP_37795 
00BA: show_text_styled GXT 'PIMP_49' time 5000 style 1  // 9 out of 10 pimps successful!

:PIMP_37795
return 

:PIMP_37797
01E3: show_text_1number_styled GXT 'PIMP_50' number 1000 time 5000 style 1  // Pimping Complete!
0394: play_music 2 
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_PIMPING_PASSED == 0 
else_jump @PIMP_37868 
0595: mission_complete 
030C: progress_made += 1 
0A3D: enable_prostitutes_pay_you 1 
$MISSION_PIMPING_PASSED = 1 

:PIMP_37868
return 

:PIMP_37870
040D: unload_wav 4 
014F: stop_timer $8246 
Model.Destroy(#WMYMECH)
Model.Destroy(#BMYST)
Model.Destroy(#WMYBU)
Model.Destroy(#BMYBU)
Model.Destroy(#WMYGOL1)
Model.Destroy(#WMYDRUG)
Model.Destroy(#DWMOLC2)
Model.Destroy(#DWMYLC1)
Model.Destroy(#DWMOLC1)
Model.Destroy(#WFYPRO)
Model.Destroy(#SWFOPRO)
Model.Destroy(#BFYPRO)
Model.Destroy(#HFYPRO)
Model.Destroy(#VWFYPRO)
Model.Destroy(#VBFYPRO)
Model.Destroy(#WMYSGRD)
Model.Destroy(#OMOST)
Model.Destroy(#WMYMECH)
Model.Destroy(#WMOPREA)
Model.Destroy(#WMYBMX)
Model.Destroy(#SWMYHP1)
Model.Destroy(#HMYST)
Model.Destroy(#BMYBOUN)
Model.Destroy(#BMYDJ)
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PIMP_38002 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 

:PIMP_38002
Marker.Disable(88@)
Marker.Disable(89@)
Marker.Disable(90@)
Marker.Disable(522@)
if 
  34@ == 1 
else_jump @PIMP_38045 
08DA: remove_panel 529@ 

:PIMP_38045
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 // see ped.dat 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$162 = 0 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD
thread 'BLOOD' 
gosub @BLOOD_47 
if 
wasted_or_busted 
else_jump @BLOOD_38 
gosub @BLOOD_13095 

:BLOOD_38
gosub @BLOOD_13200 
end_thread 

:BLOOD_47
$ONMISSION = 1 
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_74 
increment_mission_attempts 

:BLOOD_74
054C: use_GXT_table 'BLOOD' 
if 
  $ONMISSION == 0 
else_jump @BLOOD_202 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
87@ = Object.Create(#BB_PICKUP, 170@, 171@, 172@)
84@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
85@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
86@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
95@ = Car.Create(#BLOODRA, 154@, 155@, 156@)

:BLOOD_202
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: unknown_text_stuff 1 
wait 0 
91@ = 0 
92@ = 0 
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_269 
$8249 = 60 
$8248 = 60000 

:BLOOD_269
93@ = 0 
94@ = 0 
95@ = 0 
$8247 = 30000 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = -1 
154@ = -1280.9 
155@ = 994.8 
156@ = 1037.0 
157@ = 90.0 
158@ = 0.0 
159@ = 0.0 
160@ = 0.0 
161@ = 0.0 
162@ = 0.0 
163@ = 0.0 
164@ = 0.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
168@ = 0.0 
169@ = 0.0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
174@ = 0.0 
175@ = 0.0 
176@ = 0.0 
177@ = 0.0 
178@ = 0.0 
179@ = 0.0 
180@ = 0.0 
181@ = 0.0 
182@ = 0.0 
183@ = 0.0 
184@ = 0.0 
103@ = 0 
111@ = 0 
104@ = 0 
105@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
106@ = 0.0 
04AF: 131@ = 36200 // @ = any 
04AF: 132@ = 36202 // @ = any 
04AF: 133@ = 36205 // @ = any 
04AF: 134@ = 36200 // @ = any 
04AF: 135@ = 36202 // @ = any 
04AF: 136@ = 36205 // @ = any 
04AF: 137@ = 36200 // @ = any 
04AF: 138@ = 36202 // @ = any 
04AF: 139@ = 36205 // @ = any 
04AF: 140@ = 36200 // @ = any 
04AF: 141@ = 36202 // @ = any 
04AF: 142@ = 36205 // @ = any 
04AF: 143@ = 36200 // @ = any 
04AF: 144@ = 36202 // @ = any 
04AF: 145@ = 36205 // @ = any 
04AF: 146@ = 36200 // @ = any 
04AF: 147@ = 36202 // @ = any 
04AF: 148@ = 36205 // @ = any 
04AF: 149@ = 36200 // @ = any 
04AF: 150@ = 36202 // @ = any 
04AF: 151@ = 36205 // @ = any 
04AF: 152@ = 36200 // @ = any 
04AF: 153@ = 36202 // @ = any 
107@ = 0 
108@ = 0 
wait 0 
fade 0 500 

:BLOOD_1062
if 
fading 
else_jump @BLOOD_1086 
wait 0 
jump @BLOOD_1062 

:BLOOD_1086
Model.Load(#BLOODRA)
Model.Load(#STALLION)
Model.Load(#MP5LNG)
Model.Load(#BB_PICKUP)
03CF: load_wav 1827 as 4 

:BLOOD_1113
if 
83D0:   not wav 4 loaded 
else_jump @BLOOD_1139 
wait 0 
jump @BLOOD_1113 

:BLOOD_1139
038B: load_requested_models 
016E: override_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: unknown_flag 1 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #TRASH 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #BARRACKS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #ROMERO 
0732: random_car_generator_disable_model #PACKER 
0732: random_car_generator_disable_model #MONSTER 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #PATRIOT 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #DOZER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #RDTRAIN 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #DFT30 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG 
Player.CanMove($PLAYER_CHAR) = False
07E5: copy_decision_maker 65542 to 185@ 
09AC: disable_map_icons 1 
0414: set_player $PLAYER_CHAR free_treatment_once 1 
03AD: NOP 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: NOP $PLAYER_CHAR 1 
Actor.PutAt($PLAYER_ACTOR, -1398.461, 995.641, 1024.462)
select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: set_interior 2 color_to 0 
04E4: unknown_refresh_game_renderer_at 154@ 155@ 
Camera.SetAtPos(154@, 155@, 156@)
0395: clear_area 1 at -1280.9 994.8 1037.0 radius 300.0 
0A0B: set_rendering_origin_at_3D_coord -1280.8 994.7 1036.0 angle 90.0 
041A: 103@ = actor $PLAYER_ACTOR weapon 29 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 30000 // Load the weapon model before using this 
04AF: 108@ = 504 // @ = any 
gosub @BLOOD_15527 
34@ = Car.Create(#BLOODRA, 154@, 155@, 156@)
0587: enable_car 34@ validate_position 1 
0840: link_car 34@ to_interior 15 
Car.Angle(34@) = 157@
Car.DoorStatus(34@) = 4
036A: put_actor $PLAYER_ACTOR in_car 34@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
03AB: unknown_car 34@ flag 1 
03ED: unknown_car 34@ flag 1 
053F: set_car 34@ tires_vulnerability 0 
Car.Health(34@) = 1249
0561: 83@ = create_passenger_in_car 34@ seat 0 
0860: link_actor 83@ to_interior 15 
060B: set_actor 83@ decision_maker_to 185@ 
01B2: give_actor 83@ weapon 29 ammo 30000 // Load the weapon model before using this 
Actor.SetImmunities(83@, 1, 0, 0, 0, 0)

:BLOOD_1662
if 
  16 > 93@ 
else_jump @BLOOD_2121 
wait 0 
gosub @BLOOD_13324 
09B2: get_random_available_car_type 1 model_to 104@ doorlock_to 105@ 
if 
  104@ >= 0 
else_jump @BLOOD_1755 
0085: 108@ = 104@ // (int) 
gosub @BLOOD_15527 
35@(93@,16i) = Car.Create(104@, 154@, 155@, 156@)

:BLOOD_1755
if 
  104@ == -1 
else_jump @BLOOD_1809 
04AF: 108@ = 439 // @ = any 
gosub @BLOOD_15527 
35@(93@,16i) = Car.Create(#STALLION, 154@, 155@, 156@)

:BLOOD_1809
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_2107 
Car.Angle(35@(93@,16i)) = 157@
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), 1, 0, 0, 0, 0)
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
else_jump @BLOOD_2026 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), 1, 0, 0, 0, 0)
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_2026
if 
047A:   actor 51@(93@,16i) driving_bike 
else_jump @BLOOD_2068 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_2068
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: unknown_car 35@(93@,16i) flag 1 
0840: link_car 35@(93@,16i) to_interior 15 

:BLOOD_2107
93@ += 1 
jump @BLOOD_1662 

:BLOOD_2121
02A3: enable_widescreen 1 
Camera.SetPosition(-1273.2, 992.4, 1038.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1307.9, 995.3, 1034.2, 2)
06D5: 89@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 point_to 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 1500 

:BLOOD_2238
if 
fading 
else_jump @BLOOD_2262 
wait 0 
jump @BLOOD_2238 

:BLOOD_2262
0707: start_scene_skip_to @BLOOD_2988 
00BC: show_text_highpriority GXT 'BLOD_10' time 5000 flag 1  // ~s~The overall time starts at 30 seconds and counts down.
32@ = 0 

:BLOOD_2292
if 
  5000 > 32@ 
else_jump @BLOOD_2322 
wait 0 
jump @BLOOD_2292 

:BLOOD_2322
Camera.SetPosition(-1441.9, 1054.6, 1040.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1432.0, 1012.6, 1034.7, 2)
00BC: show_text_highpriority GXT 'BLOD_01' time 5000 flag 1  // ~s~Drive through the checkpoints to increase your overall time.
32@ = 0 

:BLOOD_2396
if 
  5000 > 32@ 
else_jump @BLOOD_2426 
wait 0 
jump @BLOOD_2396 

:BLOOD_2426
Camera.SetPosition(-1464.6, 943.6, 1036.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1436.1, 923.4, 1040.2, 2)
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_2518 
00BC: show_text_highpriority GXT 'BLOD_11' time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is 1 min.
jump @BLOOD_2537 

:BLOOD_2518
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $1940 time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is ~1~ mins.

:BLOOD_2537
32@ = 0 

:BLOOD_2544
if 
  5000 > 32@ 
else_jump @BLOOD_2574 
wait 0 
jump @BLOOD_2544 

:BLOOD_2574
Camera.SetPosition(-1492.7, 1029.5, 1038.4, 0.0, 0.0, 0.0)
Camera.PointAt(-1539.1, 1032.3, 1038.9, 2)
00BC: show_text_highpriority GXT 'BLOD_03' time 5000 flag 1  // ~s~Get your overall time above the Target Time to win!
32@ = 0 

:BLOOD_2648
if 
  5000 > 32@ 
else_jump @BLOOD_2678 
wait 0 
jump @BLOOD_2648 

:BLOOD_2678
Camera.SetPosition(-1314.1, 1040.6, 1038.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1373.1, 1047.2, 1034.5, 2)
00BC: show_text_highpriority GXT 'BLOD_02' time 5000 flag 1  // ~s~You will lose if your overall time reaches zero.
32@ = 0 

:BLOOD_2752
if 
  5000 > 32@ 
else_jump @BLOOD_2782 
wait 0 
jump @BLOOD_2752 

:BLOOD_2782
87@ = Object.Create(#BB_PICKUP, -1345.2, 978.7, 1024.9)
0566: link_object 87@ to_interior 15 
Camera.SetPosition(-1342.1, 975.2, 1026.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1345.2, 979.7, 1026.4, 2)
00BC: show_text_highpriority GXT 'SPANNER' time 5000 flag 1  // Drive over pickups to repair your car!
32@ = 0 

:BLOOD_2886
if 
  5000 > 32@ 
else_jump @BLOOD_2988 
wait 0 
if 
03CA:   object 87@ exists 
else_jump @BLOOD_2981 
if 
  358.0 > 106@ 
else_jump @BLOOD_2971 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_2981 

:BLOOD_2971
106@ = 0.0 

:BLOOD_2981
jump @BLOOD_2886 

:BLOOD_2988
0701: end_scene_skip 
fade 0 500 

:BLOOD_2997
if 
fading 
else_jump @BLOOD_3093 
wait 0 
if 
03CA:   object 87@ exists 
else_jump @BLOOD_3086 
if 
  358.0 > 106@ 
else_jump @BLOOD_3076 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_3086 

:BLOOD_3076
106@ = 0.0 

:BLOOD_3086
jump @BLOOD_2997 

:BLOOD_3093
06D6: disable_racing_checkpoint 89@ 
158@ = -1432.6 
159@ = 1016.1 
160@ = 1024.1 
06D5: 89@ = create_racing_checkpoint_at 158@ 159@ 160@ point_to 0.0 0.0 0.0 type 2 radius 6.0 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
Object.Destroy(87@)
gosub @BLOOD_14433 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 500 

:BLOOD_3207
if 
fading 
else_jump @BLOOD_3231 
wait 0 
jump @BLOOD_3207 

:BLOOD_3231
00BA: show_text_styled GXT 'RACE2' time 1100 style 4  // ~s~3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE3' time 1100 style 4  // ~s~2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE4' time 1100 style 4  // ~s~1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE5' time 800 style 4  // ~s~GO!
097A: play_audio_at 0.0 0.0 0.0 event 1164 
097A: play_audio_at 0.0 0.0 0.0 event 1057 
wait 800 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
014E: set_timer_to $8247 type 1 // global_variable 
93@ = 0 

:BLOOD_3438
if 
  16 > 93@ 
else_jump @BLOOD_3563 
wait 0 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_3549 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_3549 
Car.SetSpeedInstantly(35@(93@,16i), 10.0)
Car.SetMaxSpeed(35@(93@,16i), 100.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 5000 

:BLOOD_3549
93@ += 1 
jump @BLOOD_3438 

:BLOOD_3563
wait 0 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
0735:   NOP_false 83 
else_jump @BLOOD_3594 
jump @BLOOD_13113 

:BLOOD_3594
if 
  91@ == 0 
else_jump @BLOOD_12351 
if 
   not Car.Wrecked(34@)
else_jump @BLOOD_12351 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 923.0 
else_jump @BLOOD_3803 
if 
  97@ == 0 
else_jump @BLOOD_3796 
if 
   not Actor.Dead(52@)
else_jump @BLOOD_3705 
0687: clear_actor 52@ task 

:BLOOD_3705
if 
   not Actor.Dead(53@)
else_jump @BLOOD_3726 
0687: clear_actor 53@ task 

:BLOOD_3726
if 
   not Actor.Dead(67@)
else_jump @BLOOD_3747 
0687: clear_actor 67@ task 

:BLOOD_3747
if 
   not Actor.Dead(68@)
else_jump @BLOOD_3768 
0687: clear_actor 68@ task 

:BLOOD_3768
if 
   not Actor.Dead(69@)
else_jump @BLOOD_3789 
0687: clear_actor 69@ task 

:BLOOD_3789
97@ = 1 

:BLOOD_3796
jump @BLOOD_3933 

:BLOOD_3803
if 
  97@ == 1 
else_jump @BLOOD_3933 
if 
   not Actor.Dead(52@)
else_jump @BLOOD_3842 
0687: clear_actor 52@ task 

:BLOOD_3842
if 
   not Actor.Dead(53@)
else_jump @BLOOD_3863 
0687: clear_actor 53@ task 

:BLOOD_3863
if 
   not Actor.Dead(67@)
else_jump @BLOOD_3884 
0687: clear_actor 67@ task 

:BLOOD_3884
if 
   not Actor.Dead(68@)
else_jump @BLOOD_3905 
0687: clear_actor 68@ task 

:BLOOD_3905
if 
   not Actor.Dead(69@)
else_jump @BLOOD_3926 
0687: clear_actor 69@ task 

:BLOOD_3926
97@ = 0 

:BLOOD_3933
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 1076.0 
else_jump @BLOOD_4108 
if 
  98@ == 0 
else_jump @BLOOD_4101 
if 
   not Actor.Dead(55@)
else_jump @BLOOD_4010 
0687: clear_actor 55@ task 

:BLOOD_4010
if 
   not Actor.Dead(56@)
else_jump @BLOOD_4031 
0687: clear_actor 56@ task 

:BLOOD_4031
if 
   not Actor.Dead(70@)
else_jump @BLOOD_4052 
0687: clear_actor 70@ task 

:BLOOD_4052
if 
   not Actor.Dead(71@)
else_jump @BLOOD_4073 
0687: clear_actor 71@ task 

:BLOOD_4073
if 
   not Actor.Dead(72@)
else_jump @BLOOD_4094 
0687: clear_actor 72@ task 

:BLOOD_4094
98@ = 1 

:BLOOD_4101
jump @BLOOD_4238 

:BLOOD_4108
if 
  98@ == 1 
else_jump @BLOOD_4238 
if 
   not Actor.Dead(55@)
else_jump @BLOOD_4147 
0687: clear_actor 55@ task 

:BLOOD_4147
if 
   not Actor.Dead(56@)
else_jump @BLOOD_4168 
0687: clear_actor 56@ task 

:BLOOD_4168
if 
   not Actor.Dead(70@)
else_jump @BLOOD_4189 
0687: clear_actor 70@ task 

:BLOOD_4189
if 
   not Actor.Dead(71@)
else_jump @BLOOD_4210 
0687: clear_actor 71@ task 

:BLOOD_4210
if 
   not Actor.Dead(72@)
else_jump @BLOOD_4231 
0687: clear_actor 72@ task 

:BLOOD_4231
98@ = 0 

:BLOOD_4238
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 923.0 
else_jump @BLOOD_4413 
if 
  99@ == 0 
else_jump @BLOOD_4406 
if 
   not Actor.Dead(58@)
else_jump @BLOOD_4315 
0687: clear_actor 58@ task 

:BLOOD_4315
if 
   not Actor.Dead(59@)
else_jump @BLOOD_4336 
0687: clear_actor 59@ task 

:BLOOD_4336
if 
   not Actor.Dead(73@)
else_jump @BLOOD_4357 
0687: clear_actor 73@ task 

:BLOOD_4357
if 
   not Actor.Dead(74@)
else_jump @BLOOD_4378 
0687: clear_actor 74@ task 

:BLOOD_4378
if 
   not Actor.Dead(75@)
else_jump @BLOOD_4399 
0687: clear_actor 75@ task 

:BLOOD_4399
99@ = 1 

:BLOOD_4406
jump @BLOOD_4543 

:BLOOD_4413
if 
  99@ == 1 
else_jump @BLOOD_4543 
if 
   not Actor.Dead(58@)
else_jump @BLOOD_4452 
0687: clear_actor 58@ task 

:BLOOD_4452
if 
   not Actor.Dead(59@)
else_jump @BLOOD_4473 
0687: clear_actor 59@ task 

:BLOOD_4473
if 
   not Actor.Dead(73@)
else_jump @BLOOD_4494 
0687: clear_actor 73@ task 

:BLOOD_4494
if 
   not Actor.Dead(74@)
else_jump @BLOOD_4515 
0687: clear_actor 74@ task 

:BLOOD_4515
if 
   not Actor.Dead(75@)
else_jump @BLOOD_4536 
0687: clear_actor 75@ task 

:BLOOD_4536
99@ = 0 

:BLOOD_4543
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 1076.0 
else_jump @BLOOD_4718 
if 
  100@ == 0 
else_jump @BLOOD_4711 
if 
   not Actor.Dead(61@)
else_jump @BLOOD_4620 
0687: clear_actor 61@ task 

:BLOOD_4620
if 
   not Actor.Dead(62@)
else_jump @BLOOD_4641 
0687: clear_actor 62@ task 

:BLOOD_4641
if 
   not Actor.Dead(76@)
else_jump @BLOOD_4662 
0687: clear_actor 76@ task 

:BLOOD_4662
if 
   not Actor.Dead(77@)
else_jump @BLOOD_4683 
0687: clear_actor 77@ task 

:BLOOD_4683
if 
   not Actor.Dead(78@)
else_jump @BLOOD_4704 
0687: clear_actor 78@ task 

:BLOOD_4704
100@ = 1 

:BLOOD_4711
jump @BLOOD_4848 

:BLOOD_4718
if 
  100@ == 1 
else_jump @BLOOD_4848 
if 
   not Actor.Dead(61@)
else_jump @BLOOD_4757 
0687: clear_actor 61@ task 

:BLOOD_4757
if 
   not Actor.Dead(62@)
else_jump @BLOOD_4778 
0687: clear_actor 62@ task 

:BLOOD_4778
if 
   not Actor.Dead(76@)
else_jump @BLOOD_4799 
0687: clear_actor 76@ task 

:BLOOD_4799
if 
   not Actor.Dead(77@)
else_jump @BLOOD_4820 
0687: clear_actor 77@ task 

:BLOOD_4820
if 
   not Actor.Dead(78@)
else_jump @BLOOD_4841 
0687: clear_actor 78@ task 

:BLOOD_4841
100@ = 0 

:BLOOD_4848
if 
  16 > 93@ 
else_jump @BLOOD_11472 
if 
  93@ == 0 
else_jump @BLOOD_5608 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_5608 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_5327 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_5271 
if 
  97@ == 0 
else_jump @BLOOD_5152 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5152 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5152 
0208: 173@ = random_float_in_ranges -1530.0 -1384.0 
0208: 174@ = random_float_in_ranges 995.0 923.0 
02CE: 175@ = ground_z_at 173@ 174@ 1078.7 
if 
  1034.1 > 175@ 
else_jump @BLOOD_5152 
if 
  175@ > 1022.8 
else_jump @BLOOD_5152 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 173@ 174@ 175@ speed 100.0 2 model #NULL 3 

:BLOOD_5152
if 
  97@ == 1 
else_jump @BLOOD_5264 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5264 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5264 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5264
jump @BLOOD_5327 

:BLOOD_5271
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5327 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5327
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_5608 
if 
  97@ == 0 
else_jump @BLOOD_5517 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5517 
if 
   not Car.Wrecked(36@)
else_jump @BLOOD_5461 
0713: actor 67@(93@,16i) driveby_actor -1 car 36@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_5517 

:BLOOD_5461
if 
   not Car.Wrecked(37@)
else_jump @BLOOD_5517 
0713: actor 67@(93@,16i) driveby_actor -1 car 37@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_5517
if 
  97@ == 1 
else_jump @BLOOD_5608 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5608 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_5608
if or
  93@ == 1 
  93@ == 2 
else_jump @BLOOD_6214 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_6214 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_5996 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_5940 
if 
  97@ == 0 
else_jump @BLOOD_5821 
if 
   not Car.Wrecked(35@)
else_jump @BLOOD_5821 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5821 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5821 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 35@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5821
if 
  97@ == 1 
else_jump @BLOOD_5933 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5933 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5933 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5933
jump @BLOOD_5996 

:BLOOD_5940
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_5996 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5996
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_6214 
if 
  97@ == 0 
else_jump @BLOOD_6123 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6123 
if 
   not Car.Wrecked(35@)
else_jump @BLOOD_6123 
0713: actor 67@(93@,16i) driveby_actor -1 car 35@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6123
if 
  97@ == 1 
else_jump @BLOOD_6214 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6214 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6214
if 
  93@ == 3 
else_jump @BLOOD_6956 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_6956 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_6675 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_6619 
if 
  98@ == 0 
else_jump @BLOOD_6500 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6500 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6500 
0208: 176@ = random_float_in_ranges -1530.0 -1384.0 
0208: 177@ = random_float_in_ranges 995.0 1056.0 
02CE: 178@ = ground_z_at 176@ 177@ 1078.7 
if 
  1034.1 > 178@ 
else_jump @BLOOD_6500 
if 
  178@ > 1022.8 
else_jump @BLOOD_6500 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 176@ 177@ 178@ speed 100.0 2 model #NULL 3 

:BLOOD_6500
if 
  98@ == 1 
else_jump @BLOOD_6612 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6612 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6612 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_6612
jump @BLOOD_6675 

:BLOOD_6619
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6675 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6675
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_6956 
if 
  98@ == 0 
else_jump @BLOOD_6865 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6865 
if 
   not Car.Wrecked(39@)
else_jump @BLOOD_6809 
0713: actor 67@(93@,16i) driveby_actor -1 car 39@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_6865 

:BLOOD_6809
if 
   not Car.Wrecked(40@)
else_jump @BLOOD_6865 
0713: actor 67@(93@,16i) driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_6865
if 
  98@ == 1 
else_jump @BLOOD_6956 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_6956 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6956
if or
  93@ == 4 
  93@ == 5 
else_jump @BLOOD_7562 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_7562 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_7344 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_7288 
if 
  98@ == 0 
else_jump @BLOOD_7169 
if 
   not Car.Wrecked(38@)
else_jump @BLOOD_7169 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7169 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7169 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 38@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7169
if 
  98@ == 1 
else_jump @BLOOD_7281 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7281 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7281 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7281
jump @BLOOD_7344 

:BLOOD_7288
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7344 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_7344
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_7562 
if 
  98@ == 0 
else_jump @BLOOD_7471 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7471 
if 
   not Car.Wrecked(38@)
else_jump @BLOOD_7471 
0713: actor 67@(93@,16i) driveby_actor -1 car 38@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7471
if 
  98@ == 1 
else_jump @BLOOD_7562 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7562 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7562
if 
  93@ == 6 
else_jump @BLOOD_8304 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_8304 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_8023 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_7967 
if 
  99@ == 0 
else_jump @BLOOD_7848 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7848 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7848 
0208: 179@ = random_float_in_ranges -1265.0 -1384.0 
0208: 180@ = random_float_in_ranges 995.0 923.0 
02CE: 181@ = ground_z_at 179@ 180@ 1078.7 
if 
  1034.1 > 181@ 
else_jump @BLOOD_7848 
if 
  181@ > 1022.8 
else_jump @BLOOD_7848 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 179@ 180@ 181@ speed 100.0 2 model #NULL 3 

:BLOOD_7848
if 
  99@ == 1 
else_jump @BLOOD_7960 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7960 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_7960 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7960
jump @BLOOD_8023 

:BLOOD_7967
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8023 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8023
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_8304 
if 
  99@ == 0 
else_jump @BLOOD_8213 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8213 
if 
   not Car.Wrecked(42@)
else_jump @BLOOD_8157 
0713: actor 67@(93@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_8213 

:BLOOD_8157
if 
   not Car.Wrecked(43@)
else_jump @BLOOD_8213 
0713: actor 67@(93@,16i) driveby_actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_8213
if 
  99@ == 1 
else_jump @BLOOD_8304 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8304 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8304
if or
  93@ == 7 
  93@ == 8 
else_jump @BLOOD_8910 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_8910 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_8692 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_8636 
if 
  99@ == 0 
else_jump @BLOOD_8517 
if 
   not Car.Wrecked(41@)
else_jump @BLOOD_8517 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8517 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8517 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 41@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8517
if 
  99@ == 1 
else_jump @BLOOD_8629 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8629 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8629 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8629
jump @BLOOD_8692 

:BLOOD_8636
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8692 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8692
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_8910 
if 
  99@ == 0 
else_jump @BLOOD_8819 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8819 
if 
   not Car.Wrecked(41@)
else_jump @BLOOD_8819 
0713: actor 67@(93@,16i) driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8819
if 
  99@ == 1 
else_jump @BLOOD_8910 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_8910 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8910
if 
  93@ == 9 
else_jump @BLOOD_9652 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_9652 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_9371 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_9315 
if 
  100@ == 0 
else_jump @BLOOD_9196 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9196 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9196 
0208: 182@ = random_float_in_ranges -1265.0 -1384.0 
0208: 183@ = random_float_in_ranges 995.0 1056.0 
02CE: 184@ = ground_z_at 182@ 183@ 1078.7 
if 
  1034.1 > 184@ 
else_jump @BLOOD_9196 
if 
  184@ > 1022.8 
else_jump @BLOOD_9196 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 182@ 183@ 184@ speed 100.0 2 model #NULL 3 

:BLOOD_9196
if 
  100@ == 1 
else_jump @BLOOD_9308 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9308 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9308 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9308
jump @BLOOD_9371 

:BLOOD_9315
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9371 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_9371
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_9652 
if 
  100@ == 0 
else_jump @BLOOD_9561 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9561 
if 
   not Car.Wrecked(45@)
else_jump @BLOOD_9505 
0713: actor 67@(93@,16i) driveby_actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_9561 

:BLOOD_9505
if 
   not Car.Wrecked(46@)
else_jump @BLOOD_9561 
0713: actor 67@(93@,16i) driveby_actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_9561
if 
  100@ == 1 
else_jump @BLOOD_9652 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9652 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_9652
if or
  93@ == 10 
  93@ == 11 
else_jump @BLOOD_10258 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_10258 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_10040 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_9984 
if 
  100@ == 0 
else_jump @BLOOD_9865 
if 
   not Car.Wrecked(44@)
else_jump @BLOOD_9865 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9865 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9865 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 44@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9865
if 
  100@ == 1 
else_jump @BLOOD_9977 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9977 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_9977 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9977
jump @BLOOD_10040 

:BLOOD_9984
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10040 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10040
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_10258 
if 
  100@ == 0 
else_jump @BLOOD_10167 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10167 
if 
   not Car.Wrecked(44@)
else_jump @BLOOD_10167 
0713: actor 67@(93@,16i) driveby_actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10167
if 
  100@ == 1 
else_jump @BLOOD_10258 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10258 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10258
if or
  93@ == 12 
  93@ == 13 
else_jump @BLOOD_10593 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_10593 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_10500 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_10444 
062E: unknown_get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10437 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10437 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_10437
jump @BLOOD_10500 

:BLOOD_10444
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10500 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10500
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_10593 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10593 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 40 

:BLOOD_10593
if or
  93@ == 14 
  93@ == 15 
else_jump @BLOOD_11090 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_11090 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_10843 
if 
8495:   not car 35@(93@,16i) burning 
else_jump @BLOOD_10787 
062E: unknown_get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10780 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10780 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 158@ 159@ 160@ speed 100.0 2 model #NULL 3 

:BLOOD_10780
jump @BLOOD_10843 

:BLOOD_10787
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_10843 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10843
if 
   not Actor.Dead(67@(93@,16i))
else_jump @BLOOD_11090 
062E: unknown_get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_11090 
0085: 88@ = 35@(93@,16i) // (int) 
if 
  93@ == 14 
else_jump @BLOOD_10999 
gosub @BLOOD_16758 
0085: 84@ = 95@ // (int) 
if 
   not 84@ == -1 
else_jump @BLOOD_10999 
0713: actor 67@(93@,16i) driveby_actor -1 car 84@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_10999
if 
  93@ == 15 
else_jump @BLOOD_11090 
gosub @BLOOD_16758 
0085: 85@ = 95@ // (int) 
if 
   not 85@ == -1 
else_jump @BLOOD_11090 
0713: actor 67@(93@,16i) driveby_actor -1 car 85@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11090
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_11199 
if 
   not Actor.Dead(83@)
else_jump @BLOOD_11199 
if or
051C:   car 35@(93@,16i) damaged_by_actor 83@ 
051C:   car 35@(93@,16i) damaged_by_actor $PLAYER_ACTOR 
else_jump @BLOOD_11179 
112@(93@,16i) = 1 
jump @BLOOD_11190 

:BLOOD_11179
112@(93@,16i) = 0 

:BLOOD_11190
054F: clear_car 35@(93@,16i) damage 

:BLOOD_11199
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_11411 
if 
   not Actor.Dead(51@(93@,16i))
else_jump @BLOOD_11404 
if 
01F4:   car 35@(93@,16i) flipped 
else_jump @BLOOD_11330 
if 
8202:   not actor $PLAYER_ACTOR near_car 35@(93@,16i) radius 7.0 7.0 flag 0 
else_jump @BLOOD_11330 
Car.StorePos(35@(93@,16i), 167@, 168@, 169@)
Car.PutAt(35@(93@,16i), 167@, 168@, 169@)

:BLOOD_11330
if 
03CE:   car 35@(93@,16i) stuck 
else_jump @BLOOD_11404 
062E: unknown_get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_11404 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 3 timelimit 3000 

:BLOOD_11404
jump @BLOOD_11458 

:BLOOD_11411
if 
  112@(93@,16i) == 1 
else_jump @BLOOD_11440 
111@ += 1 

:BLOOD_11440
112@(93@,16i) = 0 
gosub @BLOOD_14585 

:BLOOD_11458
93@ += 1 
jump @BLOOD_11479 

:BLOOD_11472
93@ = 0 

:BLOOD_11479
if 
   not Car.Wrecked(47@)
else_jump @BLOOD_11544 
if 
01AF:   car 47@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11544 
gosub @BLOOD_14254 

:BLOOD_11544
if 
   not Car.Wrecked(48@)
else_jump @BLOOD_11609 
if 
01AF:   car 48@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11609 
gosub @BLOOD_14254 

:BLOOD_11609
if 
   not Car.Wrecked(49@)
else_jump @BLOOD_11674 
if 
01AF:   car 49@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11674 
gosub @BLOOD_14254 

:BLOOD_11674
if 
   not Car.Wrecked(50@)
else_jump @BLOOD_11739 
if 
01AF:   car 50@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_11739 
gosub @BLOOD_14254 

:BLOOD_11739
if 
03CA:   object 87@ exists 
else_jump @BLOOD_11927 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 87@ radius 5.0 5.0 flag 0 
else_jump @BLOOD_11864 
Object.Destroy(87@)
96@ = Car.Health(34@)
if 
  999 > 96@ 
else_jump @BLOOD_11841 
96@ += 500 
Car.Health(34@) = 96@
jump @BLOOD_11857 

:BLOOD_11841
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_11857
jump @BLOOD_11920 

:BLOOD_11864
if 
  358.0 > 106@ 
else_jump @BLOOD_11910 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_11920 

:BLOOD_11910
106@ = 0.0 

:BLOOD_11920
jump @BLOOD_11934 

:BLOOD_11927
gosub @BLOOD_14433 

:BLOOD_11934
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
else_jump @BLOOD_12095 
if 
  $8247 > 0 
else_jump @BLOOD_12095 
96@ = Car.Health(34@)
if 
  1199 > 96@ 
else_jump @BLOOD_12044 
96@ += 300 
Car.Health(34@) = 96@
jump @BLOOD_12060 

:BLOOD_12044
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_12060
$8247 += 15000 
018C: play_sound 1058 at 0.0 0.0 0.0 
gosub @BLOOD_14254 

:BLOOD_12095
if 
01F4:   car 34@ flipped 
else_jump @BLOOD_12171 
if 
01C1:   car 34@ stopped 
else_jump @BLOOD_12171 
Car.StorePos(34@, 167@, 168@, 169@)
157@ = Car.Angle(34@)
Car.PutAt(34@, 167@, 168@, 169@)
Car.Angle(34@) = 157@

:BLOOD_12171
if 
   not Actor.Dead(83@)
else_jump @BLOOD_12293 
062E: unknown_get_actor 83@ task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @BLOOD_12293 
0085: 88@ = 34@ // (int) 
gosub @BLOOD_16758 
0085: 86@ = 95@ // (int) 
if 
   not 86@ == -1 
else_jump @BLOOD_12293 
0713: actor 83@ driveby_actor -1 car 86@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_12293
gosub @BLOOD_17486 
if 
001C:   $8247 > $8248 // (int) 
else_jump @BLOOD_12326 
91@ = 1 

:BLOOD_12326
if 
  0 >= $8247 
else_jump @BLOOD_12351 
91@ = 2 

:BLOOD_12351
if 
  91@ == 1 
else_jump @BLOOD_12754 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0394: play_music 1 
93@ = 0 

:BLOOD_12391
if 
  16 > 93@ 
else_jump @BLOOD_12458 
wait 0 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_12444 
Car.LockInCurrentPosition(35@(93@,16i)) = True

:BLOOD_12444
93@ += 1 
jump @BLOOD_12391 

:BLOOD_12458
gosub @BLOOD_17032 
008B: 109@ = $1940 // (int) 
109@ *= 60 
0623: add 109@ to_integer_stat 179 
0623: add 111@ to_integer_stat 178 
$1940 += 1 
$8248 += 60000 
32@ = 0 

:BLOOD_12520
if 
  5000 > 32@ 
else_jump @BLOOD_12550 
wait 0 
jump @BLOOD_12520 

:BLOOD_12550
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:BLOOD_12565
if 
fading 
else_jump @BLOOD_12589 
wait 0 
jump @BLOOD_12565 

:BLOOD_12589
02A3: enable_widescreen 0 
08DA: remove_panel 110@ 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: unknown_refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:BLOOD_12716
if 
fading 
else_jump @BLOOD_12740 
wait 0 
jump @BLOOD_12716 

:BLOOD_12740
Player.CanMove($PLAYER_CHAR) = True
jump @BLOOD_13113 

:BLOOD_12754
if 
  91@ == 2 
else_jump @BLOOD_13088 
Player.CanMove($PLAYER_CHAR) = False
93@ = 0 

:BLOOD_12786
if 
  16 > 93@ 
else_jump @BLOOD_12853 
wait 0 
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_12839 
Car.LockInCurrentPosition(35@(93@,16i)) = True

:BLOOD_12839
93@ += 1 
jump @BLOOD_12786 

:BLOOD_12853
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:BLOOD_12868
if 
fading 
else_jump @BLOOD_12892 
wait 0 
jump @BLOOD_12868 

:BLOOD_12892
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~You ran out of time!
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: unknown_refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
01F6: cancel_override_restart 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 500 

:BLOOD_13050
if 
fading 
else_jump @BLOOD_13074 
wait 0 
jump @BLOOD_13050 

:BLOOD_13074
Player.CanMove($PLAYER_CHAR) = True
jump @BLOOD_13095 

:BLOOD_13088
jump @BLOOD_3563 

:BLOOD_13095
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:BLOOD_13113
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_BLOODRING_PASSED == 0 
else_jump @BLOOD_13198 
0595: mission_complete 
030C: progress_made += 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
Player.Money($PLAYER_CHAR) += 10000
$MISSION_BLOODRING_PASSED = 1 

:BLOOD_13198
return 

:BLOOD_13200
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @BLOOD_13218 
Camera.Restore_WithJumpCut

:BLOOD_13218
04FA: reset_interior 0 colors 
Marker.Disable(90@)
014F: stop_timer $8247 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BLOOD_13255 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:BLOOD_13255
09F5: disable_player_mutal_activities 0 
03F0: enable_text_draw 0 
Model.Destroy(#BLOODRA)
Model.Destroy(#STALLION)
Model.Destroy(#MP5LNG)
Model.Destroy(#BB_PICKUP)
017B: set_actor $PLAYER_ACTOR weapon 29 ammo_to 103@ 
06D6: disable_racing_checkpoint 89@ 
0734: reset_random_car_generator_models 
0A37: unknown_flag 0 
09AC: disable_map_icons 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:BLOOD_13324
if 
  93@ == 0 
else_jump @BLOOD_13382 
154@ = -1285.77 
155@ = 1014.54 
156@ = 1036.5 
157@ = 104.4 

:BLOOD_13382
if 
  93@ == 1 
else_jump @BLOOD_13440 
154@ = -1299.5 
155@ = 1030.74 
156@ = 1036.8 
157@ = 132.6 

:BLOOD_13440
if 
  93@ == 2 
else_jump @BLOOD_13498 
154@ = -1319.3 
155@ = 1042.82 
156@ = 1037.1 
157@ = 135.4 

:BLOOD_13498
if 
  93@ == 3 
else_jump @BLOOD_13556 
154@ = -1349.33 
155@ = 1054.47 
156@ = 1037.3 
157@ = 155.4 

:BLOOD_13556
if 
  93@ == 4 
else_jump @BLOOD_13614 
154@ = -1384.33 
155@ = 1058.55 
156@ = 1037.5 
157@ = 173.2 

:BLOOD_13614
if 
  93@ == 5 
else_jump @BLOOD_13672 
154@ = -1296.7 
155@ = 960.2 
156@ = 1035.6 
157@ = 60.5 

:BLOOD_13672
if 
  93@ == 6 
else_jump @BLOOD_13730 
154@ = -1418.77 
155@ = 1057.54 
156@ = 1037.5 
157@ = 180.4 

:BLOOD_13730
if 
  93@ == 7 
else_jump @BLOOD_13788 
154@ = -1460.3 
155@ = 1050.3 
156@ = 1037.5 
157@ = 203.9 

:BLOOD_13788
if 
  93@ == 8 
else_jump @BLOOD_13846 
154@ = -1499.77 
155@ = 1029.54 
156@ = 1037.2 
157@ = 242.4 

:BLOOD_13846
if 
  93@ == 9 
else_jump @BLOOD_13904 
154@ = -1513.77 
155@ = 986.54 
156@ = 1036.5 
157@ = 271.4 

:BLOOD_13904
if 
  93@ == 10 
else_jump @BLOOD_13962 
154@ = -1496.77 
155@ = 959.54 
156@ = 1036.0 
157@ = 293.4 

:BLOOD_13962
if 
  93@ == 11 
else_jump @BLOOD_14020 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.3 
157@ = 345.6 

:BLOOD_14020
if 
  93@ == 12 
else_jump @BLOOD_14078 
154@ = -1424.36 
155@ = 931.29 
156@ = 1035.2 
157@ = 0.0 

:BLOOD_14078
if 
  93@ == 13 
else_jump @BLOOD_14136 
154@ = -1363.77 
155@ = 932.44 
156@ = 1035.3 
157@ = 17.85 

:BLOOD_14136
if 
  93@ == 14 
else_jump @BLOOD_14194 
154@ = -1332.77 
155@ = 940.3 
156@ = 1037.0 
157@ = 39.98 

:BLOOD_14194
if 
  93@ == 15 
else_jump @BLOOD_14252 
154@ = -1443.29 
155@ = 933.86 
156@ = 1035.3 
157@ = 351.4 

:BLOOD_14252
return 

:BLOOD_14254
0208: 158@ = random_float_in_ranges -1290.0 -1508.0 
0208: 159@ = random_float_in_ranges 939.0 1052.0 
02CE: 160@ = ground_z_at 158@ 159@ 1056.7 
if 
  160@ > 1034.1 
else_jump @BLOOD_14328 
jump @BLOOD_14254 

:BLOOD_14328
if 
  1022.8 > 160@ 
else_jump @BLOOD_14356 
jump @BLOOD_14254 

:BLOOD_14356
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
if 
   not Actor.Dead(65@)
else_jump @BLOOD_14396 
0687: clear_actor 65@ task 

:BLOOD_14396
if 
   not Actor.Dead(66@)
else_jump @BLOOD_14417 
0687: clear_actor 66@ task 

:BLOOD_14417
07F3: move_racing_checkpoint 89@ to 158@ 159@ 160@ 
return 

:BLOOD_14433
0208: 170@ = random_float_in_ranges -1290.0 -1508.0 
0208: 171@ = random_float_in_ranges 939.0 1052.0 
02CE: 172@ = ground_z_at 170@ 171@ 1056.7 
if 
  172@ > 1034.1 
else_jump @BLOOD_14507 
jump @BLOOD_14433 

:BLOOD_14507
if 
  1022.8 > 172@ 
else_jump @BLOOD_14535 
jump @BLOOD_14433 

:BLOOD_14535
172@ += 0.5 
87@ = Object.Create(#BB_PICKUP, 170@, 171@, 172@)
0566: link_object 87@ to_interior 15 
Object.CollisionDetection(87@) = False
Object.ToggleInMovingList(87@) = False
return 

:BLOOD_14585
gosub @BLOOD_15056 
if 
   not 102@ == -1 
else_jump @BLOOD_15054 
03CD: disable_car 35@(93@,16i) stuck_check 
Car.RemoveReferences(35@(93@,16i))
Actor.RemoveReferences(51@(93@,16i))
Actor.RemoveReferences(67@(93@,16i))
09B2: get_random_available_car_type 1 model_to 104@ doorlock_to 105@ 
if 
  104@ >= 0 
else_jump @BLOOD_14722 
0085: 108@ = 104@ // (int) 
gosub @BLOOD_15527 
35@(93@,16i) = Car.Create(104@, 154@, 155@, 156@)
Car.Angle(35@(93@,16i)) = 157@

:BLOOD_14722
if 
   not Car.Wrecked(35@(93@,16i))
else_jump @BLOOD_15054 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), 1, 0, 0, 0, 0)
0588: unknown_actor 51@(93@,16i) flag 1 
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
else_jump @BLOOD_14938 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), 1, 0, 0, 0, 0)
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_14938
if 
047A:   actor 51@(93@,16i) driving_bike 
else_jump @BLOOD_14980 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_14980
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: unknown_car 35@(93@,16i) flag 1 
0840: link_car 35@(93@,16i) to_interior 15 
Car.SetSpeedInstantly(35@(93@,16i), 25.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 3000 

:BLOOD_15054
return 

:BLOOD_15056
0209: 102@ = random_int_in_ranges 1 4 
if 
  102@ == 1 
else_jump @BLOOD_15180 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15173 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15180 

:BLOOD_15173
102@ = 2 

:BLOOD_15180
if 
  102@ == 2 
else_jump @BLOOD_15295 
if 
838A:   not any_car_in_cube_cornerA -1424.36 933.86 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15288 
154@ = -1424.36 
155@ = 933.86 
156@ = 1035.0 
157@ = 0.0 
jump @BLOOD_15295 

:BLOOD_15288
102@ = 3 

:BLOOD_15295
if 
  102@ == 3 
else_jump @BLOOD_15410 
if 
838A:   not any_car_in_cube_cornerA -1443.29 931.29 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15403 
154@ = -1443.29 
155@ = 931.29 
156@ = 1035.0 
157@ = 351.4 
jump @BLOOD_15410 

:BLOOD_15403
102@ = 1 

:BLOOD_15410
if 
  102@ == 1 
else_jump @BLOOD_15525 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
else_jump @BLOOD_15518 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15525 

:BLOOD_15518
102@ = -1 

:BLOOD_15525
return 

:BLOOD_15527
0209: 107@ = random_int_in_ranges 1 37 
if 
  107@ == 1 
else_jump @BLOOD_15569 
0674: set_car_model 108@ numberplate "GOT_M00_" 

:BLOOD_15569
if 
  107@ == 2 
else_jump @BLOOD_15602 
0674: set_car_model 108@ numberplate "M00TV_4U" 

:BLOOD_15602
if 
  107@ == 3 
else_jump @BLOOD_15635 
0674: set_car_model 108@ numberplate "MATHEW_2" 

:BLOOD_15635
if 
  107@ == 4 
else_jump @BLOOD_15668 
0674: set_car_model 108@ numberplate "D4_DEW0R" 

:BLOOD_15668
if 
  107@ == 5 
else_jump @BLOOD_15701 
0674: set_car_model 108@ numberplate "D0DE_777" 

:BLOOD_15701
if 
  107@ == 6 
else_jump @BLOOD_15734 
0674: set_car_model 108@ numberplate "DAM0_666" 

:BLOOD_15734
if 
  107@ == 7 
else_jump @BLOOD_15767 
0674: set_car_model 108@ numberplate "C0NEY_88" 

:BLOOD_15767
if 
  107@ == 8 
else_jump @BLOOD_15800 
0674: set_car_model 108@ numberplate "PRE4CHER" 

:BLOOD_15800
if 
  107@ == 9 
else_jump @BLOOD_15833 
0674: set_car_model 108@ numberplate "DBP_4NDY" 

:BLOOD_15833
if 
  107@ == 10 
else_jump @BLOOD_15866 
0674: set_car_model 108@ numberplate "EV1L_SLY" 

:BLOOD_15866
if 
  107@ == 11 
else_jump @BLOOD_15899 
0674: set_car_model 108@ numberplate "N1_R4V3N" 

:BLOOD_15899
if 
  107@ == 12 
else_jump @BLOOD_15932 
0674: set_car_model 108@ numberplate "D1VX_Z00" 

:BLOOD_15932
if 
  107@ == 13 
else_jump @BLOOD_15964 
0674: set_car_model 108@ numberplate "MR_B3NN" 

:BLOOD_15964
if 
  107@ == 14 
else_jump @BLOOD_15997 
0674: set_car_model 108@ numberplate "R3D_R4SP" 

:BLOOD_15997
if 
  107@ == 15 
else_jump @BLOOD_16030 
0674: set_car_model 108@ numberplate "LA_B0MBA" 

:BLOOD_16030
if 
  107@ == 16 
else_jump @BLOOD_16063 
0674: set_car_model 108@ numberplate "L3337_0G" 

:BLOOD_16063
if 
  107@ == 17 
else_jump @BLOOD_16096 
0674: set_car_model 108@ numberplate "BUDD4H_X" 

:BLOOD_16096
if 
  107@ == 18 
else_jump @BLOOD_16129 
0674: set_car_model 108@ numberplate "T3H_BUCK" 

:BLOOD_16129
if 
  107@ == 19 
else_jump @BLOOD_16162 
0674: set_car_model 108@ numberplate "CHUNKY_1" 

:BLOOD_16162
if 
  107@ == 20 
else_jump @BLOOD_16195 
0674: set_car_model 108@ numberplate "EV1L_BNZ" 

:BLOOD_16195
if 
  107@ == 21 
else_jump @BLOOD_16228 
0674: set_car_model 108@ numberplate "S4ND_M4N" 

:BLOOD_16228
if 
  107@ == 22 
else_jump @BLOOD_16261 
0674: set_car_model 108@ numberplate "RKK_DBP1" 

:BLOOD_16261
if 
  107@ == 23 
else_jump @BLOOD_16294 
0674: set_car_model 108@ numberplate "RE1_K0KU" 

:BLOOD_16294
if 
  107@ == 24 
else_jump @BLOOD_16327 
0674: set_car_model 108@ numberplate "S3XY_JUD" 

:BLOOD_16327
if 
  107@ == 25 
else_jump @BLOOD_16360 
0674: set_car_model 108@ numberplate "SUNRA_93" 

:BLOOD_16360
if 
  107@ == 26 
else_jump @BLOOD_16393 
0674: set_car_model 108@ numberplate "UG_FUX69" 

:BLOOD_16393
if 
  107@ == 27 
else_jump @BLOOD_16426 
0674: set_car_model 108@ numberplate "LI0N_CUM" 

:BLOOD_16426
if 
  107@ == 28 
else_jump @BLOOD_16459 
0674: set_car_model 108@ numberplate "RKK_PWND" 

:BLOOD_16459
if 
  107@ == 29 
else_jump @BLOOD_16492 
0674: set_car_model 108@ numberplate "HAZE_B0B" 

:BLOOD_16492
if 
  107@ == 30 
else_jump @BLOOD_16525 
0674: set_car_model 108@ numberplate "T3H_FLUF" 

:BLOOD_16525
if 
  107@ == 31 
else_jump @BLOOD_16558 
0674: set_car_model 108@ numberplate "BM_4NDY_" 

:BLOOD_16558
if 
  107@ == 32 
else_jump @BLOOD_16591 
0674: set_car_model 108@ numberplate "BM_D34N_" 

:BLOOD_16591
if 
  107@ == 33 
else_jump @BLOOD_16624 
0674: set_car_model 108@ numberplate "BM_L4C3Y" 

:BLOOD_16624
if 
  107@ == 34 
else_jump @BLOOD_16657 
0674: set_car_model 108@ numberplate "BM_D3V__" 

:BLOOD_16657
if 
  107@ == 35 
else_jump @BLOOD_16690 
0674: set_car_model 108@ numberplate "NU_SK00L" 

:BLOOD_16690
if 
  107@ == 36 
else_jump @BLOOD_16723 
0674: set_car_model 108@ numberplate "G4L_AVET" 

:BLOOD_16723
if 
  107@ == 37 
else_jump @BLOOD_16756 
0674: set_car_model 108@ numberplate "M0J0_J0J" 

:BLOOD_16756
return 

:BLOOD_16758
Car.StorePos(88@, 161@, 162@, $TEMPVAR_FLOAT_3)
94@ = 0 
165@ = 99999.0 
95@ = -1 

:BLOOD_16796
if 
  16 > 94@ 
else_jump @BLOOD_16945 
if 
803B:   not  88@ == 35@(94@,16i) // (int) 
else_jump @BLOOD_16931 
if 
   not Car.Wrecked(35@(94@,16i))
else_jump @BLOOD_16931 
Car.StorePos(35@(94@,16i), 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
else_jump @BLOOD_16931 
0087: 165@ = 166@ // (float) 
0085: 95@ = 35@(94@,16i) // (int) 

:BLOOD_16931
94@ += 1 
jump @BLOOD_16796 

:BLOOD_16945
if 
803B:   not  88@ == 34@ // (int) 
else_jump @BLOOD_17030 
Car.StorePos(34@, 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
else_jump @BLOOD_17030 
0087: 165@ = 166@ // (float) 
0085: 95@ = 34@ // (int) 

:BLOOD_17030
return 

:BLOOD_17032
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BLOOD_17094 
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 120.0 columns 2 interactive 0 background 1 alignment 1  // Results
jump @BLOOD_17131 

:BLOOD_17094
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 150.0 columns 2 interactive 0 background 1 alignment 1  // Results

:BLOOD_17131
08DB: set_panel 110@ column 0 header 'DUMMY' data 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // New Best Time (mins): // Cars Destroyed:
08DB: set_panel 110@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel 110@ column 1 row 0 text_1number GXT 'BLOD_09' number $1940  // ~1~
08EE: set_panel 110@ column 1 row 1 text_1number GXT 'BLOD_09' number 111@  // ~1~
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BLOOD_17465 
09DB: set_panel 110@ column 0 width 200 
09DB: set_panel 110@ column 1 width 40 
jump @BLOOD_17484 

:BLOOD_17465
09DB: set_panel 110@ column 0 width 260 
09DB: set_panel 110@ column 1 width 40 

:BLOOD_17484
return 

:BLOOD_17486
if 
  129@ == 0 
else_jump @BLOOD_17549 
0209: 128@ = random_int_in_ranges 8000 16000 
0209: 130@ = random_int_in_ranges 1 22 
03CF: load_wav 131@(130@,23i) as 4 
33@ = 0 
129@ = 1 

:BLOOD_17549
if 
  129@ == 1 
else_jump @BLOOD_17589 
if 
03D0:   wav 4 loaded 
else_jump @BLOOD_17589 
129@ = 2 

:BLOOD_17589
if 
  129@ == 2 
else_jump @BLOOD_17637 
if 
001D:   33@ > 128@ // (int) 
else_jump @BLOOD_17637 
03D1: play_wav 4 
129@ = 3 

:BLOOD_17637
if 
  129@ == 3 
else_jump @BLOOD_17677 
if 
03D2:   wav 4 ended 
else_jump @BLOOD_17677 
129@ = 0 

:BLOOD_17677
return 

//-------------Mission 129---------------
// Originally: Arena Mission: Kickstart

:KICKSTA
thread 'KICKSTA' 
gosub @KICKSTA_54 
if 
wasted_or_busted 
else_jump @KICKSTA_38 
gosub @KICKSTA_7448 

:KICKSTA_38
gosub @KICKSTA_7590 
end_thread 
49@ = 0 

:KICKSTA_54
0A0E: unknown_text_stuff 1 
$ONMISSION = 1 
48@ = 0 
249@ = 1.5 
253@ = 0 
254@ = 0 
$8262 = 0 
257@ = 0 
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_130 
increment_mission_attempts 

:KICKSTA_130
$8250 = 0 
$8256 = 240000 
$8254 = 30000 
50@ = -1376.437 
83@ = 1562.29 
116@ = 1059.0 
182@ = 0 
215@ = 0 
51@ = -1354.842 
84@ = 1585.201 
117@ = 1057.885 
183@ = 0 
216@ = 0 
52@ = -1408.025 
85@ = 1568.736 
118@ = 1055.838 
184@ = 0 
217@ = 0 
53@ = -1451.728 
86@ = 1571.065 
119@ = 1059.0 
185@ = 0 
218@ = 1 
54@ = -1487.554 
87@ = 1564.278 
120@ = 1056.457 
186@ = 0 
219@ = 1 
55@ = -1466.286 
88@ = 1595.355 
121@ = 1057.325 
187@ = 0 
220@ = 2 
56@ = -1387.597 
89@ = 1572.125 
122@ = 1053.929 
188@ = 0 
221@ = 0 
57@ = -1362.579 
90@ = 1614.624 
123@ = 1055.33 
189@ = 0 
222@ = 1 
58@ = -1359.51 
91@ = 1638.219 
124@ = 1056.035 
190@ = 0 
223@ = 2 
59@ = -1371.351 
92@ = 1623.274 
125@ = 1054.659 
191@ = 0 
224@ = 1 
60@ = -1369.52 
93@ = 1634.025 
126@ = 1055.772 
192@ = 0 
225@ = 2 
61@ = -1384.616 
94@ = 1603.547 
127@ = 1053.595 
193@ = 0 
226@ = 0 
62@ = -1398.996 
95@ = 1603.275 
128@ = 1055.156 
194@ = 0 
227@ = 0 
63@ = -1403.911 
96@ = 1645.158 
129@ = 1071.462 
195@ = 0 
228@ = 1 
64@ = -1443.392 
97@ = 1648.548 
130@ = 1054.287 
196@ = 0 
229@ = 0 
65@ = -1457.003 
98@ = 1648.714 
131@ = 1054.937 
197@ = 0 
230@ = 0 
66@ = -1486.931 
99@ = 1630.226 
132@ = 1056.626 
198@ = 0 
231@ = 0 
67@ = -1482.813 
100@ = 1642.205 
133@ = 1060.704 
199@ = 0 
232@ = 2 
68@ = -1484.813 
101@ = 1597.116 
134@ = 1061.382 
200@ = 0 
233@ = 1 
69@ = -1431.399 
102@ = 1598.063 
135@ = 1054.752 
201@ = 0 
234@ = 0 
70@ = -1420.682 
103@ = 1598.275 
136@ = 1054.956 
202@ = 0 
235@ = 0 
71@ = -1408.107 
104@ = 1585.364 
137@ = 1055.691 
203@ = 0 
236@ = 0 
72@ = -1408.217 
105@ = 1593.302 
138@ = 1055.617 
204@ = 0 
237@ = 0 
73@ = -1462.244 
106@ = 1622.424 
139@ = 1054.313 
205@ = 0 
238@ = 1 
74@ = -1461.74 
107@ = 1635.753 
140@ = 1054.007 
206@ = 0 
239@ = 1 
75@ = -1453.893 
108@ = 1636.028 
141@ = 1056.18 
207@ = 0 
240@ = 1 
76@ = -1454.055 
109@ = 1628.601 
142@ = 1054.298 
208@ = 0 
241@ = 2 
77@ = -1454.067 
110@ = 1617.637 
143@ = 1055.999 
209@ = 0 
242@ = 2 
78@ = -1450.026 
111@ = 1620.467 
144@ = 1056.421 
210@ = 0 
243@ = 2 
79@ = -1407.732 
112@ = 1617.416 
145@ = 1054.797 
211@ = 0 
244@ = 1 
80@ = -1414.159 
113@ = 1607.16 
146@ = 1054.843 
212@ = 0 
245@ = 1 
81@ = -1388.309 
114@ = 1620.99 
147@ = 1054.951 
213@ = 0 
246@ = 2 
82@ = -1431.09 
115@ = 1580.832 
148@ = 1055.759 
214@ = 0 
247@ = 1 
$8257 = 0 
$8259 = 0 
$8258 = 0 
35@ = 0 
$8260 = 0 
$8261 = 33 
37@ = 0.0 
38@ = 0.0 
39@ = 0.0 
40@ = 0.0 
41@ = 0.0 
42@ = 0.0 
43@ = 0 
45@ = 0 
46@ = 0 
47@ = 0 
255@ = 0 
wait 0 
054C: use_GXT_table 'KICKSTT' 
Player.CanMove($PLAYER_CHAR) = False
0169: set_fade_color_RGB 0 0 0 
fade 0 2000 

:KICKSTA_1781
if 
fading 
else_jump @KICKSTA_1805 
wait 0 
jump @KICKSTA_1781 

:KICKSTA_1805
09FF: set_restart_closest_to 1579.57 1769.011 9.828 
057E: set_radar_grey 1 
select_interior 14 
04E4: unknown_refresh_game_renderer_at -1473.187 1565.173 
Actor.PutAt($PLAYER_ACTOR, -1473.187, 1565.173, 1051.589)
0860: link_actor $PLAYER_ACTOR to_interior 14 
0581: enable_radar 1 
Actor.Angle($PLAYER_ACTOR) = 266.488
Camera.SetAtPos(-1473.187, 1565.173, 1051.789)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
04F9: set_interior 2 color_to 0 
Model.Load(#SANCHEZ)

:KICKSTA_1915
if 
   not Model.Available(#SANCHEZ)
else_jump @KICKSTA_1942 
wait 0 
jump @KICKSTA_1915 

:KICKSTA_1942
34@ = Car.Create(#SANCHEZ, -1472.38, 1563.576, 1051.417)
0840: link_car 34@ to_interior 14 
Car.Angle(34@) = 266.488
Car.SetImmunities(34@, 1, 1, 1, 1, 1)
36@ = Marker.CreateAboveCar(34@)
07E0: set_marker 36@ type_to 1 
03AB: unknown_car 34@ flag 1 
03BC: 44@ = create_sphere_at -1464.32 1556.69 1051.75 radius 3.0 
256@ = 0 

:KICKSTA_2051
if 
  33 > 256@ 
else_jump @KICKSTA_2300 
if 
  215@(256@,33i) == 0 
else_jump @KICKSTA_2113 
250@ = 0 
251@ = 255 
252@ = 0 

:KICKSTA_2113
if 
  215@(256@,33i) == 1 
else_jump @KICKSTA_2158 
250@ = 255 
251@ = 150 
252@ = 0 

:KICKSTA_2158
if 
  215@(256@,33i) == 2 
else_jump @KICKSTA_2202 
250@ = 255 
251@ = 0 
252@ = 0 

:KICKSTA_2202
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) 
0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) flags 0 2 
Marker.SetIconSize(149@(256@,33i), 1)
256@ += 1 
jump @KICKSTA_2051 

:KICKSTA_2300
wait 1000 
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
Player.CanMove($PLAYER_CHAR) = False
040D: unload_wav 1 
03CF: load_wav 36205 as 1 

:KICKSTA_2343
if 
83D0:   not wav 1 loaded 
else_jump @KICKSTA_2369 
wait 0 
jump @KICKSTA_2343 

:KICKSTA_2369
0169: set_fade_color_RGB 0 0 0 
fade 1 1500 
Camera.SetPosition(-1461.084, 1558.448, 1054.46, 0.0, 0.0, 0.0)
Camera.PointAt(-1460.135, 1558.761, 1054.429, 2)
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -1461.084 1558.448 1054.46 position_to -1474.255 1561.567 1052.553 time 6000 drop_mode 1 
0920: point_camera -1460.135 1558.761 1054.429 transverse_to -1473.741 1562.424 1052.533 time 6000 mode 1 
03D1: play_wav 1 

:KICKSTA_2523
if 
fading 
else_jump @KICKSTA_2766 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_2744 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_2594
if 
fading 
else_jump @KICKSTA_2618 
wait 0 
jump @KICKSTA_2594 

:KICKSTA_2618
select_interior 0 
Camera.SetAtPos(1105.21, 1604.649, 12.51)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_2662 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2662
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_2705 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_2725 

:KICKSTA_2705
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_2725
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_2752 

:KICKSTA_2744
Car.Health(34@) = 1000

:KICKSTA_2752
gosub @KICKSTA_7904 
jump @KICKSTA_2523 

:KICKSTA_2766
00BC: show_text_highpriority GXT 'KICK_10' time 10000 flag 1  // ~s~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
32@ = 0 
0707: start_scene_skip_to @KICKSTA_3415 

:KICKSTA_2796
if 
  7000 > 32@ 
else_jump @KICKSTA_3045 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3023 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_2873
if 
fading 
else_jump @KICKSTA_2897 
wait 0 
jump @KICKSTA_2873 

:KICKSTA_2897
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_2941 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_2941
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_2984 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3004 

:KICKSTA_2984
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3004
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3031 

:KICKSTA_3023
Car.Health(34@) = 1000

:KICKSTA_3031
gosub @KICKSTA_7904 
jump @KICKSTA_2796 

:KICKSTA_3045
03D5: remove_text 'KICK_10'  // ~s~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
0925: restore_camera_to_user_defined 
Camera.SetPosition(-1474.91, 1564.625, 1052.952, 0.0, 0.0, 0.0)
Camera.PointAt(-1473.948, 1564.367, 1053.041, 2)
00BC: show_text_highpriority GXT 'KICK_11' time 10000 flag 1  // ~s~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.
06A9: AS_actor $PLAYER_ACTOR look_at_point -1464.32 1556.69 1051.75 6000 ms 
32@ = 0 

:KICKSTA_3155
if 
  7000 > 32@ 
else_jump @KICKSTA_3404 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3382 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3232
if 
fading 
else_jump @KICKSTA_3256 
wait 0 
jump @KICKSTA_3232 

:KICKSTA_3256
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_3300 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3300
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_3343 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3363 

:KICKSTA_3343
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3363
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3390 

:KICKSTA_3382
Car.Health(34@) = 1000

:KICKSTA_3390
gosub @KICKSTA_7904 
jump @KICKSTA_3155 

:KICKSTA_3404
03D5: remove_text 'KICK_11'  // ~s~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.

:KICKSTA_3415
0701: end_scene_skip 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3621 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3471
if 
fading 
else_jump @KICKSTA_3495 
wait 0 
jump @KICKSTA_3471 

:KICKSTA_3495
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_3539 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3539
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_3582 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3602 

:KICKSTA_3582
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3602
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3629 

:KICKSTA_3621
Car.Health(34@) = 1000

:KICKSTA_3629
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
041E: set_radio_station 11 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
0925: restore_camera_to_user_defined 
0581: enable_radar 0 
00BC: show_text_highpriority GXT 'KICK1_8' time 5000 flag 1  // ~s~Get on the ~b~bike~s~!

:KICKSTA_3688
if 
   not Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @KICKSTA_4392 
wait 0 
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_3915 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_3765
if 
fading 
else_jump @KICKSTA_3789 
wait 0 
jump @KICKSTA_3765 

:KICKSTA_3789
select_interior 0 
Camera.SetAtPos(1105.21, 1604.649, 12.51)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_3833 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3833
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_3876 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_3896 

:KICKSTA_3876
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_3896
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_3923 

:KICKSTA_3915
Car.Health(34@) = 1000

:KICKSTA_3923
if or
  $8256 >= 3600000 
  $8260 == 1 
else_jump @KICKSTA_4137 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK_13' time 5000 flag 1  // ~r~You have taken too long!
0169: set_fade_color_RGB 0 0 0 
wait 1500 
fade 0 1000 

:KICKSTA_3994
if 
fading 
else_jump @KICKSTA_4018 
wait 0 
jump @KICKSTA_3994 

:KICKSTA_4018
select_interior 0 
Camera.SetAtPos(1105.21, 1604.649, 12.51)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_4062 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4062
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_4105 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_4125 

:KICKSTA_4105
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_4125
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_4137
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
  43@ == 1 
else_jump @KICKSTA_4378 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_4235
if 
fading 
else_jump @KICKSTA_4259 
wait 0 
jump @KICKSTA_4235 

:KICKSTA_4259
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_4303 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_4303
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_4346 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_4366 

:KICKSTA_4346
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_4366
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_4378
gosub @KICKSTA_7904 
jump @KICKSTA_3688 

:KICKSTA_4392
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
Camera.SetBehindPlayer
03D5: remove_text 'KICK1_8'  // ~s~Get on the ~b~bike~s~!
257@ = 0 
32@ = 0 
33@ = 0 

:KICKSTA_4437
if 
   not 257@ == 10 
else_jump @KICKSTA_4886 
wait 0 
if 
  257@ == 0 
else_jump @KICKSTA_4581 
if 
  33@ > 900 
else_jump @KICKSTA_4581 
00BA: show_text_styled GXT 'KICK_17' time 1000 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
03CF: load_wav 1827 as 4 

:KICKSTA_4541
if 
83D0:   not wav 4 loaded 
else_jump @KICKSTA_4567 
wait 0 
jump @KICKSTA_4541 

:KICKSTA_4567
257@ += 1 
33@ = 0 

:KICKSTA_4581
if 
  257@ == 1 
else_jump @KICKSTA_4670 
if 
  33@ > 900 
else_jump @KICKSTA_4670 
00BA: show_text_styled GXT 'KICK_18' time 1000 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
257@ += 1 
33@ = 0 

:KICKSTA_4670
if 
  257@ == 2 
else_jump @KICKSTA_4759 
if 
  33@ > 900 
else_jump @KICKSTA_4759 
00BA: show_text_styled GXT 'KICK_19' time 1000 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
257@ += 1 
33@ = 0 

:KICKSTA_4759
if 
  257@ == 3 
else_jump @KICKSTA_4846 
if 
  33@ > 900 
else_jump @KICKSTA_4846 
00BA: show_text_styled GXT 'KICK_20' time 800 style 4  // GO!
097A: play_audio_at -1462.0 1558.69 1055.02 event 1164 
257@ = 10 
33@ = 0 

:KICKSTA_4846
if 
  32@ > 4000 
else_jump @KICKSTA_4872 
257@ = 10 

:KICKSTA_4872
gosub @KICKSTA_7904 
jump @KICKSTA_4437 

:KICKSTA_4886
02A3: enable_widescreen 0 
Marker.Disable(36@)
Player.CanMove($PLAYER_CHAR) = True
00BC: show_text_highpriority GXT 'KICK_26' time 5000 flag 1  // ~s~Collect as many points as possible.
03C4: set_status_text $8262 type 0 GXT 'KICK1_9' // global_variable  // SCORE ~1~
03C3: set_timer_to $8256 type 1 GXT 'KICK1_T' // global_variable  // TIME
32@ = 0 
33@ = 0 

:KICKSTA_4964
if 
   not $8250 == 33 
else_jump @KICKSTA_6929 
wait 0 
gosub @KICKSTA_7904 
if 
  48@ == 1 
else_jump @KICKSTA_5033 
if 
03D0:   wav 1 loaded 
else_jump @KICKSTA_5033 
48@ = 2 

:KICKSTA_5033
if 
  48@ == 2 
else_jump @KICKSTA_5062 
03D1: play_wav 1 
48@ = 3 

:KICKSTA_5062
if 
  48@ == 3 
else_jump @KICKSTA_5106 
if 
03D2:   wav 1 ended 
else_jump @KICKSTA_5106 
040D: unload_wav 1 
48@ = 0 

:KICKSTA_5106
if or
  0 >= $8256 
  $8260 == 1 
else_jump @KICKSTA_5673 
Player.CanMove($PLAYER_CHAR) = False
014F: stop_timer $8256 
0151: remove_status_text $8262 
if 
001C:   $8262 > $1804 // (int) 
else_jump @KICKSTA_5417 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $1804 
0394: play_music 2 
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_5247 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_5247
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5267
if 
fading 
else_jump @KICKSTA_5291 
wait 0 
jump @KICKSTA_5267 

:KICKSTA_5291
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_5335 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5335
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_5378 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5398 

:KICKSTA_5378
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_5398
wait 1500 
jump @KICKSTA_7510 
jump @KICKSTA_5673 

:KICKSTA_5417
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_24' time 5000 flag 1  // ~r~You failed to break the record!
0652: 248@ = integer_stat 211 
if 
001E:   $8262 > 248@ // (int) 
else_jump @KICKSTA_5506 
0627: update_integer_stat 211 to $8262 

:KICKSTA_5506
0394: play_music 1 
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5530
if 
fading 
else_jump @KICKSTA_5554 
wait 0 
jump @KICKSTA_5530 

:KICKSTA_5554
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_5598 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5598
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_5641 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5661 

:KICKSTA_5641
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_5661
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_5673
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
  43@ == 1 
else_jump @KICKSTA_5914 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_5771
if 
fading 
else_jump @KICKSTA_5795 
wait 0 
jump @KICKSTA_5771 

:KICKSTA_5795
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_5839 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_5839
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_5882 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_5902 

:KICKSTA_5882
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_5902
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_5914
Actor.StorePos($PLAYER_ACTOR, 37@, 38@, 39@)
if 
  1050.0 > 39@ 
else_jump @KICKSTA_5979 
Actor.PutAt($PLAYER_ACTOR, -1473.187, 1565.173, 1051.789)
Actor.Angle($PLAYER_ACTOR) = 266.488

:KICKSTA_5979
if 
   Car.Wrecked(34@)
else_jump @KICKSTA_6183 
Player.CanMove($PLAYER_CHAR) = False
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_6033
if 
fading 
else_jump @KICKSTA_6057 
wait 0 
jump @KICKSTA_6033 

:KICKSTA_6057
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_6101 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6101
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_6144 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_6164 

:KICKSTA_6144
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_6164
wait 1500 
jump @KICKSTA_7448 
jump @KICKSTA_6922 

:KICKSTA_6183
Car.Health(34@) = 1000
Car.StorePos(34@, 40@, 41@, 42@)
if 
  1050.0 > 42@ 
else_jump @KICKSTA_6259 
34@ = Car.Create(#SANCHEZ, -1472.38, 1563.576, 1051.417)
Car.Angle(34@) = 266.488

:KICKSTA_6259
if 
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @KICKSTA_6874 
if 
  254@ == 0 
else_jump @KICKSTA_6450 
if 
  35@ == 0 
else_jump @KICKSTA_6361 
36@ = Marker.CreateAboveCar(34@)
07E0: set_marker 36@ type_to 1 
if 
  47@ == 2 
else_jump @KICKSTA_6354 
47@ = 3 

:KICKSTA_6354
35@ = 1 

:KICKSTA_6361
01BD: $8253 = current_time_in_ms 
$8254 = 30000 
if 
  $8256 >= 30000 
else_jump @KICKSTA_6408 
$8254 = 30000 
jump @KICKSTA_6416 

:KICKSTA_6408
0084: $8254 = $8256 // (int) 

:KICKSTA_6416
254@ = 1 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
48@ = 1 
jump @KICKSTA_6867 

:KICKSTA_6450
if 
  $8254 > 0 
else_jump @KICKSTA_6643 
01BD: $8251 = current_time_in_ms 
0084: $8252 = $8251 // (int) 
0060: $8252 -= $8253 // (int) 
0084: $8253 = $8251 // (int) 
0060: $8254 -= $8252 // (int) 
0084: $8255 = $8254 // (int) 
$8255 /= 1000 
09C1: unknown_text_flag 0 
if 
   not $8255 == 1 
else_jump @KICKSTA_6569 
01E5: show_text_1number_highpriority GXT 'KICK_27' number $8255 time 1000 flag 1  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
jump @KICKSTA_6588 

:KICKSTA_6569
01E5: show_text_1number_highpriority GXT 'KICK_28' number $8255 time 1000 flag 1  // ~s~You have ~1~ second to return to your ~b~bike ~s~before you are disqualified.

:KICKSTA_6588
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @KICKSTA_6636 
03D5: remove_text 'GETBIKE' 
03D5: remove_text 'GETBIK2' 
$8254 = 1 

:KICKSTA_6636
jump @KICKSTA_6867 

:KICKSTA_6643
if 
  0 >= $8254 
else_jump @KICKSTA_6867 
00BC: show_text_highpriority GXT 'KICK1_2' time 5000 flag 1  // ~r~You did not get back to the bike quickly enough!
Player.CanMove($PLAYER_CHAR) = False
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
48@ = 1 
wait 1500 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_6724
if 
fading 
else_jump @KICKSTA_6748 
wait 0 
jump @KICKSTA_6724 

:KICKSTA_6748
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_6792 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_6792
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_6835 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_6855 

:KICKSTA_6835
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_6855
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_6867
jump @KICKSTA_6922 

:KICKSTA_6874
03D5: remove_text 'KICK_27'  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
if 
  35@ == 1 
else_jump @KICKSTA_6915 
Marker.Disable(36@)
35@ = 0 

:KICKSTA_6915
254@ = 0 

:KICKSTA_6922
jump @KICKSTA_4964 

:KICKSTA_6929
014F: stop_timer $8256 
0151: remove_status_text $8262 
if 
001C:   $8262 > $1804 // (int) 
else_jump @KICKSTA_7208 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $1804 
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_7034 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_7034
0394: play_music 2 
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_7058
if 
fading 
else_jump @KICKSTA_7082 
wait 0 
jump @KICKSTA_7058 

:KICKSTA_7082
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_7126 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7126
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_7169 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_7189 

:KICKSTA_7169
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_7189
wait 1500 
jump @KICKSTA_7510 
jump @KICKSTA_7448 

:KICKSTA_7208
0394: play_music 1 
0652: 248@ = integer_stat 211 
if 
001E:   $8262 > 248@ // (int) 
else_jump @KICKSTA_7247 
0627: update_integer_stat 211 to $8262 

:KICKSTA_7247
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~1~
wait 5000 
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 

:KICKSTA_7305
if 
fading 
else_jump @KICKSTA_7329 
wait 0 
jump @KICKSTA_7305 

:KICKSTA_7329
Camera.SetAtPos(1105.21, 1604.649, 12.51)
select_interior 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_7373 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7373
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @KICKSTA_7416 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
jump @KICKSTA_7436 

:KICKSTA_7416
Actor.PutAt($PLAYER_ACTOR, 1105.21, 1604.649, 12.0546)

:KICKSTA_7436
wait 1500 
jump @KICKSTA_7448 

:KICKSTA_7448
01E3: show_text_1number_styled GXT 'KICK1_9' number 15 time $8262 style 1  // SCORE ~1~
01E5: show_text_1number_highpriority GXT 'KICK_21' number $1804 time 5000 flag 1  // The Highest Score ~1~
008B: 258@ = $8262 // (int) 
258@ *= 100 
Player.Money($PLAYER_CHAR) += 258@
return 

:KICKSTA_7510
if 
  $MISSION_KICKSTART_PASSED == 0 
else_jump @KICKSTA_7541 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_KICKSTART_PASSED = 1 

:KICKSTA_7541
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
008B: 258@ = $8262 // (int) 
258@ *= 100 
Player.Money($PLAYER_CHAR) += 258@
return 

:KICKSTA_7590
0581: enable_radar 1 
04FA: reset_interior 0 colors 
$ONMISSION = 0 
00BE: text_clear_all 
04FA: reset_interior 0 colors 
03BD: destroy_sphere 44@ 
0925: restore_camera_to_user_defined 
Marker.Disable(149@)
Marker.Disable(150@)
Marker.Disable(151@)
Marker.Disable(152@)
Marker.Disable(153@)
Marker.Disable(154@)
Marker.Disable(155@)
Marker.Disable(156@)
Marker.Disable(157@)
Marker.Disable(158@)
Marker.Disable(159@)
Marker.Disable(160@)
Marker.Disable(161@)
Marker.Disable(162@)
Marker.Disable(163@)
Marker.Disable(164@)
Marker.Disable(165@)
Marker.Disable(166@)
Marker.Disable(167@)
Marker.Disable(168@)
Marker.Disable(169@)
Marker.Disable(170@)
Marker.Disable(171@)
Marker.Disable(172@)
Marker.Disable(173@)
Marker.Disable(174@)
Marker.Disable(175@)
Marker.Disable(176@)
Marker.Disable(177@)
Marker.Disable(178@)
Marker.Disable(179@)
Marker.Disable(180@)
Marker.Disable(181@)
Marker.Disable(36@)
Model.Destroy(#SANCHEZ)
014F: stop_timer $8256 
0151: remove_status_text $8262 
if or
   not wasted_or_busted 
  $176 == 1 
else_jump @KICKSTA_7859 
Actor.Angle($PLAYER_ACTOR) = 1.0
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
0169: set_fade_color_RGB 0 0 0 
fade 1 3000 
Player.CanMove($PLAYER_CHAR) = True

:KICKSTA_7859
if 
   Player.Defined($PLAYER_CHAR)
else_jump @KICKSTA_7882 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_7882
0581: enable_radar 1 
Car.RemoveReferences(34@)
057E: set_radar_grey 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

:KICKSTA_7904
253@ = 0 

:KICKSTA_7911
if 
  33 > 253@ 
else_jump @KICKSTA_8439 
if 
  182@(253@,33i) == 0 
else_jump @KICKSTA_8425 
if 
  215@(253@,33i) == 0 
else_jump @KICKSTA_7995 
250@ = 0 
251@ = 255 
252@ = 0 

:KICKSTA_7995
if 
  215@(253@,33i) == 1 
else_jump @KICKSTA_8040 
250@ = 255 
251@ = 150 
252@ = 0 

:KICKSTA_8040
if 
  215@(253@,33i) == 2 
else_jump @KICKSTA_8084 
250@ = 255 
251@ = 0 
252@ = 0 

:KICKSTA_8084
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) radius 1.5 1.5 1.5 
else_jump @KICKSTA_8425 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #SANCHEZ)
else_jump @KICKSTA_8425 
if 
  215@(253@,33i) == 0 
else_jump @KICKSTA_8261 
$8262 += 1 
00BC: show_text_highpriority GXT 'KICK_14' time 1000 flag 1  // ~s~You have collected a ~g~Green Corona~s~ +1
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
48@ = 1 

:KICKSTA_8261
if 
  215@(253@,33i) == 1 
else_jump @KICKSTA_8326 
$8262 += 2 
00BC: show_text_highpriority GXT 'KICK_15' time 1000 flag 1  // ~s~You have collected an ~y~Amber Corona~s~ +2
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
48@ = 1 

:KICKSTA_8326
if 
  215@(253@,33i) == 2 
else_jump @KICKSTA_8391 
$8262 += 3 
00BC: show_text_highpriority GXT 'KICK_16' time 1000 flag 1  // ~s~You have collected a ~r~Red Corona~s~ +3
040D: unload_wav 1 
03CF: load_wav 36205 as 1 
48@ = 1 

:KICKSTA_8391
Marker.Disable(149@(253@,33i))
$8250 += 1 
$8261 -= 1 
182@(253@,33i) = 1 

:KICKSTA_8425
253@ += 1 
jump @KICKSTA_7911 

:KICKSTA_8439
return 

//-------------Mission 130---------------
// Originally: Beat the Cock!

:TRIA
gosub @TRIA_36 
if 
wasted_or_busted 
else_jump @TRIA_27 
gosub @TRIA_22678 

:TRIA_27
gosub @TRIA_22919 
end_thread 

:TRIA_36
0A0E: unknown_text_stuff 1 
$ONMISSION = 1 
if 
  $MISSION_BEATTHECOCK_PASSED == 0 
else_jump @TRIA_67 
increment_mission_attempts 

:TRIA_67
thread 'TRIA' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
wait 0 
03F0: enable_text_draw 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_130 
Player.CanMove($PLAYER_CHAR) = False

:TRIA_130
fade 0 1000 

:TRIA_137
if 
fading 
else_jump @TRIA_161 
wait 0 
jump @TRIA_137 

:TRIA_161
060A: create_decision_maker_type 0 store_to 816@ // decision\allowed\m_.ped files 
802@ = 0 
817@ = 0 
782@ = 0 
783@ = 0 
34@ = 582.7242 
46@ = 356.2812 
58@ = 52.2072 
70@ = 52.2072 
35@ = 584.0833 
47@ = 329.3647 
59@ = 0.5427 
71@ = 2.0841 
36@ = 572.9216 
48@ = 323.5937 
60@ = 1.0585 
72@ = 4.8106 
37@ = 585.724 
49@ = 345.6341 
61@ = 0.4929 
73@ = 1.8511 
38@ = 582.7242 
50@ = 359.0323 
62@ = 0.4993 
74@ = 2.637 
39@ = 582.7242 
51@ = 356.2812 
63@ = 56.2072 
75@ = 56.2072 
40@ = 582.7242 
52@ = 356.2812 
64@ = 58.2072 
76@ = 58.2072 
if 
  $MISSION_BEATTHECOCK_TYPE == 1 
else_jump @TRIA_501 
jump @TRIA_526 

:TRIA_501
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_526 
jump @TRIA_3828 

:TRIA_526
819@ = 0 
820@ = 1 
821@ = 7 
822@ = 8 
823@ = 8 
824@ = 37 
825@ = 37 
826@ = 38 
827@ = 62 
792@ = -243.9 
793@ = -1719.31 
794@ = 2.35 
143@ = 181.3364 
263@ = -1885.854 
383@ = 3.5158 
503@ = 194.886 
144@ = 187.69 
264@ = -1915.42 
384@ = 0.0 
504@ = 187.4411 
145@ = 190.3243 
265@ = -1965.07 
385@ = -1.09 
505@ = 122.2256 
146@ = 129.4773 
266@ = -2001.432 
386@ = -0.5606 
506@ = 44.5101 
147@ = 24.1326 
267@ = -1872.092 
387@ = -0.1744 
507@ = 46.3064 
148@ = -38.8038 
268@ = -1799.4 
388@ = -0.4976 
508@ = 29.2224 
149@ = -132.8051 
269@ = -1809.788 
389@ = -1.1548 
509@ = 74.9425 
150@ = -228.93 
270@ = -1726.7 
390@ = -0.01 
510@ = 70.775 
151@ = -248.1052 
271@ = -1716.78 
391@ = 1.9372 
511@ = 157.2827 
152@ = -262.3395 
272@ = -1787.277 
392@ = 8.7655 
512@ = 167.5477 
153@ = -277.3514 
273@ = -1855.098 
393@ = 21.3005 
513@ = 168.3277 
154@ = -280.5171 
274@ = -1887.12 
394@ = 24.786 
514@ = 176.1066 
155@ = -281.7469 
275@ = -2087.827 
395@ = 38.443 
515@ = 141.1524 
156@ = -464.7682 
276@ = -2179.815 
396@ = 58.8239 
516@ = 68.1063 
157@ = -641.5079 
277@ = -2196.429 
397@ = 11.5282 
517@ = 129.7469 
158@ = -783.5144 
278@ = -2459.294 
398@ = 73.7524 
518@ = 140.2978 
159@ = -871.3914 
279@ = -2407.987 
399@ = 54.4911 
519@ = 51.7369 
160@ = -942.5181 
280@ = -2368.063 
400@ = 58.8718 
520@ = 85.4252 
161@ = -1056.249 
281@ = -2378.243 
401@ = 48.5923 
521@ = 94.4035 
162@ = -1238.965 
282@ = -2327.315 
402@ = 18.2458 
522@ = 58.7494 
163@ = -1403.78 
283@ = -2165.124 
403@ = 17.4059 
523@ = 77.2286 
164@ = -1659.685 
284@ = -2190.13 
404@ = 32.3572 
524@ = 144.7275 
165@ = -1732.831 
285@ = -2312.709 
405@ = 45.225 
525@ = 109.6972 
166@ = -1826.058 
286@ = -2340.271 
406@ = 33.7243 
526@ = 125.1071 
167@ = -1917.68 
287@ = -2432.147 
407@ = 29.6249 
527@ = 124.1505 
168@ = -1972.515 
288@ = -2478.326 
408@ = 29.6259 
528@ = 117.8682 
169@ = -2025.629 
289@ = -2500.391 
409@ = 31.0671 
529@ = 73.6687 
170@ = -2119.107 
290@ = -2431.265 
410@ = 29.4766 
530@ = 50.8121 
171@ = -2188.57 
291@ = -2377.538 
411@ = 29.6172 
531@ = 0.0 
172@ = -2215.89 
292@ = -2352.601 
412@ = 29.6981 
532@ = 61.4763 
173@ = -2341.21 
293@ = -2256.627 
413@ = 16.8759 
533@ = 39.8273 
174@ = -2430.18 
294@ = -2278.378 
414@ = 13.7817 
534@ = 45.7545 
175@ = -2498.637 
295@ = -2208.573 
415@ = 27.9284 
535@ = 50.0042 
176@ = -2619.839 
296@ = -2067.536 
416@ = 38.1676 
536@ = 55.7597 
176@ = -2867.784 
296@ = -1824.571 
416@ = 36.6821 
536@ = 16.2011 
177@ = -2923.241 
297@ = -1561.889 
417@ = 10.0017 
537@ = 7.7626 
178@ = -2899.031 
298@ = -1152.584 
418@ = 8.32 
538@ = 351.8611 
179@ = -2858.125 
299@ = -835.5231 
419@ = 8.4844 
539@ = 352.7365 
180@ = -2814.01 
300@ = -529.22 
420@ = 6.1876 
540@ = 343.4993 
181@ = -2779.95 
301@ = -489.85 
421@ = 6.33 
541@ = 305.3686 
182@ = -2708.981 
302@ = -529.5283 
422@ = 10.196 
542@ = 276.1151 
183@ = -2670.157 
303@ = -481.2506 
423@ = 21.3104 
543@ = 345.938 
184@ = -2666.663 
304@ = -406.0401 
424@ = 31.3067 
544@ = 324.8106 
185@ = -2583.74 
305@ = -369.7502 
425@ = 46.2653 
545@ = 275.6224 
186@ = -2515.971 
306@ = -367.1822 
426@ = 58.2571 
546@ = 272.1555 
186@ = -2411.156 
306@ = -371.7223 
426@ = 72.2992 
546@ = 236.1908 
187@ = -2340.564 
307@ = -416.5017 
427@ = 78.5669 
547@ = 230.3644 
188@ = -2338.824 
308@ = -463.832 
428@ = 79.0233 
548@ = 107.323 
189@ = -2387.69 
309@ = -423.99 
429@ = 82.4307 
549@ = 46.7979 
190@ = -2496.379 
310@ = -446.1119 
430@ = 75.3116 
550@ = 79.2676 
191@ = -2544.498 
311@ = -465.218 
431@ = 68.9665 
551@ = 119.0487 
191@ = -2556.852 
311@ = -466.8922 
431@ = 69.2275 
551@ = 116.1301 
192@ = -2580.532 
312@ = -468.6765 
432@ = 67.3814 
552@ = 105.1953 
193@ = -2612.064 
313@ = -475.2015 
433@ = 67.8512 
553@ = 102.5922 
194@ = -2623.105 
314@ = -500.2463 
434@ = 69.917 
554@ = 197.9217 
195@ = -2613.75 
315@ = -497.1339 
435@ = 71.9272 
555@ = 288.9547 
196@ = -2579.733 
316@ = -492.6317 
436@ = 75.158 
556@ = 278.9598 
197@ = -2542.8 
317@ = -490.87 
437@ = 80.34 
557@ = 280.2745 
198@ = -2497.678 
318@ = -480.3432 
438@ = 94.0158 
558@ = 282.4144 
199@ = -2466.401 
319@ = -497.2612 
439@ = 104.2728 
559@ = 198.2153 
200@ = -2452.08 
320@ = -544.5864 
440@ = 120.5837 
560@ = 197.1636 
201@ = -2469.514 
321@ = -618.502 
441@ = 131.3831 
561@ = 208.6952 
202@ = -2471.06 
322@ = -618.73 
442@ = 131.73 
562@ = 85.5749 
203@ = -2498.368 
323@ = -617.9995 
443@ = 131.5625 
563@ = 94.5939 
204@ = -2498.981 
324@ = -653.2845 
444@ = 137.3194 
564@ = 168.6758 
205@ = -2501.356 
325@ = -695.9691 
445@ = 138.3174 
565@ = 180.3733 
743@ = -2500.0 
744@ = -710.0 
745@ = 138.49 
828@ = 63 
118@ = 9 
04AF: 829@ = 154 // @ = any 
04AF: 830@ = 18 // @ = any 
04AF: 831@ = 45 // @ = any 
04AF: 832@ = 18 // @ = any 
04AF: 833@ = 45 // @ = any 
04AF: 834@ = 154 // @ = any 
04AF: 835@ = 154 // @ = any 
04AF: 836@ = 167 // @ = any 
04AF: 837@ = 167 // @ = any 
04AF: 838@ = 167 // @ = any 
04AF: 839@ = 167 // @ = any 
04AF: 840@ = 167 // @ = any 
04AF: 841@ = 510 // @ = any 
04AF: 842@ = 510 // @ = any 
04AF: 843@ = 510 // @ = any 
04AF: 844@ = 510 // @ = any 
04AF: 845@ = 510 // @ = any 
04AF: 846@ = 510 // @ = any 
04AF: 847@ = 510 // @ = any 
04AF: 848@ = 510 // @ = any 
04AF: 849@ = 510 // @ = any 
04AF: 850@ = 510 // @ = any 
04AF: 851@ = 510 // @ = any 
04AF: 852@ = 510 // @ = any 
770@ = 60.0 
771@ = 40.0 
772@ = 25.0 
773@ = 2.25 
774@ = 2.0 
775@ = 1.8 
776@ = 1.3 
777@ = 1.25 
778@ = 1.16 
695@ = 2.3 
707@ = -6.0 
696@ = 3.0 
708@ = 8.0 
697@ = 5.0 
709@ = -4.0 
698@ = 2.6 
710@ = -1.0 
699@ = 5.0 
711@ = 9.0 
700@ = 0.0 
712@ = -4.0 
701@ = -4.0 
713@ = 0.0 
702@ = 0.0 
714@ = 0.9 
703@ = 3.1 
715@ = -4.0 
704@ = 3.0 
716@ = -5.0 
705@ = -5.0 
717@ = -3.0 
706@ = -2.0 
718@ = 9.0 
jump @TRIA_8781 

:TRIA_3828
819@ = 0 
820@ = 1 
821@ = 9 
822@ = 10 
823@ = 10 
824@ = 96 
825@ = 96 
826@ = 97 
827@ = 103 
792@ = 1408.9 
793@ = -298.31 
794@ = 1.14 
143@ = 2135.432 
263@ = -67.9555 
383@ = 5.4915 
503@ = 66.3885 
144@ = 2113.189 
264@ = -61.7735 
384@ = -1.6317 
504@ = 79.829 
145@ = 2042.62 
265@ = -68.5141 
385@ = -1.9576 
505@ = 105.8667 
146@ = 1914.295 
266@ = -82.3669 
386@ = -1.573 
506@ = 101.7482 
147@ = 1844.035 
267@ = -62.2716 
387@ = -1.6096 
507@ = 84.9519 
148@ = 1742.236 
268@ = -20.0478 
388@ = -1.287 
508@ = 79.6055 
149@ = 1618.168 
269@ = -15.6618 
389@ = -1.6797 
509@ = 156.9966 
150@ = 1599.854 
270@ = -118.7409 
390@ = -1.4099 
510@ = 164.6305 
151@ = 1533.974 
271@ = -213.8303 
391@ = -1.8143 
511@ = 126.3196 
152@ = 1426.781 
272@ = -284.0623 
392@ = 0.4372 
512@ = 144.5477 
153@ = 1398.955 
273@ = -320.351 
393@ = 4.0182 
513@ = 153.3551 
154@ = 1358.093 
274@ = -336.8423 
394@ = 1.9089 
514@ = 116.3511 
155@ = 1289.739 
275@ = -376.0291 
395@ = 1.8575 
515@ = 115.9818 
156@ = 1226.153 
276@ = -418.5785 
396@ = 4.1044 
516@ = 98.6074 
157@ = 1042.313 
277@ = -450.289 
397@ = 50.3135 
517@ = 101.4914 
158@ = 955.7357 
278@ = -394.1266 
398@ = 62.9355 
518@ = 78.1451 
159@ = 862.81 
279@ = -348.28 
399@ = 35.11 
519@ = 56.0 
160@ = 735.1562 
280@ = -269.1867 
400@ = 8.7576 
520@ = 73.8366 
161@ = 469.2164 
281@ = -284.2076 
401@ = 9.4602 
521@ = 112.1922 
162@ = 251.8701 
282@ = -371.7388 
402@ = 7.7356 
522@ = 68.255 
163@ = 223.9637 
283@ = -281.344 
403@ = 0.4297 
523@ = 271.1071 
164@ = 232.8023 
284@ = -147.7986 
404@ = 0.4375 
524@ = 357.6566 
165@ = 212.8295 
285@ = 51.8381 
405@ = 1.0781 
525@ = 109.6694 
166@ = -68.0222 
286@ = 199.2302 
406@ = 1.1111 
526@ = 65.8208 
167@ = -214.4978 
287@ = 242.3661 
407@ = 10.9924 
527@ = 77.1542 
168@ = -474.3636 
288@ = 283.1361 
408@ = 1.0859 
528@ = 87.3102 
169@ = -704.3909 
289@ = 237.3473 
409@ = 1.2298 
529@ = 125.775 
170@ = -753.5148 
290@ = 113.9041 
410@ = 13.0728 
530@ = 238.8586 
171@ = -774.6131 
291@ = 19.818 
411@ = 32.2693 
531@ = 99.2499 
172@ = -882.6287 
292@ = -30.0806 
412@ = 32.3448 
532@ = 159.807 
173@ = -693.5931 
293@ = 14.1184 
413@ = 64.7495 
533@ = 274.7533 
174@ = -747.8843 
294@ = -87.2834 
414@ = 65.6724 
534@ = 116.1896 
175@ = -914.7136 
295@ = -149.6012 
415@ = 52.8499 
535@ = 134.4302 
176@ = -962.9247 
296@ = -326.8087 
416@ = 35.2353 
536@ = 168.4629 
177@ = -1053.014 
297@ = -459.1835 
417@ = 34.307 
537@ = 115.9967 
178@ = -1192.145 
298@ = -713.6215 
418@ = 54.6026 
538@ = 156.9905 
179@ = -1487.715 
299@ = -817.6843 
419@ = 64.4213 
539@ = 92.4112 
180@ = -1740.777 
300@ = -724.1766 
420@ = 30.4857 
540@ = 49.0549 
181@ = -1781.205 
301@ = -583.264 
421@ = 15.3359 
541@ = 100.3213 
182@ = -1823.7 
302@ = -529.5533 
422@ = 13.9686 
542@ = 4.2211 
183@ = -1799.017 
303@ = -273.0101 
423@ = 20.3398 
543@ = 354.7032 
184@ = -1800.123 
304@ = -65.1682 
424@ = 10.9423 
544@ = 359.6422 
185@ = -1725.062 
305@ = 327.4661 
425@ = 6.039 
545@ = 315.311 
186@ = -1557.097 
306@ = 578.606 
426@ = 6.028 
546@ = 0.4208 
187@ = -1541.106 
307@ = 769.1249 
427@ = 6.0391 
547@ = 353.7148 
188@ = -1583.378 
308@ = 1116.991 
428@ = 6.0468 
548@ = 1.1392 
189@ = -1809.283 
309@ = 1378.625 
429@ = 6.0391 
549@ = 81.656 
190@ = -2100.213 
310@ = 1275.833 
430@ = 15.1271 
550@ = 95.1487 
191@ = -2350.208 
311@ = 1176.574 
431@ = 41.5671 
551@ = 90.0114 
192@ = -2510.877 
312@ = 1187.856 
432@ = 39.1262 
552@ = 85.252 
193@ = -2669.68 
313@ = 1245.143 
433@ = 54.4297 
553@ = 8.9025 
194@ = -2673.893 
314@ = 1643.352 
434@ = 65.0251 
554@ = 0.2767 
195@ = -2674.047 
315@ = 2075.544 
435@ = 54.4218 
555@ = 359.5528 
196@ = -2738.813 
316@ = 2389.167 
436@ = 71.7769 
556@ = 13.6254 
197@ = -2547.931 
317@ = 2616.462 
437@ = 59.9948 
557@ = 274.8428 
198@ = -2291.888 
318@ = 2639.561 
438@ = 54.2564 
558@ = 274.3506 
199@ = -1943.441 
319@ = 2477.796 
439@ = 53.9877 
559@ = 203.7195 
200@ = -1773.83 
320@ = 2183.409 
440@ = 15.1278 
560@ = 244.4939 
201@ = -1671.435 
321@ = 1994.474 
441@ = 18.605 
561@ = 169.1263 
202@ = -1665.7 
322@ = 1828.964 
442@ = 24.836 
562@ = 278.2649 
203@ = -1515.527 
323@ = 1841.554 
443@ = 28.9903 
563@ = 271.1894 
204@ = -1264.993 
324@ = 1827.301 
444@ = 39.4348 
564@ = 234.95 
205@ = -1121.385 
325@ = 1807.539 
445@ = 41.2592 
565@ = 284.4989 
206@ = -988.9796 
326@ = 1847.639 
446@ = 61.9118 
566@ = 237.4219 
207@ = -855.0579 
327@ = 1858.897 
447@ = 59.216 
567@ = 15.0168 
208@ = -827.7874 
328@ = 2022.61 
448@ = 59.1866 
568@ = 302.1424 
209@ = -643.984 
329@ = 2054.752 
449@ = 59.3829 
569@ = 252.3283 
210@ = -460.4977 
330@ = 2022.137 
450@ = 59.1932 
570@ = 314.0172 
211@ = -385.3306 
331@ = 2052.059 
451@ = 61.1139 
571@ = 121.3349 
212@ = -471.1979 
332@ = 1868.452 
452@ = 81.3094 
572@ = 185.3215 
213@ = -424.8187 
333@ = 1785.552 
453@ = 69.9688 
573@ = 353.9297 
214@ = -392.5027 
334@ = 1899.678 
454@ = 56.3096 
574@ = 190.7471 
215@ = -437.5663 
335@ = 1639.054 
455@ = 34.5544 
575@ = 155.0889 
216@ = -419.9048 
336@ = 1375.711 
456@ = 29.3441 
576@ = 198.0373 
217@ = -254.2456 
337@ = 1241.245 
457@ = 22.9055 
577@ = 262.7647 
218@ = -17.3116 
338@ = 1265.996 
458@ = 7.1868 
578@ = 269.9033 
219@ = 207.218 
339@ = 1174.193 
459@ = 13.9973 
579@ = 316.9584 
220@ = 339.0704 
340@ = 1382.287 
460@ = 6.1753 
580@ = 342.3971 
221@ = 388.3414 
341@ = 1547.929 
461@ = 13.8468 
581@ = 343.6689 
222@ = 633.4001 
342@ = 1754.867 
462@ = 3.9566 
582@ = 317.1131 
223@ = 669.8152 
343@ = 2168.323 
463@ = 20.5117 
583@ = 358.9947 
224@ = 689.647 
344@ = 2565.16 
464@ = 27.2334 
584@ = 311.5221 
225@ = 891.8608 
345@ = 2603.754 
465@ = 9.595 
585@ = 247.505 
226@ = 1044.021 
346@ = 2515.857 
466@ = 9.6323 
586@ = 231.5339 
227@ = 1244.597 
347@ = 2379.124 
467@ = 12.6162 
587@ = 243.279 
228@ = 1443.869 
348@ = 2448.945 
468@ = 5.7498 
588@ = 288.6619 
229@ = 1666.893 
349@ = 2445.993 
469@ = 6.0409 
589@ = 251.8771 
230@ = 1788.89 
350@ = 2302.641 
470@ = 4.9096 
590@ = 178.4221 
231@ = 1787.288 
351@ = 2020.553 
471@ = 2.9839 
591@ = 180.0315 
232@ = 1757.569 
352@ = 1803.75 
472@ = 6.6726 
592@ = 151.3169 
233@ = 1719.659 
353@ = 1733.205 
473@ = 9.6719 
593@ = 76.1769 
234@ = 1647.86 
354@ = 1740.389 
474@ = 9.6719 
594@ = 353.7883 
235@ = 1666.322 
355@ = 1871.767 
475@ = 9.6797 
595@ = 276.203 
236@ = 1707.177 
356@ = 1939.953 
476@ = 9.6719 
596@ = 1.2039 
237@ = 1736.212 
357@ = 2053.139 
477@ = 9.6797 
597@ = 263.9626 
238@ = 1897.32 
358@ = 2044.712 
478@ = 9.6719 
598@ = 254.9706 
239@ = 1994.816 
359@ = 2022.869 
479@ = 9.6797 
599@ = 270.1811 
240@ = 2126.005 
360@ = 2014.889 
480@ = 9.6719 
600@ = 199.0654 
241@ = 2126.798 
361@ = 1885.59 
481@ = 9.6797 
601@ = 178.0925 
242@ = 2098.335 
362@ = 1802.86 
482@ = 9.6797 
602@ = 156.4693 
243@ = 2056.644 
363@ = 1720.575 
483@ = 9.6719 
603@ = 156.0535 
244@ = 2049.26 
364@ = 1554.789 
484@ = 9.6719 
604@ = 179.2217 
245@ = 2050.827 
365@ = 1403.362 
485@ = 9.6719 
605@ = 179.9112 
246@ = 2048.7 
366@ = 1089.746 
486@ = 9.6641 
606@ = 179.8144 
743@ = 2046.0 
744@ = 979.0 
745@ = 9.49 
828@ = 104 
118@ = 9 
04AF: 829@ = 154 // @ = any 
04AF: 830@ = 18 // @ = any 
04AF: 831@ = 45 // @ = any 
04AF: 832@ = 18 // @ = any 
04AF: 833@ = 45 // @ = any 
04AF: 834@ = 154 // @ = any 
04AF: 835@ = 154 // @ = any 
04AF: 836@ = 167 // @ = any 
04AF: 837@ = 167 // @ = any 
04AF: 838@ = 167 // @ = any 
04AF: 839@ = 167 // @ = any 
04AF: 840@ = 167 // @ = any 
04AF: 841@ = 510 // @ = any 
04AF: 842@ = 510 // @ = any 
04AF: 843@ = 510 // @ = any 
04AF: 844@ = 510 // @ = any 
04AF: 845@ = 510 // @ = any 
04AF: 846@ = 510 // @ = any 
04AF: 847@ = 510 // @ = any 
04AF: 848@ = 510 // @ = any 
04AF: 849@ = 510 // @ = any 
04AF: 850@ = 510 // @ = any 
04AF: 851@ = 510 // @ = any 
04AF: 852@ = 510 // @ = any 
770@ = 50.0 
771@ = 40.0 
772@ = 30.0 
773@ = 2.23 
774@ = 2.1 
775@ = 1.8 
776@ = 1.33 
777@ = 1.3 
778@ = 1.25 
695@ = 2.3 
707@ = -6.0 
696@ = 3.0 
708@ = -4.0 
697@ = 5.0 
709@ = -4.0 
698@ = 2.6 
710@ = -1.0 
699@ = 5.0 
711@ = 5.0 
700@ = 0.0 
712@ = -4.0 
701@ = -4.0 
713@ = 0.0 
702@ = 0.0 
714@ = 0.9 
703@ = 3.1 
715@ = -4.0 
704@ = 3.0 
716@ = -5.0 
705@ = -5.0 
717@ = -3.0 
706@ = -2.0 
718@ = 4.0 
746@ = 0 
747@ = 0 
748@ = 0 
749@ = 0 
750@ = 0 
751@ = 0 
752@ = 0 
753@ = 0 
754@ = 0 
755@ = 0 
756@ = 0 
757@ = 0 
jump @TRIA_8781 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 963@ 

:TRIA_8781
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 

:TRIA_8805
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRIA_8832 
wait 0 
jump @TRIA_8805 

:TRIA_8832
0395: clear_area 0 at 143@ 263@ 383@ radius 1000001.0 
Camera.SetAtPos(143@, 263@, 383@)
08E7: disable_entrance_markers 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0085: 853@ = 828@ // (int) 
853@ -= 1 
758@ = 0 
759@ = 0 
760@ = 0 
761@ = 0 
0085: 926@ = 118@ // (int) 

:TRIA_8930
if 
001D:   926@ > 759@ // (int) 
else_jump @TRIA_8974 
927@(759@,12i) = 0 
759@ += 1 
jump @TRIA_8930 

:TRIA_8974
018A: 939@ = create_checkpoint_at 143@ 263@ 383@ 
940@ = 0 

:TRIA_8995
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
942@ = 0 
759@ = 0 
if 
  940@ == 0 
else_jump @TRIA_9266 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_9266 
Actor.PutAt($PLAYER_ACTOR, 143@, 263@, 383@)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Player.SetClothes($PLAYER_CHAR, "BBSHORTWHT", "BOXINGSHORT", Legs)
Player.Build($PLAYER_CHAR)
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 144@ 264@ radius 100.0 100.0 
else_jump @TRIA_9266 
758@ = 0 
0088: $TEMPVAR_FLOAT_1 = 143@ // (float) 
$TEMPVAR_FLOAT_1 += 4.0 
0088: $TEMPVAR_FLOAT_2 = 263@ // (float) 
$TEMPVAR_FLOAT_2 += 4.0 
0088: $TEMPVAR_FLOAT_3 = 383@ // (float) 
$TEMPVAR_FLOAT_3 += 6.0 
0087: 785@ = 143@ // (float) 
785@ -= 7.0 
0087: 786@ = 263@ // (float) 
786@ -= 7.0 
0087: 787@ = 383@ // (float) 
787@ -= 7.0 
940@ += 1 

:TRIA_9266
if 
  940@ == 1 
else_jump @TRIA_9359 
Model.Load(#WMYBE)
Model.Load(#BMYBE)
Model.Load(#HMYBE)
Model.Load(#WMYBELL)
Model.Load(#MTBIKE)

:TRIA_9307
if or
   not Model.Available(#WMYBE)
   not Model.Available(#BMYBE)
   not Model.Available(#HMYBE)
   not Model.Available(#WMYBELL)
   not Model.Available(#MTBIKE)
else_jump @TRIA_9352 
wait 0 
jump @TRIA_9307 

:TRIA_9352
940@ = 2 

:TRIA_9359
if 
  940@ == 2 
else_jump @TRIA_11299 
768@ = Car.Create(841@, 143@, 263@, 383@)
039F: set_car 768@ race_to 144@ 264@ 
0085: 762@ = 926@ // (int) 
762@ -= 1 
769@ = Car.Create(841@, 143@(822@,120f), 263@(822@,120f), -100.0)
Car.Angle(769@) = 503@(822@,120f)
0407: store_coords_to 785@ 786@ 787@ from_car 769@ with_offset 785@ 786@ 787@ 
791@ = Car.Angle(769@)
0087: 787@ = 383@ // (float) 
759@ = 0 

:TRIA_9505
if 
001D:   926@ > 759@ // (int) 
else_jump @TRIA_11059 
0085: 760@ = 759@ // (int) 
760@ /= 2 
760@ *= 2 
if 
003B:   760@ == 759@ // (int) 
else_jump @TRIA_9623 
$TEMPVAR_FLOAT_1 = 1.5 
0085: 761@ = 759@ // (int) 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 
jump @TRIA_9681 

:TRIA_9623
$TEMPVAR_FLOAT_1 = -1.5 
0085: 761@ = 759@ // (int) 
761@ -= 1 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 

:TRIA_9681
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
789@ = Car.Angle(768@)
0088: $TEMPVAR_FLOAT_3 = 383@ // (float) 
0089: 854@(759@,12f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 866@(759@,12f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 878@(759@,12f) = $TEMPVAR_FLOAT_3 // (float) 
if 
001D:   762@ > 759@ // (int) 
else_jump @TRIA_10303 
914@(759@,12i) = Actor.Create(CivMale, 829@(759@,12i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, -100.0)
02A9: set_actor 914@(759@,12i) immune_to_nonplayer 1 
060B: set_actor 914@(759@,12i) decision_maker_to 816@ 
131@(759@,12i) = 0 
804@(759@,12i) = 0 
Actor.Angle(914@(759@,12i)) = 503@
04D8: set_actor 914@(759@,12i) drowns_in_water 0 
054E: clear_actor 914@(759@,12i) damage 
054A: set_actor 914@(759@,12i) immune_to_car_headshots 0 
if 
  131@(759@,12i) == 0 
else_jump @TRIA_10296 
0085: 760@ = 759@ // (int) 
760@ /= 2 
760@ *= 2 
if 
003B:   760@ == 759@ // (int) 
else_jump @TRIA_10027 
$TEMPVAR_FLOAT_1 = 3.5 
0085: 761@ = 759@ // (int) 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 
jump @TRIA_10085 

:TRIA_10027
$TEMPVAR_FLOAT_1 = -3.5 
0085: 761@ = 759@ // (int) 
761@ -= 1 
761@ *= 2 
0093: 788@ = integer 761@ to_float 
788@ *= -1.0 
0088: $TEMPVAR_FLOAT_2 = 788@ // (float) 

:TRIA_10085
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 769@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
902@(759@,12i) = Car.Create(841@(759@,12i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, -100.0)
0A21: unknown_car 902@(759@,12i) flag 1 
0423: set_car 902@(759@,12i) improved_handling_to 1.5 // (float) 
131@(759@,12i) = 1 
072F: enable_car 902@(759@,12i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unknown 1 to_path 1 // extended 03CC 
Car.Angle(902@(759@,12i)) = 175.0
Car.SetImmunities(902@(759@,12i), 1, 1, 1, 1, 1)
Car.Health(902@(759@,12i)) = 2000
039C: unknown_car 902@(759@,12i) flag 1 
03AB: unknown_car 902@(759@,12i) flag 1 
03ED: unknown_car 902@(759@,12i) flag 1 
04E0: car 902@(759@,12i) abandon_path_radius 5 
053F: set_car 902@(759@,12i) tires_vulnerability 0 

:TRIA_10296
jump @TRIA_11045 

:TRIA_10303
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -4.0435 6.5755 -0.8 
0376: 954@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.6392 2.9435 -0.8 
0376: 943@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -6.0071 -2.0778 -0.8 
0376: 944@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.6039 -5.0807 -0.8 
0376: 945@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.0724 -6.4057 -0.8 
0376: 946@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.9988 -13.553 -0.8 
0376: 947@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.073 -15.2059 -0.8 
0376: 948@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 7.2639 -12.9933 -0.8 
0376: 949@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 5.8429 -7.7069 -0.8 
0376: 950@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.4135 -3.7971 -0.8 
0376: 951@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.2507 0.3634 -0.8 
0376: 952@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.6397 2.419 -0.8 
0376: 953@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@ 263@ 383@ 
Marker.Disable(939@)
018A: 939@ = create_checkpoint_at 854@(762@,12f) 866@(762@,12f) 878@(762@,12f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 914@(759@,12i) = $PLAYER_ACTOR // (int) 
0085: 941@ = 759@ // (int) 

:TRIA_11045
759@ += 1 
jump @TRIA_9505 

:TRIA_11059
940@ += 1 
Car.Destroy(768@)
Car.Destroy(769@)
769@ = Car.Create(841@, 143@(822@,120f), 263@(822@,120f), 383@(822@,120f))
Car.Angle(769@) = 503@(822@,120f)
0407: store_coords_to 795@ 796@ 797@ from_car 769@ with_offset 5.0 -15.0 0.0 
Car.Angle(769@) = 791@
902@(941@,12i) = Car.Create(#MTBIKE, 795@, 796@, -100.0)
Car.Angle(902@(941@,12i)) = 791@
039C: unknown_car 902@(941@,12i) flag 1 
Car.Destroy(769@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRIA_11257 
Actor.PutAt($PLAYER_ACTOR, 854@(941@,12f), 866@(941@,12f), 878@(941@,12f))
Actor.Angle($PLAYER_ACTOR) = 503@
Camera.SetBehindPlayer

:TRIA_11257
02A3: enable_widescreen 1 
wait 500 
fade 1 3000 

:TRIA_11273
if 
fading 
else_jump @TRIA_11297 
wait 0 
jump @TRIA_11273 

:TRIA_11297
00BE: text_clear_all 

:TRIA_11299
if 
  940@ == 3 
else_jump @TRIA_11510 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_11510 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
0085: 762@ = 926@ // (int) 
762@ -= 1 
759@ = 0 

:TRIA_11411
if 
001D:   762@ > 759@ // (int) 
else_jump @TRIA_11487 
if 
   Actor.Dead(914@(759@,12i))
else_jump @TRIA_11473 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22678 

:TRIA_11473
759@ += 1 
jump @TRIA_11411 

:TRIA_11487
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
955@ += 999 
940@ += 1 

:TRIA_11510
if 
  940@ == 4 
else_jump @TRIA_11608 
if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
else_jump @TRIA_11608 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
955@ += 999 
940@ += 1 

:TRIA_11608
if 
  940@ == 5 
else_jump @TRIA_11706 
if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
else_jump @TRIA_11706 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $CURRENT_TIME_IN_MS2 // (int) 
955@ += 999 
940@ += 1 

:TRIA_11706
if 
  940@ == 6 
else_jump @TRIA_11933 
if 
001E:   $CURRENT_TIME_IN_MS2 > 955@ // (int) 
else_jump @TRIA_11933 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_11933 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.Restore
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 767@ = $CURRENT_TIME_IN_MS2 // (int) 
0085: 762@ = 926@ // (int) 
762@ -= 1 
759@ = 0 

:TRIA_11855
if 
001D:   762@ > 759@ // (int) 
else_jump @TRIA_11919 
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_11905 
Car.ImmuneToNonPlayer(902@(759@,12i)) = False

:TRIA_11905
759@ += 1 
jump @TRIA_11855 

:TRIA_11919
955@ = 0 
940@ += 1 

:TRIA_11933
if 
  940@ > 6 
else_jump @TRIA_19672 

:TRIA_11951
if 
001D:   926@ > 759@ // (int) 
else_jump @TRIA_18612 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @TRIA_18598 
if 
   not Actor.Dead(914@(759@,12i))
else_jump @TRIA_14949 
if 
  940@ == 8 
else_jump @TRIA_14942 
if 
87D6:   not  914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_14942 
if 
003B:   927@(941@,12i) == 927@(759@,12i) // (int) 
else_jump @TRIA_12189 
Actor.StorePos(914@(759@,12i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 957@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 854@(759@,12f) 866@(759@,12f) 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 790@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 854@(759@,12f) 866@(759@,12f) 
if 
0025:   790@ > 957@ // (float) 
else_jump @TRIA_12182 
942@ += 1 

:TRIA_12182
jump @TRIA_12223 

:TRIA_12189
if 
001D:   927@(759@,12i) > 927@(941@,12i) // (int) 
else_jump @TRIA_12223 
942@ += 1 

:TRIA_12223
if 
80EC:   not actor 914@(759@,12i) 0 near_point 82@(759@,12f) 94@(759@,12f) radius 2.0 2.0 
else_jump @TRIA_12439 
Actor.StorePos(914@(759@,12i), 82@(759@,12f), 94@(759@,12f), $TEMPVAR_FLOAT_3)
if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_12361 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
119@(759@,12i) += 1500 
jump @TRIA_12439 

:TRIA_12361
if 
003B:   927@(759@,12i) == 822@ // (int) 
else_jump @TRIA_12415 
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
119@(759@,12i) += 1500 
jump @TRIA_12439 

:TRIA_12415
008B: 119@(759@,12i) = $CURRENT_TIME_IN_MS2 // (int) 
119@(759@,12i) += 4000 

:TRIA_12439
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_12640 
if 
   Actor.Animation(914@(759@,12i)) == "SPRINT_PANIC"
else_jump @TRIA_12534 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_12534
if 
   Actor.Animation(914@(759@,12i)) == "RUN_CIVI"
else_jump @TRIA_12586 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_12586
if 
   Actor.Animation(914@(759@,12i)) == "WALK_CIVI"
else_jump @TRIA_12640 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_12640
if 
00EC:   actor 914@(759@,12i) 0 near_point 82@(759@,12f) 94@(759@,12f) radius 3.0 3.0 
else_jump @TRIA_14201 
if 
001E:   $CURRENT_TIME_IN_MS2 > 119@(759@,12i) // (int) 
else_jump @TRIA_14201 
if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_13220 
if 
04AD:   actor 914@(759@,12i) in_water 
else_jump @TRIA_13197 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
if 
001D:   927@(759@,12i) > 819@ // (int) 
else_jump @TRIA_12982 
if 
   not 3 > 927@(759@,12i) 
else_jump @TRIA_12939 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_12932 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_12932
jump @TRIA_12975 

:TRIA_12939
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 2.2 

:TRIA_12975
jump @TRIA_13190 

:TRIA_12982
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_13190 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_13190 
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))
Actor.Angle(914@(759@,12i)) = 503@(759@,120f)
0687: clear_actor 914@(759@,12i) task 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_13190 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_13190
jump @TRIA_13220 

:TRIA_13197
if 
003B:   927@(759@,12i) == 821@ // (int) 
else_jump @TRIA_13220 

:TRIA_13220
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_14058 
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_14058 
0871: init_jump_table 804@(759@,12i) total_jumps 2 default_jump 1 @TRIA_13667 jumps 0 @TRIA_13342 1 @TRIA_13417 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 -1 @TRIA_14058 

:TRIA_13342
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
804@(759@,12i) = 1 
jump @TRIA_14058 

:TRIA_13417
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_13660 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_13660 
if 
   not Actor.InCar(914@(759@,12i), 902@(759@,12i))
else_jump @TRIA_13660 
if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_13660 
if 
   not Actor.Driving(914@(759@,12i))
else_jump @TRIA_13660 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_13660 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
804@(759@,12i) = 2 

:TRIA_13660
jump @TRIA_14058 

:TRIA_13667
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14051 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_14051 
if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14051 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_14051 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_14051 
if 
   not Actor.InCar(914@(759@,12i), 902@(759@,12i))
else_jump @TRIA_13957 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_13950 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_13950
jump @TRIA_14051 

:TRIA_13957
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))
039F: set_car 902@(759@,12i) race_to 854@(759@,12f) 866@(759@,12f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_14051
jump @TRIA_14058 

:TRIA_14058
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_14201 
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14201 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
else_jump @TRIA_14201 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))

:TRIA_14201
if 
   Actor.Driving(914@(759@,12i))
else_jump @TRIA_14252 
0085: 762@ = 927@(941@,12i) // (int) 
762@ += 5 
03C0: 768@ = actor 914@(759@,12i) car 

:TRIA_14252
758@ = 0 
761@ = 0 

:TRIA_14266
if 
001D:   926@ > 758@ // (int) 
else_jump @TRIA_14348 
0085: 958@ = 927@(758@,12i) // (int) 
958@ -= 2 
if 
001D:   958@ > 927@(759@,12i) // (int) 
else_jump @TRIA_14334 
761@ += 1 

:TRIA_14334
758@ += 1 
jump @TRIA_14266 

:TRIA_14348
if 
  761@ > 0 
else_jump @TRIA_14942 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
   not Actor.Dead(914@(759@,12i))
else_jump @TRIA_14942 
if 
8104:   not actor $PLAYER_ACTOR near_actor 914@(759@,12i) radius 30.0 30.0 30.0 sphere 0 
else_jump @TRIA_14942 
if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
else_jump @TRIA_14942 
if 
838A:   not any_car_in_cube_cornerA 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) cornerB 4.0 4.0 3.0 
else_jump @TRIA_14942 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 4.0 
else_jump @TRIA_14942 
Actor.PutAt(914@(759@,12i), 854@(759@,12f), 866@(759@,12f), 878@(759@,12f))
0687: clear_actor 914@(759@,12i) task 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_14942 
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_14942 
if 
   Actor.Driving(914@(759@,12i))
else_jump @TRIA_14760 
03C0: 768@ = actor 914@(759@,12i) car 
Car.Angle(768@) = 503@(759@,120f)
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
jump @TRIA_14942 

:TRIA_14760
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_14942 
if 
   not Actor.InCar(914@(759@,12i), 902@(759@,12i))
else_jump @TRIA_14942 
if 
   not Actor.InCar($PLAYER_ACTOR, 902@(759@,12i))
else_jump @TRIA_14942 
046C: 798@ = car 902@(759@,12i) driver 
if 
  798@ == -1 
else_jump @TRIA_14942 
0687: clear_actor 914@(759@,12i) task 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
Car.Angle(902@(759@,12i)) = 503@(759@,120f)
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_14942
jump @TRIA_15051 

:TRIA_14949
if and
051A:   actor 914@(759@,12i) damaged_by_actor $PLAYER_ACTOR 
   Actor.Dead(914@(759@,12i))
else_jump @TRIA_15051 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_15051 
if 
851B:   not actor 914@(759@,12i) damaged_by_car 902@(941@,12i) 
else_jump @TRIA_15051 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22678 

:TRIA_15051
if 
   not Actor.Dead(914@(759@,12i))
else_jump @TRIA_16445 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_15193 
if 
  782@ == 0 
else_jump @TRIA_15193 
if 
80FE:   not actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 600.0 600.0 600.0 
else_jump @TRIA_15193 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22678 

:TRIA_15193
if 
001D:   927@(759@,12i) > 827@ // (int) 
else_jump @TRIA_15299 
if 
  746@(759@,12i) == 0 
else_jump @TRIA_15299 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 743@ 744@ 745@ mode 7 -2 ms // versionA 
05BD: AS_actor -1 tired -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
746@(759@,12i) = 1 

:TRIA_15299
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_15703 
if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_15703 
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_15429 
jump @TRIA_19747 
jump @TRIA_15477 

:TRIA_15429
062E: unknown_get_actor 914@(759@,12i) task 2606 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_15477 
jump @TRIA_19747 

:TRIA_15477
if 
003B:   927@(759@,12i) == 828@ // (int) 
else_jump @TRIA_15703 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_15592 
942@ += 1 
if 
  1 >= 942@ 
else_jump @TRIA_15562 
jump @TRIA_22696 
jump @TRIA_15585 

:TRIA_15562
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
jump @TRIA_22678 

:TRIA_15585
jump @TRIA_15703 

:TRIA_15592
06C7: AS_actor 914@(759@,12i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 784@ = 927@(759@,12i) // (int) 
784@ -= 1 
if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 30.0 
else_jump @TRIA_15703 
if 
   not Car.Wrecked(768@)
else_jump @TRIA_15703 
039F: set_car 768@ race_to 143@(759@,120f) 263@(759@,120f) 

:TRIA_15703
if and
002D:   927@(759@,12i) >= 821@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_16268 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_16110 
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_15961 
if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
else_jump @TRIA_15954 
0085: 765@ = 823@ // (int) 
765@ += 1 
if 
001D:   927@(759@,12i) > 765@ // (int) 
else_jump @TRIA_15947 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_15940 
jump @TRIA_19747 

:TRIA_15940
jump @TRIA_15954 

:TRIA_15947
jump @TRIA_19747 

:TRIA_15954
jump @TRIA_16103 

:TRIA_15961
if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_16103 
if 
  2 > 927@(759@,12i) 
else_jump @TRIA_16096 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_16089 
jump @TRIA_19747 

:TRIA_16089
jump @TRIA_16103 

:TRIA_16096
jump @TRIA_19747 

:TRIA_16103
jump @TRIA_16268 

:TRIA_16110
if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
else_jump @TRIA_16268 
0085: 765@ = 823@ // (int) 
765@ += 1 
if 
001D:   927@(759@,12i) > 765@ // (int) 
else_jump @TRIA_16261 
062E: unknown_get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_16254 
jump @TRIA_19747 

:TRIA_16254
jump @TRIA_16268 

:TRIA_16261
jump @TRIA_19747 

:TRIA_16268
if and
002D:   927@(759@,12i) >= 819@ // (int) 
001D:   821@ > 927@(759@,12i) // (int) 
else_jump @TRIA_16445 
if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
else_jump @TRIA_16445 
if 
  2 > 927@(759@,12i) 
else_jump @TRIA_16438 
062E: unknown_get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
if 
04A4:   731@(759@,12i) == 7 // @ == any 
else_jump @TRIA_16431 
jump @TRIA_19747 

:TRIA_16431
jump @TRIA_16445 

:TRIA_16438
jump @TRIA_19747 

:TRIA_16445
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_18598 
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_17258 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_17233 
if 
   not Actor.InCar($PLAYER_ACTOR, 902@(941@,12i))
else_jump @TRIA_16933 
if 
  782@ == 0 
else_jump @TRIA_16658 
06D6: disable_racing_checkpoint 963@ 
Marker.Disable(939@)
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_16613 
939@ = Marker.CreateAboveCar(902@(941@,12i))
07E0: set_marker 939@ type_to 1 

:TRIA_16613
0085: 799@ = 759@ // (int) 
866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
800@ += 25400 
782@ = 1 

:TRIA_16658
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
764@ /= 1000 
if 
  1 > 764@ 
else_jump @TRIA_16707 
764@ = 0 

:TRIA_16707
if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
else_jump @TRIA_16751 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
jump @TRIA_22678 
return 

:TRIA_16751
09C1: unknown_text_flag 0 
if 
  764@ == 1 
else_jump @TRIA_16799 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
jump @TRIA_16818 

:TRIA_16799
01E5: show_text_1number_highpriority GXT 'RACES50' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:TRIA_16818
if 
003B:   927@(759@,12i) == 828@ // (int) 
else_jump @TRIA_16926 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_16926 
942@ += 1 
if 
  1 >= 942@ 
else_jump @TRIA_16903 
jump @TRIA_22696 
jump @TRIA_16926 

:TRIA_16903
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
jump @TRIA_22678 

:TRIA_16926
jump @TRIA_17226 

:TRIA_16933
if 
  782@ == 1 
else_jump @TRIA_17226 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
Marker.Disable(939@)
866@(759@,12f) -= 1000.0 
760@ = 0 
0085: 762@ = 118@ // (int) 
762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17128 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_17219 

:TRIA_17128
0085: 762@ = 927@(799@,12i) // (int) 
762@ += 1 
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17177 
762@ = 1 

:TRIA_17177
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17219
782@ = 0 

:TRIA_17226
jump @TRIA_17258 

:TRIA_17233
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
jump @TRIA_22678 
return 

:TRIA_17258
0085: 765@ = 826@ // (int) 
765@ += 1 
if and
002D:   927@(759@,12i) >= 826@ // (int) 
001D:   765@ > 927@(759@,12i) // (int) 
else_jump @TRIA_17928 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_17928 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRIA_17635 
if 
  782@ == 0 
else_jump @TRIA_17468 
902@(941@,12i) = Actor.Car($PLAYER_ACTOR)
06D6: disable_racing_checkpoint 963@ 
Marker.Disable(939@)
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_17423 
939@ = Marker.CreateAboveCar(902@(941@,12i))
07E0: set_marker 939@ type_to 1 

:TRIA_17423
0085: 799@ = 759@ // (int) 
866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
800@ += 25400 
782@ = 1 

:TRIA_17468
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
764@ /= 1000 
if 
  1 > 764@ 
else_jump @TRIA_17517 
764@ = 0 

:TRIA_17517
if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
else_jump @TRIA_17561 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22678 
return 

:TRIA_17561
09C1: unknown_text_flag 0 
if 
  764@ == 1 
else_jump @TRIA_17609 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
jump @TRIA_17628 

:TRIA_17609
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_17628
jump @TRIA_17928 

:TRIA_17635
if 
  782@ == 1 
else_jump @TRIA_17928 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
Marker.Disable(939@)
866@(759@,12f) -= 1000.0 
760@ = 0 
0085: 762@ = 118@ // (int) 
762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17830 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_17921 

:TRIA_17830
0085: 762@ = 927@(799@,12i) // (int) 
762@ += 1 
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_17879 
762@ = 1 

:TRIA_17879
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_17921
782@ = 0 

:TRIA_17928
0085: 765@ = 826@ // (int) 
765@ += 1 
if and
002D:   927@(759@,12i) >= 765@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_18598 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_18598 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @TRIA_18305 
if 
  782@ == 0 
else_jump @TRIA_18138 
902@(941@,12i) = Actor.Car($PLAYER_ACTOR)
06D6: disable_racing_checkpoint 963@ 
Marker.Disable(939@)
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_18093 
939@ = Marker.CreateAboveCar(902@(941@,12i))
07E0: set_marker 939@ type_to 1 

:TRIA_18093
0085: 799@ = 759@ // (int) 
866@(759@,12f) += 1000.0 
008B: 800@ = $CURRENT_TIME_IN_MS2 // (int) 
800@ += 5000 
782@ = 1 

:TRIA_18138
0085: 764@ = 800@ // (int) 
0064: 764@ -= $CURRENT_TIME_IN_MS2 // (int) 
764@ /= 1000 
if 
  1 > 764@ 
else_jump @TRIA_18187 
764@ = 0 

:TRIA_18187
if 
001E:   $CURRENT_TIME_IN_MS2 > 800@ // (int) 
else_jump @TRIA_18231 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @TRIA_22678 
return 

:TRIA_18231
09C1: unknown_text_flag 0 
if 
  764@ == 1 
else_jump @TRIA_18279 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
jump @TRIA_18298 

:TRIA_18279
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_18298
jump @TRIA_18598 

:TRIA_18305
if 
  782@ == 1 
else_jump @TRIA_18598 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
Marker.Disable(939@)
866@(759@,12f) -= 1000.0 
760@ = 0 
0085: 762@ = 118@ // (int) 
762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_18500 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @TRIA_18591 

:TRIA_18500
0085: 762@ = 927@(799@,12i) // (int) 
762@ += 1 
if 
003B:   927@(799@,12i) == 853@ // (int) 
else_jump @TRIA_18549 
762@ = 1 

:TRIA_18549
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_18591
782@ = 0 

:TRIA_18598
759@ += 1 
jump @TRIA_11951 

:TRIA_18612
038E: draw_box_position 40@ 52@ size 64@ 76@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 51@ size 63@ 75@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 46@ size 58@ 70@ RGBA 0 0 0 255 
942@ += 1 
gosub @TRIA_19679 
033F: set_text_draw_letter_size 59@ 71@ 
if 
  942@ == 1 
else_jump @TRIA_18741 
033E: set_draw_text_position 35@ 47@ GXT 'ST'  // ST

:TRIA_18741
if 
  942@ == 2 
else_jump @TRIA_18776 
033E: set_draw_text_position 35@ 47@ GXT 'ND'  // ND

:TRIA_18776
if 
  942@ == 3 
else_jump @TRIA_18811 
033E: set_draw_text_position 35@ 47@ GXT 'RD'  // RD

:TRIA_18811
if 
  942@ > 3 
else_jump @TRIA_18846 
033E: set_draw_text_position 35@ 47@ GXT 'TH'  // TH

:TRIA_18846
if 
  7 >= 942@ 
else_jump @TRIA_19115 
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_18971 
if or
  927@(759@,12i) == 19 
  927@(759@,12i) == 20 
  927@(759@,12i) == 37 
  927@(759@,12i) == 38 
else_jump @TRIA_18971 
779@ = 20.0 

:TRIA_18971
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19043 
if or
  927@(759@,12i) == 69 
  927@(759@,12i) == 70 
  927@(759@,12i) == 71 
else_jump @TRIA_19043 
779@ = 20.0 

:TRIA_19043
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19115 
if or
  927@(759@,12i) == 89 
  927@(759@,12i) == 90 
  927@(759@,12i) == 91 
else_jump @TRIA_19115 
779@ = 20.0 

:TRIA_19115
if and
  942@ > 7 
  9 > 942@ 
else_jump @TRIA_19391 
0087: 779@ = 771@ // (float) 
0087: 780@ = 774@ // (float) 
0087: 781@ = 777@ // (float) 
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19247 
if or
  927@(759@,12i) == 19 
  927@(759@,12i) == 20 
  927@(759@,12i) == 37 
  927@(759@,12i) == 38 
else_jump @TRIA_19247 
779@ = 20.0 

:TRIA_19247
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19319 
if or
  927@(759@,12i) == 69 
  927@(759@,12i) == 70 
  927@(759@,12i) == 71 
else_jump @TRIA_19319 
779@ = 20.0 

:TRIA_19319
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_19391 
if or
  927@(759@,12i) == 91 
  927@(759@,12i) == 92 
  927@(759@,12i) == 93 
else_jump @TRIA_19391 
779@ = 20.0 

:TRIA_19391
if 
  942@ == 9 
else_jump @TRIA_19433 
0087: 779@ = 772@ // (float) 
0087: 780@ = 775@ // (float) 
0087: 781@ = 778@ // (float) 

:TRIA_19433
gosub @TRIA_19679 
033F: set_text_draw_letter_size 60@ 72@ 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 36@ 48@ GXT 'NUMBER' number 942@  // ~1~
gosub @TRIA_19679 
033F: set_text_draw_letter_size 61@ 73@ 
045A: draw_text_1number 37@ 49@ GXT 'OUT_OF' number 118@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 959@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 959@ -= 767@ // (int) 
959@ /= 1000 
0085: 763@ = 959@ // (int) 
763@ /= 60 
0085: 762@ = 763@ // (int) 
762@ *= 60 
0085: 764@ = 959@ // (int) 
0062: 764@ -= 762@ // (int) 
gosub @TRIA_19679 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 62@ 74@ 
if 
  764@ > 9 
else_jump @TRIA_19649 
045B: draw_text_2numbers 38@ 50@ GXT 'TIME' numbers 763@ 764@  // ~1~:~1~
jump @TRIA_19672 

:TRIA_19649
045B: draw_text_2numbers 38@ 50@ GXT 'TIME_0' numbers 763@ 764@  // ~1~:0~1~

:TRIA_19672
jump @TRIA_8995 

:TRIA_19679
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 

:TRIA_19747
if 
  940@ == 7 
else_jump @TRIA_19772 
940@ = 8 

:TRIA_19772
927@(759@,12i) += 1 
0085: 762@ = 927@(759@,12i) // (int) 
0087: 854@(759@,12f) = 143@(762@,120f) // (float) 
0087: 866@(759@,12f) = 263@(762@,120f) // (float) 
0087: 878@(759@,12f) = 383@(762@,120f) // (float) 
if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // integer vars 
else_jump @TRIA_21813 
if 
002D:   927@(759@,12i) >= 828@ // (int) 
else_jump @TRIA_19951 
942@ += 1 
if 
  1 >= 942@ 
else_jump @TRIA_19928 
jump @TRIA_22696 
jump @TRIA_19951 

:TRIA_19928
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
jump @TRIA_22678 

:TRIA_19951
if 
  817@ == 0 
else_jump @TRIA_20010 
if 
003B:   927@(759@,12i) == 820@ // (int) 
else_jump @TRIA_20010 
03E5: show_text_box 'TRAI2'  // Run into the Water and swim
817@ = 1 

:TRIA_20010
if 
  817@ == 1 
else_jump @TRIA_20069 
if 
003B:   927@(759@,12i) == 822@ // (int) 
else_jump @TRIA_20069 
03E5: show_text_box 'TRAI3'  // Get on the bicycle to continue the race
817@ = 2 

:TRIA_20069
if 
  817@ == 2 
else_jump @TRIA_20128 
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_20128 
03E5: show_text_box 'TRAI4'  // Get off the bicycle and run to checkpoint to continue the race
817@ = 3 

:TRIA_20128
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(939@)
762@ += 1 
0087: 960@ = 143@(762@,120f) // (float) 
0087: 961@ = 263@(762@,120f) // (float) 
0087: 962@ = 383@(762@,120f) // (float) 
018A: 939@ = create_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
Marker.SetColor(939@, 0)
018B: set_marker 939@ radar_mode 2 
Marker.SetIconSize(939@, 3)
if 
  940@ == 1 
else_jump @TRIA_20303 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_20303
06D6: disable_racing_checkpoint 963@ 
if 
001D:   853@ > 927@(759@,12i) // (int) 
else_jump @TRIA_20380 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
jump @TRIA_20422 

:TRIA_20380
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 1 radius 6.0 

:TRIA_20422
if 
  927@(759@,12i) == 3 
else_jump @TRIA_20504 
Actor.DestroyInstantly(954@)
Actor.DestroyInstantly(943@)
Actor.DestroyInstantly(944@)
Actor.DestroyInstantly(945@)
Actor.DestroyInstantly(946@)
Actor.DestroyInstantly(947@)
Actor.DestroyInstantly(948@)
Actor.DestroyInstantly(949@)
Actor.DestroyInstantly(950@)
Actor.DestroyInstantly(951@)
Actor.DestroyInstantly(952@)
Actor.DestroyInstantly(953@)

:TRIA_20504
0085: 762@ = 824@ // (int) 
762@ -= 3 
if 
003B:   927@(759@,12i) == 762@ // (int) 
else_jump @TRIA_21419 
768@ = Car.Create(841@, 143@(825@,120f), 263@(825@,120f), 383@(825@,120f))
0085: 762@ = 824@ // (int) 
762@ -= 1 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -4.0435 6.5755 0.8 
0376: 954@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.6392 2.9435 0.8 
0376: 943@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -6.0071 -2.0778 0.8 
0376: 944@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.6039 -5.0807 0.8 
0376: 945@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -7.0724 -6.4057 0.8 
0376: 946@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset -5.9988 -13.553 0.8 
0376: 947@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.073 -15.2059 0.8 
0376: 948@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 7.2639 -12.9933 0.8 
0376: 949@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 5.8429 -7.7069 0.8 
0376: 950@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.4135 -3.7971 0.8 
0376: 951@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 6.2507 0.3634 0.8 
0376: 952@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 768@ with_offset 8.6397 2.419 0.8 
0376: 953@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
Car.Destroy(768@)

:TRIA_21419
0085: 765@ = 824@ // (int) 
765@ += 2 
if 
003B:   927@(759@,12i) == 765@ // (int) 
else_jump @TRIA_21517 
Actor.RemoveReferences(954@)
Actor.RemoveReferences(943@)
Actor.RemoveReferences(944@)
Actor.RemoveReferences(945@)
Actor.RemoveReferences(946@)
Actor.RemoveReferences(947@)
Actor.RemoveReferences(948@)
Actor.RemoveReferences(949@)
Actor.RemoveReferences(950@)
Actor.RemoveReferences(951@)
Actor.RemoveReferences(952@)
Actor.RemoveReferences(953@)

:TRIA_21517
if 
  927@(759@,12i) == 21 
else_jump @TRIA_21570 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_21570 
039C: unknown_car 902@(941@,12i) flag 1 

:TRIA_21570
if 
  927@(759@,12i) == 22 
else_jump @TRIA_21623 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_21623 
039C: unknown_car 902@(941@,12i) flag 0 

:TRIA_21623
0085: 765@ = 826@ // (int) 
765@ += 2 
if 
003B:   927@(759@,12i) == 765@ // (int) 
else_jump @TRIA_21721 
Actor.RemoveReferences(954@)
Actor.RemoveReferences(943@)
Actor.RemoveReferences(944@)
Actor.RemoveReferences(945@)
Actor.RemoveReferences(946@)
Actor.RemoveReferences(947@)
Actor.RemoveReferences(948@)
Actor.RemoveReferences(949@)
Actor.RemoveReferences(950@)
Actor.RemoveReferences(951@)
Actor.RemoveReferences(952@)
Actor.RemoveReferences(953@)

:TRIA_21721
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_21806 
if 
   not Car.Wrecked(902@(941@,12i))
else_jump @TRIA_21806 
if 
   Actor.InCar($PLAYER_ACTOR, 902@(941@,12i))
else_jump @TRIA_21806 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 902@(941@,12i) perform_action 6 timelimit 2000000 

:TRIA_21806
jump @TRIA_22671 

:TRIA_21813
if 
802D:   not  927@(759@,12i) >= 828@ // (int) 
else_jump @TRIA_22671 
0687: clear_actor 914@(759@,12i) task 
if 
003B:   927@(759@,12i) == 820@ // (int) 
else_jump @TRIA_22071 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 -2 ms // versionA 
if 
   Actor.Animation(914@(759@,12i)) == "SPRINT_PANIC"
else_jump @TRIA_21958 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_21958
if 
   Actor.Animation(914@(759@,12i)) == "RUN_CIVI"
else_jump @TRIA_22010 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_22010
if 
   Actor.Animation(914@(759@,12i)) == "WALK_CIVI"
else_jump @TRIA_22064 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_22064
jump @TRIA_16445 

:TRIA_22071
if and
001D:   927@(759@,12i) > 820@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_22407 
if 
04AD:   actor 914@(759@,12i) in_water 
else_jump @TRIA_22348 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 
if 
003B:   927@(759@,12i) == 821@ // (int) 
else_jump @TRIA_22341 
if 
  804@(759@,12i) == 0 
else_jump @TRIA_22341 
if 
   not Car.Wrecked(902@(759@,12i))
else_jump @TRIA_22341 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
804@(759@,12i) = 1 

:TRIA_22341
jump @TRIA_22400 

:TRIA_22348
if 
  927@(759@,12i) == 2 
else_jump @TRIA_22400 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 -2 ms // versionA 

:TRIA_22400
jump @TRIA_16445 

:TRIA_22407
if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_22512 
if 
  804@(759@,12i) > 0 
else_jump @TRIA_22505 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_22505
jump @TRIA_16445 

:TRIA_22512
if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
else_jump @TRIA_22671 
if 
003B:   927@(759@,12i) == 826@ // (int) 
else_jump @TRIA_22611 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 -2 ms // versionA 
jump @TRIA_22664 

:TRIA_22611
0648: unknown_actor 914@(759@,12i) task_set 20.0 // float 
0A2E: AS_actor 914@(759@,12i) go_to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 -2 ms stop_radius 8.0 

:TRIA_22664
jump @TRIA_16445 

:TRIA_22671
jump @TRIA_16445 

:TRIA_22678
00BA: show_text_styled GXT 'RACEFA' time 5000 style 1  // ~r~You failed to win the race!
return 

:TRIA_22696
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 2 
00BA: show_text_styled GXT 'RACES18' time 5000 style 1  // Winner!
if 
  $MISSION_BEATTHECOCK_TYPE == 1 
else_jump @TRIA_22766 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 10000 time 5000 flag 2  // You have been awarded with $~1~
Player.Money($PLAYER_CHAR) += 10000

:TRIA_22766
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_22811 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 20000 time 5000 flag 2  // You have been awarded with $~1~
Player.Money($PLAYER_CHAR) += 20000

:TRIA_22811
955@ /= 1000 
0085: 763@ = 955@ // (int) 
763@ /= 60 
0085: 762@ = 763@ // (int) 
762@ *= 60 
0085: 764@ = 955@ // (int) 
0062: 764@ -= 762@ // (int) 
if 
  $MISSION_BEATTHECOCK_PASSED == 0 
else_jump @TRIA_22917 
if 
  $MISSION_BEATTHECOCK_TYPE == 2 
else_jump @TRIA_22908 
0629: change_integer_stat 22 to 1000 

:TRIA_22908
0595: mission_complete 
$MISSION_BEATTHECOCK_PASSED = 1 

:TRIA_22917
return 

:TRIA_22919
$ONMISSION = 0 
Model.Destroy(829@)
Model.Destroy(830@)
Model.Destroy(831@)
Model.Destroy(832@)
Model.Destroy(833@)
Model.Destroy(834@)
Model.Destroy(835@)
Model.Destroy(836@)
Model.Destroy(837@)
Model.Destroy(838@)
Model.Destroy(839@)
Model.Destroy(840@)
Model.Destroy(#WMYBE)
Model.Destroy(#BMYBE)
Model.Destroy(#HMYBE)
Model.Destroy(#WMYBELL)
Model.Destroy(#MTBIKE)
Actor.RemoveReferences(954@)
Actor.RemoveReferences(943@)
Actor.RemoveReferences(944@)
Actor.RemoveReferences(945@)
Actor.RemoveReferences(946@)
Actor.RemoveReferences(947@)
Actor.RemoveReferences(948@)
Actor.RemoveReferences(949@)
Actor.RemoveReferences(950@)
Actor.RemoveReferences(951@)
Actor.RemoveReferences(952@)
Actor.RemoveReferences(953@)
09B9: show_entered_car_name 1 
Marker.Disable(939@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
08E7: disable_entrance_markers 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
mission_cleanup 
return 

//-------------Mission 131---------------
// Originally: Courier

:BCOUR
thread 'BCOUR' 
gosub @BCOUR_47 
if 
wasted_or_busted 
else_jump @BCOUR_38 
gosub @BCOUR_14327 

:BCOUR_38
gosub @BCOUR_16283 
end_thread 

:BCOUR_47
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCOUR_71 
0842: 872@ = player $PLAYER_CHAR town_number 

:BCOUR_71
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_109 
if 
  $MISSION_COURIER_LS_PASSED == 0 
else_jump @BCOUR_109 
increment_mission_attempts 

:BCOUR_109
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_147 
if 
  $MISSION_COURIER_LV_PASSED == 0 
else_jump @BCOUR_147 
increment_mission_attempts 

:BCOUR_147
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_185 
if 
  $MISSION_COURIER_SF_PASSED == 0 
else_jump @BCOUR_185 
increment_mission_attempts 

:BCOUR_185
$ONMISSION = 1 
wait 0 
wait 0 
054C: use_GXT_table 'BCOU' 
0169: set_fade_color_RGB 0 0 0 
37@ = Object.Create(#KMB_PACKET, -2492.508, 0.5813, 24.7593)
if 
  746@ == -13 
else_jump @BCOUR_284 
38@ = Actor.Create(Mission1, #WMYDRUG, -2455.662, -105.3974, 26.5568)

:BCOUR_284
Model.Load(#WAYFARER)
Model.Load(#WMYDRUG)
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:BCOUR_306
if or
   not Model.Available(#WAYFARER)
   not Model.Available(#WMYDRUG)
84EE:   not animation "SMOKING" loaded 
else_jump @BCOUR_348 
wait 0 
jump @BCOUR_306 

:BCOUR_348
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCOUR_371 
Player.CanMove($PLAYER_CHAR) = True

:BCOUR_371
875@ = 0 
882@ = 0 
879@ = 0 
880@ = 0 
866@ = 0 
867@ = 0 
34@ = 0 
869@ = 0 
870@ = 0 
871@ = 0 
744@ = 0 
745@ = 0 
743@ = 0 
746@ = 0 
747@ = 0 
748@ = 0 
749@ = 0 
868@ = 0 
760@ = 0 
761@ = 0 
762@ = 0 
383@ = -2594.816 
413@ = 52.5992 
443@ = 3.3359 
103@ = -2797.952 
133@ = 209.7299 
163@ = 6.1963 
104@ = -2492.771 
134@ = -196.6625 
164@ = 24.6236 
105@ = -2611.989 
135@ = -110.7328 
165@ = 3.331 
106@ = -2176.392 
136@ = -41.7131 
166@ = 34.3125 
107@ = -2243.896 
137@ = 603.6998 
167@ = 40.1216 
108@ = -1569.994 
138@ = 662.3286 
168@ = 6.1874 
109@ = -2756.371 
139@ = 379.1574 
169@ = 3.3281 
110@ = -2609.902 
140@ = 131.9432 
170@ = 3.326 
111@ = -2743.858 
141@ = 761.4077 
171@ = 53.3828 
112@ = -2600.543 
142@ = 980.7458 
172@ = 77.2676 
113@ = -2153.959 
143@ = 716.1611 
173@ = 68.5511 
114@ = -2153.604 
144@ = 251.9152 
174@ = 34.3125 
115@ = -2808.285 
145@ = -340.2412 
175@ = 6.1797 
116@ = -2428.846 
146@ = -164.1249 
176@ = 34.3125 
117@ = -1984.213 
147@ = 128.7572 
177@ = 26.6797 
118@ = -1888.46 
148@ = 819.6346 
178@ = 34.1797 
119@ = -1503.329 
149@ = 919.9264 
179@ = 6.1776 
120@ = -2533.885 
150@ = 987.9146 
180@ = 77.3017 
473@ = 1346.019 
503@ = -1741.781 
533@ = 12.397 
193@ = 1286.769 
223@ = -1676.166 
253@ = 12.5625 
194@ = 1544.063 
224@ = -1675.754 
254@ = 12.56 
195@ = 1320.097 
225@ = -1795.099 
255@ = 12.5391 
196@ = 1614.261 
226@ = -1885.756 
256@ = 12.5536 
197@ = 2009.173 
227@ = -1716.913 
257@ = 12.5469 
198@ = 1256.513 
228@ = -1010.974 
258@ = 32.9002 
199@ = 1016.673 
229@ = -1508.782 
259@ = 12.541 
200@ = 1286.769 
230@ = -1676.166 
260@ = 12.5625 
201@ = 1544.063 
231@ = -1675.754 
261@ = 12.56 
202@ = 1320.097 
232@ = -1795.099 
262@ = 12.5391 
203@ = 1614.261 
233@ = -1885.756 
263@ = 12.5536 
204@ = 2009.173 
234@ = -1716.913 
264@ = 12.5469 
205@ = 2865.389 
235@ = -1438.957 
265@ = 9.9659 
206@ = 2740.561 
236@ = -2103.442 
266@ = 11.1221 
207@ = 1346.455 
237@ = -989.3849 
267@ = 28.0294 
208@ = 150.4926 
238@ = -1945.385 
268@ = 2.7657 
209@ = 378.0941 
239@ = -2053.585 
269@ = 7.0156 
210@ = 804.5734 
240@ = -1020.714 
270@ = 25.6819 
563@ = 1904.681 
593@ = 2096.17 
623@ = 9.8203 
283@ = 1698.404 
313@ = 2054.898 
343@ = 9.8203 
284@ = 2159.833 
314@ = 2066.728 
344@ = 9.8125 
285@ = 1935.701 
315@ = 2158.464 
345@ = 9.8203 
286@ = 1654.331 
316@ = 1803.812 
346@ = 9.8125 
287@ = 2083.325 
317@ = 1503.754 
347@ = 9.8125 
288@ = 1720.11 
318@ = 1298.548 
348@ = 9.8203 
289@ = 2233.837 
319@ = 1282.195 
349@ = 9.8203 
290@ = 1698.404 
320@ = 2063.969 
350@ = 9.8203 
291@ = 2159.833 
321@ = 2066.728 
351@ = 9.8125 
292@ = 1935.701 
322@ = 2158.464 
352@ = 9.8203 
293@ = 1654.331 
323@ = 1803.812 
353@ = 9.8125 
294@ = 2083.325 
324@ = 1503.754 
354@ = 9.8125 
295@ = 1917.762 
325@ = 2768.874 
355@ = 9.8203 
296@ = 2344.569 
326@ = 2779.965 
356@ = 9.8203 
297@ = 973.123 
327@ = 1782.238 
357@ = 7.6562 
298@ = 2346.52 
328@ = 2296.973 
358@ = 7.1478 
299@ = 1488.175 
329@ = 2148.474 
359@ = 9.8203 
300@ = 1104.697 
330@ = 1648.064 
360@ = 4.8273 
653@ = 0 
654@ = 0 
655@ = 0 
656@ = 0 
657@ = 0 
658@ = 0 
659@ = 0 
660@ = 0 
661@ = 0 
662@ = 0 
663@ = 0 
664@ = 0 
665@ = 0 
666@ = 0 
667@ = 0 
668@ = 0 
669@ = 0 
670@ = 0 
671@ = 0 
672@ = 0 
673@ = 0 
674@ = 0 
675@ = 0 
676@ = 0 
677@ = 0 
678@ = 0 
679@ = 0 
680@ = 0 
681@ = 0 
753@ = 99 
0501: set_player $PLAYER_CHAR driveby_mode 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @BCOUR_2468 
jump @BCOUR_14327 

:BCOUR_2468
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCOUR_2492 
36@ = Actor.Car($PLAYER_ACTOR)

:BCOUR_2492
753@ = 99 
754@ = 0 
755@ = 0 
758@ = 0 
756@ = 0 
757@ = 0 
857@ = 0 
862@ = 0 
881@ = 0 

:BCOUR_2555
wait 0 
if 
  882@ == 0 
else_jump @BCOUR_2591 
03CF: load_wav 5600 as 3 
882@ = 1 

:BCOUR_2591
if 
  882@ == 1 
else_jump @BCOUR_2631 
if 
03D0:   wav 3 loaded 
else_jump @BCOUR_2631 
882@ = 2 

:BCOUR_2631
if 
0735:   NOP_false 87 
else_jump @BCOUR_2656 
$8264 += 60000 

:BCOUR_2656
if 
0735:   NOP_false 81 
else_jump @BCOUR_2681 
$8264 -= 45000 

:BCOUR_2681
if 
0735:   NOP_false 80 
else_jump @BCOUR_2703 
Player.WantedLevel($PLAYER_CHAR) = 2

:BCOUR_2703
if 
0735:   NOP_false 79 
else_jump @BCOUR_2725 
Player.WantedLevel($PLAYER_CHAR) = 0

:BCOUR_2725
if 
0735:   NOP_false 88 
else_jump @BCOUR_2765 
if 
  881@ == 0 
else_jump @BCOUR_2765 
881@ = 1 

:BCOUR_2765
if 
0735:   NOP_false 90 
else_jump @BCOUR_2787 
881@ = 0 

:BCOUR_2787
if 
  862@ == 1 
else_jump @BCOUR_2838 
014F: stop_timer $8264 
0151: remove_status_text $8265 
00BC: show_text_highpriority GXT 'BCOU_11' time 6000 flag 1  // ~r~You don't have enough items available to fulfill the delivery quota of this run!
jump @BCOUR_14327 

:BCOUR_2838
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @BCOUR_2861 
jump @BCOUR_14327 

:BCOUR_2861
if 
   Car.Wrecked(36@)
else_jump @BCOUR_2884 
jump @BCOUR_14327 

:BCOUR_2884
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_2959 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_2959 
if 
00E1:   player 0 pressed_key 19 
else_jump @BCOUR_2959 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
jump @BCOUR_14327 

:BCOUR_2959
if 
  743@ == 10 
else_jump @BCOUR_2984 
jump @BCOUR_15206 

:BCOUR_2984
if 
  743@ == -99 
else_jump @BCOUR_3074 
763@(793@,30i) = Object.Init(#KMB_PACKET, 0.0, 0.0, 100.0)
066D: 827@(793@,30i) = attach_particle "COKE_TRAIL" to_object 763@(793@,30i) with_offset 0.0 0.0 0.0 flag 1 

:BCOUR_3074
if 
  749@ == 1 
else_jump @BCOUR_3116 
if 
00E1:   player 0 pressed_key 16 
else_jump @BCOUR_3116 
748@ = 50 

:BCOUR_3116
if 
  868@ == 1 
else_jump @BCOUR_3172 
if 
00E1:   player 0 pressed_key 16 
else_jump @BCOUR_3172 
866@ = 2 
Player.CanMove($PLAYER_CHAR) = True
868@ = 0 

:BCOUR_3172
if 
  753@ == 0 
else_jump @BCOUR_3289 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_3289 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_3289 
33@ = 0 
754@ = 1 
008B: 752@ = $8264 // (int) 
752@ /= 1000 
753@ = 1 
00BE: text_clear_all 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!
03E6: remove_text_box 

:BCOUR_3289
if 
  753@ == 1 
else_jump @BCOUR_3442 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_3442 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_3442 
33@ = 0 
753@ = 0 
754@ = 0 
875@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
if 
  746@ > 9 
else_jump @BCOUR_3408 
00BC: show_text_highpriority GXT 'BCOU_6' time 4000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.

:BCOUR_3408
if 
  10 > 746@ 
else_jump @BCOUR_3442 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_3442
if 
  754@ == 1 
else_jump @BCOUR_3725 
0085: 751@ = 33@ // (int) 
751@ /= 1000 
if 
  875@ == 0 
else_jump @BCOUR_3527 
if and
  21000 > $8264 
  $8264 > 1 
else_jump @BCOUR_3527 
875@ = 1 

:BCOUR_3527
if 
  875@ == 0 
else_jump @BCOUR_3571 
if 
  $8264 > 20099 
else_jump @BCOUR_3571 
875@ = 2 

:BCOUR_3571
if 
  875@ == 1 
else_jump @BCOUR_3605 
0084: $8263 = $8264 // (int) 
$8263 /= 1000 

:BCOUR_3605
if 
  875@ == 2 
else_jump @BCOUR_3638 
$8263 = 20 
0066: $8263 -= 751@ // (int) 

:BCOUR_3638
00BE: text_clear_all 
if 
  $8263 > 0 
else_jump @BCOUR_3681 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!

:BCOUR_3681
if 
  33@ > 21000 
else_jump @BCOUR_3725 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
jump @BCOUR_14327 

:BCOUR_3725
if 
  746@ == -1 
else_jump @BCOUR_4823 
if 
  748@ == 0 
else_jump @BCOUR_4010 
060A: create_decision_maker_type 0 store_to 39@ // decision\allowed\m_.ped files 
Actor.DestroyInstantly(38@)
0395: clear_area 1 at -2455.662 -105.3974 26.5568 radius 10.0 
38@ = Actor.Create(Mission1, #WMYDRUG, -2455.662, -105.3974, 26.5568)
Actor.Angle(38@) = 176.0958
060B: set_actor 38@ decision_maker_to 39@ 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
Camera.SetPosition(-2468.393, -96.8149, 26.1614, 0.0, 0.0, 0.0)
Camera.PointAt(-2467.693, -97.5246, 26.0805, 2)
if 
   not Actor.Dead(38@)
else_jump @BCOUR_3989 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2457.04 -110.2905 25.0058 
05D7: add_point_to_scmpath -2460.845 -108.7783 24.9517 
05D7: add_point_to_scmpath -2462.371 -106.9304 24.9069 
05D8: AS_assign_scmpath to_actor 38@ flags 6 0 
0648: unknown_actor 38@ task_set 150.0 // float 

:BCOUR_3989
748@ = 10 
749@ = 1 
33@ = 0 

:BCOUR_4010
if 
  748@ == 10 
else_jump @BCOUR_4093 
if 
  33@ > 4000 
else_jump @BCOUR_4093 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4093 
00BC: show_text_highpriority GXT 'BCOU_2' time 4000 flag 1 
748@ = 15 
33@ = 0 

:BCOUR_4093
if 
  748@ == 15 
else_jump @BCOUR_4160 
if 
  33@ > 1000 
else_jump @BCOUR_4160 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4160 
748@ = 20 
33@ = 0 

:BCOUR_4160
if 
  748@ == 20 
else_jump @BCOUR_4211 
if 
  33@ > 1000 
else_jump @BCOUR_4211 
33@ = 0 
748@ = 25 

:BCOUR_4211
if 
  748@ == 25 
else_jump @BCOUR_4283 
if 
  33@ > 200 
else_jump @BCOUR_4283 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4283 
0687: clear_actor 38@ task 
33@ = 0 
748@ = 40 

:BCOUR_4283
if 
  748@ == 40 
else_jump @BCOUR_4433 
if 
  33@ > 1000 
else_jump @BCOUR_4336 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_4336
if 
  33@ > 4000 
else_jump @BCOUR_4433 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4401 
0687: clear_actor 38@ task 
05D3: AS_actor 38@ goto_point -2457.086 -126.3415 25.013 mode 6 5000 ms // versionA 

:BCOUR_4401
33@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_1' time 4000 flag 1 
748@ = 45 

:BCOUR_4433
if 
  748@ == 45 
else_jump @BCOUR_4477 
if 
  33@ > 4000 
else_jump @BCOUR_4477 
748@ = 50 

:BCOUR_4477
if 
  748@ == 50 
else_jump @BCOUR_4713 
00BE: text_clear_all 
749@ = 0 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4560 
0687: clear_actor 38@ task 
Actor.PutAt(38@, -2457.086, -126.3415, 25.013)
Actor.Angle(38@) = 180.0
Object.Destroy(37@)

:BCOUR_4560
02A3: enable_widescreen 0 
Object.Destroy(37@)
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
748@ = 60 
33@ = 0 
746@ = 1 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_4622 
067F: set_car 36@ lights 0 

:BCOUR_4622
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4669 
0687: clear_actor 38@ task 
05D4: AS_actor 38@ rotate_angle 100.0 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.

:BCOUR_4669
753@ = 0 
37@ = Object.Create(#KMB_PACKET, -2458.249, -98.5704, 28.1875)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True

:BCOUR_4713
if 
  748@ == 60 
else_jump @BCOUR_4823 
if 
  33@ > 2000 
else_jump @BCOUR_4823 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_4823 
0687: clear_actor 38@ task 
0605: actor 38@ perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "SMOKING" 4.0 loop 1 0 0 0 time -1 // versionA 
748@ = 99 

:BCOUR_4823
if 
  746@ == 0 
else_jump @BCOUR_5065 
0842: 872@ = player $PLAYER_CHAR town_number 
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_4904 
37@ = Object.Create(#KMB_PACKET, 1361.558, -1764.276, 18.0781)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True

:BCOUR_4904
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_4966 
37@ = Object.Create(#KMB_PACKET, -2584.613, 60.3094, 3.9701)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True
014C: set_parked_car_generator $2778 cars_to_generate_to 0 

:BCOUR_4966
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_5021 
37@ = Object.Create(#KMB_PACKET, 1884.329, 2078.721, 15.0869)
Object.CollisionDetection(37@) = True
Object.ToggleInMovingList(37@) = True

:BCOUR_5021
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
32@ = 0 
34@ = 1 
753@ = 0 
746@ = 1 

:BCOUR_5065
if 
  34@ == 1 
else_jump @BCOUR_5120 
if 
  32@ > 7000 
else_jump @BCOUR_5120 
34@ = 0 
03E5: show_text_box 'BCOU_84'  // Hold ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~ and press ~k~~PED_FIREWEAPON~ to launch an item to the left or right. Drive over the last unsuccessfully thrown item to reclaim it.

:BCOUR_5120
if 
  746@ == 1 
else_jump @BCOUR_5824 
755@ = 4 
758@ = 3 
756@ = 3 
744@ = 0 
759@ = 0 
$8265 = 6 
861@ = 0 
867@ = 0 

:BCOUR_5194
if 
  7 > 861@ 
else_jump @BCOUR_5237 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_5194 

:BCOUR_5237
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_5824 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_5824 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_5435 

:BCOUR_5290
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_5435 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5290 

:BCOUR_5435
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_5598 

:BCOUR_5453
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_5598 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5453 

:BCOUR_5598
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_5761 

:BCOUR_5616
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_5761 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5616 

:BCOUR_5761
747@ = 0 
746@ = 9 
757@ = 0 
$8264 = 180000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_5824
if 
  746@ == 2 
else_jump @BCOUR_6528 
755@ = 8 
758@ = 7 
756@ = 4 
744@ = 3 
759@ = 3 
$8265 = 6 
861@ = 0 
867@ = 0 

:BCOUR_5898
if 
  7 > 861@ 
else_jump @BCOUR_5941 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_5898 

:BCOUR_5941
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_6528 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_6528 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_6139 

:BCOUR_5994
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6139 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_5994 

:BCOUR_6139
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_6302 

:BCOUR_6157
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6302 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6157 

:BCOUR_6302
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_6465 

:BCOUR_6320
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6465 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6320 

:BCOUR_6465
747@ = 0 
746@ = 9 
757@ = 0 
$8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_6528
if 
  746@ == 3 
else_jump @BCOUR_7232 
755@ = 13 
758@ = 12 
756@ = 5 
744@ = 7 
759@ = 7 
$8265 = 7 
861@ = 0 
867@ = 0 

:BCOUR_6602
if 
  8 > 861@ 
else_jump @BCOUR_6645 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_6602 

:BCOUR_6645
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_7232 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_7232 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_6843 

:BCOUR_6698
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_6843 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6698 

:BCOUR_6843
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_7006 

:BCOUR_6861
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7006 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_6861 

:BCOUR_7006
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_7169 

:BCOUR_7024
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7169 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7024 

:BCOUR_7169
747@ = 0 
746@ = 9 
757@ = 0 
$8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_7232
if 
  746@ == 4 
else_jump @BCOUR_8010 
755@ = 19 
758@ = 18 
756@ = 6 
744@ = 12 
759@ = 12 
$8265 = 8 
861@ = 0 
867@ = 0 

:BCOUR_7306
if 
  9 > 861@ 
else_jump @BCOUR_7349 
797@(861@,30i) = 0 
861@ += 1 
jump @BCOUR_7306 

:BCOUR_7349
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_8010 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_8010 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_7547 

:BCOUR_7402
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7547 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7402 

:BCOUR_7547
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_7710 

:BCOUR_7565
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7710 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7565 

:BCOUR_7710
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_7873 

:BCOUR_7728
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_7873 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
744@ += 1 
jump @BCOUR_7728 

:BCOUR_7873
747@ = 0 
746@ = 9 
757@ = 0 
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_7922 
$8264 = 600000 

:BCOUR_7922
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_7950 
$8264 = 420000 

:BCOUR_7950
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_7978 
$8264 = 480000 

:BCOUR_7978
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_8010
if 
  746@ == 9 
else_jump @BCOUR_9618 
if 
  867@ == 0 
else_jump @BCOUR_8110 
if 
   not Actor.Dead(38@)
else_jump @BCOUR_8110 
if 
8104:   not actor $PLAYER_ACTOR near_actor 38@ radius 100.0 100.0 100.0 sphere 0 
else_jump @BCOUR_8110 
Actor.DestroyInstantly(38@)
867@ = 1 

:BCOUR_8110
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_9618 
if 
  747@ == 0 
else_jump @BCOUR_8361 
if 
00E1:   player 0 pressed_key 7 
else_jump @BCOUR_8199 
if 
00E1:   player 0 pressed_key 17 
else_jump @BCOUR_8199 
879@ = 0 
gosub @BCOUR_12131 
gosub @BCOUR_14247 

:BCOUR_8199
if 
00E1:   player 0 pressed_key 5 
else_jump @BCOUR_8254 
if 
00E1:   player 0 pressed_key 17 
else_jump @BCOUR_8254 
879@ = 0 
gosub @BCOUR_13189 
gosub @BCOUR_14247 

:BCOUR_8254
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_8361 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_8361 
40@ = Marker.CreateAboveCar(36@)
07E0: set_marker 40@ type_to 1 

:BCOUR_8304
if 
001D:   755@ > 744@ // (int) 
else_jump @BCOUR_8346 
Marker.Disable(42@(744@,30i))
744@ += 1 
jump @BCOUR_8304 

:BCOUR_8346
0085: 744@ = 759@ // (int) 
747@ = 1 

:BCOUR_8361
if 
  747@ == 1 
else_jump @BCOUR_8617 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_8617 
Marker.Disable(40@)

:BCOUR_8403
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_8602 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_8588 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_8492 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 

:BCOUR_8492
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_8540 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 

:BCOUR_8540
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_8588 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 

:BCOUR_8588
744@ += 1 
jump @BCOUR_8403 

:BCOUR_8602
747@ = 0 
0085: 744@ = 759@ // (int) 

:BCOUR_8617
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_9541 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_8935 

:BCOUR_8654
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_8935 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_8921 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_8921 
if 
04E6:   object 763@(793@,30i) near_point 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 0.7 1.7 3.0 flag 0 
else_jump @BCOUR_8921 
Marker.Disable(42@(744@,30i))
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
653@(744@,30i) = 1 
757@ += 1 
if 
003B:   757@ == 756@ // (int) 
else_jump @BCOUR_8905 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
746@ = 10 
jump @BCOUR_8921 

:BCOUR_8905
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_8921
744@ += 1 
jump @BCOUR_8654 

:BCOUR_8935
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_9234 

:BCOUR_8953
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_9234 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_9220 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_9220 
if 
04E6:   object 763@(793@,30i) near_point 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
else_jump @BCOUR_9220 
Marker.Disable(42@(744@,30i))
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
653@(744@,30i) = 1 
757@ += 1 
if 
003B:   757@ == 756@ // (int) 
else_jump @BCOUR_9204 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
746@ = 10 
jump @BCOUR_9220 

:BCOUR_9204
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9220
744@ += 1 
jump @BCOUR_8953 

:BCOUR_9234
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_9533 

:BCOUR_9252
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_9533 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_9519 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_9519 
if 
04E6:   object 763@(793@,30i) near_point 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
else_jump @BCOUR_9519 
Marker.Disable(42@(744@,30i))
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
653@(744@,30i) = 1 
757@ += 1 
if 
003B:   757@ == 756@ // (int) 
else_jump @BCOUR_9503 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
746@ = 10 
jump @BCOUR_9519 

:BCOUR_9503
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_9519
744@ += 1 
jump @BCOUR_9252 

:BCOUR_9533
0085: 744@ = 759@ // (int) 

:BCOUR_9541
0085: 874@ = 756@ // (int) 
0062: 874@ -= 757@ // (int) 
008B: 873@ = $8265 // (int) 
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_9592 
873@ += 1 

:BCOUR_9592
if 
001D:   874@ > 873@ // (int) 
else_jump @BCOUR_9618 
862@ = 1 

:BCOUR_9618
if 
  746@ > 8 
else_jump @BCOUR_9702 
if 
  25 > 746@ 
else_jump @BCOUR_9702 
if 
  1 > $8264 
else_jump @BCOUR_9702 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_33' time 6000 flag 1  // ~r~Out of time!
014F: stop_timer $8264 
jump @BCOUR_14327 

:BCOUR_9702
if 
  746@ == 10 
else_jump @BCOUR_9859 
746@ = 20 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_9771 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_9771
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_9815 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_9815
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_9859 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_9859
if 
  746@ == 20 
else_jump @BCOUR_10610 
077E: get_active_interior_to 35@ 
if 
  35@ == 0 
else_jump @BCOUR_9920 
if 
89BE:   not unknown_check_09BD 
else_jump @BCOUR_9920 
Player.CanMove($PLAYER_CHAR) = True

:BCOUR_9920
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_10610 
if 
  747@ == 0 
else_jump @BCOUR_10000 
if 
   not Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10000 
40@ = Marker.CreateAboveCar(36@)
07E0: set_marker 40@ type_to 1 
Marker.Disable(72@)
747@ = 1 

:BCOUR_10000
if 
  747@ == 1 
else_jump @BCOUR_10181 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10181 
Marker.Disable(40@)
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_10086 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_10086
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_10130 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_10130
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_10174 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_10174
747@ = 0 

:BCOUR_10181
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_10324 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10324 
if 
0100:   actor $PLAYER_ACTOR in_sphere 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10324 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 36@ stopped 
else_jump @BCOUR_10324 
Marker.Disable(72@)
014F: stop_timer $8264 
0151: remove_status_text $8265 
760@ += 1 
746@ = 50 

:BCOUR_10324
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_10467 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10467 
if 
0100:   actor $PLAYER_ACTOR in_sphere 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10467 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 36@ stopped 
else_jump @BCOUR_10467 
Marker.Disable(72@)
014F: stop_timer $8264 
0151: remove_status_text $8265 
761@ += 1 
746@ = 50 

:BCOUR_10467
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_10610 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_10610 
if 
0100:   actor $PLAYER_ACTOR in_sphere 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
else_jump @BCOUR_10610 
Player.CanMove($PLAYER_CHAR) = False
if 
01C1:   car 36@ stopped 
else_jump @BCOUR_10610 
Marker.Disable(72@)
014F: stop_timer $8264 
0151: remove_status_text $8265 
762@ += 1 
746@ = 50 

:BCOUR_10610
if 
  746@ == 50 
else_jump @BCOUR_11169 
Player.CanMove($PLAYER_CHAR) = True
868@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_12' time 4000 flag 1  // Good job! Let's work out your cut of the profits!
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_10738 
08D4: 863@ = create_panel_with_title 'BCOU_81' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Los Santos
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 761@ // (int) 

:BCOUR_10738
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_10816 
08D4: 863@ = create_panel_with_title 'BCOU_82' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Las Venturas
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 762@ // (int) 

:BCOUR_10816
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_10894 
08D4: 863@ = create_panel_with_title 'BCOU_80' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // San Fierro
008B: 869@ = $8264 // (int) 
869@ /= 100 
006A: 869@ *= 760@ // (int) 

:BCOUR_10894
08DB: set_panel 863@ column 0 header 'BCOU_21' data 'BCOU_22' 'BCOU_23' 'BCOU_24' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Payment: // Time Left // Items Spare // Total Cash
08D6: set_panel 863@ column 1 alignment 2 
865@ = 0 
008B: 870@ = $8265 // (int) 
870@ *= 100 
0085: 871@ = 869@ // (int) 
005A: 871@ += 870@ // (int) 
08EE: set_panel 863@ column 1 row 0 text_1number GXT 'DOLLAR' number 869@  // $~1~
08EE: set_panel 863@ column 1 row 1 text_1number GXT 'DOLLAR' number 870@  // $~1~
08EE: set_panel 863@ column 1 row 2 text_1number GXT 'DOLLAR' number 871@  // $~1~
090E: set_panel 863@ active_row 2 
32@ = 0 
866@ = 1 
Player.Money($PLAYER_CHAR) += 871@
Object.Destroy(37@)
746@ = 55 

:BCOUR_11169
if 
  866@ == 1 
else_jump @BCOUR_11391 
if 
  32@ > 2000 
else_jump @BCOUR_11213 
868@ = 1 

:BCOUR_11213
if 
  761@ == 4 
else_jump @BCOUR_11262 
if 
  32@ > 4000 
else_jump @BCOUR_11262 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11262
if 
  760@ == 4 
else_jump @BCOUR_11311 
if 
  32@ > 4000 
else_jump @BCOUR_11311 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11311
if 
  762@ == 4 
else_jump @BCOUR_11360 
if 
  32@ > 4000 
else_jump @BCOUR_11360 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11360
if 
  32@ > 6000 
else_jump @BCOUR_11391 
08DA: remove_panel 863@ 
866@ = 2 

:BCOUR_11391
if 
  866@ == 2 
else_jump @BCOUR_12009 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_12009 
if 
   Actor.InCar($PLAYER_ACTOR, 36@)
else_jump @BCOUR_12009 
08DA: remove_panel 863@ 
868@ = 0 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_11638 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
  760@ == 1 
else_jump @BCOUR_11524 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 2 

:BCOUR_11524
if 
  760@ == 2 
else_jump @BCOUR_11565 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 3 

:BCOUR_11565
if 
  760@ == 3 
else_jump @BCOUR_11606 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 4 

:BCOUR_11606
if 
  760@ == 4 
else_jump @BCOUR_11638 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_11638
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_11820 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
  761@ == 1 
else_jump @BCOUR_11706 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 2 

:BCOUR_11706
if 
  761@ == 2 
else_jump @BCOUR_11747 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 3 

:BCOUR_11747
if 
  761@ == 3 
else_jump @BCOUR_11788 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 4 

:BCOUR_11788
if 
  761@ == 4 
else_jump @BCOUR_11820 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_11820
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_12002 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = True
if 
  762@ == 1 
else_jump @BCOUR_11888 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 2 

:BCOUR_11888
if 
  762@ == 2 
else_jump @BCOUR_11929 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 3 

:BCOUR_11929
if 
  762@ == 3 
else_jump @BCOUR_11970 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
746@ = 4 

:BCOUR_11970
if 
  762@ == 4 
else_jump @BCOUR_12002 
jump @BCOUR_15206 
746@ = 5 

:BCOUR_12002
866@ = 0 

:BCOUR_12009
if 
03CA:   object 763@(793@,30i) exists 
else_jump @BCOUR_12124 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 763@(793@,30i) radius 1.5 1.5 1.5 flag 0 
else_jump @BCOUR_12124 
if 
  32@ > 3000 
else_jump @BCOUR_12124 
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
$8265 += 1 
797@($8265,30i) = 0 

:BCOUR_12124
jump @BCOUR_2555 

:BCOUR_12131
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_13187 
if 
  $8265 > 0 
else_jump @BCOUR_13187 
if 
  797@($8265,30i) == 0 
else_jump @BCOUR_13187 
if 
  857@ > 0 
else_jump @BCOUR_12223 
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))

:BCOUR_12223
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_12404 

:BCOUR_12241
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_12389 
if 
  880@ == 0 
else_jump @BCOUR_12375 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_12375 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12375 
880@ = 1 
879@ = 1 
jump @BCOUR_12375 

:BCOUR_12375
744@ += 1 
jump @BCOUR_12241 

:BCOUR_12389
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_12404
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_12585 

:BCOUR_12422
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_12570 
if 
  880@ == 0 
else_jump @BCOUR_12556 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_12556 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12556 
880@ = 1 
879@ = 1 
jump @BCOUR_12556 

:BCOUR_12556
744@ += 1 
jump @BCOUR_12422 

:BCOUR_12570
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_12585
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_12766 

:BCOUR_12603
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_12751 
if 
  880@ == 0 
else_jump @BCOUR_12737 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_12737 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_12737 
880@ = 1 
879@ = 1 
jump @BCOUR_12737 

:BCOUR_12737
744@ += 1 
jump @BCOUR_12603 

:BCOUR_12751
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_12766
Car.StorePos(36@, 876@, 877@, 878@)
763@($8265,30i) = Object.Init(#KMB_PACKET, 876@, 877@, 878@)
Object.CollisionDetection(763@($8265,30i)) = True
Object.ToggleInMovingList(763@($8265,30i)) = True
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.5 flag 1 
064C: make_particle 827@($8265,30i) visible 
Actor.StorePos($PLAYER_ACTOR, 858@, 859@, 860@)
if 
  882@ == 2 
else_jump @BCOUR_12912 
03D1: play_wav 3 

:BCOUR_12912
if 
  879@ == 1 
else_jump @BCOUR_12964 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset -1.0 0.0 1.3 
jump @BCOUR_12991 

:BCOUR_12964
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_12991
794@ = Actor.Angle($PLAYER_ACTOR)
795@ -= 30.0 
796@ -= 30.0 
02F7: 795@ = sine 794@ // (float) 
02F6: 796@ = cosine 794@ // (float) 
if 
  879@ == 1 
else_jump @BCOUR_13100 
795@ *= 15.0 
796@ *= 15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
jump @BCOUR_13140 

:BCOUR_13100
795@ *= 30.0 
796@ *= 30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_13140
879@ = 0 
857@ += 1 
797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
$8265 -= 1 
32@ = 0 

:BCOUR_13187
return 

:BCOUR_13189
if 
  $8265 > 0 
else_jump @BCOUR_14245 
if 
   not Car.Wrecked(36@)
else_jump @BCOUR_14245 
if 
  797@($8265,30i) == 0 
else_jump @BCOUR_14245 
if 
  857@ > 0 
else_jump @BCOUR_13281 
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))

:BCOUR_13281
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_13462 

:BCOUR_13299
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_13447 
if 
  880@ == 0 
else_jump @BCOUR_13433 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_13433 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13433 
880@ = 1 
879@ = 1 
jump @BCOUR_13433 

:BCOUR_13433
744@ += 1 
jump @BCOUR_13299 

:BCOUR_13447
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_13462
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_13643 

:BCOUR_13480
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_13628 
if 
  880@ == 0 
else_jump @BCOUR_13614 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_13614 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13614 
880@ = 1 
879@ = 1 
jump @BCOUR_13614 

:BCOUR_13614
744@ += 1 
jump @BCOUR_13480 

:BCOUR_13628
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_13643
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_13824 

:BCOUR_13661
if 
001D:   758@ > 744@ // (int) 
else_jump @BCOUR_13809 
if 
  880@ == 0 
else_jump @BCOUR_13795 
if 
  653@(744@,30i) == 0 
else_jump @BCOUR_13795 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
else_jump @BCOUR_13795 
880@ = 1 
879@ = 1 
jump @BCOUR_13795 

:BCOUR_13795
744@ += 1 
jump @BCOUR_13661 

:BCOUR_13809
0085: 744@ = 759@ // (int) 
880@ = 0 

:BCOUR_13824
Car.StorePos(36@, 876@, 877@, 878@)
763@($8265,30i) = Object.Init(#KMB_PACKET, 876@, 877@, 878@)
Object.CollisionDetection(763@($8265,30i)) = True
Object.ToggleInMovingList(763@($8265,30i)) = True
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.0 flag 1 
064C: make_particle 827@($8265,30i) visible 
Actor.StorePos($PLAYER_ACTOR, 858@, 859@, 860@)
if 
  882@ == 2 
else_jump @BCOUR_13970 
03D1: play_wav 3 

:BCOUR_13970
if 
  879@ == 1 
else_jump @BCOUR_14022 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 1.0 0.0 1.3 
jump @BCOUR_14049 

:BCOUR_14022
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_14049
794@ = Actor.Angle($PLAYER_ACTOR)
795@ -= 330.0 
796@ -= 330.0 
02F7: 795@ = sine 794@ // (float) 
02F6: 796@ = cosine 794@ // (float) 
if 
  879@ == 1 
else_jump @BCOUR_14158 
795@ *= -15.0 
796@ *= -15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
jump @BCOUR_14198 

:BCOUR_14158
795@ *= -30.0 
796@ *= -30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_14198
879@ = 0 
857@ += 1 
797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
$8265 -= 1 
32@ = 0 

:BCOUR_14245
return 

:BCOUR_14247
if 
00E1:   player 0 pressed_key 17 
else_jump @BCOUR_14275 
wait 0 
jump @BCOUR_14247 

:BCOUR_14275
return 

:BCOUR_14277
if 
  3000 > 33@ 
else_jump @BCOUR_14307 
wait 0 
jump @BCOUR_14277 

:BCOUR_14307
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
return 

:BCOUR_14327
0501: set_player $PLAYER_CHAR driveby_mode 1 
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_14624 
if 
  760@ == 0 
else_jump @BCOUR_14386 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14386
if 
  760@ == 1 
else_jump @BCOUR_14420 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14420
if 
  760@ == 2 
else_jump @BCOUR_14454 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14454
if 
  760@ == 3 
else_jump @BCOUR_14488 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14488
if 
  760@ == 4 
else_jump @BCOUR_14522 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14522
if 
  760@ == 5 
else_jump @BCOUR_14556 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14556
if 
  760@ == 6 
else_jump @BCOUR_14590 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14590
if 
  760@ == 7 
else_jump @BCOUR_14624 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14624
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_14914 
if 
  762@ == 0 
else_jump @BCOUR_14676 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14676
if 
  762@ == 1 
else_jump @BCOUR_14710 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_14710
if 
  762@ == 2 
else_jump @BCOUR_14744 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_14744
if 
  762@ == 3 
else_jump @BCOUR_14778 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_14778
if 
  762@ == 4 
else_jump @BCOUR_14812 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_14812
if 
  762@ == 5 
else_jump @BCOUR_14846 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_14846
if 
  762@ == 6 
else_jump @BCOUR_14880 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_14880
if 
  762@ == 7 
else_jump @BCOUR_14914 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_14914
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_15204 
if 
  761@ == 0 
else_jump @BCOUR_14966 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_14966
if 
  761@ == 1 
else_jump @BCOUR_15000 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_15000
if 
  761@ == 2 
else_jump @BCOUR_15034 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_15034
if 
  761@ == 3 
else_jump @BCOUR_15068 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_15068
if 
  761@ == 4 
else_jump @BCOUR_15102 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_15102
if 
  761@ == 5 
else_jump @BCOUR_15136 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_15136
if 
  761@ == 6 
else_jump @BCOUR_15170 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_15170
if 
  761@ == 7 
else_jump @BCOUR_15204 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_15204
return 

:BCOUR_15206
040D: unload_wav 3 
if 
04A4:   872@ == 3 // @ == any 
else_jump @BCOUR_15564 
if 
  $MISSION_COURIER_LV_PASSED == 0 
else_jump @BCOUR_15564 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_COURIER_LV_PASSED = 1 
04A6: $2000 = create_asset_money_pickup_at 1887.997 2073.008 10.5547 money $1999 $1999 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:BCOUR_15301
if 
fading 
else_jump @BCOUR_15325 
wait 0 
jump @BCOUR_15301 

:BCOUR_15325
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1895.53 2063.094 15.8639 angle 47.0 
Camera.SetPosition(1895.53, 2063.094, 15.8639, 0.0, 0.0, 0.0)
Camera.PointAt(1894.813, 2063.775, 15.7175, 2)
fade 1 500 

:BCOUR_15409
if 
fading 
else_jump @BCOUR_15433 
wait 0 
jump @BCOUR_15409 

:BCOUR_15433
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
Camera.SetPosition(1890.164, 2070.478, 11.8641, 0.0, 0.0, 0.0)
Camera.PointAt(1889.516, 2071.213, 11.6633, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1999 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_15540
if 
fading 
else_jump @BCOUR_15564 
wait 0 
jump @BCOUR_15540 

:BCOUR_15564
if 
04A4:   872@ == 1 // @ == any 
else_jump @BCOUR_15918 
if 
  $MISSION_COURIER_LS_PASSED == 0 
else_jump @BCOUR_15918 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_COURIER_LS_PASSED = 1 
04A6: $1996 = create_asset_money_pickup_at 1345.859 -1757.432 13.0078 money $1995 $1995 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:BCOUR_15655
if 
fading 
else_jump @BCOUR_15679 
wait 0 
jump @BCOUR_15655 

:BCOUR_15679
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1358.596 -1741.184 18.431 angle 223.0 
Camera.SetPosition(1358.596, -1741.184, 18.431, 0.0, 0.0, 0.0)
Camera.PointAt(1358.372, -1742.135, 18.2203, 2)
fade 1 500 

:BCOUR_15763
if 
fading 
else_jump @BCOUR_15787 
wait 0 
jump @BCOUR_15763 

:BCOUR_15787
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
Camera.SetPosition(1345.565, -1753.368, 15.2186, 0.0, 0.0, 0.0)
Camera.PointAt(1345.567, -1754.218, 14.692, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1995 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_15894
if 
fading 
else_jump @BCOUR_15918 
wait 0 
jump @BCOUR_15894 

:BCOUR_15918
if 
04A4:   872@ == 2 // @ == any 
else_jump @BCOUR_16272 
if 
  $MISSION_COURIER_SF_PASSED == 0 
else_jump @BCOUR_16272 
030C: progress_made += 1 
0595: mission_complete 
$MISSION_COURIER_SF_PASSED = 1 
04A6: $1998 = create_asset_money_pickup_at -2593.882 59.2467 3.8359 money $1997 $1997 
Player.CanMove($PLAYER_CHAR) = False
00BE: text_clear_all 
fade 0 500 

:BCOUR_16009
if 
fading 
else_jump @BCOUR_16033 
wait 0 
jump @BCOUR_16009 

:BCOUR_16033
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord -2603.114 51.3338 10.1663 angle 275.0 
Camera.SetPosition(-2603.98, 54.4522, 7.5275, 0.0, 0.0, 0.0)
Camera.PointAt(-2603.014, 54.7055, 7.4818, 2)
fade 1 500 

:BCOUR_16117
if 
fading 
else_jump @BCOUR_16141 
wait 0 
jump @BCOUR_16117 

:BCOUR_16141
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
Camera.SetPosition(-2598.9, 59.0635, 4.8343, 0.0, 0.0, 0.0)
Camera.PointAt(-2597.905, 59.0525, 4.7405, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1997 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:BCOUR_16248
if 
fading 
else_jump @BCOUR_16272 
wait 0 
jump @BCOUR_16248 

:BCOUR_16272
Player.ClearWantedLevel($PLAYER_CHAR)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:BCOUR_16283
03E6: remove_text_box 
040D: unload_wav 3 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCOUR_16319 
0501: set_player $PLAYER_CHAR driveby_mode 1 
Player.CanMove($PLAYER_CHAR) = True

:BCOUR_16319
014F: stop_timer $8264 
0151: remove_status_text $8265 
08DA: remove_panel 863@ 
Object.Destroy(37@)
0650: destroy_particle 827@(793@,30i) 
Object.Destroy(763@(793@,30i))
Actor.RemoveReferences(38@)
Model.Destroy(#WAYFARER)
Model.Destroy(#WMYDRUG)
04EF: release_animation "SMOKING" 
Marker.Disable(40@)
Marker.Disable(72@)
744@ = 0 

:BCOUR_16399
if 
  30 > 744@ 
else_jump @BCOUR_16440 
Marker.Disable(42@(744@,30i))
744@ += 1 
jump @BCOUR_16399 

:BCOUR_16440
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 132---------------
// Originally: The Chiliad Challenge

:MTBIKER
gosub @MTBIKER_36 
if 
wasted_or_busted 
else_jump @MTBIKER_27 
gosub @MTBIKER_14393 

:MTBIKER_27
gosub @MTBIKER_14694 
end_thread 

:MTBIKER_36
$ONMISSION = 1 
0A0E: unknown_text_stuff 1 
if 
  $MISSION_CHILIAD_CHALLENGE_PASSED == 0 
else_jump @MTBIKER_67 
increment_mission_attempts 

:MTBIKER_67
thread 'MTBIKER' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
wait 0 
03F0: enable_text_draw 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_130 
Player.CanMove($PLAYER_CHAR) = False

:MTBIKER_130
fade 0 1000 

:MTBIKER_137
if 
fading 
else_jump @MTBIKER_161 
wait 0 
jump @MTBIKER_137 

:MTBIKER_161
060A: create_decision_maker_type 0 store_to 669@ // decision\allowed\m_.ped files 
647@ = 0 

:MTBIKER_175
if 
  9 > 647@ 
else_jump @MTBIKER_229 
690@(647@,10i) = 0 
670@(647@,10i) = 0 
647@ += 1 
jump @MTBIKER_175 

:MTBIKER_229
656@ = 0 
657@ = 0 
34@ = 582.7242 
41@ = 356.2812 
48@ = 52.2072 
55@ = 52.2072 
35@ = 584.0833 
42@ = 329.3647 
49@ = 0.5427 
56@ = 2.0841 
36@ = 572.9216 
43@ = 323.5937 
50@ = 1.0585 
57@ = 4.8106 
37@ = 585.724 
44@ = 345.6341 
51@ = 0.4929 
58@ = 1.8511 
38@ = 582.7242 
45@ = 359.0323 
52@ = 0.4993 
59@ = 2.637 
39@ = 582.7242 
46@ = 356.2812 
53@ = 56.2072 
60@ = 56.2072 
40@ = 582.7242 
47@ = 356.2812 
54@ = 58.2072 
61@ = 58.2072 
Player.SetClothes($PLAYER_CHAR, "BBSHORTWHT", "BOXINGSHORT", Legs)
Player.Build($PLAYER_CHAR)
if 
  $1799 == 1 
else_jump @MTBIKER_585 
jump @MTBIKER_635 

:MTBIKER_585
if 
  $1799 == 2 
else_jump @MTBIKER_610 
jump @MTBIKER_1570 

:MTBIKER_610
if 
  $1799 == 3 
else_jump @MTBIKER_635 
jump @MTBIKER_3025 

:MTBIKER_635
if 
  $1799 == 1 
else_jump @MTBIKER_669 
00BA: show_text_styled GXT 'MTROUT1' time 3000 style 5  // Scotch Bonnet Yellow Route

:MTBIKER_669
103@ = -2304.344 
223@ = -1667.125 
343@ = 483.386 
463@ = 208.0 
104@ = -2280.48 
224@ = -1730.315 
344@ = 467.8242 
464@ = 178.6093 
105@ = -2357.182 
225@ = -1815.429 
345@ = 431.4012 
465@ = 64.067 
106@ = -2447.403 
226@ = -1718.435 
346@ = 430.9626 
466@ = 148.4592 
107@ = -2446.652 
227@ = -1810.658 
347@ = 409.0582 
467@ = 93.195 
108@ = -2527.586 
228@ = -1711.376 
348@ = 401.175 
468@ = 16.0889 
109@ = -2552.845 
229@ = -1668.842 
349@ = 398.455 
469@ = 155.2717 
110@ = -2534.517 
230@ = -1802.53 
350@ = 374.7244 
470@ = 127.1514 
111@ = -2595.25 
231@ = -1631.995 
351@ = 342.7061 
471@ = 176.454 
112@ = -2526.43 
232@ = -1888.459 
352@ = 292.5149 
472@ = 77.3269 
113@ = -2652.859 
233@ = -1739.147 
353@ = 255.1567 
473@ = 189.6474 
114@ = -2491.229 
234@ = -2034.597 
354@ = 150.1413 
474@ = 225.1505 
115@ = -2428.644 
235@ = -2088.887 
355@ = 121.97 
475@ = 243.2365 
116@ = -2322.059 
236@ = -2097.64 
356@ = 114.0331 
476@ = 292.4177 
117@ = -2218.131 
237@ = -2047.089 
357@ = 118.8139 
477@ = 315.497 
118@ = -2168.42 
238@ = -1991.872 
358@ = 117.8448 
478@ = 314.2462 
119@ = -2102.545 
239@ = -1895.227 
359@ = 108.4655 
479@ = 174.3973 
120@ = -2162.365 
240@ = -2039.522 
360@ = 91.2074 
480@ = 135.1339 
121@ = -2373.667 
241@ = -2195.089 
361@ = 32.3837 
481@ = 112.827 
700@ = 19 
92@ = 6 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 52 // @ = any 
04AF: 703@ = 51 // @ = any 
04AF: 704@ = 52 // @ = any 
04AF: 705@ = 23 // @ = any 
04AF: 706@ = 51 // @ = any 
04AF: 707@ = 510 // @ = any 
04AF: 708@ = 510 // @ = any 
04AF: 709@ = 510 // @ = any 
04AF: 710@ = 510 // @ = any 
04AF: 711@ = 510 // @ = any 
04AF: 712@ = 510 // @ = any 
652@ = 38.0 
653@ = 27.0 
654@ = 23.0 
jump @MTBIKER_4244 

:MTBIKER_1570
if 
  $1799 == 2 
else_jump @MTBIKER_1604 
00BA: show_text_styled GXT 'MTROUT2' time 3000 style 5  // Birdseye Winder

:MTBIKER_1604
103@ = -2304.344 
223@ = -1667.125 
343@ = 483.586 
463@ = 208.0 
104@ = -2279.857 
224@ = -1732.752 
344@ = 466.799 
464@ = 163.4517 
105@ = -2355.609 
225@ = -1815.324 
345@ = 431.5401 
465@ = 90.1409 
106@ = -2458.843 
226@ = -1733.434 
346@ = 426.432 
466@ = 187.8666 
107@ = -2460.904 
227@ = -1807.384 
347@ = 406.6599 
467@ = 60.8579 
108@ = -2521.292 
228@ = -1707.753 
348@ = 401.2728 
468@ = 2.4494 
109@ = -2467.126 
229@ = -1467.868 
349@ = 388.9202 
469@ = 270.5872 
110@ = -2324.367 
230@ = -1455.149 
350@ = 380.9767 
470@ = 233.5233 
111@ = -2251.922 
231@ = -1492.653 
351@ = 377.8563 
471@ = 196.094 
112@ = -2191.949 
232@ = -1713.993 
352@ = 375.5497 
472@ = 322.9377 
113@ = -2206.778 
233@ = -1528.34 
353@ = 359.6156 
473@ = 20.0752 
114@ = -2280.683 
234@ = -1426.188 
354@ = 355.6379 
474@ = 58.5606 
115@ = -2419.222 
235@ = -1392.925 
355@ = 358.1968 
475@ = 98.4498 
116@ = -2569.767 
236@ = -1460.698 
356@ = 357.2175 
476@ = 325.2711 
117@ = -2440.889 
237@ = -1368.257 
357@ = 337.413 
477@ = 304.5745 
118@ = -2357.07 
238@ = -1286.362 
358@ = 306.1062 
478@ = 103.378 
119@ = -2508.153 
239@ = -1273.621 
359@ = 271.7476 
479@ = 103.6739 
120@ = -2595.492 
240@ = -1360.244 
360@ = 264.5467 
480@ = 100.454 
121@ = -2671.155 
241@ = -1378.19 
361@ = 252.3816 
481@ = 352.7671 
122@ = -2608.5 
242@ = -1285.22 
362@ = 219.88 
482@ = 335.6836 
123@ = -2537.294 
243@ = -1121.297 
363@ = 175.3035 
483@ = 140.5565 
124@ = -2634.553 
244@ = -1169.384 
364@ = 166.8249 
484@ = 128.43 
125@ = -2747.937 
245@ = -1377.943 
365@ = 143.0419 
485@ = 168.2364 
126@ = -2773.78 
246@ = -1670.301 
366@ = 140.4944 
486@ = 169.7697 
127@ = -2733.364 
247@ = -1876.022 
367@ = 138.8912 
487@ = 269.3722 
128@ = -2620.579 
248@ = -2066.746 
368@ = 129.5185 
488@ = 201.5526 
129@ = -2438.379 
249@ = -2086.928 
369@ = 123.3899 
489@ = 257.1008 
130@ = -2335.784 
250@ = -2102.442 
370@ = 112.9194 
490@ = 283.7088 
131@ = -2101.005 
251@ = -1893.245 
371@ = 108.8372 
491@ = 174.9563 
132@ = -2156.216 
252@ = -2031.774 
372@ = 91.9901 
492@ = 145.72 
133@ = -2236.111 
253@ = -2118.767 
373@ = 66.3876 
493@ = 131.2891 
134@ = -2374.958 
254@ = -2195.454 
374@ = 32.3626 
494@ = 113.8008 
700@ = 32 
92@ = 6 
04AF: 701@ = 23 // @ = any 
04AF: 702@ = 52 // @ = any 
04AF: 703@ = 51 // @ = any 
04AF: 704@ = 52 // @ = any 
04AF: 705@ = 23 // @ = any 
04AF: 706@ = 51 // @ = any 
04AF: 707@ = 510 // @ = any 
04AF: 708@ = 510 // @ = any 
04AF: 709@ = 510 // @ = any 
04AF: 710@ = 510 // @ = any 
04AF: 711@ = 510 // @ = any 
04AF: 712@ = 510 // @ = any 
652@ = 35.0 
653@ = 30.0 
654@ = 28.0 
jump @MTBIKER_4244 

:MTBIKER_3025
if 
  $1799 == 3 
else_jump @MTBIKER_3059 
00BA: show_text_styled GXT 'MTROUT3' time 3000 style 5  // Cobra Run

:MTBIKER_3059
103@ = -2432.876 
223@ = -1939.654 
343@ = 303.7731 
463@ = 273.0 
104@ = -2339.998 
224@ = -1941.224 
344@ = 295.8086 
464@ = 269.6869 
105@ = -2286.782 
225@ = -1940.24 
345@ = 268.8093 
465@ = 245.1214 
106@ = -2234.891 
226@ = -1925.067 
346@ = 242.4752 
466@ = 300.1313 
107@ = -2205.429 
227@ = -1914.029 
347@ = 239.2782 
467@ = 269.1174 
108@ = -2204.861 
228@ = -1914.031 
348@ = 239.1954 
468@ = 269.4709 
109@ = -2173.895 
229@ = -1903.88 
349@ = 233.6897 
469@ = 314.003 
110@ = -2169.728 
230@ = -1885.136 
350@ = 231.1551 
470@ = 8.2283 
111@ = -2173.511 
231@ = -1861.948 
351@ = 222.7416 
471@ = 13.9626 
112@ = -2173.641 
232@ = -1843.246 
352@ = 217.9074 
472@ = 13.6434 
113@ = -2148.431 
233@ = -1792.73 
353@ = 210.1444 
473@ = 294.9009 
114@ = -2129.241 
234@ = -1775.973 
354@ = 207.5088 
474@ = 313.3039 
115@ = -2109.724 
235@ = -1755.573 
355@ = 195.2899 
475@ = 332.9617 
116@ = -2101.756 
236@ = -1744.009 
356@ = 195.9091 
476@ = 324.6714 
117@ = -2072.08 
237@ = -1644.9 
357@ = 174.3308 
477@ = 357.332 
118@ = -2050.7 
238@ = -1571.491 
358@ = 137.474 
478@ = 272.8463 
119@ = -2041.665 
239@ = -1509.007 
359@ = 124.2398 
479@ = 16.1558 
120@ = -2033.56 
240@ = -1438.604 
360@ = 93.2658 
480@ = 210.8019 
121@ = -1991.328 
241@ = -1596.526 
361@ = 86.5936 
481@ = 182.1263 
122@ = -2027.707 
242@ = -1789.331 
362@ = 96.554 
482@ = 160.6694 
123@ = -2099.854 
243@ = -1890.88 
363@ = 109.2095 
483@ = 175.6702 
124@ = -2118.301 
244@ = -1948.25 
364@ = 99.0724 
484@ = 162.0987 
125@ = -2233.649 
245@ = -2117.046 
365@ = 67.2467 
485@ = 134.1193 
126@ = -2373.892 
246@ = -2194.998 
366@ = 32.3799 
486@ = 115.9183 
700@ = 24 
92@ = 3 
04AF: 701@ = 51 // @ = any 
04AF: 702@ = 52 // @ = any 
04AF: 703@ = 23 // @ = any 
04AF: 707@ = 510 // @ = any 
04AF: 708@ = 510 // @ = any 
04AF: 709@ = 510 // @ = any 
652@ = 40.0 
653@ = 30.0 
654@ = 25.0 
07C0: load_path 829 
07C0: load_path 830 
07C0: load_path 831 
07C0: load_path 832 
07C0: load_path 833 
07C0: load_path 834 

:MTBIKER_4138
if or
87C1:   not path 829 available 
87C1:   not path 830 available 
87C1:   not path 831 available 
87C1:   not path 832 available 
87C1:   not path 833 available 
87C1:   not path 834 available 
else_jump @MTBIKER_4190 
wait 0 
jump @MTBIKER_4138 

:MTBIKER_4190
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 780@ 
jump @MTBIKER_4244 

:MTBIKER_4244
0087: 655@ = 654@ // (float) 

:MTBIKER_4252
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @MTBIKER_4279 
wait 0 
jump @MTBIKER_4252 

:MTBIKER_4279
0395: clear_area 0 at 103@ 223@ 343@ radius 0.5 
Camera.SetAtPos(103@, 223@, 343@)
0085: 713@ = 700@ // (int) 
713@ -= 1 
643@ = 0 
644@ = 0 
645@ = 0 
646@ = 0 
0085: 744@ = 92@ // (int) 

:MTBIKER_4359
if 
001D:   744@ > 644@ // (int) 
else_jump @MTBIKER_4403 
745@(644@,10i) = 0 
644@ += 1 
jump @MTBIKER_4359 

:MTBIKER_4403
018A: 755@ = create_checkpoint_at 103@ 223@ 343@ 
756@ = 0 

:MTBIKER_4424
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
758@ = 0 
644@ = 0 
if 
  756@ == 0 
else_jump @MTBIKER_4651 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_4651 
Actor.PutAt($PLAYER_ACTOR, 103@, 223@, 343@)
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 104@ 224@ radius 100.0 100.0 
else_jump @MTBIKER_4651 
643@ = 0 
0088: $TEMPVAR_FLOAT_1 = 103@ // (float) 
$TEMPVAR_FLOAT_1 += 7.0 
0088: $TEMPVAR_FLOAT_2 = 223@ // (float) 
$TEMPVAR_FLOAT_2 += 7.0 
0088: $TEMPVAR_FLOAT_3 = 343@ // (float) 
$TEMPVAR_FLOAT_3 += 4.0 
0087: 659@ = 103@ // (float) 
659@ -= 7.0 
0087: 660@ = 223@ // (float) 
660@ -= 7.0 
0087: 661@ = 343@ // (float) 
661@ -= 4.0 
756@ += 1 

:MTBIKER_4651
if 
  756@ == 1 
else_jump @MTBIKER_4771 
0085: 647@ = 744@ // (int) 
647@ -= 1 
if and
   Model.Available(701@(643@,6i))
   Model.Available(707@(643@,6i))
else_jump @MTBIKER_4727 
643@ += 1 
jump @MTBIKER_4745 

:MTBIKER_4727
Model.Load(701@(643@,6i))
Model.Load(707@(643@,6i))

:MTBIKER_4745
if 
003B:   643@ == 647@ // (int) 
else_jump @MTBIKER_4771 
756@ += 1 

:MTBIKER_4771
if 
  756@ == 2 
else_jump @MTBIKER_6410 
774@ = Car.Create(707@, 103@, 223@, 343@)
039F: set_car 774@ race_to 104@ 224@ 
0085: 647@ = 744@ // (int) 
647@ -= 1 
644@ = 0 

:MTBIKER_4839
if 
001D:   744@ > 644@ // (int) 
else_jump @MTBIKER_6170 
0085: 645@ = 644@ // (int) 
645@ /= 2 
645@ *= 2 
if 
003B:   645@ == 644@ // (int) 
else_jump @MTBIKER_4957 
$TEMPVAR_FLOAT_1 = 2.0 
0085: 646@ = 644@ // (int) 
646@ *= 4 
0093: 662@ = integer 646@ to_float 
662@ *= -3.0 
0088: $TEMPVAR_FLOAT_2 = 662@ // (float) 
jump @MTBIKER_5015 

:MTBIKER_4957
$TEMPVAR_FLOAT_1 = -2.0 
0085: 646@ = 644@ // (int) 
646@ -= 1 
646@ *= 4 
0093: 662@ = integer 646@ to_float 
662@ *= -1.2 
0088: $TEMPVAR_FLOAT_2 = 662@ // (float) 

:MTBIKER_5015
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
663@ = Car.Angle(774@)
0088: $TEMPVAR_FLOAT_3 = 343@ // (float) 
0089: 714@(644@,6f) = $TEMPVAR_FLOAT_1 // (float) 
0089: 720@(644@,6f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0089: 726@(644@,6f) = $TEMPVAR_FLOAT_3 // (float) 
if 
001D:   647@ > 644@ // (int) 
else_jump @MTBIKER_5409 
732@(644@,6i) = Car.Create(707@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
072F: enable_car 732@(644@,6i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unknown 1 to_path 1 // extended 03CC 
0423: set_car 732@(644@,6i) improved_handling_to 1.5 // (float) 
Model.Destroy(707@(644@,6i))
Car.Angle(732@(644@,6i)) = 663@
Car.SetImmunities(732@(644@,6i), 0, 1, 0, 0, 0)
039C: unknown_car 732@(644@,6i) flag 1 
03AB: unknown_car 732@(644@,6i) flag 1 
03ED: unknown_car 732@(644@,6i) flag 1 
04E0: car 732@(644@,6i) abandon_path_radius 5 
053F: set_car 732@(644@,6i) tires_vulnerability 0 
0129: 738@(644@,6i) = create_actor_pedtype 4 model 701@(644@,6i) in_car 732@(644@,6i) driverseat 
054E: clear_actor 738@(644@,6i) damage 
Model.Destroy(701@(644@,6i))
054A: set_actor 738@(644@,6i) immune_to_car_headshots 0 
060B: set_actor 738@(644@,6i) decision_maker_to 669@ 
0A21: unknown_car 732@(644@,6i) flag 1 
Car.SetToNormalDriver(732@(644@,6i))
00AE: set_car 732@(644@,6i) traffic_behaviour_to 2 
Car.SetMaxSpeed(732@(644@,6i), 655@)
Car.ImmuneToNonPlayer(732@(644@,6i)) = True
jump @MTBIKER_6156 

:MTBIKER_5409
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -4.0435 6.5755 -0.8 
0376: 770@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 770@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -5.6392 2.9435 -0.8 
0376: 759@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 759@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -6.0071 -2.0778 -0.8 
0376: 760@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 760@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -7.6039 -5.0807 -0.8 
0376: 761@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 761@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -7.0724 -6.4057 -0.8 
0376: 762@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 762@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset -5.9988 -13.553 -0.8 
0376: 763@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 763@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 6.073 -15.2059 -0.8 
0376: 764@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 764@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 7.2639 -12.9933 -0.8 
0376: 765@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 765@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 5.8429 -7.7069 -0.8 
0376: 766@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 766@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 8.4135 -3.7971 -0.8 
0376: 767@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 767@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 6.2507 0.3634 -0.8 
0376: 768@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 768@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 774@ with_offset 8.6397 2.419 -0.8 
0376: 769@ = create_random_actor_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BA: AS_actor 769@ turn_to_and_look_at 103@ 223@ 343@ 
Car.Destroy(774@)
Marker.Disable(755@)
018A: 755@ = create_checkpoint_at 714@(647@,6f) 720@(647@,6f) 726@(647@,6f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 738@(644@,6i) = $PLAYER_ACTOR // (int) 
0085: 757@ = 644@ // (int) 

:MTBIKER_6156
644@ += 1 
jump @MTBIKER_4839 

:MTBIKER_6170
756@ += 1 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_6266 
732@(757@,6i) = Actor.Car($PLAYER_ACTOR)
Car.Health(732@(757@,6i)) = 500
054F: clear_car 732@(757@,6i) damage 
Actor.PutAt($PLAYER_ACTOR, 714@(757@,6f), 720@(757@,6f), 726@(757@,6f))
Car.Angle(732@(757@,6i)) = 463@
Camera.SetBehindPlayer

:MTBIKER_6266
02A3: enable_widescreen 1 
wait 500 
fade 1 1000 
00BE: text_clear_all 

:MTBIKER_6284
if 
fading 
else_jump @MTBIKER_6308 
wait 0 
jump @MTBIKER_6284 

:MTBIKER_6308
if 
  $1799 == 1 
else_jump @MTBIKER_6342 
00BC: show_text_highpriority GXT 'MTROUT1' time 3000 flag 6  // Scotch Bonnet Yellow Route

:MTBIKER_6342
if 
  $1799 == 2 
else_jump @MTBIKER_6376 
00BC: show_text_highpriority GXT 'MTROUT2' time 3000 flag 6  // Birdseye Winder

:MTBIKER_6376
if 
  $1799 == 3 
else_jump @MTBIKER_6410 
00BC: show_text_highpriority GXT 'MTROUT3' time 3000 flag 6  // Cobra Run

:MTBIKER_6410
if 
  756@ == 3 
else_jump @MTBIKER_6736 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_6736 
0085: 647@ = 744@ // (int) 
647@ -= 1 
644@ = 0 

:MTBIKER_6466
if 
001D:   647@ > 644@ // (int) 
else_jump @MTBIKER_6657 
if or
   Car.Wrecked(732@(644@,6i))
   Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_6537 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_14393 

:MTBIKER_6537
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_6643 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_6643 
if or
8185:   not car 732@(644@,6i) health >= 999 
   not Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_6643 
00BA: show_text_styled GXT 'RACES_3' time 1200 style 4 
09B9: show_entered_car_name 0 
756@ = 7 

:MTBIKER_6643
644@ += 1 
jump @MTBIKER_6466 

:MTBIKER_6657
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
771@ += 999 
756@ += 1 

:MTBIKER_6736
if 
  756@ == 4 
else_jump @MTBIKER_6834 
if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
else_jump @MTBIKER_6834 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
771@ += 999 
756@ += 1 

:MTBIKER_6834
if 
  756@ == 5 
else_jump @MTBIKER_6932 
if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
else_jump @MTBIKER_6932 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $CURRENT_TIME_IN_MS2 // (int) 
771@ += 999 
756@ += 1 

:MTBIKER_6932
if 
  756@ == 6 
else_jump @MTBIKER_7159 
if 
001E:   $CURRENT_TIME_IN_MS2 > 771@ // (int) 
else_jump @MTBIKER_7159 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_7159 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.Restore
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 651@ = $CURRENT_TIME_IN_MS2 // (int) 
0085: 647@ = 744@ // (int) 
647@ -= 1 
644@ = 0 

:MTBIKER_7081
if 
001D:   647@ > 644@ // (int) 
else_jump @MTBIKER_7145 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_7131 
Car.ImmuneToNonPlayer(732@(644@,6i)) = False

:MTBIKER_7131
644@ += 1 
jump @MTBIKER_7081 

:MTBIKER_7145
771@ = 0 
756@ += 1 

:MTBIKER_7159
if 
  756@ > 6 
else_jump @MTBIKER_12466 

:MTBIKER_7177
if 
001D:   744@ > 644@ // (int) 
else_jump @MTBIKER_11790 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @MTBIKER_11776 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_9482 
if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_7348 
if 
051A:   actor 738@(644@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @MTBIKER_7348 
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_7348 
if 
851B:   not actor 738@(644@,6i) damaged_by_car 732@(757@,6i) 
else_jump @MTBIKER_7348 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_14393 

:MTBIKER_7348
if 
  756@ == 8 
else_jump @MTBIKER_9093 
if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_9093 
if 
003B:   745@(757@,10i) == 745@(644@,10i) // (int) 
else_jump @MTBIKER_7531 
Actor.StorePos(738@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 773@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 714@(644@,6f) 720@(644@,6f) 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 664@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 714@(644@,6f) 720@(644@,6f) 
if 
0025:   664@ > 773@ // (float) 
else_jump @MTBIKER_7524 
758@ += 1 

:MTBIKER_7524
jump @MTBIKER_7565 

:MTBIKER_7531
if 
001D:   745@(644@,10i) > 745@(757@,10i) // (int) 
else_jump @MTBIKER_7565 
758@ += 1 

:MTBIKER_7565
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_7681 
if 
80EC:   not actor 738@(644@,6i) 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
else_jump @MTBIKER_7681 
Actor.StorePos(738@(644@,6i), 62@(644@,10f), 72@(644@,10f), $TEMPVAR_FLOAT_3)
008B: 93@(644@,10i) = $CURRENT_TIME_IN_MS2 // (int) 
93@(644@,10i) += 2000 

:MTBIKER_7681
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_8524 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_7891 
if 
  670@(644@,10i) == 0 
else_jump @MTBIKER_7781 
if 
   not Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_7781 
670@(644@,10i) = 1 

:MTBIKER_7781
if 
  670@(644@,10i) == 1 
else_jump @MTBIKER_7891 
if 
   Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_7891 
0687: clear_actor 738@(644@,6i) task 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
670@(644@,10i) = 0 

:MTBIKER_7891
if 
00EC:   actor 738@(644@,6i) 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
else_jump @MTBIKER_8524 
if 
001E:   $CURRENT_TIME_IN_MS2 > 93@(644@,10i) // (int) 
else_jump @MTBIKER_8524 
if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
else_jump @MTBIKER_8524 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_8201 
if 
   not Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_8194 
046C: 665@ = car 732@(644@,6i) driver 
if 
  665@ == -1 
else_jump @MTBIKER_8080 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
jump @MTBIKER_8194 

:MTBIKER_8080
Car.RemoveReferences(732@(644@,6i))
732@(644@,6i) = Car.Create(707@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8194
jump @MTBIKER_8315 

:MTBIKER_8201
Car.Destroy(732@(644@,6i))
732@(644@,6i) = Car.Create(707@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8315
Actor.StorePos(738@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02C1: store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 car_path_coords_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 10.0 10.0 10.0 
else_jump @MTBIKER_8524 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @MTBIKER_8524 
Actor.PutAt(738@(644@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
   Actor.Driving(738@(644@,6i))
else_jump @MTBIKER_8524 
03C0: 774@ = actor 738@(644@,6i) car 
Actor.Angle(738@(644@,6i)) = 463@(644@,120f)
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_8524
if 
   Actor.Driving(738@(644@,6i))
else_jump @MTBIKER_8575 
0085: 647@ = 745@(757@,10i) // (int) 
647@ += 5 
03C0: 774@ = actor 738@(644@,6i) car 

:MTBIKER_8575
643@ = 0 
646@ = 0 

:MTBIKER_8589
if 
001D:   744@ > 643@ // (int) 
else_jump @MTBIKER_8671 
0085: 775@ = 745@(643@,10i) // (int) 
775@ -= 3 
if 
001D:   775@ > 745@(644@,10i) // (int) 
else_jump @MTBIKER_8657 
646@ += 1 

:MTBIKER_8657
643@ += 1 
jump @MTBIKER_8589 

:MTBIKER_8671
if 
  646@ > 0 
else_jump @MTBIKER_9093 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_9093 
if 
8104:   not actor $PLAYER_ACTOR near_actor 738@(644@,6i) radius 30.0 30.0 5.0 sphere 0 
else_jump @MTBIKER_9093 
if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
else_jump @MTBIKER_9093 
if 
838A:   not any_car_in_cube_cornerA 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) cornerB 10.0 10.0 10.0 
else_jump @MTBIKER_9093 
if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 
else_jump @MTBIKER_9093 
Actor.PutAt(738@(644@,6i), 714@(644@,6f), 720@(644@,6f), 726@(644@,6f))
if 
   Actor.Driving(738@(644@,6i))
else_jump @MTBIKER_8983 
03C0: 774@ = actor 738@(644@,6i) car 
Actor.Angle(738@(644@,6i)) = 463@(644@,120f)
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9093 

:MTBIKER_8983
732@(644@,6i) = Car.Create(707@(644@,6i), 714@(644@,6f), 720@(644@,6f), 726@(644@,6f))
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
Actor.Angle(738@(644@,6i)) = 463@(644@,120f)
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_9093
if 
  656@ == 0 
else_jump @MTBIKER_9215 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_9215 
if 
80FE:   not actor 738@(644@,6i) sphere 0 in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 500.0 500.0 500.0 
else_jump @MTBIKER_9215 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_14393 

:MTBIKER_9215
if 
  $1799 == 3 
else_jump @MTBIKER_9410 
if and
  13 > 745@(644@,10i) 
  745@(644@,10i) > 4 
else_jump @MTBIKER_9338 
if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 4.0 1.5 sphere 0 in_car 
else_jump @MTBIKER_9331 
jump @MTBIKER_12473 

:MTBIKER_9331
jump @MTBIKER_9403 

:MTBIKER_9338
if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
else_jump @MTBIKER_9403 
jump @MTBIKER_12473 

:MTBIKER_9403
jump @MTBIKER_9475 

:MTBIKER_9410
if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
else_jump @MTBIKER_9475 
jump @MTBIKER_12473 

:MTBIKER_9475
jump @MTBIKER_9536 

:MTBIKER_9482
if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_9536 
if 
84AD:   not actor 738@(644@,6i) in_water 
else_jump @MTBIKER_9536 
745@(644@,10i) = 0 

:MTBIKER_9536
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_11382 
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_11350 
Actor.StorePos(738@(757@,6i), 583@(644@,10f), 593@(644@,10f), 603@(644@,10f))
Car.StorePos(732@(757@,6i), 613@, 623@, 633@)
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
0063: 633@ -= 726@(644@,6f) // (float) 
if or
  -24.5 > 603@(644@,10f) 
  -24.5 > 633@ 
else_jump @MTBIKER_10121 
if 
  657@ == 0 
else_jump @MTBIKER_9731 
657@ = 1 
008B: 668@ = $CURRENT_TIME_IN_MS2 // (int) 
668@ += 1500 

:MTBIKER_9731
if 
  657@ == 1 
else_jump @MTBIKER_10114 
0085: 649@ = 668@ // (int) 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // (int) 
649@ /= 1000 
if 
  1 > 649@ 
else_jump @MTBIKER_9798 
649@ = 0 

:MTBIKER_9798
if 
001E:   $CURRENT_TIME_IN_MS2 > 668@ // (int) 
else_jump @MTBIKER_10114 
0085: 658@ = 745@(644@,10i) // (int) 
658@ -= 1 
if 
  2 >= $FREEFALL_STAGE 
else_jump @MTBIKER_10091 
if 
  $FREEFALL_STAGE > 0 
else_jump @MTBIKER_9879 
$FREEFALL_STAGE = 6 

:MTBIKER_9879
Player.CanMove($PLAYER_CHAR) = False
Player.CanMove($PLAYER_CHAR) = False
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 

:MTBIKER_9907
if 
fading 
else_jump @MTBIKER_9931 
wait 0 
jump @MTBIKER_9907 

:MTBIKER_9931
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_10040 
if 
   not Actor.InCar(738@(644@,6i), 732@(757@,6i))
else_jump @MTBIKER_9994 
036A: put_actor 738@(644@,6i) in_car 732@(757@,6i) 

:MTBIKER_9994
Car.PutAt(732@(757@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
Car.Angle(732@(757@,6i)) = 463@(658@,120f)

:MTBIKER_10040
fade 1 500 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:MTBIKER_10051
if 
fading 
else_jump @MTBIKER_10075 
wait 0 
jump @MTBIKER_10051 

:MTBIKER_10075
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @MTBIKER_10114 

:MTBIKER_10091
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
jump @MTBIKER_14393 

:MTBIKER_10114
jump @MTBIKER_10146 

:MTBIKER_10121
if 
  657@ == 1 
else_jump @MTBIKER_10146 
657@ = 0 

:MTBIKER_10146
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_11343 
if 
   not Actor.InCar($PLAYER_ACTOR, 732@(757@,6i))
else_jump @MTBIKER_11050 
if 
  656@ == 0 
else_jump @MTBIKER_10301 
06D6: disable_racing_checkpoint 780@ 
Marker.Disable(755@)
if 
   not Car.Wrecked(732@(757@,6i))
else_jump @MTBIKER_10256 
755@ = Marker.CreateAboveCar(732@(757@,6i))
07E0: set_marker 755@ type_to 1 

:MTBIKER_10256
0085: 666@ = 644@ // (int) 
720@(644@,6f) += 1000.0 
008B: 667@ = $CURRENT_TIME_IN_MS2 // (int) 
667@ += 25400 
656@ = 1 

:MTBIKER_10301
0085: 649@ = 667@ // (int) 
0064: 649@ -= $CURRENT_TIME_IN_MS2 // (int) 
649@ /= 1000 
if 
  1 > 649@ 
else_jump @MTBIKER_10350 
649@ = 0 

:MTBIKER_10350
if 
001E:   $CURRENT_TIME_IN_MS2 > 667@ // (int) 
else_jump @MTBIKER_10394 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
jump @MTBIKER_14393 
return 

:MTBIKER_10394
if 
  649@ == 1 
else_jump @MTBIKER_10442 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 649@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
jump @MTBIKER_10465 

:MTBIKER_10442
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'RACES50' number 649@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:MTBIKER_10465
if 
003B:   745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_11043 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_11043 
if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // (int) 
else_jump @MTBIKER_10715 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_10686 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:~1~
jump @MTBIKER_10708 

:MTBIKER_10686
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_10708
jump @MTBIKER_10997 

:MTBIKER_10715
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_10836 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:~1~
jump @MTBIKER_10858 

:MTBIKER_10836
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_10858
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_10975 
036D: show_text_2numbers_styled GXT 'RACE_52' numbers 648@ 649@ time 5000 style 4 
jump @MTBIKER_10997 

:MTBIKER_10975
036D: show_text_2numbers_styled GXT 'RACE_53' numbers 648@ 649@ time 5000 style 4 

:MTBIKER_10997
758@ += 1 
if 
  758@ == 1 
else_jump @MTBIKER_11036 
jump @MTBIKER_14411 
jump @MTBIKER_11043 

:MTBIKER_11036
jump @MTBIKER_14393 

:MTBIKER_11043
jump @MTBIKER_11343 

:MTBIKER_11050
if 
  656@ == 1 
else_jump @MTBIKER_11343 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
Marker.Disable(755@)
720@(644@,6f) -= 1000.0 
645@ = 0 
0085: 647@ = 92@ // (int) 
647@ -= 1 
018A: 755@ = create_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) 
Marker.SetColor(755@, 0)
018B: set_marker 755@ radar_mode 2 
Marker.SetIconSize(755@, 3)
if 
003B:   745@(666@,10i) == 713@ // (int) 
else_jump @MTBIKER_11245 
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
jump @MTBIKER_11336 

:MTBIKER_11245
0085: 647@ = 745@(666@,10i) // (int) 
647@ += 1 
if 
003B:   745@(666@,10i) == 713@ // (int) 
else_jump @MTBIKER_11294 
647@ = 1 

:MTBIKER_11294
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_11336
656@ = 0 

:MTBIKER_11343
jump @MTBIKER_11375 

:MTBIKER_11350
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
jump @MTBIKER_14393 
return 

:MTBIKER_11375
jump @MTBIKER_11776 

:MTBIKER_11382
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_11776 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_11776 
Actor.StorePos(738@(644@,6i), 583@(644@,10f), 593@(644@,10f), 603@(644@,10f))
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
if 
  -15.5 > 603@(644@,10f) 
else_jump @MTBIKER_11776 
if 
80C2:   not sphere_onscreen 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) radius 10.0 
else_jump @MTBIKER_11776 
0085: 658@ = 745@(644@,10i) // (int) 
658@ -= 1 
if 
   Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_11631 
Car.PutAt(732@(644@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
Car.Angle(732@(644@,6i)) = 463@(644@,120f)
jump @MTBIKER_11776 

:MTBIKER_11631
046C: 665@ = car 732@(644@,6i) driver 
if 
  665@ == -1 
else_jump @MTBIKER_11714 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
Car.PutAt(732@(644@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
jump @MTBIKER_11776 

:MTBIKER_11714
Car.RemoveReferences(732@(644@,6i))
732@(644@,6i) = Car.Create(707@(644@,6i), 103@(658@,120f), 223@(658@,120f), 343@(658@,120f))
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 

:MTBIKER_11776
644@ += 1 
jump @MTBIKER_7177 

:MTBIKER_11790
038E: draw_box_position 40@ 47@ size 54@ 61@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 46@ size 53@ 60@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 41@ size 48@ 55@ RGBA 0 0 0 255 
758@ += 1 
gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 49@ 56@ 
if 
  758@ == 1 
else_jump @MTBIKER_11919 
033E: set_draw_text_position 35@ 42@ GXT 'ST'  // ST

:MTBIKER_11919
if 
  758@ == 2 
else_jump @MTBIKER_11954 
033E: set_draw_text_position 35@ 42@ GXT 'ND'  // ND

:MTBIKER_11954
if 
  758@ == 3 
else_jump @MTBIKER_11989 
033E: set_draw_text_position 35@ 42@ GXT 'RD'  // RD

:MTBIKER_11989
if 
  758@ > 3 
else_jump @MTBIKER_12024 
033E: set_draw_text_position 35@ 42@ GXT 'TH'  // TH

:MTBIKER_12024
if 
  2 >= 758@ 
else_jump @MTBIKER_12109 
0087: 655@ = 652@ // (float) 
if 
  $1799 == 1 
else_jump @MTBIKER_12109 
if or
  745@(644@,10i) == 17 
  745@(644@,10i) == 16 
else_jump @MTBIKER_12109 
0087: 655@ = 654@ // (float) 

:MTBIKER_12109
if and
  758@ > 2 
  4 > 758@ 
else_jump @MTBIKER_12201 
0087: 655@ = 653@ // (float) 
if 
  $1799 == 1 
else_jump @MTBIKER_12201 
if or
  745@(644@,10i) == 17 
  745@(644@,10i) == 16 
else_jump @MTBIKER_12201 
0087: 655@ = 654@ // (float) 

:MTBIKER_12201
if 
  758@ == 6 
else_jump @MTBIKER_12227 
0087: 655@ = 654@ // (float) 

:MTBIKER_12227
gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 50@ 57@ 
0342: enable_text_draw_centered 1 
045A: draw_text_1number 36@ 43@ GXT 'NUMBER' number 758@  // ~1~
gosub @MTBIKER_14325 
033F: set_text_draw_letter_size 51@ 58@ 
045A: draw_text_1number 37@ 44@ GXT 'OUT_OF' number 92@  // /~1~
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
gosub @MTBIKER_14325 
0342: enable_text_draw_centered 1 
033F: set_text_draw_letter_size 52@ 59@ 
if 
  649@ > 9 
else_jump @MTBIKER_12443 
045B: draw_text_2numbers 38@ 45@ GXT 'TIME' numbers 648@ 649@  // ~1~:~1~
jump @MTBIKER_12466 

:MTBIKER_12443
045B: draw_text_2numbers 38@ 45@ GXT 'TIME_0' numbers 648@ 649@  // ~1~:0~1~

:MTBIKER_12466
jump @MTBIKER_4424 

:MTBIKER_12473
if 
  756@ == 7 
else_jump @MTBIKER_12498 
756@ = 8 

:MTBIKER_12498
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_12546 
018C: play_sound 1058 at 0.0 0.0 0.0 
Marker.Disable(755@)

:MTBIKER_12546
745@(644@,10i) += 1 
if 
003B:   745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_13253 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_13142 
if 
001C:   $CURRENT_TIME_IN_MS2 > $1807($1799,5i) // (int) 
else_jump @MTBIKER_12807 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $CURRENT_TIME_IN_MS2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_12778 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:~1~
jump @MTBIKER_12800 

:MTBIKER_12778
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_12800
jump @MTBIKER_13089 

:MTBIKER_12807
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_12928 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:~1~
jump @MTBIKER_12950 

:MTBIKER_12928
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_12950
008B: 776@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 776@ -= 651@ // (int) 
776@ /= 1000 
0085: 648@ = 776@ // (int) 
648@ /= 60 
0085: 647@ = 648@ // (int) 
647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
if 
  649@ > 9 
else_jump @MTBIKER_13067 
036D: show_text_2numbers_styled GXT 'TIME' numbers 648@ 649@ time 5000 style 4  // ~1~:~1~
jump @MTBIKER_13089 

:MTBIKER_13067
036D: show_text_2numbers_styled GXT 'TIME_0' numbers 648@ 649@ time 5000 style 4  // ~1~:0~1~

:MTBIKER_13089
758@ += 1 
if 
  758@ == 1 
else_jump @MTBIKER_13128 
jump @MTBIKER_14411 
jump @MTBIKER_13135 

:MTBIKER_13128
jump @MTBIKER_14393 

:MTBIKER_13135
jump @MTBIKER_13253 

:MTBIKER_13142
06C7: AS_actor 738@(644@,6i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 658@ = 745@(644@,10i) // (int) 
658@ -= 1 
if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 30.0 
else_jump @MTBIKER_13253 
if 
   not Car.Wrecked(774@)
else_jump @MTBIKER_13253 
039F: set_car 774@ race_to 103@(658@,120f) 223@(658@,120f) 

:MTBIKER_13253
0085: 647@ = 745@(644@,10i) // (int) 
0087: 714@(644@,6f) = 103@(647@,120f) // (float) 
0087: 720@(644@,6f) = 223@(647@,120f) // (float) 
0087: 726@(644@,6f) = 343@(647@,120f) // (float) 
if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // integer vars 
else_jump @MTBIKER_13694 
647@ += 1 
0087: 777@ = 103@(647@,120f) // (float) 
0087: 778@ = 223@(647@,120f) // (float) 
0087: 779@ = 343@(647@,120f) // (float) 
018A: 755@ = create_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
Marker.SetColor(755@, 0)
018B: set_marker 755@ radar_mode 2 
Marker.SetIconSize(755@, 3)
if 
  756@ == 1 
else_jump @MTBIKER_13486 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_13486
06D6: disable_racing_checkpoint 780@ 
if 
001D:   713@ > 745@(644@,10i) // (int) 
else_jump @MTBIKER_13563 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
jump @MTBIKER_13605 

:MTBIKER_13563
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 1 radius 6.0 

:MTBIKER_13605
if 
  745@(644@,10i) == 3 
else_jump @MTBIKER_13687 
Actor.RemoveReferences(770@)
Actor.RemoveReferences(759@)
Actor.RemoveReferences(760@)
Actor.RemoveReferences(761@)
Actor.RemoveReferences(762@)
Actor.RemoveReferences(763@)
Actor.RemoveReferences(764@)
Actor.RemoveReferences(765@)
Actor.RemoveReferences(766@)
Actor.RemoveReferences(767@)
Actor.RemoveReferences(768@)
Actor.RemoveReferences(769@)

:MTBIKER_13687
jump @MTBIKER_14318 

:MTBIKER_13694
if 
  $1799 == 3 
else_jump @MTBIKER_14080 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_14073 
if 
  745@(644@,10i) == 1 
else_jump @MTBIKER_13858 
if 
  644@ == 0 
else_jump @MTBIKER_13806 
0209: $8266 = random_int_in_ranges 832 835 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13806
if 
  644@ == 1 
else_jump @MTBIKER_13858 
0209: $8266 = random_int_in_ranges 829 832 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_13858
if 
  745@(644@,10i) == 13 
else_jump @MTBIKER_13980 
060E:   car 732@(644@,6i) assigned_to_path 
05EC: release_car 732@(644@,6i) from_path 
if 
803B:   not  745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_13980 
08C6: set_actor 738@(644@,6i) stay_on_bike 0 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9536 

:MTBIKER_13980
if 
  745@(644@,10i) > 13 
else_jump @MTBIKER_14073 
if 
803B:   not  745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_14073 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9536 

:MTBIKER_14073
jump @MTBIKER_14318 

:MTBIKER_14080
if 
803B:   not  745@(644@,10i) == 700@ // (int) 
else_jump @MTBIKER_14151 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
jump @MTBIKER_9536 

:MTBIKER_14151
if 
002D:   745@(644@,10i) >= 700@ // (int) 
else_jump @MTBIKER_14318 
if 
   not Car.Wrecked(732@(644@,6i))
else_jump @MTBIKER_14318 
if 
   not Actor.Dead(738@(644@,6i))
else_jump @MTBIKER_14318 
if 
   Actor.InCar(738@(644@,6i), 732@(644@,6i))
else_jump @MTBIKER_14318 
if 
  690@(644@,10i) == 0 
else_jump @MTBIKER_14318 
0687: clear_actor 738@(644@,6i) task 
690@(644@,10i) = 1 
05D1: AS_actor 738@(644@,6i) drive_car -1 to -2399.863 -2206.549 32.5652 speed 655@ 3 model #CSPLAY 1 

:MTBIKER_14318
jump @MTBIKER_9536 

:MTBIKER_14325
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 color_RGBA 0 0 0 180 
return 

:MTBIKER_14393
00BA: show_text_styled GXT 'RACES_8' time 5000 style 1  // Loser!
return 

:MTBIKER_14411
008B: 646@ = $1799 // (int) 
646@ += 1 
646@ *= 10000 
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
if 
  $1799 == 1 
else_jump @MTBIKER_14505 
00BA: show_text_styled GXT 'RACES18' time 500 style 1  // Winner!
Player.Money($PLAYER_CHAR) += 500
00BC: show_text_highpriority GXT 'MTWIN1' time 5000 flag 1  // You won! The 'Birdseye Winder' race is now available
0394: play_music 1 

:MTBIKER_14505
if 
  $1799 == 2 
else_jump @MTBIKER_14567 
00BC: show_text_highpriority GXT 'MTWIN2' time 5000 flag 1  // You won! The 'Cobra Run' race is now available
00BA: show_text_styled GXT 'RACES18' time 1000 style 1  // Winner!
Player.Money($PLAYER_CHAR) += 1000
0394: play_music 1 

:MTBIKER_14567
if 
  $1799 == 3 
else_jump @MTBIKER_14629 
00BA: show_text_styled GXT 'RACES18' time 2000 style 1  // Winner!
Player.Money($PLAYER_CHAR) += 2000
00BC: show_text_highpriority GXT 'MTWIN3' time 5000 flag 1  // You have completed all routes for 'The Chiliad Challange'
0394: play_music 2 

:MTBIKER_14629
$1799 += 1 
if 
  $1799 > 3 
else_jump @MTBIKER_14692 
if 
  $MISSION_CHILIAD_CHALLENGE_PASSED == 0 
else_jump @MTBIKER_14685 
0595: mission_complete 
030C: progress_made += 1 
$MISSION_CHILIAD_CHALLENGE_PASSED = 1 

:MTBIKER_14685
$1799 = 1 

:MTBIKER_14692
return 

:MTBIKER_14694
$ONMISSION = 0 
if 
   not Car.Wrecked(732@)
else_jump @MTBIKER_14738 
if 
06AA:   NOP_false 732@ 
else_jump @MTBIKER_14738 
05EC: release_car 732@ from_path 

:MTBIKER_14738
if 
   not Car.Wrecked(733@)
else_jump @MTBIKER_14775 
if 
06AA:   NOP_false 733@ 
else_jump @MTBIKER_14775 
05EC: release_car 733@ from_path 

:MTBIKER_14775
0873: release_path 829 
0873: release_path 830 
0873: release_path 831 
0873: release_path 832 
0873: release_path 833 
0873: release_path 834 
Model.Destroy(701@)
Model.Destroy(702@)
Model.Destroy(703@)
Model.Destroy(704@)
Model.Destroy(705@)
Model.Destroy(706@)
Model.Destroy(707@)
Model.Destroy(708@)
Model.Destroy(709@)
Model.Destroy(710@)
Model.Destroy(711@)
Model.Destroy(712@)
Actor.RemoveReferences(770@)
Actor.RemoveReferences(759@)
Actor.RemoveReferences(760@)
Actor.RemoveReferences(761@)
Actor.RemoveReferences(762@)
Actor.RemoveReferences(763@)
Actor.RemoveReferences(764@)
Actor.RemoveReferences(765@)
Actor.RemoveReferences(766@)
Actor.RemoveReferences(767@)
Actor.RemoveReferences(768@)
Actor.RemoveReferences(769@)
09B9: show_entered_car_name 1 
Marker.Disable(755@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
mission_cleanup 
return 

//-------------Mission 133---------------
// Originally: BMX / NRG-500 STUNT Mission

:STUNT
gosub @STUNT_36 
if 
wasted_or_busted 
else_jump @STUNT_27 
gosub @STUNT_1602 

:STUNT_27
gosub @STUNT_2028 
end_thread 

:STUNT_36
$ONMISSION = 1 
if 
  $MISSION_BMX_STUNT_PASSED == 0 
else_jump @STUNT_63 
increment_mission_attempts 

:STUNT_63
thread 'STUNT' 
wait 0 
054C: use_GXT_table 'STUNT' 

:STUNT_89
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @STUNT_116 
wait 0 
jump @STUNT_89 

:STUNT_116
34@ = Actor.Car($PLAYER_ACTOR)
Car.Health(34@) = 3000
gosub @STUNT_2129 
35@ = 1 
56@ = 0 

:STUNT_153
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_197 
36@(56@,20i) = 0 
56@ += 1 
jump @STUNT_153 

:STUNT_197
if 
  $ONMISSION == 0 
else_jump @STUNT_229 
018A: 57@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:STUNT_229
58@ = 0 
59@ = 0 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
Camera.SetPosition(188@, 189@, 190@, 0.0, 0.0, 0.0)
Camera.PointAt(191@, 192@, 193@, 2)
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
0084: $8267 = $CURRENT_TIME_IN_MS2 // (int) 
$8267 += 5000 
00BC: show_text_highpriority GXT 'STUNT_6' time 5000 flag 1  // ~s~Collect all of the ~r~checkpoints~s~ before the time runs out.
80@ = 0 

:STUNT_355
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  58@ == 0 
else_jump @STUNT_510 
if 
00E1:   player 0 pressed_key 16 
else_jump @STUNT_503 
if 
  80@ == 1 
else_jump @STUNT_496 
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$8267 = 11000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
58@ = 1 
80@ = 0 

:STUNT_496
jump @STUNT_510 

:STUNT_503
80@ = 1 

:STUNT_510
if 
  58@ == 0 
else_jump @STUNT_619 
if 
001C:   $CURRENT_TIME_IN_MS2 > $8267 // (int) 
else_jump @STUNT_619 
Player.CanMove($PLAYER_CHAR) = True
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$8267 = 11000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 81@ = $CURRENT_TIME_IN_MS2 // (int) 
58@ = 1 

:STUNT_619
if 
   not Car.Wrecked(34@)
else_jump @STUNT_1505 
if 
   Actor.InCar($PLAYER_ACTOR, 34@)
else_jump @STUNT_1180 
if 
  35@ == 1 
else_jump @STUNT_856 
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
Marker.Disable(57@)
56@ = 0 

:STUNT_695
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_849 
if 
  36@(56@,20i) == 0 
else_jump @STUNT_835 
018A: 82@(56@,20i) = create_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
Marker.SetColor(82@(56@,20i), 0)
06D5: 102@(56@,20i) = create_racing_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) point_to 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) type 3 radius 0.8 

:STUNT_835
56@ += 1 
jump @STUNT_695 

:STUNT_849
35@ = 0 

:STUNT_856
56@ = 0 

:STUNT_863
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_1173 
if 
  36@(56@,20i) == 0 
else_jump @STUNT_1159 
0996: set_racing_checkpoint 102@(56@,20i) Z_angle_to 60@(56@,20f) 
016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
60@(56@,20f) += 10.0 
if 
  60@(56@,20f) > 360.0 
else_jump @STUNT_1017 
60@(56@,20f) -= 360.0 

:STUNT_1017
if 
0100:   actor $PLAYER_ACTOR in_sphere 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) radius 2.5 2.5 2.5 sphere 0 in_car 
else_jump @STUNT_1159 
Marker.Disable(82@(56@,20i))
06D6: disable_racing_checkpoint 102@(56@,20i) 
097A: play_audio_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) event 1058 
$8267 += 10000 
01E5: show_text_1number_highpriority GXT 'STUNT_3' number 10 time 1500 flag 1  // ~s~+~1~ seconds
59@ += 1 
36@(56@,20i) += 1 

:STUNT_1159
56@ += 1 
jump @STUNT_863 

:STUNT_1173
jump @STUNT_1498 

:STUNT_1180
if 
  35@ == 0 
else_jump @STUNT_1336 
56@ = 0 

:STUNT_1205
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_1256 
Marker.Disable(82@(56@,20i))
06D6: disable_racing_checkpoint 102@(56@,20i) 
56@ += 1 
jump @STUNT_1205 

:STUNT_1256
57@ = Marker.CreateAboveCar(34@)
07E0: set_marker 57@ type_to 1 
if 
  $8267 > 25400 
else_jump @STUNT_1313 
008B: 122@ = $CURRENT_TIME_IN_MS2 // (int) 
122@ += 25400 
jump @STUNT_1329 

:STUNT_1313
008B: 122@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 122@ += $8267 // (int) 

:STUNT_1329
35@ = 1 

:STUNT_1336
0085: 123@ = 122@ // (int) 
0064: 123@ -= $CURRENT_TIME_IN_MS2 // (int) 
123@ /= 1000 
if 
  1 > 123@ 
else_jump @STUNT_1385 
123@ = 0 

:STUNT_1385
if 
001E:   $CURRENT_TIME_IN_MS2 > 122@ // (int) 
else_jump @STUNT_1427 
00BC: show_text_highpriority GXT 'STUNT_4' time 5000 flag 1  // ~r~You left your vehicle.
jump @STUNT_1602 

:STUNT_1427
if 
  123@ == 1 
else_jump @STUNT_1475 
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'STUNT_8' number 123@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle~s~.
jump @STUNT_1498 

:STUNT_1475
09C1: unknown_text_flag 0 
01E5: show_text_1number_highpriority GXT 'STUNT_1' number 123@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.

:STUNT_1498
jump @STUNT_1528 

:STUNT_1505
00BC: show_text_highpriority GXT 'STUNT_5' time 5000 flag 1  // ~r~You destroyed your vehicle!
jump @STUNT_1602 

:STUNT_1528
if 
003B:   59@ == 187@ // (int) 
else_jump @STUNT_1554 
jump @STUNT_1620 

:STUNT_1554
if 
  $8267 == 0 
else_jump @STUNT_1595 
00BC: show_text_highpriority GXT 'STUNT_7' time 5000 flag 1  // ~r~You ran out of time!
jump @STUNT_1602 

:STUNT_1595
jump @STUNT_355 

:STUNT_1602
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:STUNT_1620
Player.Money($PLAYER_CHAR) += 1000
Player.ClearWantedLevel($PLAYER_CHAR)
0394: play_music 1 
008B: 124@ = $CURRENT_TIME_IN_MS2 // (int) 
0062: 124@ -= 81@ // (int) 
124@ /= 1000 
if 
  $STUNT_MISSION_TYPE == 0 
else_jump @STUNT_1730 
if 
  $MISSION_BMX_STUNT_PASSED == 0 
else_jump @STUNT_1723 
030C: progress_made += 1 
0318: set_latest_mission_passed 'BMX'  // BMX
0394: play_music 2 
$MISSION_BMX_STUNT_PASSED = 1 

:STUNT_1723
042E: downdate_integer_stat 49 to 124@ // same as 0582 

:STUNT_1730
if 
  $STUNT_MISSION_TYPE == 1 
else_jump @STUNT_1800 
if 
  $MISSION_NRG500_STUNT_PASSED == 0 
else_jump @STUNT_1792 
030C: progress_made += 1 
0318: set_latest_mission_passed 'NRG500'  // NRG-500
0394: play_music 2 
$MISSION_NRG500_STUNT_PASSED = 1 

:STUNT_1792
042E: downdate_integer_stat 222 to 124@ // same as 0582 

:STUNT_1800
0085: 125@ = 124@ // (int) 
125@ /= 60 
0085: 126@ = 125@ // (int) 
126@ *= 60 
0085: 123@ = 124@ // (int) 
0062: 123@ -= 126@ // (int) 
if 
001E:   $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_TYPE,2i) > 124@ // (int) 
else_jump @STUNT_1957 
if 
  10 > 123@ 
else_jump @STUNT_1916 
036D: show_text_2numbers_styled GXT 'STUNTN0' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:0~1~
jump @STUNT_1938 

:STUNT_1916
036D: show_text_2numbers_styled GXT 'STUNTPN' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:~1~

:STUNT_1938
008A: $STUNT_MISSIONS_BESTTIME($STUNT_MISSION_TYPE,2i) = 124@ // (int) 
jump @STUNT_2026 

:STUNT_1957
if 
  10 > 123@ 
else_jump @STUNT_2004 
036D: show_text_2numbers_styled GXT 'STUNTT0' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:0~1~
jump @STUNT_2026 

:STUNT_2004
036D: show_text_2numbers_styled GXT 'STUNTPT' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:~1~

:STUNT_2026
return 

:STUNT_2028
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
03D5: remove_text 'STUNT_3'  // ~s~+~1~ seconds
56@ = 0 

:STUNT_2057
if 
001D:   187@ > 56@ // (int) 
else_jump @STUNT_2108 
Marker.Disable(82@(56@,20i))
06D6: disable_racing_checkpoint 102@(56@,20i) 
56@ += 1 
jump @STUNT_2057 

:STUNT_2108
Marker.Disable(57@)
014F: stop_timer $8267 
$ONMISSION = 0 
mission_cleanup 
return 

:STUNT_2129
0871: init_jump_table $STUNT_MISSION_TYPE total_jumps 2 default_jump 0 @STUNT_3450 jumps 0 @STUNT_2192 1 @STUNT_2836 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 -1 @STUNT_3450 

:STUNT_2192
127@ = 1955.012 
147@ = -1367.72 
167@ = 24.7354 
128@ = 1954.609 
148@ = -1376.964 
168@ = 24.2187 
129@ = 1887.392 
149@ = -1362.954 
169@ = 19.4329 
130@ = 1914.137 
150@ = -1427.099 
170@ = 15.5805 
131@ = 1908.552 
151@ = -1388.389 
171@ = 10.3294 
132@ = 1882.362 
152@ = -1427.686 
172@ = 10.3294 
133@ = 1953.349 
153@ = -1426.586 
173@ = 10.3294 
134@ = 1878.189 
154@ = -1388.81 
174@ = 15.2464 
135@ = 1878.184 
155@ = -1388.839 
175@ = 18.1461 
136@ = 1872.327 
156@ = -1451.051 
176@ = 15.7645 
137@ = 1905.178 
157@ = -1413.675 
177@ = 13.5322 
138@ = 1949.503 
158@ = -1411.546 
178@ = 15.1837 
139@ = 1867.153 
159@ = -1410.007 
179@ = 13.5322 
140@ = 1909.341 
160@ = -1369.846 
180@ = 16.7966 
141@ = 1939.243 
161@ = -1388.132 
181@ = 19.2615 
142@ = 1904.888 
162@ = -1360.622 
182@ = 13.5322 
143@ = 1930.234 
163@ = -1398.62 
183@ = 16.8554 
144@ = 1888.765 
164@ = -1399.326 
184@ = 17.2408 
145@ = 1900.948 
165@ = -1397.83 
185@ = 15.6868 
187@ = 19 
188@ = 1964.753 
189@ = -1368.362 
190@ = 29.6217 
191@ = 1963.934 
192@ = -1368.818 
193@ = 29.2725 
jump @STUNT_3450 

:STUNT_2836
127@ = -1632.058 
147@ = 143.152 
167@ = 3.4111 
128@ = -1632.021 
148@ = 83.0413 
168@ = 7.5331 
129@ = -1689.148 
149@ = 53.3936 
169@ = 11.7703 
130@ = -1606.423 
150@ = 133.4396 
170@ = -10.9911 
131@ = -1680.386 
151@ = 87.0915 
171@ = 8.2325 
132@ = -1666.295 
152@ = 102.0489 
172@ = -1.5025 
133@ = -1654.692 
153@ = 60.7782 
173@ = 7.6501 
134@ = -1684.867 
154@ = 74.6374 
174@ = -7.0328 
135@ = -1583.797 
155@ = 126.1577 
175@ = 4.157 
136@ = -1667.705 
156@ = 49.5191 
176@ = 6.5634 
137@ = -1611.585 
157@ = 106.3131 
177@ = -3.6465 
138@ = -1590.556 
158@ = 148.9676 
178@ = 4.113 
139@ = -1671.959 
159@ = 98.6 
179@ = 8.9263 
140@ = -1693.32 
160@ = 65.1187 
180@ = 8.7997 
141@ = -1660.951 
161@ = 107.6739 
181@ = -2.1545 
142@ = -1654.071 
162@ = 77.2629 
182@ = -10.2893 
143@ = -1645.494 
163@ = 107.2477 
183@ = -10.6617 
144@ = -1673.735 
164@ = 56.9287 
184@ = -10.674 
187@ = 18 
188@ = -1681.464 
189@ = 27.2091 
190@ = 9.6606 
191@ = -1681.252 
192@ = 28.183 
193@ = 9.5773 
jump @STUNT_3450 

:STUNT_3450
return 

//-------------Mission 134---------------
// Originally: Buy Properties Mission

:BUYPRO1
thread 'BUYPRO1' 
$ONMISSION = 1 
wait 0 
34@ = 0 
0169: set_fade_color_RGB 0 0 1 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0871: init_jump_table $PROPERTY_BUYING_NOW total_jumps 32 default_jump 0 @BUYPRO1_4201 jumps 0 @BUYPRO1_306 1 @BUYPRO1_410 2 @BUYPRO1_504 3 @BUYPRO1_688 4 @BUYPRO1_814 5 @BUYPRO1_940 6 @BUYPRO1_1066 
0872: jump_table_jumps 7 @BUYPRO1_1192 8 @BUYPRO1_1318 9 @BUYPRO1_1444 10 @BUYPRO1_1570 11 @BUYPRO1_1696 12 @BUYPRO1_1822 13 @BUYPRO1_1948 14 @BUYPRO1_2074 15 @BUYPRO1_2200 
0872: jump_table_jumps 16 @BUYPRO1_2315 17 @BUYPRO1_2437 18 @BUYPRO1_2559 19 @BUYPRO1_2674 20 @BUYPRO1_2789 21 @BUYPRO1_2904 22 @BUYPRO1_3026 23 @BUYPRO1_3141 24 @BUYPRO1_3256 
0872: jump_table_jumps 25 @BUYPRO1_3371 26 @BUYPRO1_3497 27 @BUYPRO1_3612 28 @BUYPRO1_3734 29 @BUYPRO1_3856 30 @BUYPRO1_3971 31 @BUYPRO1_4086 -1 @BUYPRO1_4201 -1 @BUYPRO1_4201 

:BUYPRO1_306
Camera.SetPosition(-1990.969, 292.2734, 35.1049, 0.0, 0.0, 0.0)
Camera.PointAt(-1990.053, 291.9333, 35.3176, 2)
0623: add $1653 to_integer_stat 15 
create_thread @STEAL 
Marker.Disable($525)
$525 = Marker.CreateIconAndSphere($ICON_CESAR_2, $X_SF_GARAGE_2, $Y_SF_GARAGE_2, $Z_SF_GARAGE_2)
Marker.Disable($MARKER_WANG_CARS)
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_410
Camera.SetPosition(-2255.705, 131.9585, 38.5998, 0.0, 0.0, 0.0)
Camera.PointAt(-2254.716, 132.0048, 38.4589, 2)
0623: add $1654 to_integer_stat 15 
Marker.Disable($527)
07FB: set_interior 'RCPLAY' access 1  // Zero's RC Shop
$ZERO_RCSHOP_BOUGHT = 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_504
Camera.SetPosition(445.128, 2540.436, 25.6202, 0.0, 0.0, 0.0)
Camera.PointAt(444.1882, 2540.142, 25.4462, 2)
0623: add $1655 to_integer_stat 15 
Marker.Disable($55)
create_thread @PSCH 
Marker.Disable($581)
Marker.Disable($1719)
0570: $1719 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[2] $SAVE_PICKUPS_Y[2] $SAVE_PICKUPS_Z[2] 
018B: set_marker $1719 radar_mode 2 
Marker.Disable($MARKER_PILOT_SCHOOL)
$MARKER_PILOT_SCHOOL = Marker.CreateIconAndSphere($ICON_SCHOOL, $666, $667, $668)
018B: set_marker $MARKER_PILOT_SCHOOL radar_mode 2 
Garage.Activate('CN2GAR2')
Garage.Activate('DHANGAR')
09B4: set_object_property_at $X_PROPERTY_TO_BUY[2] $Y_PROPERTY_TO_BUY[2] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_688
Camera.SetPosition(316.0747, -1786.757, 5.0712, 0.0, 0.0, 0.0)
Camera.PointAt(316.1206, -1785.778, 5.2692, 2)
0623: add $1656 to_integer_stat 15 
Marker.Disable($1624)
0570: $1624 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] $Z_PROPERTY_TO_BUY[3] 
018B: set_marker $1624 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[3] $Y_PROPERTY_TO_BUY[3] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BEACSV')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_814
Camera.SetPosition(2430.869, 698.3348, 12.9763, 0.0, 0.0, 0.0)
Camera.PointAt(2431.789, 697.9644, 12.843, 2)
0623: add $1657 to_integer_stat 15 
Marker.Disable($1625)
0570: $1625 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] $Z_PROPERTY_TO_BUY[4] 
018B: set_marker $1625 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[4] $Y_PROPERTY_TO_BUY[4] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('VESVGRG')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_940
Camera.SetPosition(-362.3164, 1152.664, 21.4821, 0.0, 0.0, 0.0)
Camera.PointAt(-362.6989, 1153.587, 21.5142, 2)
0623: add $1658 to_integer_stat 15 
Marker.Disable($1626)
0570: $1626 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] $Z_PROPERTY_TO_BUY[5] 
018B: set_marker $1626 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[5] $Y_PROPERTY_TO_BUY[5] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('CN2GAR1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1066
Camera.SetPosition(1295.982, 2525.57, 14.1002, 0.0, 0.0, 0.0)
Camera.PointAt(1294.994, 2525.724, 14.0597, 2)
0623: add $1659 to_integer_stat 15 
Marker.Disable($1627)
0570: $1627 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] $Z_PROPERTY_TO_BUY[6] 
018B: set_marker $1627 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[6] $Y_PROPERTY_TO_BUY[6] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BLOB69')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1192
Camera.SetPosition(908.9885, 2006.151, 17.7914, 0.0, 0.0, 0.0)
Camera.PointAt(909.9134, 2006.143, 17.4113, 2)
0623: add $1660 to_integer_stat 15 
Marker.Disable($1628)
0570: $1628 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] $Z_PROPERTY_TO_BUY[7] 
018B: set_marker $1628 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[7] $Y_PROPERTY_TO_BUY[7] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BLOB7')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1318
Camera.SetPosition(2233.14, 152.5748, 33.5239, 0.0, 0.0, 0.0)
Camera.PointAt(2233.16, 153.5324, 33.2366, 2)
0623: add $1661 to_integer_stat 15 
Marker.Disable($1629)
0570: $1629 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] $Z_PROPERTY_TO_BUY[8] 
018B: set_marker $1629 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[8] $Y_PROPERTY_TO_BUY[8] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BURBDOO')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1444
Camera.SetPosition(1385.519, 1901.313, 14.5901, 0.0, 0.0, 0.0)
Camera.PointAt(1386.472, 1901.076, 14.4041, 2)
0623: add $1662 to_integer_stat 15 
Marker.Disable($1630)
0570: $1630 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] $Z_PROPERTY_TO_BUY[9] 
018B: set_marker $1630 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[9] $Y_PROPERTY_TO_BUY[9] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BLOB6')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1570
Camera.SetPosition(1689.118, -2120.165, 18.6369, 0.0, 0.0, 0.0)
Camera.PointAt(1689.188, -2119.187, 18.4393, 2)
0623: add $1663 to_integer_stat 15 
Marker.Disable($1631)
0570: $1631 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] $Z_PROPERTY_TO_BUY[10] 
018B: set_marker $1631 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[10] $Y_PROPERTY_TO_BUY[10] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('CARLAS1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1696
Camera.SetPosition(-2098.967, 923.2947, 80.2446, 0.0, 0.0, 0.0)
Camera.PointAt(-2098.986, 922.2994, 80.3401, 2)
0623: add $1664 to_integer_stat 15 
Marker.Disable($1632)
0570: $1632 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] $Z_PROPERTY_TO_BUY[11] 
018B: set_marker $1632 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[11] $Y_PROPERTY_TO_BUY[11] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('SAV1SFE')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1822
Camera.SetPosition(1325.974, -598.7552, 116.1597, 0.0, 0.0, 0.0)
Camera.PointAt(1326.254, -599.7052, 116.0219, 2)
0623: add $1665 to_integer_stat 15 
Marker.Disable($1633)
0570: $1633 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] $Z_PROPERTY_TO_BUY[12] 
018B: set_marker $1633 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[12] $Y_PROPERTY_TO_BUY[12] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('CESAFE1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_1948
Camera.SetPosition(-2700.657, 791.45, 70.2223, 0.0, 0.0, 0.0)
Camera.PointAt(-2700.661, 792.4032, 69.9203, 2)
0623: add $1666 to_integer_stat 15 
Marker.Disable($1634)
0570: $1634 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] $Z_PROPERTY_TO_BUY[13] 
018B: set_marker $1634 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[13] $Y_PROPERTY_TO_BUY[13] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('SAV1SFW')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2074
Camera.SetPosition(-2476.432, -127.2039, 26.6779, 0.0, 0.0, 0.0)
Camera.PointAt(-2475.458, -127.2469, 26.8974, 2)
0623: add $1667 to_integer_stat 15 
Marker.Disable($1635)
0570: $1635 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] $Z_PROPERTY_TO_BUY[14] 
018B: set_marker $1635 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[14] $Y_PROPERTY_TO_BUY[14] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('SVGSFS1')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2200
Camera.SetPosition(894.7908, -1663.996, 20.202, 0.0, 0.0, 0.0)
Camera.PointAt(894.803, -1663.003, 20.0891, 2)
0623: add $1668 to_integer_stat 15 
Marker.Disable($1636)
0570: $1636 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] $Z_PROPERTY_TO_BUY[15] 
018B: set_marker $1636 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[15] $Y_PROPERTY_TO_BUY[15] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2315
Camera.SetPosition(2036.76, 1623.074, 13.4128, 0.0, 0.0, 0.0)
Camera.PointAt(2035.8, 1623.087, 13.6921, 2)
0623: add $1669 to_integer_stat 15 
Marker.Disable($1637)
0570: $1637 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] $Z_PROPERTY_TO_BUY[16] 
018B: set_marker $1637 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[16] $Y_PROPERTY_TO_BUY[16] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2437
Camera.SetPosition(2146.165, 1286.25, 33.6386, 0.0, 0.0, 0.0)
Camera.PointAt(2147.164, 1286.218, 33.5943, 2)
0623: add $1670 to_integer_stat 15 
Marker.Disable($1638)
0570: $1638 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] $Z_PROPERTY_TO_BUY[17] 
018B: set_marker $1638 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[17] $Y_PROPERTY_TO_BUY[17] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_2559
Camera.SetPosition(-2213.188, 744.9976, 50.024, 0.0, 0.0, 0.0)
Camera.PointAt(-2213.273, 744.0281, 50.254, 2)
0623: add $1671 to_integer_stat 15 
Marker.Disable($1639)
0570: $1639 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] 
018B: set_marker $1639 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2674
Camera.SetPosition(-1437.184, -1507.732, 103.8198, 0.0, 0.0, 0.0)
Camera.PointAt(-1437.047, -1508.711, 103.9666, 2)
0623: add $1672 to_integer_stat 15 
Marker.Disable($1640)
0570: $1640 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] $Z_PROPERTY_TO_BUY[19] 
018B: set_marker $1640 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[19] $Y_PROPERTY_TO_BUY[19] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2789
Camera.SetPosition(-2000.427, -64.4142, 40.0479, 0.0, 0.0, 0.0)
Camera.PointAt(-2001.257, -63.8685, 40.1625, 2)
0623: add $1673 to_integer_stat 15 
Marker.Disable($1641)
0570: $1641 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] $Z_PROPERTY_TO_BUY[20] 
018B: set_marker $1641 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[20] $Y_PROPERTY_TO_BUY[20] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_2904
Camera.SetPosition(-2379.854, 312.8534, 34.2136, 0.0, 0.0, 0.0)
Camera.PointAt(-2380.683, 313.311, 34.5349, 2)
0623: add $1674 to_integer_stat 15 
Marker.Disable($1642)
0570: $1642 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] $Z_PROPERTY_TO_BUY[21] 
018B: set_marker $1642 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[21] $Y_PROPERTY_TO_BUY[21] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3026
Camera.SetPosition(-2079.061, -2298.056, 35.15, 0.0, 0.0, 0.0)
Camera.PointAt(-2078.88, -2299.029, 35.0066, 2)
0623: add $1675 to_integer_stat 15 
Marker.Disable($1643)
0570: $1643 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] $Z_PROPERTY_TO_BUY[22] 
018B: set_marker $1643 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[22] $Y_PROPERTY_TO_BUY[22] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3141
Camera.SetPosition(-1545.093, 2663.056, 61.0133, 0.0, 0.0, 0.0)
Camera.PointAt(-1544.282, 2662.509, 60.8075, 2)
0623: add $1676 to_integer_stat 15 
Marker.Disable($1644)
0570: $1644 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] $Z_PROPERTY_TO_BUY[23] 
018B: set_marker $1644 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[23] $Y_PROPERTY_TO_BUY[23] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3256
Camera.SetPosition(-1035.191, 1568.456, 39.7221, 0.0, 0.0, 0.0)
Camera.PointAt(-1035.971, 1567.886, 39.4659, 2)
0623: add $1677 to_integer_stat 15 
Marker.Disable($1645)
0570: $1645 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] $Z_PROPERTY_TO_BUY[24] 
018B: set_marker $1645 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[24] $Y_PROPERTY_TO_BUY[24] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3371
Camera.SetPosition(789.7151, -529.9901, 20.74, 0.0, 0.0, 0.0)
Camera.PointAt(789.8545, -529.0045, 20.6445, 2)
0623: add $1678 to_integer_stat 15 
Marker.Disable($1646)
0570: $1646 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] $Z_PROPERTY_TO_BUY[25] 
018B: set_marker $1646 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[25] $Y_PROPERTY_TO_BUY[25] radius 10.0 bitmask 16384 flag 1 
Garage.Activate('BURBDO2')
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3497
Camera.SetPosition(2114.379, -1299.742, 32.8721, 0.0, 0.0, 0.0)
Camera.PointAt(2114.305, -1298.833, 32.4622, 2)
0623: add $1679 to_integer_stat 15 
Marker.Disable($1647)
0570: $1647 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] $Z_PROPERTY_TO_BUY[26] 
018B: set_marker $1647 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[26] $Y_PROPERTY_TO_BUY[26] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3612
Camera.SetPosition(2342.496, 2140.662, 11.3215, 0.0, 0.0, 0.0)
Camera.PointAt(2343.243, 2141.272, 11.5827, 2)
0623: add $1680 to_integer_stat 15 
Marker.Disable($1648)
0570: $1648 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] $Z_PROPERTY_TO_BUY[27] 
018B: set_marker $1648 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[27] $Y_PROPERTY_TO_BUY[27] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3734
Camera.SetPosition(2119.739, 1767.835, 26.2058, 0.0, 0.0, 0.0)
Camera.PointAt(2120.53, 1768.447, 26.1978, 2)
0623: add $1681 to_integer_stat 15 
Marker.Disable($1649)
0570: $1649 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] $Z_PROPERTY_TO_BUY[28] 
018B: set_marker $1649 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[28] $Y_PROPERTY_TO_BUY[28] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
34@ = 1 
jump @BUYPRO1_4201 

:BUYPRO1_3856
Camera.SetPosition(2820.361, 2174.83, 19.0746, 0.0, 0.0, 0.0)
Camera.PointAt(2820.384, 2173.834, 18.9889, 2)
0623: add $1682 to_integer_stat 15 
Marker.Disable($1650)
0570: $1650 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] $Z_PROPERTY_TO_BUY[29] 
018B: set_marker $1650 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[29] $Y_PROPERTY_TO_BUY[29] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_3971
Camera.SetPosition(2484.971, -2013.007, 17.5718, 0.0, 0.0, 0.0)
Camera.PointAt(2484.96, -2012.031, 17.3533, 2)
0623: add $1683 to_integer_stat 15 
Marker.Disable($1651)
0570: $1651 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] $Z_PROPERTY_TO_BUY[30] 
018B: set_marker $1651 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[30] $Y_PROPERTY_TO_BUY[30] radius 10.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_4086
Camera.SetPosition(189.8908, -107.1989, 5.7226, 0.0, 0.0, 0.0)
Camera.PointAt(190.8559, -107.2361, 5.4634, 2)
0623: add $1684 to_integer_stat 15 
Marker.Disable($1652)
0570: $1652 = create_asset_radar_marker_with_icon 35 at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] $Z_PROPERTY_TO_BUY[31] 
018B: set_marker $1652 radar_mode 2 
09B4: set_object_property_at $X_PROPERTY_TO_BUY[31] $Y_PROPERTY_TO_BUY[31] radius 5.0 bitmask 16384 flag 1 
030C: progress_made += 1 
jump @BUYPRO1_4201 

:BUYPRO1_4201
if 
  34@ == 0 
else_jump @BUYPRO1_4242 
00BA: show_text_styled GXT 'BUYPRO' time 5000 style 2  // Property bought!
jump @BUYPRO1_4258 

:BUYPRO1_4242
00BA: show_text_styled GXT 'HSUITE' time 5000 style 2  // Hotel suite purchased!

:BUYPRO1_4258
0394: play_music 2 
wait 5000 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @BUYPRO1_4285 
end_thread 

:BUYPRO1_4285
00BE: text_clear_all 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
end_thread 
return 

//-------------External script 0 (PLAYER_PARACHUTE)---------------

:PLCHUTE
thread 'PLCHUTE' 
Model.Load(#GUN_PARA)

:PLCHUTE_16
if 
   not Model.Available(#GUN_PARA)
else_jump @PLCHUTE_43 
wait 0 
jump @PLCHUTE_16 

:PLCHUTE_43
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_59 

:PLCHUTE_59
$1498 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
if 
  $1498 == 999 
else_jump @PLCHUTE_118 
$PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PLCHUTE_118
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_5455 
if 
8800:   not in_two_players_mode 
else_jump @PLCHUTE_5455 
if 
   not $FREEFALL_STAGE == 0 
else_jump @PLCHUTE_176 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_176
if 
  $PARACHUTE_CREATION_STAGE > 0 
else_jump @PLCHUTE_219 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @PLCHUTE_219 
gosub @PLCHUTE_5521 

:PLCHUTE_219
if 
  $PARACHUTE_CREATION_STAGE == 0 
else_jump @PLCHUTE_274 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
else_jump @PLCHUTE_274 
Model.Load(#PARACHUTE)
$PARACHUTE_CREATION_STAGE = 1 
$1498 = 0 

:PLCHUTE_274
if 
  $PARACHUTE_CREATION_STAGE == 1 
else_jump @PLCHUTE_377 
if 
   Model.Available(#PARACHUTE)
else_jump @PLCHUTE_377 
17@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
$PARACHUTE_CREATION_STAGE = 2 

:PLCHUTE_377
if and
  $PARACHUTE_CREATION_STAGE == 2 
  $FREEFALL_STAGE == 1 
else_jump @PLCHUTE_409 
$PARACHUTE_CREATION_STAGE = 3 

:PLCHUTE_409
if and
  $FREEFALL_STAGE == 0 
  $PARACHUTE_CREATION_STAGE > 0 
else_jump @PLCHUTE_565 
if 
0818:   actor $PLAYER_ACTOR in_air 
else_jump @PLCHUTE_565 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
if 
  -10.0 > $1509 
else_jump @PLCHUTE_565 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if 
  7@ > 20.0 
else_jump @PLCHUTE_565 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
$FREEFALL_STAGE = 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0@ = 0 
$8268 = 0.0 

:PLCHUTE_565
if 
  $FREEFALL_STAGE == 1 
else_jump @PLCHUTE_2386 
if 
  0@ == 0 
else_jump @PLCHUTE_608 
0@ = 2 

:PLCHUTE_608
if 
  0@ == 2 
else_jump @PLCHUTE_729 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
else_jump @PLCHUTE_729 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
15@ = 1 
1@ = Actor.Angle($PLAYER_ACTOR)
0@ = 3 

:PLCHUTE_729
if 
  0@ == 3 
else_jump @PLCHUTE_2386 
062E: unknown_get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
else_jump @PLCHUTE_815 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_815
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
if and
  100.0 > 7@ 
  7@ > 60.0 
else_jump @PLCHUTE_912 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_912 
if 
  $ONMISSION == 0 
else_jump @PLCHUTE_912 
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTE_912
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if 
  $1511 == 1 
else_jump @PLCHUTE_960 
10@ = 0 
11@ = 0 

:PLCHUTE_960
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 5.0 
0063: 1@ -= 21@ // (float) 
if 
  1@ > 180.0 
else_jump @PLCHUTE_1061 
1@ -= 360.0 

:PLCHUTE_1061
if 
  -180.0 > 1@ 
else_jump @PLCHUTE_1092 
1@ += 360.0 

:PLCHUTE_1092
0093: 22@ = integer 11@ to_float 
22@ /= 4.267 
0063: 22@ -= 3@ // (float) 
22@ /= 20.0 
005B: 3@ += 22@ // (float) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509 
if 
0024:   $1504 > $1509 // (float) 
else_jump @PLCHUTE_1177 
0086: $1509 = $1504 // (float) 

:PLCHUTE_1177
if 
0024:   $8268 > $1509 // (float) 
else_jump @PLCHUTE_1204 
0086: $8268 = $1509 // (float) 

:PLCHUTE_1204
if 
0024:   $1504 > $8268 // (float) 
else_jump @PLCHUTE_1231 
0086: $8268 = $1504 // (float) 

:PLCHUTE_1231
if and
0024:   $1509 > $8268 // (float) 
   not $1902 == 1 
else_jump @PLCHUTE_1407 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
else_jump @PLCHUTE_1361 
if 
  -20.0 > $8268 
else_jump @PLCHUTE_1308 
$FREEFALL_STAGE = 2 
jump @PLCHUTE_1354 

:PLCHUTE_1308
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1354
jump @PLCHUTE_1407 

:PLCHUTE_1361
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PED" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1407
0087: 4@ = 3@ // (float) 
4@ /= 30.0 
006F: 4@ *= $1505 // (float) 
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
$1508 *= -1.0 
0059: $1508 += $1506 // (float) 
0087: 21@ = 8@ // (float) 
0065: 21@ -= $1507 // (float) 
21@ *= 0.01 
0088: $1507 = 8@ // (float) 
0067: $1507 -= 21@ // (float) 
0087: 21@ = 9@ // (float) 
0065: 21@ -= $1508 // (float) 
21@ *= 0.01 
0088: $1508 = 9@ // (float) 
0067: $1508 -= 21@ // (float) 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
  12@ > 40 
  13@ > 40 
else_jump @PLCHUTE_2109 
if 
001D:   12@ > 13@ // (int) 
else_jump @PLCHUTE_1872 
if 
  10@ >= 0 
else_jump @PLCHUTE_1751 
if 
   not 15@ == 2 
else_jump @PLCHUTE_1751 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1744 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1744
15@ = 2 

:PLCHUTE_1751
if 
  0 > 10@ 
else_jump @PLCHUTE_1865 
if 
   not 15@ == 3 
else_jump @PLCHUTE_1865 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1858 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1858
15@ = 3 

:PLCHUTE_1865
jump @PLCHUTE_2102 

:PLCHUTE_1872
if 
  11@ >= 0 
else_jump @PLCHUTE_1984 
if 
   not 15@ == 4 
else_jump @PLCHUTE_1984 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_1977 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1977
15@ = 4 

:PLCHUTE_1984
if 
  0 > 11@ 
else_jump @PLCHUTE_2102 
if 
   not 15@ == 5 
else_jump @PLCHUTE_2102 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2095 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_2095
15@ = 5 

:PLCHUTE_2102
jump @PLCHUTE_2203 

:PLCHUTE_2109
if 
   not 15@ == 1 
else_jump @PLCHUTE_2203 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2203 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
15@ = 1 

:PLCHUTE_2203
if or
00E1:   player 0 pressed_key 17 
  $1512 == 1 
else_jump @PLCHUTE_2386 
if 
   not $1902 == 1 
else_jump @PLCHUTE_2386 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2386 
if and
  $PARACHUTE_CREATION_STAGE == 3 
  $1511 == 0 
else_jump @PLCHUTE_2386 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $8270 = 32@ // (int) 
$8270 += 1100 
$FREEFALL_STAGE = 3 
0@ = 0 

:PLCHUTE_2386
if 
  $FREEFALL_STAGE == 2 
else_jump @PLCHUTE_2504 
if 
04EE:   animation "PARACHUTE" loaded 
else_jump @PLCHUTE_2492 
Actor.Angle($PLAYER_ACTOR) = 1@
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 
jump @PLCHUTE_2497 

:PLCHUTE_2492
05BE: AS_kill_actor $PLAYER_ACTOR 

:PLCHUTE_2497
gosub @PLCHUTE_5521 

:PLCHUTE_2504
if 
  $FREEFALL_STAGE == 3 
else_jump @PLCHUTE_4781 
if 
  $8270 > 0 
else_jump @PLCHUTE_2586 
if 
001F:   32@ > $8270 // (int) 
else_jump @PLCHUTE_2586 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
$8270 = 0 

:PLCHUTE_2586
if 
  0@ == 0 
else_jump @PLCHUTE_2689 
0087: 25@ = 3@ // (float) 
25@ /= 500.0 
0087: 26@ = 2@ // (float) 
26@ /= 500.0 
0085: 18@ = 32@ // (int) 
0085: 19@ = 32@ // (int) 
0087: 5@ = 4@ // (float) 
5@ *= -1.0 
0089: 6@ = $1509 // (float) 
0@ = 1 

:PLCHUTE_2689
if 
  0@ == 1 
else_jump @PLCHUTE_2856 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
  500 > 10@ 
else_jump @PLCHUTE_2829 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 18@ // (int) 
0085: 18@ = 32@ // (int) 
0093: 21@ = integer 10@ to_float 
0087: 22@ = 25@ // (float) 
006B: 22@ *= 21@ // (float) 
0087: 23@ = 26@ // (float) 
006B: 23@ *= 21@ // (float) 
0063: 3@ -= 22@ // (float) 
0063: 2@ -= 23@ // (float) 
jump @PLCHUTE_2856 

:PLCHUTE_2829
2@ = 0.0 
3@ = 0.0 
0@ = 2 

:PLCHUTE_2856
if 
  0@ == 2 
else_jump @PLCHUTE_2964 
if 
03CA:   object 17@ exists 
else_jump @PLCHUTE_2964 
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.0 
0085: 19@ = 32@ // (int) 
wait 0 
075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0@ = 3 

:PLCHUTE_2964
if 
  0@ == 3 
else_jump @PLCHUTE_3067 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
if 
  500 > 10@ 
else_jump @PLCHUTE_3050 
0093: 21@ = integer 10@ to_float 
21@ /= 500.0 
08D2: object 17@ scale_model 21@ 
jump @PLCHUTE_3067 

:PLCHUTE_3050
08D2: object 17@ scale_model 1.0 
0@ = 4 

:PLCHUTE_3067
if 
  0@ == 5 
else_jump @PLCHUTE_3136 
20@ = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0)
0750: set_object 20@ visibility 0 
Object.ToggleInMovingList(20@) = True
04D9: object 20@ set_scripted_collision_check 1 
0@ = 6 

:PLCHUTE_3136
if 
  0@ == 6 
else_jump @PLCHUTE_4354 
0494: get_joystick 0 data_to 10@ 11@ 12@ 12@ 
if 
  $1511 == 1 
else_jump @PLCHUTE_3202 
10@ = 0 
11@ = 0 

:PLCHUTE_3202
0093: 21@ = integer 10@ to_float 
21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
21@ /= 15.0 
0063: 1@ -= 21@ // (float) 
if 
  1@ > 180.0 
else_jump @PLCHUTE_3303 
1@ -= 360.0 

:PLCHUTE_3303
if 
  -180.0 > 1@ 
else_jump @PLCHUTE_3334 
1@ += 360.0 

:PLCHUTE_3334
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
0069: $1507 *= $1500 // (float) 
0069: $1508 *= $1500 // (float) 
$1507 *= -1.0 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
if or
  12@ > 40 
  13@ > 40 
else_jump @PLCHUTE_4066 
if 
001D:   12@ > 13@ // (int) 
else_jump @PLCHUTE_3741 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
  10@ >= 0 
else_jump @PLCHUTE_3607 
if 
   not 15@ == 2 
else_jump @PLCHUTE_3607 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 2 

:PLCHUTE_3607
if 
  0 > 10@ 
else_jump @PLCHUTE_3734 
if 
   not 15@ == 3 
else_jump @PLCHUTE_3734 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 3 

:PLCHUTE_3734
jump @PLCHUTE_4059 

:PLCHUTE_3741
if 
  11@ >= 0 
else_jump @PLCHUTE_3900 
0089: 21@ = $1503 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
   not 15@ == 4 
else_jump @PLCHUTE_3900 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 4 

:PLCHUTE_3900
if 
  0 > 11@ 
else_jump @PLCHUTE_4059 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
   not 15@ == 5 
else_jump @PLCHUTE_4059 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 5 

:PLCHUTE_4059
jump @PLCHUTE_4225 

:PLCHUTE_4066
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
21@ /= 20.0 
005F: $1509 += 21@ // (float) 
if 
   not 15@ == 5 
else_jump @PLCHUTE_4225 
if 
   not 15@ == 1 
else_jump @PLCHUTE_4225 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
15@ = 1 

:PLCHUTE_4225
Object.StorePos(17@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0815: put_object 20@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
if 
04DA:   has_object 20@ collided 
else_jump @PLCHUTE_4318 
075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
0@ = 7 

:PLCHUTE_4318
if 
00E1:   player 0 pressed_key 15 
else_jump @PLCHUTE_4354 
0792: disembark_instantly_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 6 
$1498 = 3 

:PLCHUTE_4354
if 
03CA:   object 17@ exists 
else_jump @PLCHUTE_4593 
if 
0837:   object 17@ animation == "PARA_OPEN_O" 
else_jump @PLCHUTE_4593 
0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $1501 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0088: $1509 = 6@ // (float) 
0067: $1509 -= 23@ // (float) 
0087: 22@ = 5@ // (float) 
0065: 22@ -= $1500 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0087: 4@ = 5@ // (float) 
0063: 4@ -= 23@ // (float) 
02F6: $1507 = cosine 1@ // (float) 
02F7: $1508 = sine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
$1507 *= -1.0 
if and
  21@ == 1.0 
  0@ == 4 
else_jump @PLCHUTE_4593 
0@ = 5 

:PLCHUTE_4593
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_4781 
if 
04AD:   actor $PLAYER_ACTOR in_water 
else_jump @PLCHUTE_4732 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
$FREEFALL_STAGE = 5 
0@ = 0 

:PLCHUTE_4732
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ 
if 
  23@ > -0.1 
else_jump @PLCHUTE_4781 
$FREEFALL_STAGE = 4 
0@ = 0 

:PLCHUTE_4781
if 
  $FREEFALL_STAGE == 4 
else_jump @PLCHUTE_5271 
if 
  0@ == 0 
else_jump @PLCHUTE_5168 
$1498 = 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 1.0 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
if 
  -10.0 > $1509 
else_jump @PLCHUTE_4922 
$FREEFALL_STAGE = 2 
0@ = 0 
jump @PLCHUTE_5092 

:PLCHUTE_4922
if 
  -4.0 > $1509 
else_jump @PLCHUTE_5047 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP_file "PED" 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP_file "PED" 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
jump @PLCHUTE_5085 

:PLCHUTE_5047
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP_file "PED" 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_5085
0@ = 1 

:PLCHUTE_5092
075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 32@ // (int) 
18@ += 1000 

:PLCHUTE_5168
if 
  0@ == 1 
else_jump @PLCHUTE_5271 
if 
0837:   object 17@ animation == "PARA_LAND_O" 
else_jump @PLCHUTE_5271 
0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ 
if 
  21@ == 1.0 
else_jump @PLCHUTE_5271 
$1498 = 2 
gosub @PLCHUTE_5521 

:PLCHUTE_5271
if 
  $FREEFALL_STAGE == 5 
else_jump @PLCHUTE_5328 
$1498 = 1 
if 
  0@ == 0 
else_jump @PLCHUTE_5328 
$1498 = 2 
gosub @PLCHUTE_5521 

:PLCHUTE_5328
if and
  $FREEFALL_STAGE > 0 
  4 > $FREEFALL_STAGE 
else_jump @PLCHUTE_5405 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @PLCHUTE_5405 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
Actor.Angle($PLAYER_ACTOR) = 1@
083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 

:PLCHUTE_5405
if 
  $FREEFALL_STAGE == 6 
else_jump @PLCHUTE_5430 
gosub @PLCHUTE_5521 

:PLCHUTE_5430
if 
  $FREEFALL_STAGE == 7 
else_jump @PLCHUTE_5455 
gosub @PLCHUTE_5462 

:PLCHUTE_5455
jump @PLCHUTE_118 

:PLCHUTE_5462
$FREEFALL_STAGE = 0 
0@ = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
return 

:PLCHUTE_5521
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
09A2: destroy_object_with_fade 17@ 
Object.Destroy(20@)
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
0@ = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
Model.Destroy(#GUN_PARA)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
end_thread 

//-------------External script 1 (PARACHUTE)---------------

:PARACH
thread 'PARACH' 
$8275 = 0 
0209: 31@ = random_int_in_ranges 0 6 
11@ = 10 
17@ = 0 
12@ = 0 
$8289 = 0 
if 
  12@ == 100 
else_jump @PARACH_122 
0@ = Pickup.Create(#BRIEFCASE, 3, 32.1527, 2239.726, 125.672)
8@ = Actor.Create(CivMale, #WMYPLT, 32.1527, 2239.726, 125.672)

:PARACH_122
if 
   not Actor.Dead(8@)
else_jump @PARACH_146 
0819: 30@ = actor 8@ distance_from_ground 

:PARACH_146
wait 0 
008A: $8290 = 17@ // (int) 
if 
  $8289 == 2 
else_jump @PARACH_202 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_202 
gosub @PARACH_6417 

:PARACH_202
if 
   not 0@ == -1 
else_jump @PARACH_293 
if 
  11@ == 10 
else_jump @PARACH_293 
if 
   not 0@ == -1 
else_jump @PARACH_286 
if 
   Pickup.Picked_up(0@)
else_jump @PARACH_279 
11@ = 0 

:PARACH_279
jump @PARACH_293 

:PARACH_286
11@ = 0 

:PARACH_293
if 
  0@ == -1 
else_jump @PARACH_336 
if 
  11@ == 10 
else_jump @PARACH_336 
11@ = 0 

:PARACH_336
if 
  11@ == 0 
else_jump @PARACH_384 
04ED: load_animation "PARACHUTE" 
Model.Load(#PARACHUTE)
Model.Load(#PARA_PACK)
11@ = 1 

:PARACH_384
if 
  11@ == 1 
else_jump @PARACH_443 
if and
04EE:   animation "PARACHUTE" loaded 
   Model.Available(#PARACHUTE)
   Model.Available(#PARA_PACK)
else_jump @PARACH_443 
11@ = 2 

:PARACH_443
if 
  11@ == 2 
else_jump @PARACH_654 
if 
   not Actor.Dead(8@)
else_jump @PARACH_491 
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PARACH_491
9@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
10@ = Object.Create(#PARA_PACK, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0750: set_object 9@ visibility 0 
if 
   not Actor.Dead(8@)
else_jump @PARACH_647 
069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0453: set_object 10@ XY_rotation 90.0 90.0 angle 90.0 
070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:PARACH_647
11@ = 3 

:PARACH_654
if 
  11@ == 3 
else_jump @PARACH_6053 
if 
   not Actor.Dead(8@)
else_jump @PARACH_6053 
if 
  31@ == 0 
else_jump @PARACH_756 
0819: 30@ = actor 8@ distance_from_ground 
if 
  5.0 > 30@ 
else_jump @PARACH_749 
31@ = 2 
jump @PARACH_756 

:PARACH_749
31@ = 5 

:PARACH_756
31@ -= 1 
if 
87D6:   not  8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_789 
gosub @PARACH_6503 

:PARACH_789
if 
   Actor.Driving(8@)
else_jump @PARACH_819 
$8302 = 1 
jump @PARACH_826 

:PARACH_819
$8302 = 0 

:PARACH_826
if 
   not Actor.Dead(8@)
else_jump @PARACH_1186 
if or
0818:   actor 8@ in_air 
  $8302 == 0 
else_jump @PARACH_1186 
if and
  17@ == 0 
  14@ == 0 
  30@ > 5.0 
else_jump @PARACH_1186 
if 
  $8302 == 0 
else_jump @PARACH_988 
02F6: $8303 = cosine $8301 // (float) 
0069: $8303 *= $8300 // (float) 
$8303 *= -1.0 
02F7: $8304 = sine $8301 // (float) 
0069: $8304 *= $8300 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8276 
083C: set_actor 8@ velocity_in_direction_XYZ $8303 $8304 $8276 

:PARACH_988
17@ = 1 
$8275 = 1 
0085: 18@ = 32@ // (int) 
27@ = Actor.Angle(8@)
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_1071 
$8297 = 3.0 
$8298 = -2.0 
16@ = 0 
gosub @PARACH_6083 

:PARACH_1071
if 
  7@ == 0 
else_jump @PARACH_1141 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
jump @PARACH_1186 

:PARACH_1141
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PARACH_1186
if 
  17@ == 1 
else_jump @PARACH_2838 
if 
04AD:   actor 8@ in_water 
else_jump @PARACH_1268 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
17@ = 2 

:PARACH_1268
if 
  3.0 > 30@ 
else_jump @PARACH_1337 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
17@ = 2 

:PARACH_1337
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8277 
if 
0027:   1@ > $8277 // (float) 
else_jump @PARACH_1378 
0088: $8277 = 1@ // (float) 

:PARACH_1378
008A: $8282 = 32@ // (int) 
0066: $8282 -= 18@ // (int) 
008F: 28@ = integer $8282 to_float 
28@ /= 2000.0 
if 
  28@ > 1.0 
else_jump @PARACH_1443 
28@ = 1.0 

:PARACH_1443
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_1490 
if 
  1.0 >= 28@ 
else_jump @PARACH_1490 
gosub @PARACH_6307 

:PARACH_1490
if 
  28@ == 1.0 
else_jump @PARACH_2431 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_2413 
0494: get_joystick 0 data_to $8282 $8283 $8284 $8284 
008D: $8279 = integer $8282 to_float 
$8279 /= 256.0 
005D: 25@ += $8279 // (float) 
0088: $8280 = 25@ // (float) 
$8280 /= 30.0 
if 
  -1.6 > $8280 
else_jump @PARACH_1621 
$8280 = -1.6 

:PARACH_1621
if 
  $8280 > 1.6 
else_jump @PARACH_1652 
$8280 = 1.6 

:PARACH_1652
0065: 27@ -= $8280 // (float) 
if 
  $8279 == 0.0 
else_jump @PARACH_1712 
if 
   not 25@ == 0.0 
else_jump @PARACH_1712 
25@ *= 0.95 

:PARACH_1712
0088: $8278 = 26@ // (float) 
$8278 *= 6.0 
008D: $8281 = integer $8283 to_float 
0061: $8281 -= $8278 // (float) 
$8281 /= 256.0 
005D: 26@ += $8281 // (float) 
if 
  -30.0 > 26@ 
else_jump @PARACH_1795 
26@ = -30.0 

:PARACH_1795
if 
  26@ > 30.0 
else_jump @PARACH_1826 
26@ = 30.0 

:PARACH_1826
if 
  $8281 == 0.0 
else_jump @PARACH_1878 
if 
   not 26@ == 0.0 
else_jump @PARACH_1878 
26@ *= 0.97 

:PARACH_1878
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
0088: $8279 = 26@ // (float) 
$8279 /= -5.0 
006D: $TEMPVAR_FLOAT_1 *= 2@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8279 // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 2@ // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8279 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
$TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
$TEMPVAR_FLOAT_1 *= 0.1 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
$TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
$TEMPVAR_FLOAT_2 *= 0.1 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air 
if 
  -100 > $8283 
else_jump @PARACH_2171 
if 
   not 15@ == 4 
else_jump @PARACH_2164 
15@ = 4 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2164
jump @PARACH_2406 

:PARACH_2171
if and
  $8282 == 0 
   not 15@ == 0 
else_jump @PARACH_2248 
15@ = 0 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2248
if and
  0 > $8282 
   not 15@ == -1 
else_jump @PARACH_2327 
15@ = -1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2327
if and
  $8282 > 0 
   not 15@ == 1 
else_jump @PARACH_2406 
15@ = 1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_2406
jump @PARACH_2431 

:PARACH_2413
083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@ 

:PARACH_2431
if or
00E1:   player 0 pressed_key 17 
  $8299 == 1 
else_jump @PARACH_2652 
if 
   not $8299 == 2 
else_jump @PARACH_2652 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_2652 
17@ = 0 
15@ = 0 
14@ = 1 
0750: set_object 9@ visibility 1 
wait 0 
if 
   not Actor.Dead(8@)
else_jump @PARACH_2652 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
$8288 += 5.0 

:PARACH_2652
if and
  12@ == 1 
87D6:   not  8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_2838 
17@ = 0 
15@ = 0 
14@ = 1 
0750: set_object 9@ visibility 1 
wait 0 
if 
   not Actor.Dead(8@)
else_jump @PARACH_2838 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
$8288 += 5.0 

:PARACH_2838
if 
  14@ == 1 
else_jump @PARACH_3568 
if 
   not Actor.Dead(8@)
else_jump @PARACH_3540 
if 
   Actor.Animation(8@) == "PARA_OPEN"
else_jump @PARACH_3540 
0613: $8274 = actor 8@ animation "PARA_OPEN" time 
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$8274 *= 2.0 
$8274 -= 0.5 
if 
  $8274 > 1.0 
else_jump @PARACH_2983 
$8274 = 1.0 

:PARACH_2983
if 
  0.0 > $8274 
else_jump @PARACH_3014 
$8274 = 0.0 

:PARACH_3014
if and
  0.25 >= $8274 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_3120 
$8297 = -2.0 
$8298 = -2.0 
0089: 28@ = $8274 // (float) 
28@ *= 4.0 
if 
  16@ == 1 
else_jump @PARACH_3113 
16@ = 2 
gosub @PARACH_6083 

:PARACH_3113
gosub @PARACH_6307 

:PARACH_3120
if and
  $8274 > 0.25 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_3236 
$8297 = 5.0 
$8298 = -5.0 
0089: 28@ = $8274 // (float) 
28@ -= 0.25 
28@ *= 1.333 
if 
  16@ == 2 
else_jump @PARACH_3229 
16@ = 3 
gosub @PARACH_6083 

:PARACH_3229
gosub @PARACH_6307 

:PARACH_3236
0086: $8276 = $8288 // (float) 
0069: $8276 *= $8274 // (float) 
$8276 *= -1.0 
005F: $8276 += 24@ // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 5@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 5@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
$TEMPVAR_FLOAT_1 *= 0.01 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
$TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
$TEMPVAR_FLOAT_2 *= 0.01 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
if 
  $8274 == 1.0 
else_jump @PARACH_3540 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET 
14@ = 2 
0089: 29@ = $8276 // (float) 
25@ = 0.0 

:PARACH_3540
if 
  3.0 > 30@ 
else_jump @PARACH_3568 
14@ = 3 

:PARACH_3568
if 
  14@ == 2 
else_jump @PARACH_5824 
if and
   not 13@ == 5 
04AD:   actor 8@ in_water 
else_jump @PARACH_3616 
13@ = 4 

:PARACH_3616
if 
  13@ == 0 
else_jump @PARACH_4766 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
$8284 = 0 
$8285 = 0 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_3706 
0494: get_joystick 0 data_to $8282 $8283 $8284 $8285 
jump @PARACH_3728 

:PARACH_3706
008A: $8282 = 22@ // (int) 
$8283 = 0 
$8284 = 0 

:PARACH_3728
if and
   not $8284 == 0 
   not $8285 == 0 
else_jump @PARACH_3753 

:PARACH_3753
if or
  $8283 > 100 
  12@ == 2 
else_jump @PARACH_3811 
006D: $TEMPVAR_FLOAT_1 *= 6@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 6@ // (float) 
jump @PARACH_3837 

:PARACH_3811
006D: $TEMPVAR_FLOAT_1 *= 5@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 5@ // (float) 

:PARACH_3837
0084: $8285 = $8283 // (int) 
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
if 
  30@ > 3.0 
else_jump @PARACH_4574 
008D: $8281 = integer $8282 to_float 
$8281 /= 128.0 
005D: 25@ += $8281 // (float) 
if 
  25@ > 45.0 
else_jump @PARACH_3939 
25@ = 45.0 

:PARACH_3939
if 
  -45.0 > 25@ 
else_jump @PARACH_3970 
25@ = -45.0 

:PARACH_3970
0088: $8280 = 25@ // (float) 
$8280 /= 15.0 
0065: 27@ -= $8280 // (float) 
if 
  $8281 == 0.0 
else_jump @PARACH_4048 
if 
   not 25@ == 0.0 
else_jump @PARACH_4048 
25@ *= 0.95 

:PARACH_4048
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
if or
  $8283 > 100 
  12@ == 2 
else_jump @PARACH_4211 
0088: $TEMPVAR_FLOAT_3 = 4@ // (float) 
if 
   not 15@ == 4 
else_jump @PARACH_4204 
15@ = 4 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4204
jump @PARACH_4574 

:PARACH_4211
0088: $TEMPVAR_FLOAT_3 = 3@ // (float) 
if and
  $8281 == 0.0 
   not 15@ == 0 
else_jump @PARACH_4336 
15@ = 0 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4336
if and
  0.0 > $8281 
   not 15@ == -1 
else_jump @PARACH_4455 
15@ = -1 
0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4455
if and
  $8281 > 0.0 
   not 15@ == 1 
else_jump @PARACH_4574 
15@ = 1 
0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_4574
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
$TEMPVAR_FLOAT_1 *= -1.0 
0059: $TEMPVAR_FLOAT_1 += $8278 // (float) 
$TEMPVAR_FLOAT_1 *= 0.1 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
$TEMPVAR_FLOAT_2 *= -1.0 
0059: $TEMPVAR_FLOAT_2 += $8279 // (float) 
$TEMPVAR_FLOAT_2 *= 0.1 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
$TEMPVAR_FLOAT_3 *= -1.0 
005F: $TEMPVAR_FLOAT_3 += 29@ // (float) 
$TEMPVAR_FLOAT_3 *= 0.2 
0088: $8276 = 29@ // (float) 
0061: $8276 -= $TEMPVAR_FLOAT_3 // (float) 
0089: 29@ = $8276 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0069: $8278 *= $8278 // (float) 
0069: $8279 *= $8279 // (float) 
0086: $8280 = $8278 // (float) 
0059: $8280 += $8279 // (float) 
01FB: $8280 = square_root $8280 

:PARACH_4766
if 
  3.0 > 30@ 
else_jump @PARACH_5104 
Actor.Angle(8@) = 27@
25@ = 0.0 
02F6: $TEMPVAR_FLOAT_1 = cosine 27@ // (float) 
02F7: $TEMPVAR_FLOAT_2 = sine 27@ // (float) 
006D: $TEMPVAR_FLOAT_1 *= 6@ // (float) 
$TEMPVAR_FLOAT_1 *= -1.0 
006D: $TEMPVAR_FLOAT_2 *= 6@ // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 -2.0 
if 
  13@ == 0 
else_jump @PARACH_5012 
13@ = 1 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP_file "PARACHUTE" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5012 
0086: $8297 = $8292 // (float) 
0086: $8298 = $8291 // (float) 
gosub @PARACH_6083 

:PARACH_5012
if and
  13@ == 1 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5104 
28@ = 3.0 
0063: 28@ -= 30@ // (float) 
28@ *= 0.75 
if 
  28@ > 1.0 
else_jump @PARACH_5097 
28@ = 1.0 

:PARACH_5097
gosub @PARACH_6307 

:PARACH_5104
if and
  1.5 > 30@ 
  13@ == 1 
else_jump @PARACH_5219 
13@ = 2 
0812: AS_actor 8@ perform_animation "PARA_LAND" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 

:PARACH_5219
if 
  13@ == 2 
else_jump @PARACH_5496 
if 
   Actor.Animation(8@) == "PARA_LAND"
else_jump @PARACH_5496 
0613: $8274 = actor 8@ animation "PARA_LAND" time 
if 
  $8274 == 1.0 
else_jump @PARACH_5496 
Object.Destroy(9@)
Object.Destroy(10@)
Actor.StoreDeadActorPos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
   not 0@ == -1 
else_jump @PARACH_5351 
Pickup.Destroy(0@)

:PARACH_5351
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
Actor.Angle(8@) = 27@
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5438 
$8289 = 1 

:PARACH_5438
if 
  $ONMISSION == 1 
else_jump @PARACH_5463 
gosub @PARACH_6417 

:PARACH_5463
0@ = 0 
0@ = Pickup.Create(#BRIEFCASE, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
13@ = 3 

:PARACH_5496
if 
  13@ == 4 
else_jump @PARACH_5623 
0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" IFP_file "PARACHUTE" 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
13@ = 5 
$8274 = 0.0 

:PARACH_5623
if 
  13@ == 5 
else_jump @PARACH_5824 
if 
   Actor.Animation(8@) == "PARA_LAND_WATER"
else_jump @PARACH_5699 
0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time 

:PARACH_5699
if 
  $8274 == 1.0 
else_jump @PARACH_5824 
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_5746 
$8289 = 1 

:PARACH_5746
Object.Destroy(9@)
Object.Destroy(10@)
13@ = 3 
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
Actor.Angle(8@) = 27@
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PARACH_5824
if and
  14@ == 3 
  13@ == 0 
else_jump @PARACH_5935 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
13@ = 1 

:PARACH_5935
if 
  14@ == 3 
else_jump @PARACH_6053 
if 
   Pickup.Picked_up(0@)
else_jump @PARACH_6004 
11@ = 10 
17@ = 0 
14@ = 0 
7@ = 0 
13@ = 0 

:PARACH_6004
if 
80FE:   not actor 8@ sphere 0 in_sphere $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 50.0 50.0 50.0 
else_jump @PARACH_6053 
jump @PARACH_6417 

:PARACH_6053
if 
   Actor.Dead(8@)
else_jump @PARACH_6076 
jump @PARACH_6417 

:PARACH_6076
jump @PARACH_146 

:PARACH_6083
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $8278 = $TEMPVAR_X_COORD // (float) 
0061: $8278 -= $TEMPVAR_FLOAT_1 // (float) 
0086: $8279 = $TEMPVAR_Y_COORD // (float) 
0061: $8279 -= $TEMPVAR_FLOAT_2 // (float) 
0086: $8293 = $TEMPVAR_FLOAT_3 // (float) 
0061: $8293 -= $TEMPVAR_Z_COORD // (float) 
0086: $8276 = $8278 // (float) 
0069: $8276 *= $8278 // (float) 
0086: $8277 = $8279 // (float) 
0069: $8277 *= $8279 // (float) 
0086: $8294 = $8276 // (float) 
0059: $8294 += $8277 // (float) 
$8294 *= -1.0 
01FB: $8294 = square_root $8294 
0086: $8295 = $8297 // (float) 
0061: $8295 -= $8293 // (float) 
$8294 *= -1.0 
0086: $8296 = $8298 // (float) 
0061: $8296 -= $8294 // (float) 
if 
  16@ == 0 
else_jump @PARACH_6305 
16@ = 1 
0086: $8291 = $8294 // (float) 
0086: $8292 = $8293 // (float) 

:PARACH_6305
return 

:PARACH_6307
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0088: $8278 = 28@ // (float) 
$8278 *= 180.0 
02F7: $8278 = sine $8278 // (float) 
$8278 -= 1.0 
$8278 *= -0.5 
0086: $TEMPVAR_FLOAT_3 = $8295 // (float) 
0069: $TEMPVAR_FLOAT_3 *= $8278 // (float) 
0059: $TEMPVAR_FLOAT_3 += $8293 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8296 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8278 // (float) 
0059: $TEMPVAR_FLOAT_2 += $8294 // (float) 
return 

:PARACH_6417
04EF: release_animation "PARACHUTE" 
Model.Destroy(#PARACHUTE)
Model.Destroy(#PARA_PACK)
if 
   not 0@ == -1 
else_jump @PARACH_6463 
Pickup.Destroy(0@)

:PARACH_6463
Object.Destroy(9@)
Object.Destroy(10@)
if 
07D6:   8@ == $PLAYER_ACTOR // integer vars 
else_jump @PARACH_6499 
$8299 = 0 

:PARACH_6499
end_thread 
return 

:PARACH_6503
Actor.StorePos(8@, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $TEMPVAR_FLOAT_1 = $8271 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $TEMPVAR_X_COORD // (float) 
0086: $TEMPVAR_FLOAT_2 = $8272 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $TEMPVAR_Y_COORD // (float) 
0086: $TEMPVAR_FLOAT_3 = $TEMPVAR_Z_COORD // (float) 
0061: $TEMPVAR_FLOAT_3 -= $8273 // (float) 
if 
  17@ == 1 
else_jump @PARACH_6683 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float) 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float) 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8276 = $TEMPVAR_FLOAT_3 // (float) 
0071: $8276 /= $TEMPVAR_FLOAT_1 // (float) 
0088: $8277 = 3@ // (float) 
0075: $8277 /= 5@ // (float) 
$8277 *= -1.2 
if 
0024:   $8277 > $8276 // (float) 
else_jump @PARACH_6683 
12@ = 1 

:PARACH_6683
if 
  14@ == 2 
else_jump @PARACH_7350 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 20@ 
19@ = Actor.Angle(8@)
3@ -= 1.0 
4@ -= 1.0 
0087: 21@ = 20@ // (float) 
0063: 21@ -= 19@ // (float) 
if 
001D:   32@ > 23@ // (int) 
else_jump @PARACH_7137 
0085: 23@ = 32@ // (int) 
23@ += 3000 
0208: $8286 = random_float_in_ranges -20.0 0.0 
0208: $8287 = random_float_in_ranges 0.0 20.0 
0069: $TEMPVAR_FLOAT_1 *= $TEMPVAR_FLOAT_1 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $TEMPVAR_FLOAT_2 // (float) 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_2 // (float) 
01FB: $TEMPVAR_FLOAT_1 = square_root $TEMPVAR_FLOAT_1 
0086: $8277 = $TEMPVAR_FLOAT_1 // (float) 
0075: $8277 /= 5@ // (float) 
0086: $8276 = $TEMPVAR_FLOAT_3 // (float) 
0071: $8276 /= $8277 // (float) 
0088: $8277 = 3@ // (float) 
005F: $8277 += 4@ // (float) 
$8277 /= 2.0 
0088: $8278 = 3@ // (float) 
0067: $8278 -= 4@ // (float) 
$8278 /= 4.0 
0059: $8278 += $8277 // (float) 
0088: $8279 = 3@ // (float) 
0067: $8279 -= 4@ // (float) 
$8279 /= -4.0 
0059: $8279 += $8277 // (float) 
$8278 *= -1.0 
$8279 *= -1.0 
if and
0024:   $8278 > $8276 // (float) 
0024:   $8276 > $8279 // (float) 
else_jump @PARACH_7085 
0209: $8282 = random_int_in_ranges 0 2 
if 
  $8282 == 0 
else_jump @PARACH_7060 
12@ = 2 

:PARACH_7060
if 
  $8282 == 1 
else_jump @PARACH_7085 
12@ = 0 

:PARACH_7085
if 
0034:   $8276 >= $8278 // (float) 
else_jump @PARACH_7111 
12@ = 0 

:PARACH_7111
if 
0034:   $8279 >= $8276 // (float) 
else_jump @PARACH_7137 
12@ = 2 

:PARACH_7137
if or
0026:   $8286 > 21@ // (float) 
0027:   21@ > $8287 // (float) 
else_jump @PARACH_7323 
if 
  -180.0 > 21@ 
else_jump @PARACH_7195 
21@ += 360.0 

:PARACH_7195
if 
  21@ > 180.0 
else_jump @PARACH_7226 
21@ -= 360.0 

:PARACH_7226
21@ /= 180.0 
if 
  21@ > 1.0 
else_jump @PARACH_7267 
21@ = 1.0 

:PARACH_7267
if 
  -1.0 > 21@ 
else_jump @PARACH_7298 
21@ = -1.0 

:PARACH_7298
21@ *= -128.0 
0092: 22@ = float 21@ to_integer 
jump @PARACH_7330 

:PARACH_7323
22@ = 0 

:PARACH_7330
3@ += 1.0 
4@ += 1.0 

:PARACH_7350
return 
end_thread 

//-------------External script 2 (BCESAR2)---------------

:BCESAR2
thread 'BCESAR2' 
if or
  $WEEKDAY == 1 
  $WEEKDAY == 3 
  $WEEKDAY == 5 
else_jump @BCESAR2_50 
jump @BCESAR2_6142 

:BCESAR2_50
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS >= 10 
else_jump @BCESAR2_75 
jump @BCESAR2_6142 

:BCESAR2_75
gosub @ENTEXT_214 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @BCESAR2_107 
jump @BCESAR2_6142 

:BCESAR2_107
set_wb_check_to 0 
if 
  $BCESAR2_PASSED_ONCE == 0 
else_jump @BCESAR2_131 
increment_mission_attempts 

:BCESAR2_131
$BCESAR2_SCRIPT_LAUNCHED = 1 
$2204 = 1 
wait 0 
0@ = 0 
1@ = 5 
21@ = 0 
3@ = 0 
4@ = 0 
23@ = 0 
$8386 = 0 
$8387 = 0 
$8389 = 1 
$8388 = 0 
$8390 = 1 
$8391 = 2 
$8312 = 0 
$8322[0] = 0 
$8322[1] = 0 
$8322[2] = 0 
$8322[3] = 0 
$8322[4] = 0 
$8322[5] = 0 
$8305[0] = 0 
$8305[1] = 0 
$8305[2] = 0 
$8305[3] = 0 
$8305[4] = 0 
$8305[5] = 0 
10@ = 0 
11@ = 1 
19@ = 1000 
31@ = 40.0 
0209: $8311 = random_int_in_ranges 0 2 
if 
  $8311 == 0 
else_jump @BCESAR2_390 
9@ = 114 

:BCESAR2_390
if 
  $8311 == 1 
else_jump @BCESAR2_415 
9@ = 96 

:BCESAR2_415
if 
  $8311 == 2 
else_jump @BCESAR2_440 
9@ = 115 

:BCESAR2_440
if 
  $8311 == 0 
else_jump @BCESAR2_489 
0086: $8313 = $X_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
0086: $8314 = $Y_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
0086: $8315 = $Z_BCE2_PATRIOT_CHECKPOINTS[0] // (float) 
jump @BCESAR2_562 

:BCESAR2_489
if 
  $8311 == 1 
else_jump @BCESAR2_538 
0086: $8313 = $4532[0] // (float) 
0086: $8314 = $4630[0] // (float) 
0086: $8315 = $4728[0] // (float) 
jump @BCESAR2_562 

:BCESAR2_538
0086: $8313 = $4826[0] // (float) 
0086: $8314 = $4943[0] // (float) 
0086: $8315 = $5060[0] // (float) 

:BCESAR2_562
Model.Load(#FAM3)
Model.Load(#PATRIOT)
Model.Load(#MICRO_UZI)
Model.Load(#CELLPHONE)

:BCESAR2_581
if or
   not Model.Available(#FAM3)
   not Model.Available(#PATRIOT)
   not Model.Available(#MICRO_UZI)
   not Model.Available(#CELLPHONE)
else_jump @BCESAR2_622 
wait 0 
jump @BCESAR2_581 

:BCESAR2_622
0506: set_car_model #PATRIOT next_variation 2 2 // first param is useless 
0674: set_car_model #PATRIOT numberplate "_ASSMAN_" 
26@ = Car.Create(#PATRIOT, $8313, $8314, $8315)
0587: enable_car 26@ validate_position 0 
0129: 25@ = create_actor_pedtype 4 model #FAM3 in_car 26@ driverseat 
0446: set_actor 25@ immune_to_headshots 0 
Actor.SetImmunities(25@, 1, 1, 1, 0, 1)
Car.SetImmunities(26@, 1, 1, 1, 0, 1)
Car.SetMaxSpeed(26@, 40.0)
072F: enable_car 26@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
Car.DoorStatus(26@) = 3
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 
27@ = Marker.CreateAboveCar(26@)
Car.ImmuneToNonPlayer(26@) = True
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_978 
01C8: 28@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 0 
01B2: give_actor 28@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 28@ armed_weapon_to 28 
Actor.WeaponAccuracy(28@) = 90
if 
  $BCESAR2_TIMES_PASSED > 1 
else_jump @BCESAR2_978 
01C8: 29@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 1 
01B2: give_actor 29@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 29@ armed_weapon_to 28 
Actor.WeaponAccuracy(29@) = 90
if 
  $BCESAR2_TIMES_PASSED > 2 
else_jump @BCESAR2_978 
01C8: 30@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 2 
01B2: give_actor 30@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 30@ armed_weapon_to 28 
Actor.WeaponAccuracy(30@) = 90

:BCESAR2_978
if 
  10@ == 0 
else_jump @BCESAR2_1022 
039F: set_car 26@ race_to $X_BCE2_PATRIOT_CHECKPOINTS(11@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(11@,116f) 
jump @BCESAR2_1041 

:BCESAR2_1022
039F: set_car 26@ race_to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) 

:BCESAR2_1041
$8329[0] = -0.65 
$8335[0] = -2.307 
$8341[0] = 0.26 
$8329[1] = -0.047 
$8335[1] = -2.307 
$8341[1] = 0.26 
$8329[2] = 0.554 
$8335[2] = -2.307 
$8341[2] = 0.26 
$8329[3] = 0.554 
$8335[3] = -1.808 
$8341[3] = 0.26 
$8329[4] = -0.65 
$8335[4] = -1.808 
$8341[4] = 0.26 
$8329[5] = -0.047 
$8335[5] = -1.808 
$8341[5] = 0.26 

:BCESAR2_1221
if 
   not 0@ == 6 
else_jump @BCESAR2_1471 
wait 0 
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_1464 
if 
  $8322(0@,6i) == 0 
else_jump @BCESAR2_1457 
0208: $8328 = random_float_in_ranges 0.0 19.9 
if and
  20.0 > $8328 
  $8328 > 10.0 
else_jump @BCESAR2_1337 
$8328 += 340.0 

:BCESAR2_1337
$8316(0@,6i) = Object.Create(#CM_BOX, $8329(0@,6f), $8335(0@,6f), $8341(0@,6f))
0681: attach_object $8316(0@,6i) to_car 26@ with_offset $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) rotation 0.0 0.0 0.0 
034D: rotate_object $8316(0@,6i) from_angle $8328 to_angle $8328 flag 1 
Object.CollisionDetection($8316(0@,6i)) = False
Object.ToggleInMovingList($8316(0@,6i)) = False

:BCESAR2_1457
0@ += 1 

:BCESAR2_1464
jump @BCESAR2_1221 

:BCESAR2_1471
01BD: 12@ = current_time_in_ms 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_1503 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 

:BCESAR2_1503
05A9: s$8347[1] = 'MCES07A'  // ~z~'Sup.
05A9: s$8347[2] = 'MCES07B'  // ~z~The cash is leaving Los Santos again.
05A9: s$8347[3] = 'MCES07C'  // ~z~OK, I'm on it!
05A9: s$8347[4] = 'MCES06A'  // ~z~Hey Cesar. Whattup?
05A9: s$8347[5] = 'MCES06B'  // ~z~I got the low-down on Smoke's yay!
05A9: s$8347[6] = 'MCES06C'  // ~z~Word is, every Monday and Friday the cash leaves Los Santos for San Fierro.
05A9: s$8347[7] = 'MCES06D'  // ~z~Then every Wednesday and Saturday a courier takes the yay back to Big Smoke.
05A9: s$8347[8] = 'MCES06E'  // ~z~OK, I'll keep an eye out for them.
05A9: s$8347[9] = 'MCES06F'  // ~z~See if I can't spoil their little party.
05A9: s$8347[10] = 'MCES06G'  // ~z~A'ight man.
05A9: s$8347[11] = 'MCES07D'  // ~z~Gonna have to let this one slide, man, got too much shit on my plate.
04AE: $8371[1] = 25280 // $ = any 
04AE: $8371[2] = 25281 // $ = any 
04AE: $8371[3] = 25282 // $ = any 
04AE: $8371[4] = 25273 // $ = any 
04AE: $8371[5] = 25274 // $ = any 
04AE: $8371[6] = 25275 // $ = any 
04AE: $8371[7] = 25276 // $ = any 
04AE: $8371[8] = 25277 // $ = any 
04AE: $8371[9] = 25278 // $ = any 
04AE: $8371[10] = 25279 // $ = any 
04AE: $8371[11] = 25283 // $ = any 
Model.Load(#CELLPHONE)
038B: load_requested_models 
03CF: load_wav 20804 as 3 

:BCESAR2_1759
if or
   not Model.Available(#CELLPHONE)
83D0:   not wav 3 loaded 
else_jump @BCESAR2_1790 
wait 0 
jump @BCESAR2_1759 

:BCESAR2_1790
gosub @ENTEXT_214 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @BCESAR2_1822 
jump @BCESAR2_6142 

:BCESAR2_1822
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
wait 2000 
040D: unload_wav 3 

:BCESAR2_1842
wait 0 
if 
   not $8387 == 0 
else_jump @BCESAR2_2185 
if 
  $8386 == 0 
else_jump @BCESAR2_1910 
if 
03D0:   wav $8391 loaded 
else_jump @BCESAR2_1903 
040D: unload_wav $8391 

:BCESAR2_1903
$8386 = 1 

:BCESAR2_1910
if 
  $8386 == 1 
else_jump @BCESAR2_1947 
03CF: load_wav $8371($8387,12i) as $8390 
$8386 = 2 

:BCESAR2_1947
if 
  $8386 == 2 
else_jump @BCESAR2_2007 
if 
03D0:   wav $8390 loaded 
else_jump @BCESAR2_2007 
03D1: play_wav $8390 
00BC: show_text_highpriority GXT $8347($8387,12s) time 10000 flag 1 
$8386 = 3 

:BCESAR2_2007
if 
  $8386 == 3 
else_jump @BCESAR2_2185 
if 
03D2:   wav $8390 ended 
else_jump @BCESAR2_2124 
03D5: remove_text $8347($8387,12s) 
if 
  $8390 == 1 
else_jump @BCESAR2_2089 
$8390 = 2 
$8391 = 1 
jump @BCESAR2_2103 

:BCESAR2_2089
$8390 = 1 
$8391 = 2 

:BCESAR2_2103
$8387 = 0 
$8386 = 0 
jump @BCESAR2_2185 

:BCESAR2_2124
if 
83D0:   not wav $8391 loaded 
else_jump @BCESAR2_2185 
if 
  10 > $8387 
else_jump @BCESAR2_2185 
0084: $8389 = $8387 // (int) 
$8389 += 1 
03CF: load_wav $8371($8389,12i) as $8391 

:BCESAR2_2185
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_2676 
if 
  $8388 == 0 
else_jump @BCESAR2_2258 
if 
  $8386 == 0 
else_jump @BCESAR2_2258 
$8387 = 1 
$8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2258
if 
  $8388 == 1 
else_jump @BCESAR2_2373 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2373 
if 
  $8386 == 0 
else_jump @BCESAR2_2373 
$8387 = 2 
$8388 = 2 
$8312 = 0 
01BD: $8385 = current_time_in_ms 
03E6: remove_text_box 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:BCESAR2_2373
if 
  $8388 == 2 
else_jump @BCESAR2_2443 
if 
00E1:   player 0 pressed_key 10 
else_jump @BCESAR2_2417 
03E6: remove_text_box 
$8312 = 2 

:BCESAR2_2417
if 
00E1:   player 0 pressed_key 11 
else_jump @BCESAR2_2443 
03E6: remove_text_box 
$8312 = 1 

:BCESAR2_2443
if 
  $8312 == 1 
else_jump @BCESAR2_2556 
if 
  $8388 == 2 
else_jump @BCESAR2_2556 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2556 
if 
  $8386 == 0 
else_jump @BCESAR2_2556 
$8387 = 3 
$8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2556
if 
  $8312 == 2 
else_jump @BCESAR2_2669 
if 
  $8388 == 2 
else_jump @BCESAR2_2669 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2669 
if 
  $8386 == 0 
else_jump @BCESAR2_2669 
$8387 = 11 
$8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2669
jump @BCESAR2_3301 

:BCESAR2_2676
if 
  $8388 == 0 
else_jump @BCESAR2_2731 
if 
  $8386 == 0 
else_jump @BCESAR2_2731 
$8387 = 4 
$8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2731
if 
  $8388 == 1 
else_jump @BCESAR2_2826 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2826 
if 
  $8386 == 0 
else_jump @BCESAR2_2826 
$8387 = 5 
$8388 = 2 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2826
if 
  $8388 == 2 
else_jump @BCESAR2_2921 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_2921 
if 
  $8386 == 0 
else_jump @BCESAR2_2921 
$8387 = 6 
$8388 = 3 
01BD: $8385 = current_time_in_ms 

:BCESAR2_2921
if 
  $8388 == 3 
else_jump @BCESAR2_3016 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3016 
if 
  $8386 == 0 
else_jump @BCESAR2_3016 
$8387 = 7 
$8388 = 4 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3016
if 
  $8388 == 4 
else_jump @BCESAR2_3111 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3111 
if 
  $8386 == 0 
else_jump @BCESAR2_3111 
$8387 = 8 
$8388 = 5 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3111
if 
  $8388 == 5 
else_jump @BCESAR2_3206 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3206 
if 
  $8386 == 0 
else_jump @BCESAR2_3206 
$8387 = 9 
$8388 = 6 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3206
if 
  $8388 == 6 
else_jump @BCESAR2_3301 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3301 
if 
  $8386 == 0 
else_jump @BCESAR2_3301 
$8387 = 10 
$8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3301
if or
  $8388 == 7 
  $8388 == 8 
else_jump @BCESAR2_3475 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
if 
  $8383 > 1000 
else_jump @BCESAR2_3475 
if 
  $8386 == 0 
else_jump @BCESAR2_3475 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_3475 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // @ == any 
else_jump @BCESAR2_3436 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:BCESAR2_3436
if 
  2 > $8312 
else_jump @BCESAR2_3468 
jump @BCESAR2_3531 
jump @BCESAR2_3475 

:BCESAR2_3468
jump @BCESAR2_6142 

:BCESAR2_3475
if 
00E1:   player 0 pressed_key 15 
else_jump @BCESAR2_3524 
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_3517 
$8312 = 2 

:BCESAR2_3517
$8388 = 8 

:BCESAR2_3524
jump @BCESAR2_1842 

:BCESAR2_3531
wait 0 
if 
0736:   NOP_false 98 
else_jump @BCESAR2_3564 
1@ = 0 
3@ = 6 

:BCESAR2_3564
if 
  $ONMISSION == 1 
else_jump @BCESAR2_3596 
1@ = 0 
3@ = 6 

:BCESAR2_3596
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_3718 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_3718 
if 
  23@ == 0 
else_jump @BCESAR2_3677 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR2_3677 
03C0: 22@ = actor $PLAYER_ACTOR car 
23@ = 1 

:BCESAR2_3677
if 
  23@ == 1 
else_jump @BCESAR2_3718 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR2_3718 
23@ = 0 

:BCESAR2_3718
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_5271 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_5264 
if 
  4@ == 0 
else_jump @BCESAR2_3833 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $8313 $8314 $8315 radius 100.0 100.0 50.0 
else_jump @BCESAR2_3833 
00BC: show_text_highpriority GXT 'BCE2_02' time 5000 flag 1  // ~s~Ram the ~r~courier ~s~to get the cash.
4@ = 1 

:BCESAR2_3833
if 
   Car.Wrecked(26@)
else_jump @BCESAR2_3856 
jump @BCESAR2_6142 

:BCESAR2_3856
if 
  $BCESAR2_TIMES_PASSED > 0 
else_jump @BCESAR2_4174 
if 
   not Actor.Dead(28@)
else_jump @BCESAR2_3962 
062E: unknown_get_actor 28@ task 1811 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BCESAR2_3962 
0713: actor 28@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 28@ armed_weapon_to 28 

:BCESAR2_3962
if 
  $BCESAR2_TIMES_PASSED > 1 
else_jump @BCESAR2_4174 
if 
   not Actor.Dead(29@)
else_jump @BCESAR2_4068 
062E: unknown_get_actor 29@ task 1811 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // @ == any 
else_jump @BCESAR2_4068 
0713: actor 29@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 29@ armed_weapon_to 28 

:BCESAR2_4068
if 
  $BCESAR2_TIMES_PASSED > 2 
else_jump @BCESAR2_4174 
if 
   not Actor.Dead(30@)
else_jump @BCESAR2_4174 
062E: unknown_get_actor 30@ task 1811 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @BCESAR2_4174 
0713: actor 30@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 30@ armed_weapon_to 28 

:BCESAR2_4174
if and
   not Actor.Dead(25@)
   not Car.Wrecked(26@)
else_jump @BCESAR2_5264 
if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 15.0 15.0 15.0 flag 0 
else_jump @BCESAR2_4269 
if 
  31@ > 30.0 
else_jump @BCESAR2_4262 
31@ -= 0.1 

:BCESAR2_4262
jump @BCESAR2_4300 

:BCESAR2_4269
if 
  50.0 > 31@ 
else_jump @BCESAR2_4300 
31@ += 0.1 

:BCESAR2_4300
if 
  4@ == 1 
else_jump @BCESAR2_4361 
if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 500.0 500.0 500.0 flag 0 
else_jump @BCESAR2_4361 
jump @BCESAR2_6142 

:BCESAR2_4361
Car.StorePos(26@, $8313, $8314, $8315)
if 
001D:   9@ > 10@ // (int) 
else_jump @BCESAR2_4772 
if 
  $8311 == 0 
else_jump @BCESAR2_4526 
if 
0100:   actor 25@ in_sphere $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4519 
Car.SetMaxSpeed(26@, 31@)
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 

:BCESAR2_4519
jump @BCESAR2_4765 

:BCESAR2_4526
if 
  $8311 == 1 
else_jump @BCESAR2_4658 
if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4651 
Car.SetMaxSpeed(26@, 31@)
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 

:BCESAR2_4651
jump @BCESAR2_4765 

:BCESAR2_4658
if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 20.0 20.0 20.0 sphere 0 in_car 
else_jump @BCESAR2_4765 
Car.SetMaxSpeed(26@, 31@)
10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_4765
jump @BCESAR2_5071 

:BCESAR2_4772
if 
  $8311 == 0 
else_jump @BCESAR2_4866 
if 
0100:   actor 25@ in_sphere $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_4859 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4859
jump @BCESAR2_5029 

:BCESAR2_4866
if 
  $8311 == 1 
else_jump @BCESAR2_4960 
if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_4953 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_4953
jump @BCESAR2_5029 

:BCESAR2_4960
if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 8.0 8.0 8.0 sphere 0 in_car 
else_jump @BCESAR2_5029 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_5029
if 
003B:   10@ == 9@ // (int) 
else_jump @BCESAR2_5071 
if 
82CA:   not car 26@ bounding_sphere_visible 
else_jump @BCESAR2_5071 
jump @BCESAR2_6142 

:BCESAR2_5071
062E: unknown_get_actor 25@ task 1489 status_store_to 8@ // ret 7 if not found 
if 
04A4:   8@ == 7 // @ == any 
else_jump @BCESAR2_5264 
if 
  $8311 == 0 
else_jump @BCESAR2_5163 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Y_BCE2_PATRIOT_CHECKPOINTS(10@,116f) $Z_BCE2_PATRIOT_CHECKPOINTS(10@,116f) speed 31@ 0 model #NULL 2 
jump @BCESAR2_5264 

:BCESAR2_5163
if 
  $8311 == 1 
else_jump @BCESAR2_5226 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 
jump @BCESAR2_5264 

:BCESAR2_5226
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_5264
jump @BCESAR2_5278 

:BCESAR2_5271
jump @BCESAR2_6142 

:BCESAR2_5278
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_5759 
01BD: 13@ = current_time_in_ms 
0085: 14@ = 13@ // (int) 
0062: 14@ -= 12@ // (int) 
20@ = Car.Health(26@)
if 
  14@ > 1000 
else_jump @BCESAR2_5759 
if 
001D:   19@ > 20@ // (int) 
else_jump @BCESAR2_5759 
if 
  $8322(1@,6i) == 0 
else_jump @BCESAR2_5751 
if 
0685:   object $8316(1@,6i) attached 
else_jump @BCESAR2_5751 
if 
   not Car.Wrecked(26@)
else_jump @BCESAR2_5751 
if or
81F4:   not car 26@ flipped 
82BF:   not car 26@ sunk 
else_jump @BCESAR2_5751 
Object.StorePos($8316(1@,6i), $8329(1@,6f), $8335(1@,6f), $8341(1@,6f))
$8341(1@,6f) += 0.5 
Object.PutAt($8316(1@,6i), $8329(1@,6f), $8335(1@,6f), $8341(1@,6f))
0682: detach_object $8316(1@,6i) 90.0 180.0 1.5 collision_detection 1 
$8305(1@,6i) = Marker.CreateAboveObject($8316(1@,6i))
038C: object $8316(1@,6i) scatter 0.0 -5.0 20.0 
Object.CollisionDetection($8316(1@,6i)) = True
Object.ToggleInMovingList($8316(1@,6i)) = True
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_5662 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @BCESAR2_5662 
if 
   not Car.Wrecked(22@)
else_jump @BCESAR2_5662 
050E: unknown_object $8316(1@,6i) unknown_car 22@ 

:BCESAR2_5662
01BD: 12@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'BCE2_03' time 5000 flag 1  // ~s~Pick up the ~g~cash~s~.
$8322(1@,6i) = 2 
if 
  1@ > 0 
else_jump @BCESAR2_5726 
1@ -= 1 
jump @BCESAR2_5751 

:BCESAR2_5726
if 
  3@ == 6 
else_jump @BCESAR2_5751 
jump @BCESAR2_6142 

:BCESAR2_5751
0085: 19@ = 20@ // (int) 

:BCESAR2_5759
if 
  1@ == 0 
else_jump @BCESAR2_5802 
if 
  3@ == 6 
else_jump @BCESAR2_5802 
jump @BCESAR2_6142 

:BCESAR2_5802
2@ = 0 

:BCESAR2_5809
if 
   not 2@ == 6 
else_jump @BCESAR2_6135 
wait 0 
if 
  $8322(2@,6i) == 2 
else_jump @BCESAR2_6121 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BCESAR2_6121 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BCESAR2_6121 
Actor.StorePos($PLAYER_ACTOR, 16@, 17@, 18@)
if 
03CA:   object $8316(2@,6i) exists 
else_jump @BCESAR2_6025 
if 
0474:   actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 3.0 3.0 3.0 flag 0 
else_jump @BCESAR2_6025 
Marker.Disable($8305(2@,6i))
Object.Destroy($8316(2@,6i))
018C: play_sound 1058 at 16@ 17@ 18@ 
Player.Money($PLAYER_CHAR) += 300
21@ += 300 
$8322(2@,6i) = 3 
3@ += 1 

:BCESAR2_6025
if 
03CA:   object $8316(2@,6i) exists 
else_jump @BCESAR2_6121 
if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 75.0 75.0 75.0 flag 0 
else_jump @BCESAR2_6121 
Marker.Disable($8305(2@,6i))
Object.Destroy($8316(2@,6i))
$8322(2@,6i) = 3 
3@ += 1 

:BCESAR2_6121
2@ += 1 
jump @BCESAR2_5809 

:BCESAR2_6135
jump @BCESAR2_3531 

:BCESAR2_6142
if 
  $2204 == 1 
else_jump @BCESAR2_6202 
01E3: show_text_1number_styled GXT 'BCE2_04' number 21@ time 7500 style 5  // You stole $~1~ from the courier.
00BC: show_text_highpriority GXT 'BCE2_05' time 7500 flag 1  // ~s~You can try again every Monday and Friday.
$BCESAR2_TIMES_PASSED += 1 

:BCESAR2_6202
Marker.Disable(27@)
Marker.Disable($8305[0])
Marker.Disable($8305[1])
Marker.Disable($8305[2])
Marker.Disable($8305[3])
Marker.Disable($8305[4])
Marker.Disable($8305[5])
Car.RemoveReferences(26@)
Actor.RemoveReferences(25@)
Actor.RemoveReferences(28@)
Actor.RemoveReferences(29@)
Actor.RemoveReferences(30@)
Object.RemoveReferences($8316[0])
Object.RemoveReferences($8316[1])
Object.RemoveReferences($8316[2])
Object.RemoveReferences($8316[3])
Object.RemoveReferences($8316[4])
Object.RemoveReferences($8316[5])
Model.Destroy(#FAM3)
Model.Destroy(#PATRIOT)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#CELLPHONE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
03E6: remove_text_box 
040D: unload_wav 3 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
if 
  $2204 == 1 
else_jump @BCESAR2_6372 
if 
  $BCESAR2_PASSED_ONCE == 0 
else_jump @BCESAR2_6372 
0595: mission_complete 
$BCESAR2_PASSED_ONCE = 1 

:BCESAR2_6372
$2204 = 0 
end_thread 
end_thread 

//-------------External script 3 (BCESAR3)---------------

:COKEC
thread 'COKEC' 
15@ = 0 
0@ = 0 
1@ = 0 
12@ = 0 
13@ = 0 
14@ = 0 
16@ = 0 
$8392 = 0 
$8393 = 0 

:COKEC_74
if or
  $WEEKDAY == 1 
  $WEEKDAY == 3 
  $WEEKDAY == 5 
else_jump @COKEC_120 
jump @COKEC_5527 
16@ = 1 

:COKEC_120
if 
  $BCESAR2_TIMES_PASSED == 0 
else_jump @COKEC_152 
jump @COKEC_5527 
16@ = 1 

:COKEC_152
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS >= 10 
else_jump @COKEC_184 
jump @COKEC_5527 
16@ = 1 

:COKEC_184
077E: get_active_interior_to $1444 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_333 
if 
  $1444 == 0 
else_jump @COKEC_322 
if and
044B:   actor $PLAYER_ACTOR on_foot 
8818:   not actor $PLAYER_ACTOR in_air 
  $ONMISSION == 0 
  $FREEFALL_STAGE == 0 
else_jump @COKEC_304 
if and
84AD:   not actor $PLAYER_ACTOR in_water 
82E0:   not actor $PLAYER_ACTOR aggressive 
else_jump @COKEC_286 
jump @COKEC_297 

:COKEC_286
wait 0 
jump @COKEC_74 

:COKEC_297
jump @COKEC_315 

:COKEC_304
wait 0 
jump @COKEC_74 

:COKEC_315
jump @COKEC_333 

:COKEC_322
wait 0 
jump @COKEC_74 

:COKEC_333
gosub @ENTEXT_214 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 0 
else_jump @COKEC_369 
wait 0 
jump @COKEC_74 

:COKEC_369
if 
  $1515 == 0 
else_jump @COKEC_389 
increment_mission_attempts 

:COKEC_389
14@ = 1 
$2204 = 1 

:COKEC_403
wait 0 
01BD: 3@ = current_time_in_ms 
0085: 2@ = 3@ // (int) 
0062: 2@ -= 9@ // (int) 
0085: 9@ = 3@ // (int) 
077E: get_active_interior_to 27@ 
if 
  27@ == 0 
else_jump @COKEC_475 
005A: 10@ += 2@ // (int) 
005A: 11@ += 2@ // (int) 

:COKEC_475
if 
0736:   NOP_false 98 
else_jump @COKEC_497 
jump @COKEC_5527 

:COKEC_497
if 
0736:   NOP_false 83 
else_jump @COKEC_519 
jump @COKEC_5527 

:COKEC_519
if 
  $ONMISSION == 1 
else_jump @COKEC_551 
16@ = 1 
jump @COKEC_5527 

:COKEC_551
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @COKEC_574 
jump @COKEC_5527 

:COKEC_574
if 
wasted_or_busted 
else_jump @COKEC_601 
16@ = 1 
jump @COKEC_5527 

:COKEC_601
if 
  0@ == 0 
else_jump @COKEC_675 
23@ = -1 
21@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
28@ = 0 
0@ += 1 
1@ = 0 

:COKEC_675
if 
  0@ == 1 
else_jump @COKEC_5520 
if 
  1@ == 0 
else_jump @COKEC_806 
Model.Load(#WMYBMX)
Model.Load(#SANCHEZ)
Model.Load(#COLT45)
Model.Load(#CELLPHONE)
07C0: load_path 556 
03CF: load_wav 20804 as 3 

:COKEC_742
if or
   not Model.Available(#WMYBMX)
   not Model.Available(#SANCHEZ)
   not Model.Available(#COLT45)
   not Model.Available(#CELLPHONE)
87C1:   not path 556 available 
83D0:   not wav 3 loaded 
else_jump @COKEC_792 
wait 0 
jump @COKEC_742 

:COKEC_792
060A: create_decision_maker_type 2 store_to 29@ // decision\allowed\m_.ped files 
1@ += 1 

:COKEC_806
if 
  1@ == 1 
else_jump @COKEC_882 
gosub @ENTEXT_214 
if 
  $TIME_FROM_LAST_CALL_GOT_FLAG == 1 
else_jump @COKEC_882 
03D1: play_wav 3 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
32@ = -1500 
12@ = 0 
1@ += 1 

:COKEC_882
if 
  1@ >= 2 
else_jump @COKEC_1565 
if 
  5 > 12@ 
else_jump @COKEC_1565 
if 
00E1:   player 0 pressed_key 15 
else_jump @COKEC_963 
12@ = 4 
$8392 = 3 
$8393 = 2 
16@ = 1 

:COKEC_963
if and
  $8392 == 1 
  $AUDIO_LINE_IS_ACTIVE == 0 
876F:   not text_priority_displayed 
else_jump @COKEC_1008 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
$8392 += 1 

:COKEC_1008
if 
  $8392 == 2 
else_jump @COKEC_1099 
if 
00E1:   player 0 pressed_key 11 
else_jump @COKEC_1066 
$8393 = 1 
$8392 += 1 
03E6: remove_text_box 
jump @COKEC_1099 

:COKEC_1066
if 
00E1:   player 0 pressed_key 10 
else_jump @COKEC_1099 
$8393 = 2 
$8392 += 1 
03E6: remove_text_box 

:COKEC_1099
if or
  $8392 == 0 
  $8392 == 3 
else_jump @COKEC_1565 
if and
  $AUDIO_LINE_IS_ACTIVE == 0 
  32@ > 1000 
else_jump @COKEC_1565 
0871: init_jump_table 12@ total_jumps 5 default_jump 0 @COKEC_1551 jumps 0 @COKEC_1213 1 @COKEC_1264 2 @COKEC_1312 3 @COKEC_1366 4 @COKEC_1480 -1 @COKEC_1551 -1 @COKEC_1551 

:COKEC_1213
040D: unload_wav 3 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08A'  // ~z~Hey, Cesar.
04AE: $ACTOR_SPEECH_WAV_FILE = 25285 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
jump @COKEC_1551 

:COKEC_1264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08B'  // ~z~The yay leaving San Fierro, right?
04AE: $ACTOR_SPEECH_WAV_FILE = 25286 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1551 

:COKEC_1312
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08C'  // ~z~Right. But they're using bikes, CJ, and they go cross country!
04AE: $ACTOR_SPEECH_WAV_FILE = 25287 // $ = any 
create_thread @AUDIOL -1 0 1 1 0 
$8392 += 1 
jump @COKEC_1551 

:COKEC_1366
if 
  $8393 == 1 
else_jump @COKEC_1432 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08D'  // ~z~OK, I'm gonna see what I can dig up.
04AE: $ACTOR_SPEECH_WAV_FILE = 25288 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
jump @COKEC_1473 

:COKEC_1432
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE2N'  // ~z~Not right now, I gotta check into some shit.
04AE: $ACTOR_SPEECH_WAV_FILE = 21447 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 

:COKEC_1473
jump @COKEC_1551 

:COKEC_1480
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_1519 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_1519
if 
   not $8393 == 1 
else_jump @COKEC_1544 
jump @COKEC_5527 

:COKEC_1544
jump @COKEC_1551 

:COKEC_1551
12@ += 1 
32@ = 0 

:COKEC_1565
if 
  1@ == 2 
else_jump @COKEC_2214 
if 
  15@ == 0 
else_jump @COKEC_1991 
0209: 26@ = random_int_in_ranges 0 60 

:COKEC_1610
if 
  2@ == 0 
else_jump @COKEC_1732 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_1725 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 150.0 150.0 150.0 
else_jump @COKEC_1718 
0209: 26@ = random_int_in_ranges 0 60 
wait 0 
jump @COKEC_1725 

:COKEC_1718
2@ = 1 

:COKEC_1725
jump @COKEC_1610 

:COKEC_1732
17@ = Car.Create(#SANCHEZ, $X_BCE2_CHECKPOINTS(26@,85f), $Y_BCE2_CHECKPOINTS(26@,85f), $Z_BCE2_CHECKPOINTS(26@,85f))
18@ = Actor.Create(CivMale, #WMYBMX, $X_BCE2_CHECKPOINTS(26@,85f), $Y_BCE2_CHECKPOINTS(26@,85f), $Z_BCE2_CHECKPOINTS(26@,85f))
22@ = Object.Create(#PARA_PACK, $X_BCE2_CHECKPOINTS(26@,85f), $Y_BCE2_CHECKPOINTS(26@,85f), $Z_BCE2_CHECKPOINTS(26@,85f))
036A: put_actor 18@ in_car 17@ 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
0587: enable_car 17@ validate_position 0 
0085: 2@ = 26@ // (int) 
2@ += 1 
0086: $TEMPVAR_FLOAT_1 = $X_BCE2_CHECKPOINTS(2@,85f) // (float) 
0061: $TEMPVAR_FLOAT_1 -= $X_BCE2_CHECKPOINTS(26@,85f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $Y_BCE2_CHECKPOINTS(2@,85f) // (float) 
0061: $TEMPVAR_FLOAT_2 -= $Y_BCE2_CHECKPOINTS(26@,85f) // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 5@ 
Car.Angle(17@) = 5@
0704: car 17@ drive_to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 
jump @COKEC_1991 

:COKEC_1991
02A9: set_actor 18@ immune_to_nonplayer 1 
Actor.WeaponAccuracy(18@) = 95
060B: set_actor 18@ decision_maker_to 29@ 
0688: unknown_actor 18@ flags 0 0 1 
01B2: give_actor 18@ weapon 22 ammo 99999 // Load the weapon model before using this 
08AF: set_actor 18@ max_health_to 300 
Actor.Health(18@) = 300
Car.ImmuneToNonPlayer(17@) = True
Car.SetMaxSpeed(17@, 25.0)
00AE: set_car 17@ traffic_behaviour_to 2 
072F: enable_car 17@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unknown 1 to_path 2 // extended 03CC 
Actor.SetImmunities(18@, 1, 1, 1, 1, 1)
Car.SetImmunities(17@, 1, 1, 1, 1, 1)
04D8: set_actor 18@ drowns_in_water 0 
08C6: set_actor 18@ stay_on_bike 1 
Model.Destroy(#WMYBMX)
Model.Destroy(#SANCHEZ)
Model.Destroy(#COLT45)
if 
   not Actor.Dead(18@)
else_jump @COKEC_2179 
19@ = Marker.CreateAboveActor(18@)

:COKEC_2179
24@ = 0 
33@ = 0 
11@ = 0 
10@ = 0 
1@ += 1 

:COKEC_2214
if 
  1@ == 3 
else_jump @COKEC_3295 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3295 
if 
  25@ == 0 
else_jump @COKEC_2311 
if 
0736:   NOP_false 67 
else_jump @COKEC_2304 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2304 
25@ = 1 

:COKEC_2304
jump @COKEC_2337 

:COKEC_2311
if 
0736:   NOP_false 67 
else_jump @COKEC_2337 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
25@ = 0 

:COKEC_2337
if 
  25@ == 1 
else_jump @COKEC_2497 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2497 
Actor.StorePos(18@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_1 += -15.0 
$TEMPVAR_FLOAT_2 += 12.0 
$TEMPVAR_FLOAT_3 += 15.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Actor.StorePos(18@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ with_offset 0.0 2.0 0.0 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:COKEC_2497
if 
0736:   NOP_false 70 
else_jump @COKEC_2571 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2571 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_2571 
if 
   Actor.InCar(18@, 17@)
else_jump @COKEC_2571 
0622: AS_actor 18@ bail_car 17@ 

:COKEC_2571
if 
0736:   NOP_false 74 
else_jump @COKEC_2671 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2671 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 18@ with_offset 0.0 -20.0 0.0 
$TEMPVAR_FLOAT_3 += 10.0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_2671 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:COKEC_2671
if 
  15@ == 0 
else_jump @COKEC_2891 
if 
  24@ == 0 
else_jump @COKEC_2884 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_2884 
if 
   not Actor.Dead(18@)
else_jump @COKEC_2884 
if 
0104:   actor $PLAYER_ACTOR near_actor 18@ radius 80.0 80.0 80.0 sphere 0 
else_jump @COKEC_2856 
08C6: set_actor 18@ stay_on_bike 0 
Actor.SetImmunities(18@, 0, 0, 0, 0, 0)
if 
   not Car.Wrecked(17@)
else_jump @COKEC_2828 
Car.SetImmunities(17@, 0, 0, 0, 0, 0)

:COKEC_2828
04D8: set_actor 18@ drowns_in_water 1 
08C6: set_actor 18@ stay_on_bike 0 
24@ = 1 
jump @COKEC_2884 

:COKEC_2856
if 
  11@ > 600000 
else_jump @COKEC_2884 
jump @COKEC_5527 

:COKEC_2884
jump @COKEC_2891 

:COKEC_2891
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3042 
if 
  24@ == 1 
else_jump @COKEC_3042 
if 
   not Actor.Dead(18@)
else_jump @COKEC_3042 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3000 
if or
00F2:   actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 0 
02CB:   actor 18@ bounding_sphere_visible 
else_jump @COKEC_3000 
10@ = 0 

:COKEC_3000
if 
  10@ > 20000 
else_jump @COKEC_3042 
00BB: show_text_lowpriority GXT 'BCR3_02' time 4000 flag 1  // ~s~You've lost the ~r~courier~s~.
jump @COKEC_5527 

:COKEC_3042
if 
  23@ == -1 
else_jump @COKEC_3221 
if 
   not Actor.Dead(18@)
else_jump @COKEC_3214 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3214 
if 
051A:   actor 18@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COKEC_3214 
if 
03CA:   object 22@ exists 
else_jump @COKEC_3184 
066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 flag 1 handle_as 20@ 
064C: make_particle 20@ visible 

:COKEC_3184
00BB: show_text_lowpriority GXT 'BCR3_04' time 5000 flag 1  // ~s~The ~r~courier~s~ is losing stuff, kill him before it's all lost.
23@ = 1 
32@ = 0 

:COKEC_3214
jump @COKEC_3272 

:COKEC_3221
if 
  32@ > 180000 
else_jump @COKEC_3272 
if 
  23@ > 0 
else_jump @COKEC_3272 
064E: stop_particle 20@ 
23@ = 0 

:COKEC_3272
if 
   Actor.Dead(18@)
else_jump @COKEC_3295 
1@ += 1 

:COKEC_3295
if 
  1@ == 4 
else_jump @COKEC_3554 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3554 
if 
   Actor.Dead(18@)
else_jump @COKEC_3554 
064E: stop_particle 20@ 
0093: 5@ = integer 32@ to_float 
if 
  5@ > 180000.0 
else_jump @COKEC_3389 
5@ = 180000.0 

:COKEC_3389
5@ /= 180000.0 
5@ -= 1.0 
5@ *= -1.0 
5@ *= 2000.0 
0092: 23@ = float 5@ to_integer 
Marker.Disable(19@)
if 
03CA:   object 22@ exists 
else_jump @COKEC_3463 
Object.Destroy(22@)

:COKEC_3463
Actor.StoreDeadActorPos(18@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
21@ = Pickup.Create(#PARA_PACK, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Marker.SetColor(19@, 1)
00BC: show_text_highpriority GXT 'BCR3_05' time 4000 flag 1  // ~s~Pick up the ~g~stuff~s~.
$8394 = 0 
32@ = 0 
1@ += 1 

:COKEC_3554
if 
0736:   NOP_false 85 
else_jump @COKEC_3590 
if 
   not Actor.Dead(18@)
else_jump @COKEC_3590 
05BE: AS_kill_actor 18@ 

:COKEC_3590
if 
  $8394 == 0 
else_jump @COKEC_3777 
if 
   not Pickup.Picked_up(21@)
else_jump @COKEC_3777 
065B: store_pickup 21@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_3777 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 50.0 50.0 
else_jump @COKEC_3777 
02CE: 5@ = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0088: $TEMPVAR_FLOAT_3 = 5@ // (float) 
$TEMPVAR_FLOAT_3 += 1.0 
Pickup.Destroy(21@)
Marker.Disable(19@)
21@ = Pickup.Create(#PARA_PACK, 3, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018A: 19@ = create_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Marker.SetColor(19@, 1)
$8394 = 1 

:COKEC_3777
if 
  1@ == 5 
else_jump @COKEC_4019 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_4019 
065B: store_pickup 21@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 radius 300.0 300.0 
else_jump @COKEC_4010 
if 
  180000 > 32@ 
else_jump @COKEC_3994 
if 
   not 21@ == 0 
else_jump @COKEC_3978 
if 
   Pickup.Picked_up(21@)
else_jump @COKEC_3971 
if 
  23@ > 0 
else_jump @COKEC_3948 
00BE: text_clear_all 
13@ = 1 
jump @COKEC_3964 

:COKEC_3948
00BC: show_text_highpriority GXT 'BCR3_06' time 7500 flag 1  // ~s~All the stuff was lost during the chase!

:COKEC_3964
jump @COKEC_5527 

:COKEC_3971
jump @COKEC_3987 

:COKEC_3978
00BE: text_clear_all 
jump @COKEC_5527 

:COKEC_3987
jump @COKEC_4003 

:COKEC_3994
00BE: text_clear_all 
jump @COKEC_5527 

:COKEC_4003
jump @COKEC_4019 

:COKEC_4010
00BE: text_clear_all 
jump @COKEC_5527 

:COKEC_4019
if 
   not 24@ == 0 
else_jump @COKEC_4226 
if 
  15@ == 0 
else_jump @COKEC_4226 
if 
056E:   car 17@ defined 
else_jump @COKEC_4219 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_4219 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_4219 
if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 50.0 50.0 50.0 flag 0 
else_jump @COKEC_4209 
if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 20.0 20.0 20.0 flag 0 
else_jump @COKEC_4192 
Car.SetMaxSpeed(17@, 45.0)
jump @COKEC_4202 

:COKEC_4192
Car.SetMaxSpeed(17@, 30.0)

:COKEC_4202
jump @COKEC_4219 

:COKEC_4209
Car.SetMaxSpeed(17@, 20.0)

:COKEC_4219
jump @COKEC_4226 

:COKEC_4226
if 
  15@ == 0 
else_jump @COKEC_4613 
if 
   not Actor.Dead(18@)
else_jump @COKEC_4613 
if 
   not 26@ == -1 
else_jump @COKEC_4613 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_4613 
if 
   Actor.InCar(18@, 17@)
else_jump @COKEC_4613 
if 
0100:   actor 18@ in_sphere $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) radius 25.0 25.0 25.0 sphere 0 in_car 
else_jump @COKEC_4468 
26@ += 1 
if 
  85 > 26@ 
else_jump @COKEC_4439 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 model #CSPLAY 2 
jump @COKEC_4461 

:COKEC_4439
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
26@ = -1 

:COKEC_4461
jump @COKEC_4613 

:COKEC_4468
if 
  85 > 26@ 
else_jump @COKEC_4562 
062E: unknown_get_actor 18@ task 1489 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_4555 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) speed 25.0 3 model #CSPLAY 2 

:COKEC_4555
jump @COKEC_4613 

:COKEC_4562
062E: unknown_get_actor 18@ task 1490 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_4613 
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
26@ = -1 

:COKEC_4613
if 
   not Actor.Dead(18@)
else_jump @COKEC_4728 
if 
83CA:   not object 22@ exists 
else_jump @COKEC_4668 
22@ = Object.Create(#PARA_PACK, 0.0, 0.0, 0.0)

:COKEC_4668
if 
8737:   not actor 18@ lifting_object 22@ 
else_jump @COKEC_4728 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:COKEC_4728
if 
   not 27@ == 0 
else_jump @COKEC_4824 
if 
  28@ == 0 
else_jump @COKEC_4817 
if 
056E:   car 17@ defined 
else_jump @COKEC_4787 
Car.LockInCurrentPosition(17@) = True

:COKEC_4787
if 
056D:   actor 18@ defined 
else_jump @COKEC_4810 
Actor.LockInCurrentPosition(18@) = True

:COKEC_4810
28@ = 1 

:COKEC_4817
jump @COKEC_4895 

:COKEC_4824
if 
  28@ == 1 
else_jump @COKEC_4895 
if 
056E:   car 17@ defined 
else_jump @COKEC_4865 
Car.LockInCurrentPosition(17@) = False

:COKEC_4865
if 
056D:   actor 18@ defined 
else_jump @COKEC_4888 
Actor.LockInCurrentPosition(18@) = False

:COKEC_4888
28@ = 0 

:COKEC_4895
if 
056E:   car 17@ defined 
else_jump @COKEC_5520 
if 
   not Actor.Dead(18@)
else_jump @COKEC_5520 
if 
  24@ == 1 
else_jump @COKEC_5477 
if 
   not Car.Wrecked(17@)
else_jump @COKEC_5395 
if 
   not Actor.InCar(18@, 17@)
else_jump @COKEC_5388 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5388 
if 
8105:   not actor $PLAYER_ACTOR near_actor 18@ radius 20.0 20.0 10.0 sphere 0 on_foot 
else_jump @COKEC_5239 
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5121 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 
jump @COKEC_5232 

:COKEC_5121
062E: unknown_get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
84A4:   not  2@ == 7 // @ == any 
else_jump @COKEC_5232 
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5232 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5232
jump @COKEC_5388 

:COKEC_5239
if 
  23@ == 1 
else_jump @COKEC_5306 
062E: unknown_get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5299 
0687: clear_actor 18@ task 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 

:COKEC_5299
jump @COKEC_5388 

:COKEC_5306
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5388 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5388
jump @COKEC_5470 

:COKEC_5395
062E: unknown_get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COKEC_5470 
0615: define_AS_pack_begin 8@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5452 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:COKEC_5452
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_5470
jump @COKEC_5520 

:COKEC_5477
if 
   not Car.Wrecked(17@)
else_jump @COKEC_5520 
if 
   not Actor.InCar(18@, 17@)
else_jump @COKEC_5520 
036A: put_actor 18@ in_car 17@ 

:COKEC_5520
jump @COKEC_403 

:COKEC_5527
if 
  14@ == 1 
else_jump @COKEC_5844 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5568 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_5568
create_thread @CLEANAU 
040D: unload_wav 1 
040D: unload_wav 2 
wait 1 
03E6: remove_text_box 
if 
  13@ == 0 
else_jump @COKEC_5615 
23@ = 0 

:COKEC_5615
if 
  16@ == 0 
else_jump @COKEC_5681 
if 
876F:   not text_priority_displayed 
else_jump @COKEC_5662 
00BC: show_text_highpriority GXT 'BCR3_08' time 7500 flag 1  // ~s~You can try again every Wednesday and Saturday.

:COKEC_5662
01E3: show_text_1number_styled GXT 'BCE2_04' number 23@ time 7500 style 5  // You stole $~1~ from the courier.

:COKEC_5681
if 
  13@ == 1 
else_jump @COKEC_5759 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_5723 
Player.Money($PLAYER_CHAR) += 23@

:COKEC_5723
if 
  $1515 == 0 
else_jump @COKEC_5750 
0595: mission_complete 
$1515 += 1 

:COKEC_5750
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)

:COKEC_5759
Actor.RemoveReferences(18@)
Car.RemoveReferences(17@)
Object.RemoveReferences(22@)
Marker.Disable(19@)
0650: destroy_particle 20@ 
Pickup.Destroy(21@)
065C: release_decision_maker 29@ 
Model.Destroy(#WMYBMX)
Model.Destroy(#SANCHEZ)
Model.Destroy(#COLT45)
Model.Destroy(#CELLPHONE)
0873: release_path 556 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
Model.Destroy(#CELLPHONE)
14@ = 0 

:COKEC_5844
$2204 = 0 
end_thread 
0084: $8396 = $BCE_CHECKPOINTS_INDEX // (int) 
$8396 -= 2 
0084: $8397 = $BCE_CHECKPOINTS_INDEX // (int) 
$8397 += 2 
if 
  0 > $8396 
else_jump @COKEC_5908 
$8396 = 0 

:COKEC_5908
if 
  $8397 > 84 
else_jump @COKEC_5933 
$8397 = 84 

:COKEC_5933
008B: 2@ = $8396 // (int) 

:COKEC_5941
if 
001E:   $8397 > 2@ // (int) 
else_jump @COKEC_6051 
0085: 3@ = 2@ // (int) 
3@ += 1 
if 
  85 > 3@ 
else_jump @COKEC_6037 
0052: NOP $X_BCE2_CHECKPOINTS(2@,85f) $Y_BCE2_CHECKPOINTS(2@,85f) $Z_BCE2_CHECKPOINTS(2@,85f) $X_BCE2_CHECKPOINTS(3@,85f) $Y_BCE2_CHECKPOINTS(3@,85f) $Z_BCE2_CHECKPOINTS(3@,85f) 

:COKEC_6037
2@ += 1 
jump @COKEC_5941 

:COKEC_6051
if 
0736:   NOP_false 124 
else_jump @COKEC_6122 
$BCE_CHECKPOINTS_INDEX += 1 
if 
  $BCE_CHECKPOINTS_INDEX > 84 
else_jump @COKEC_6098 
$BCE_CHECKPOINTS_INDEX = 0 

:COKEC_6098
0663: NOP "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6122
if 
0736:   NOP_false 127 
else_jump @COKEC_6193 
$BCE_CHECKPOINTS_INDEX -= 1 
if 
  0 > $BCE_CHECKPOINTS_INDEX 
else_jump @COKEC_6169 
$BCE_CHECKPOINTS_INDEX = 84 

:COKEC_6169
0663: NOP "BCE_POINT_TO_EDIT" $BCE_CHECKPOINTS_INDEX 

:COKEC_6193
if 
0736:   NOP_false 131 
else_jump @COKEC_6223 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6223
if 
0736:   NOP_false 130 
else_jump @COKEC_6253 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6253
if 
0736:   NOP_false 128 
else_jump @COKEC_6283 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6283
if 
0736:   NOP_false 129 
else_jump @COKEC_6313 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6313
if 
0736:   NOP_false 145 
else_jump @COKEC_6343 
$Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 0.5 

:COKEC_6343
if 
0736:   NOP_false 139 
else_jump @COKEC_6373 
$Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -0.5 

:COKEC_6373
if 
0736:   NOP_false 87 
else_jump @COKEC_6402 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6402
if 
0736:   NOP_false 83 
else_jump @COKEC_6431 
$Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6431
if 
0736:   NOP_false 68 
else_jump @COKEC_6460 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += 10.0 

:COKEC_6460
if 
0736:   NOP_false 65 
else_jump @COKEC_6489 
$X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) += -10.0 

:COKEC_6489
if 
0736:   NOP_false 137 
else_jump @COKEC_7511 
03A9: NOP 
05B6: 103 // COKE COURIER ROUTE - EDIT POINT -
03A7: NOP $BCE_CHECKPOINTS_INDEX 
03A9: NOP 
2@ = 0 

:COKEC_6651
if 
  85 > 2@ 
else_jump @COKEC_7511 
05B6: 104 // BCE2_CHECKPOINTS_X[
03A7: NOP 2@ 
05B6: 105 // ] = 
03A8: NOP $X_BCE2_CHECKPOINTS(2@,85f) 
03A9: NOP 
05B6: 106 // BCE2_CHECKPOINTS_Y[
03A7: NOP 2@ 
05B6: 107 // ] = 
03A8: NOP $Y_BCE2_CHECKPOINTS(2@,85f) 
03A9: NOP 
05B6: 108 // BCE2_CHECKPOINTS_Z[
03A7: NOP 2@ 
05B6: 109 // ] = 
03A8: NOP $Z_BCE2_CHECKPOINTS(2@,85f) 
03A9: NOP 
2@ += 1 
jump @COKEC_6651 

:COKEC_7511
if 
0736:   NOP_false 97 
else_jump @COKEC_7614 
008B: 2@ = $BCE_CHECKPOINTS_INDEX // (int) 
2@ -= 1 
if 
  0 > 2@ 
else_jump @COKEC_7566 
2@ = 0 

:COKEC_7566
0086: $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $X_BCE2_CHECKPOINTS(2@,85f) // (float) 
0086: $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Y_BCE2_CHECKPOINTS(2@,85f) // (float) 
0086: $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) = $Z_BCE2_CHECKPOINTS(2@,85f) // (float) 

:COKEC_7614
if 
   Player.Defined($PLAYER_CHAR)
else_jump @COKEC_7716 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 1.0 1.0 1.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Y_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) $Z_BCE2_CHECKPOINTS($BCE_CHECKPOINTS_INDEX,85f) radius 0.5 0.5 0.5 

:COKEC_7716
return 
end_thread 

//-------------External script 4 (SLOT_MACHINE)---------------

:BANDIT
thread 'BANDIT' 
4@ = 0 
6@ = 0 
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0 
0209: 14@ = random_int_in_ranges 0 5 
if 
  14@ == 1 
else_jump @BANDIT_96 
14@ = 5 

:BANDIT_96
if 
  14@ == 0 
else_jump @BANDIT_121 
14@ = 1 

:BANDIT_121
if 
  14@ == 2 
else_jump @BANDIT_146 
14@ = 10 

:BANDIT_146
if 
  14@ == 3 
else_jump @BANDIT_171 
14@ = 20 

:BANDIT_171
if 
  14@ == 4 
else_jump @BANDIT_196 
14@ = 50 

:BANDIT_196
if 
  4@ == 1 
else_jump @BANDIT_253 
0@ = Object.Init(#KB_BANDIT_U, 0.0, 0.0, 0.0)
1@ = Object.Init(#CJ_WHEEL_1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BANDIT_253
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @BANDIT_2859 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @BANDIT_2845 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BANDIT_2831 
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BANDIT_2824 jumps 0 @BANDIT_373 1 @BANDIT_590 2 @BANDIT_792 3 @BANDIT_1356 4 @BANDIT_1595 5 @BANDIT_1943 6 @BANDIT_2549 

:BANDIT_373
15@ = Object.Model(0@)
if 
   Model.Available(15@)
else_jump @BANDIT_583 
$TEMPVAR_ANGLE = Object.Angle(0@)
if 
83CA:   not object 1@ exists 
else_jump @BANDIT_462 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
1@ = Object.Init(#CJ_WHEEL_1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(1@) = $TEMPVAR_ANGLE

:BANDIT_462
if 
83CA:   not object 2@ exists 
else_jump @BANDIT_519 
080A: get_object 0@ spoot 2 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
2@ = Object.Init(#CJ_WHEEL_02, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(2@) = $TEMPVAR_ANGLE

:BANDIT_519
if 
83CA:   not object 3@ exists 
else_jump @BANDIT_576 
080A: get_object 0@ spoot 3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
3@ = Object.Init(#CJ_WHEEL_03, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(3@) = $TEMPVAR_ANGLE

:BANDIT_576
4@ += 1 

:BANDIT_583
jump @BANDIT_2824 

:BANDIT_590
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
if 
  16@ == -1 
else_jump @BANDIT_785 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @BANDIT_758 
0513: show_text_box_1number 'SLOT_02' number 14@  // ~k~~VEHICLE_ENTER_EXIT~ Use Slot Machine $~1~
07CC: set_player $PLAYER_CHAR button_15 0 
03CF: load_wav 1814 as 4 
gosub @BANDIT_2873 
4@ += 1 
jump @BANDIT_785 

:BANDIT_758
if 
  13@ == 1 
else_jump @BANDIT_785 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_785
jump @BANDIT_2824 

:BANDIT_792
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
if 
  16@ == -1 
else_jump @BANDIT_1306 
04ED: load_animation "CASINO" 
if 
04EE:   animation "CASINO" loaded 
else_jump @BANDIT_1299 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @BANDIT_1256 
0A3E: unknown_get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 handle_as 17@ 
if 
  17@ == -1 
else_jump @BANDIT_1249 
if 
89BE:   not unknown_check_09BD 
else_jump @BANDIT_1249 
gosub @BANDIT_2873 
if 
00E1:   player 0 pressed_key 15 
else_jump @BANDIT_1249 
008A: $3396 = 14@ // (int) 
$3396 -= 1 
if 
   Player.Money($PLAYER_CHAR) > $3396
else_jump @BANDIT_1229 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
$TEMPVAR_ANGLE = Object.Angle(0@)
0804: AS_actor $PLAYER_ACTOR walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius 0.4 animation "SLOT_PLYR" IFP_file "CASINO" 4.0 LA 0 LX 0 LY 0 LF 0 LT 0 
008A: $3396 = 14@ // (int) 
$3396 *= -1 
Player.Money($PLAYER_CHAR) += $3396
0623: add 14@ to_integer_stat 35 
0091: $3401 = integer 14@ to_float 
$3401 *= 0.001 
0624: add $3401 to_float_stat 81 
03E6: remove_text_box 
09BD: unknown_flag 1 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
5@ += 750 
4@ += 1 
jump @BANDIT_1249 

:BANDIT_1229
018C: play_sound 1053 at 0.0 0.0 0.0 

:BANDIT_1249
jump @BANDIT_1299 

:BANDIT_1256
if 
  13@ == 1 
else_jump @BANDIT_1283 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_1283
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
4@ = 1 

:BANDIT_1299
jump @BANDIT_1349 

:BANDIT_1306
if 
  13@ == 1 
else_jump @BANDIT_1333 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_1333
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
4@ = 1 

:BANDIT_1349
jump @BANDIT_2824 

:BANDIT_1356
gosub @BANDIT_2873 
if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // (int) 
else_jump @BANDIT_1588 
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_1424 
097A: play_audio_at 0.0 0.0 0.0 event 1087 

:BANDIT_1424
07CC: set_player $PLAYER_CHAR button_15 1 
03F0: enable_text_draw 1 
if 
  13@ == 0 
else_jump @BANDIT_1539 
0390: load_txd_dictionary 'LD_SLOT' 
038F: load_texture "CHERRY" as 1 // Load dictionary with 0390 first 
038F: load_texture "GRAPES" as 2 // Load dictionary with 0390 first 
038F: load_texture "R_69" as 3 // Load dictionary with 0390 first 
038F: load_texture "BELL" as 4 // Load dictionary with 0390 first 
038F: load_texture "BAR1_O" as 5 // Load dictionary with 0390 first 
038F: load_texture "BAR2_O" as 6 // Load dictionary with 0390 first 
13@ = 1 

:BANDIT_1539
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_1581 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_1581
4@ += 1 

:BANDIT_1588
jump @BANDIT_2824 

:BANDIT_1595
0079: 10@ += unknown_float * 1.0 // (float) 
if 
  10@ > 10.0 
else_jump @BANDIT_1682 
10@ = 10.0 
0209: $3396 = random_int_in_ranges 2000 3000 
6@ = 0 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 5@ += $3396 // (int) 
0687: clear_actor $PLAYER_ACTOR task 
4@ += 1 

:BANDIT_1682
0079: 11@ += unknown_float * 1.1 // (float) 
if 
  11@ > 10.0 
else_jump @BANDIT_1723 
11@ = 10.0 

:BANDIT_1723
0079: 12@ += unknown_float * 1.05 // (float) 
if 
  12@ > 10.0 
else_jump @BANDIT_1764 
12@ = 10.0 

:BANDIT_1764
$TEMPVAR_ANGLE = Object.Angle(0@)
$3400 = 0 

:BANDIT_1779
if 
  3 > $3400 
else_jump @BANDIT_1929 
if 
  10@($3400,3f) > 0.0 
else_jump @BANDIT_1915 
007B: 7@($3400,3f) += unknown_float * 10@($3400,3f) // (float) 
if or
  7@($3400,3f) > 360.0 
  7@($3400,3f) == 360.0 
else_jump @BANDIT_1891 
7@($3400,3f) -= 360.0 

:BANDIT_1891
0453: set_object 1@($3400,3i) XY_rotation 7@($3400,3f) 0.0 angle $TEMPVAR_ANGLE 

:BANDIT_1915
$3400 += 1 
jump @BANDIT_1779 

:BANDIT_1929
gosub @BANDIT_2873 
jump @BANDIT_2824 

:BANDIT_1943
if 
001E:   $CURRENT_TIME_IN_MS2 > 5@ // (int) 
else_jump @BANDIT_2370 
007F: 10@(6@,3f) -= unknown_float * 0.3 // (float) 
if 
  0.6 > 10@(6@,3f) 
else_jump @BANDIT_2370 
0088: $3401 = 7@(6@,3f) // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
$3396 *= 20 
008D: $3401 = integer $3396 to_float 
0088: $3402 = 7@(6@,3f) // (float) 
0061: $3402 -= $3401 // (float) 
if 
  10.0 > $3402 
else_jump @BANDIT_2356 
10@(6@,3f) = 0.0 
0088: $3401 = 7@(6@,3f) // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
008F: 7@(6@,3f) = integer $3396 to_float 
7@(6@,3f) *= 20.0 
0209: $3396 = random_int_in_ranges 750 1000 
008B: 5@ = $CURRENT_TIME_IN_MS2 // (int) 
005C: 5@ += $3396 // (int) 
if 
  2 > 6@ 
else_jump @BANDIT_2300 
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2244 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2244
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2286 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_2286
6@ += 1 
jump @BANDIT_2349 

:BANDIT_2300
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2342 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_2342
4@ += 1 

:BANDIT_2349
jump @BANDIT_2370 

:BANDIT_2356
10@(6@,3f) = 0.6 

:BANDIT_2370
$TEMPVAR_ANGLE = Object.Angle(0@)
$3400 = 0 

:BANDIT_2385
if 
  3 > $3400 
else_jump @BANDIT_2535 
if 
  10@($3400,3f) > 0.0 
else_jump @BANDIT_2521 
007B: 7@($3400,3f) += unknown_float * 10@($3400,3f) // (float) 
if or
  7@($3400,3f) > 360.0 
  7@($3400,3f) == 360.0 
else_jump @BANDIT_2497 
7@($3400,3f) -= 360.0 

:BANDIT_2497
0453: set_object 1@($3400,3i) XY_rotation 7@($3400,3f) 0.0 angle $TEMPVAR_ANGLE 

:BANDIT_2521
$3400 += 1 
jump @BANDIT_2385 

:BANDIT_2535
gosub @BANDIT_2873 
jump @BANDIT_2824 

:BANDIT_2549
0088: $3401 = 7@ // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
0088: $3401 = 8@ // (float) 
$3401 /= 20.0 
008C: $COLOR_RED = float $3401 to_integer 
0088: $3401 = 9@ // (float) 
$3401 /= 20.0 
008C: $COLOR_GREEN = float $3401 to_integer 
if and
003A:   $3413($3396,18i) == $3431($COLOR_RED,18i) // (int) 
003A:   $3413($3396,18i) == $3449($COLOR_GREEN,18i) // (int) 
else_jump @BANDIT_2772 
008A: $GAMBLES_CASHWIN = 14@ // (int) 
0068: $GAMBLES_CASHWIN *= $3413($3396,18i) // (int) 
create_thread @CASHWIN $GAMBLES_CASHWIN 
Player.Money($PLAYER_CHAR) += $GAMBLES_CASHWIN
03CF: load_wav 1814 as 4 
if 
03D0:   wav 4 loaded 
else_jump @BANDIT_2751 
097A: play_audio_at 0.0 0.0 0.0 event 1090 

:BANDIT_2751
0623: add $GAMBLES_CASHWIN to_integer_stat 37 
0627: update_integer_stat 38 to $GAMBLES_CASHWIN 
jump @BANDIT_2792 

:BANDIT_2772
create_thread @CASHWIN 0 2500 
0627: update_integer_stat 39 to 14@ 

:BANDIT_2792
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
4@ = 1 
gosub @BANDIT_2873 
jump @BANDIT_2824 

:BANDIT_2824
jump @BANDIT_2838 

:BANDIT_2831
jump @BANDIT_3455 

:BANDIT_2838
jump @BANDIT_2852 

:BANDIT_2845
jump @BANDIT_3455 

:BANDIT_2852
jump @BANDIT_2866 

:BANDIT_2859
jump @BANDIT_3455 

:BANDIT_2866
jump @BANDIT_253 

:BANDIT_2873
if 
  13@ == 1 
else_jump @BANDIT_3453 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $3468 $3473 cornerB $3469 $3474 GXT_reference 'DUMMY' style 0 
$3400 = 0 

:BANDIT_2927
if 
  3 > $3400 
else_jump @BANDIT_3453 
0088: $3401 = 7@($3400,3f) // (float) 
$3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
if 
  $3400 == 0 
else_jump @BANDIT_3013 
0084: $COLOR_RED = $3413($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 

:BANDIT_3013
if 
  $3400 == 1 
else_jump @BANDIT_3061 
0084: $COLOR_RED = $3431($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
$3404 += 64.0 

:BANDIT_3061
if 
  $3400 == 2 
else_jump @BANDIT_3109 
0084: $COLOR_RED = $3449($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
$3404 += 128.0 

:BANDIT_3109
if 
003A:   $COLOR_RED == $3407 // (int) 
else_jump @BANDIT_3164 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3164
if 
003A:   $COLOR_RED == $3408 // (int) 
else_jump @BANDIT_3219 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3219
if 
003A:   $COLOR_RED == $3409 // (int) 
else_jump @BANDIT_3274 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3274
if 
003A:   $COLOR_RED == $3410 // (int) 
else_jump @BANDIT_3329 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3329
if 
003A:   $COLOR_RED == $3411 // (int) 
else_jump @BANDIT_3384 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3384
if 
003A:   $COLOR_RED == $3412 // (int) 
else_jump @BANDIT_3439 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 6 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3439
$3400 += 1 
jump @BANDIT_2927 

:BANDIT_3453
return 

:BANDIT_3455
if 
  4@ > 0 
else_jump @BANDIT_3550 
if 
  4@ > 1 
else_jump @BANDIT_3500 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:BANDIT_3500
if 
  4@ > 2 
else_jump @BANDIT_3528 
04EF: release_animation "CASINO" 

:BANDIT_3528
Object.Destroy(1@)
Object.Destroy(2@)
Object.Destroy(3@)
4@ = 0 

:BANDIT_3550
if 
  13@ == 1 
else_jump @BANDIT_3577 
0391: release_txd_dictionary 
13@ = 0 

:BANDIT_3577
end_thread 
return 
end_thread 

//-------------External script 5 (ROULETTE)---------------

:ROULETE
thread 'ROULETE' 
1@ = 0 
if 
  1@ == 1 
else_jump @ROULETE_90 
0@ = Object.Init(#ROULETTE_TBL, 0.0, 0.0, 0.0)
$ROULETE_CHIPS($8549,151i) = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0662: NOP "AAAAAAA" 

:ROULETE_90
4@ = 0 
5@ = 0 
8@ = 0 
9@ = 0 
7@ = 0 
10@ = 500 
11@ = 500 
12@ = 0 
13@ = 0 
14@ = 0 
15@ = 0 
0653: 16@ = float_stat 81 
0209: 18@ = random_int_in_ranges 0 19 
$1523 += 1 
if 
  1.0 > 16@ 
else_jump @ROULETE_252 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_245 
18@ = 0 

:ROULETE_245
jump @ROULETE_464 

:ROULETE_252
if 
  10.0 > 16@ 
else_jump @ROULETE_312 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_305 
18@ = 5 

:ROULETE_305
jump @ROULETE_464 

:ROULETE_312
if 
  100.0 > 16@ 
else_jump @ROULETE_372 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_365 
18@ = 10 

:ROULETE_365
jump @ROULETE_464 

:ROULETE_372
if 
  1000.0 > 16@ 
else_jump @ROULETE_432 
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_425 
18@ = 14 

:ROULETE_425
jump @ROULETE_464 

:ROULETE_432
if or
  $1523 == 1 
  $1523 == 5 
else_jump @ROULETE_464 
18@ = 17 

:ROULETE_464
if or
  18@ == 0 
  18@ == 1 
  18@ == 2 
  18@ == 3 
  18@ == 4 
else_jump @ROULETE_525 
17@ = 2 
19@ = -340 

:ROULETE_525
if or
  18@ == 5 
  18@ == 6 
  18@ == 7 
  18@ == 8 
  18@ == 9 
else_jump @ROULETE_586 
17@ = 20 
19@ = -341 

:ROULETE_586
if or
  18@ == 10 
  18@ == 11 
  18@ == 12 
  18@ == 13 
else_jump @ROULETE_641 
17@ = 200 
19@ = -342 

:ROULETE_641
if or
  18@ == 14 
  18@ == 15 
  18@ == 16 
else_jump @ROULETE_689 
17@ = 2000 
19@ = -343 

:ROULETE_689
if or
  18@ == 17 
  18@ == 18 
else_jump @ROULETE_730 
17@ = 20000 
19@ = -344 

:ROULETE_730
18@ = 0 
20@ = 0 
0085: 21@ = 17@ // (int) 
21@ *= 50 
22@ = 0 
0209: $3396 = random_int_in_ranges 0 2 
if 
  $3396 == 0 
else_jump @ROULETE_807 
04AF: 23@ = 11 // @ = any 
jump @ROULETE_815 

:ROULETE_807
04AF: 23@ = 172 // @ = any 

:ROULETE_815
$8549 = 0 

:ROULETE_822
if 
  151 > $8549 
else_jump @ROULETE_866 
$8398($8549,151i) = 0 
$8549 += 1 
jump @ROULETE_822 

:ROULETE_866
$ROULETE_CASH_WON = 0 
$8551 = 0 
if 
  22@ == 1 
else_jump @ROULETE_907 
22@ = 0 
return 

:ROULETE_907
24@ = 0.0 
25@ = 0.0 

:ROULETE_927
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @ROULETE_7879 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @ROULETE_7735 
if 
  $PLAYER_IN_INTERIOR == 0 
else_jump @ROULETE_7591 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ROULETE_7456 
if 
  1@ == 0 
else_jump @ROULETE_1032 
Model.Load(23@)
1@ += 1 

:ROULETE_1032
if 
  1@ == 1 
else_jump @ROULETE_1167 
Model.Load(23@)
if 
   Model.Available(23@)
else_jump @ROULETE_1167 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.208 0.571 -1.144 
26@ = Actor.Create(CivFemale, 23@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
$TEMPVAR_ANGLE += 90.0 
Actor.Angle(26@) = $TEMPVAR_ANGLE
060B: set_actor 26@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0A0A: unknown_object 0@ flag 1 
1@ += 1 

:ROULETE_1167
if 
  1@ == 2 
else_jump @ROULETE_1269 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @ROULETE_1269 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.215 1.34 -0.086 
27@ = Object.Init(#WHEEL_WEE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
1@ += 1 

:ROULETE_1269
if 
  1@ == 3 
else_jump @ROULETE_1592 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @ROULETE_1592 
if 
  $9470 == 0 
else_jump @ROULETE_1592 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB $3404 $3405 $3406 on_foot 
else_jump @ROULETE_1592 
if 
  17@ == 2 
else_jump @ROULETE_1459 
0512: show_permanent_text_box 'SLOT_06'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $100

:ROULETE_1459
if 
  17@ == 20 
else_jump @ROULETE_1488 
0512: show_permanent_text_box 'SLOT_07'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $1,000

:ROULETE_1488
if 
  17@ == 200 
else_jump @ROULETE_1518 
0512: show_permanent_text_box 'SLOT_08'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $10,000

:ROULETE_1518
if 
  17@ == 2000 
else_jump @ROULETE_1548 
0512: show_permanent_text_box 'SLOT_09'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $100,000

:ROULETE_1548
if 
  17@ == 20000 
else_jump @ROULETE_1578 
0512: show_permanent_text_box 'SLOT_10'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $1,000,000

:ROULETE_1578
03CF: load_wav 1813 as 4 
1@ += 1 

:ROULETE_1592
if 
  1@ == 4 
else_jump @ROULETE_2950 
if 
  $3489 == 0 
else_jump @ROULETE_2950 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @ROULETE_2950 
if 
  $9470 == 0 
else_jump @ROULETE_2941 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB $3404 $3405 $3406 on_foot 
else_jump @ROULETE_2925 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ROULETE_2918 
if 
00E1:   player 0 pressed_key 15 
else_jump @ROULETE_2911 
if 
  9@ == 0 
else_jump @ROULETE_2904 
0652: $STAT_GAMBLING_SKILL = integer_stat 81 
if 
  17@ == 20 
else_jump @ROULETE_1974 
if 
   not $STAT_GAMBLING_SKILL >= 1 
else_jump @ROULETE_1974 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_1967 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_1949 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_1967 

:ROULETE_1949
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_1967
jump @ROULETE_927 

:ROULETE_1974
if 
  17@ == 200 
else_jump @ROULETE_2120 
if 
   not $STAT_GAMBLING_SKILL >= 10 
else_jump @ROULETE_2120 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2113 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2095 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2113 

:ROULETE_2095
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2113
jump @ROULETE_927 

:ROULETE_2120
if 
  17@ == 2000 
else_jump @ROULETE_2266 
if 
   not $STAT_GAMBLING_SKILL >= 100 
else_jump @ROULETE_2266 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2259 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2241 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2259 

:ROULETE_2241
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2259
jump @ROULETE_927 

:ROULETE_2266
if 
  17@ == 20000 
else_jump @ROULETE_2413 
if 
   not $STAT_GAMBLING_SKILL > 999 
else_jump @ROULETE_2413 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2406 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2388 
09D6: set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
jump @ROULETE_2406 

:ROULETE_2388
09D6: set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_2406
jump @ROULETE_927 

:ROULETE_2413
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
0A2B:   widescreen_option_enabled 
else_jump @ROULETE_2578 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.632 -1.9669 1.9144 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.5003 -1.3914 1.1073 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 1)
jump @ROULETE_2675 

:ROULETE_2578
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.5689 -1.5476 1.8759 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.4106 -1.0626 1.0159 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 1)

:ROULETE_2675
041D: set_camera_near_clip 0.1 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_ROUL' 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_2783 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_2765 
09D6: set_actor 26@ sound $3828($3400,2i) flags 1 1 0 
jump @ROULETE_2783 

:ROULETE_2765
09D6: set_actor 26@ sound $3887($3400,2i) flags 1 1 0 

:ROULETE_2783
038F: load_texture "ROULBLA" as 1 // Load dictionary with 0390 first 
038F: load_texture "ROULRED" as 2 // Load dictionary with 0390 first 
038F: load_texture "ROULGRE" as 3 // Load dictionary with 0390 first 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $3496 $3497 $3498 
$TEMPVAR_FLOAT_3 += 0.01 
$8552 = Object.Init(#ROULETTE_MARKER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
09BD: unknown_flag 1 
$3489 = 1 
28@ = 0 
1@ += 1 
9@ = 1 

:ROULETE_2904
jump @ROULETE_2918 

:ROULETE_2911
9@ = 0 

:ROULETE_2918
jump @ROULETE_2934 

:ROULETE_2925
03E6: remove_text_box 
1@ = 3 

:ROULETE_2934
jump @ROULETE_2950 

:ROULETE_2941
03E6: remove_text_box 
1@ = 3 

:ROULETE_2950
if 
  1@ == 5 
else_jump @ROULETE_7449 
0581: enable_radar 0 
if 
  $3505 > 0 
else_jump @ROULETE_3503 
$3809 += 2.0 
$3810 += 2.0 
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 0 0 0 255 
$3809 -= 2.0 
$3810 -= 2.0 
if 
  18@ == 0 
else_jump @ROULETE_3116 
038D: draw_texture 3 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3116
if or
  18@ == 1 
  18@ == 3 
  18@ == 5 
  18@ == 7 
  18@ == 9 
  18@ == 12 
else_jump @ROULETE_3208 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3208
if or
  18@ == 14 
  18@ == 16 
  18@ == 18 
  18@ == 19 
  18@ == 21 
  18@ == 23 
else_jump @ROULETE_3300 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3300
if or
  18@ == 25 
  18@ == 27 
  18@ == 30 
  18@ == 32 
  18@ == 34 
  18@ == 36 
else_jump @ROULETE_3392 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
jump @ROULETE_3424 

:ROULETE_3392
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 

:ROULETE_3424
0086: $8553 = $3809 // (float) 
$8553 += -1.6679 
0086: $8554 = $3810 // (float) 
$8554 += -30.0255 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 0.9423 4.2306 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $8553 $8554 GXT 'NUMBER' number 18@  // ~1~

:ROULETE_3503
0937: text_draw_box_cornerA $3479 $3483 cornerB $3480 $3484 GXT_reference 'ROUWAGE' style 2  // Wager
gosub @ROULETE_18193 
0340: set_text_draw_RGBA 134 155 184 255 
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @ROULETE_3579 
033F: set_text_draw_letter_size 0.42 2.5077 

:ROULETE_3579
033E: set_draw_text_position $3477 $3481 GXT 'ROU_MAX'  // Max Wager
0086: $8554 = $3481 // (float) 
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 21@  // $~1~
0059: $8554 += $3478 // (float) 
gosub @ROULETE_18193 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUYOUR'  // Total Wager
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $8551  // $~1~
0059: $8554 += $3478 // (float) 
gosub @ROULETE_18193 
if 
  $3505 > 0 
else_jump @ROULETE_3850 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROU_WON'  // Payout
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $ROULETE_CASH_WON  // $~1~
jump @ROULETE_3924 

:ROULETE_3850
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUTHIS'  // This Wager
0059: $8554 += $3482 // (float) 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 20@  // $~1~

:ROULETE_3924
if 
  $3505 == 0 
else_jump @ROULETE_4536 
0512: show_permanent_text_box 'ROUHELP'  // Use the movement controls to select spot.~n~~k~~PED_JUMPING~ Increase Wager~n~~k~~PED_FIREWEAPON~ Decrease Wager~n~~k~~PED_SPRINT~ Spin Wheel~n~~k~~VEHICLE_ENTER_EXIT~ Exit
0750: set_object $8552 visibility 1 
if 
00E1:   player 0 pressed_key 16 
else_jump @ROULETE_4238 
if 
  7@ == 0 
else_jump @ROULETE_4231 
if 
  $8551 > 0 
else_jump @ROULETE_4189 
03CF: load_wav 1813 as 4 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_4106 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_4088 
09D6: set_actor 26@ sound $3811($3400,3i) flags 1 1 0 
jump @ROULETE_4106 

:ROULETE_4088
09D6: set_actor 26@ sound $3870($3400,3i) flags 1 1 0 

:ROULETE_4106
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_4141 
097A: play_audio_at 0.0 0.0 0.0 event 1086 

:ROULETE_4141
0623: add $8551 to_integer_stat 35 
008D: $3401 = integer $8551 to_float 
$3401 *= 0.001 
03E6: remove_text_box 
0624: add $3401 to_float_stat 81 
$3505 += 1 
jump @ROULETE_4224 

:ROULETE_4189
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_4224 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_4224
7@ += 1 

:ROULETE_4231
jump @ROULETE_4245 

:ROULETE_4238
7@ = 0 

:ROULETE_4245
if 
00E1:   player 0 pressed_key 15 
else_jump @ROULETE_4522 
if 
  9@ == 0 
else_jump @ROULETE_4515 
9@ += 1 
$3505 = 0 
1@ = 3 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_4387 
0209: $3400 = random_int_in_ranges 0 2 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_4369 
09D6: set_actor 26@ sound $3826($3400,2i) flags 1 1 0 
jump @ROULETE_4387 

:ROULETE_4369
09D6: set_actor 26@ sound $3885($3400,2i) flags 1 1 0 

:ROULETE_4387
0581: enable_radar 1 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03F0: enable_text_draw 0 
0391: release_txd_dictionary 
03E6: remove_text_box 
Object.Destroy($8552)
Player.Money($PLAYER_CHAR) += $8551
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_4455
if 
  151 > $8549 
else_jump @ROULETE_4497 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_4455 

:ROULETE_4497
09BD: unknown_flag 0 
$3489 = 0 
jump @ROULETE_927 

:ROULETE_4515
jump @ROULETE_4529 

:ROULETE_4522
9@ = 0 

:ROULETE_4529
gosub @ROULETE_8023 

:ROULETE_4536
if 
  $3505 == 1 
else_jump @ROULETE_4625 
0750: set_object $8552 visibility 0 
0079: 24@ += unknown_float * 0.5 // (float) 
if or
  24@ > 20.0 
  24@ == 20.0 
else_jump @ROULETE_4625 
0084: $3506 = $CURRENT_TIME_IN_MS2 // (int) 
$3506 += 1500 
$3505 += 1 

:ROULETE_4625
if 
  $3505 == 2 
else_jump @ROULETE_4803 
if 
001C:   $CURRENT_TIME_IN_MS2 > $3506 // (int) 
else_jump @ROULETE_4803 
007F: 24@ -= unknown_float * 0.08 // (float) 
if or
  0.0 > 24@ 
  24@ == 0.0 
else_jump @ROULETE_4803 
0209: 18@ = random_int_in_ranges 0 37 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_4789 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_4771 
09D6: set_actor 26@ sound $3830(18@,37i) flags 1 1 0 
jump @ROULETE_4789 

:ROULETE_4771
09D6: set_actor 26@ sound $3889(18@,37i) flags 1 1 0 

:ROULETE_4789
gosub @ROULETE_9703 
$3505 += 1 

:ROULETE_4803
if 
  $3505 == 3 
else_jump @ROULETE_5553 
0512: show_permanent_text_box 'X_CONT'  // ~k~~PED_SPRINT~ Continue
0084: $3396 = $ROULETE_CASH_WON // (int) 
0060: $3396 -= $8551 // (int) 
if 
  $3396 == 0 
else_jump @ROULETE_4934 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~NO WIN!
jump @ROULETE_5138 

:ROULETE_4934
if 
  $3396 > 0 
else_jump @ROULETE_5060 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 
0340: set_text_draw_RGBA $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN 255 
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number $3396  // WINNER!~n~~w~$~1~
0627: update_integer_stat 38 to $3396 
jump @ROULETE_5138 

:ROULETE_5060
$3396 *= -1 
gosub @ROULETE_18193 
033F: set_text_draw_letter_size 1.3 3.36 
0342: enable_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~LOSER!~n~~w~-$~1~
0627: update_integer_stat 39 to $3396 

:ROULETE_5138
if 
00E1:   player 0 pressed_key 16 
else_jump @ROULETE_5546 
if 
  7@ == 0 
else_jump @ROULETE_5539 
008B: 7@ = $CURRENT_TIME_IN_MS2 // (int) 
7@ += 999999 
Player.Money($PLAYER_CHAR) += $ROULETE_CASH_WON
0623: add $ROULETE_CASH_WON to_integer_stat 37 
0084: $3396 = $ROULETE_CASH_WON // (int) 
0060: $3396 -= $8551 // (int) 
$9325 += 1 
if 
  $3396 > 0 
else_jump @ROULETE_5425 
0209: $3400 = random_int_in_ranges 0 3 
if or
  $3400 == 0 
  $3400 == 1 
else_jump @ROULETE_5408 
if 
  $9325 > 1 
else_jump @ROULETE_5315 
0209: $3400 = random_int_in_ranges 3 6 
jump @ROULETE_5324 

:ROULETE_5315
0209: $3400 = random_int_in_ranges 0 3 

:ROULETE_5324
if 
   not Actor.Dead(26@)
else_jump @ROULETE_5401 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_5383 
09D6: set_actor 26@ sound $3820($3400,6i) flags 1 1 0 
jump @ROULETE_5401 

:ROULETE_5383
09D6: set_actor 26@ sound $3879($3400,6i) flags 1 1 0 

:ROULETE_5401
jump @ROULETE_5418 

:ROULETE_5408
0947: unknown_actor $PLAYER_ACTOR play_audio_event 100 store_to $GAMBLES_CASHWIN 

:ROULETE_5418
jump @ROULETE_5469 

:ROULETE_5425
0209: $COLOR_RED = random_int_in_ranges 0 2 
if 
  $COLOR_RED == 0 
else_jump @ROULETE_5462 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 101 store_to $GAMBLES_CASHWIN 

:ROULETE_5462
$9325 = 0 

:ROULETE_5469
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_5490
if 
  151 > $8549 
else_jump @ROULETE_5532 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_5490 

:ROULETE_5532
$3505 = 0 

:ROULETE_5539
jump @ROULETE_5553 

:ROULETE_5546
7@ = 0 

:ROULETE_5553
if and
  $3505 > 0 
  3 > $3505 
else_jump @ROULETE_5613 
007B: 25@ += unknown_float * 24@ // (float) 
0453: set_object 27@ XY_rotation 0.0 0.0 angle 25@ 
0209: 18@ = random_int_in_ranges 0 37 

:ROULETE_5613
0494: get_joystick 0 data_to $8555 $8556 $8557 $8558 
if or
00E1:   player 0 pressed_key 10 
  -80 > $8555 
else_jump @ROULETE_6087 
if 
  2@ == 0 
else_jump @ROULETE_6054 
008B: 12@ = $CURRENT_TIME_IN_MS2 // (int) 
12@ += 80 
if 
  0.0 > $3499 
else_jump @ROULETE_5804 
if 
   not $3500 == 2.0 
else_jump @ROULETE_5797 
if 
   not $3499 == 0.0 
else_jump @ROULETE_5797 
if 
  $3500 == -24.0 
else_jump @ROULETE_5787 
$3499 += 2.0 
jump @ROULETE_5797 

:ROULETE_5787
$3499 += 1.0 

:ROULETE_5797
jump @ROULETE_6040 

:ROULETE_5804
if 
  $3499 == 0.0 
else_jump @ROULETE_5999 
if and
  2.0 > $3500 
  $3500 > -7.0 
else_jump @ROULETE_5883 
$3499 += 2.0 
$3500 = -3.0 
jump @ROULETE_5992 

:ROULETE_5883
if and
  -6.0 > $3500 
  $3500 > -15.0 
else_jump @ROULETE_5941 
$3499 += 2.0 
$3500 = -11.0 
jump @ROULETE_5992 

:ROULETE_5941
if and
  -14.0 > $3500 
  $3500 > -24.0 
else_jump @ROULETE_5992 
$3499 += 2.0 
$3500 = -19.0 

:ROULETE_5992
jump @ROULETE_6040 

:ROULETE_5999
if 
  $3499 == 2.0 
else_jump @ROULETE_6040 
$3499 += 2.0 
$3500 += 2.0 

:ROULETE_6040
2@ += 1 
jump @ROULETE_6080 

:ROULETE_6054
if 
001E:   $CURRENT_TIME_IN_MS2 > 12@ // (int) 
else_jump @ROULETE_6080 
2@ = 0 

:ROULETE_6080
jump @ROULETE_6094 

:ROULETE_6087
2@ = 0 

:ROULETE_6094
if or
00E1:   player 0 pressed_key 11 
  $8555 > 80 
else_jump @ROULETE_6521 
if 
  3@ == 0 
else_jump @ROULETE_6488 
008B: 13@ = $CURRENT_TIME_IN_MS2 // (int) 
13@ += 80 
if 
  $3499 > -4.0 
else_jump @ROULETE_6412 
if 
   not $3500 == 2.0 
else_jump @ROULETE_6405 
if 
   not $3499 == -4.0 
else_jump @ROULETE_6405 
if or
  $3500 == -24.0 
  $3499 == 2.0 
  $3499 == 4.0 
else_jump @ROULETE_6395 
if or
  $3500 == -1.0 
  $3500 == -5.0 
else_jump @ROULETE_6296 
$3500 = -3.0 

:ROULETE_6296
if or
  $3500 == -9.0 
  $3500 == -13.0 
else_jump @ROULETE_6337 
$3500 = -11.0 

:ROULETE_6337
if or
  $3500 == -17.0 
  $3500 == -21.0 
else_jump @ROULETE_6378 
$3500 = -19.0 

:ROULETE_6378
$3499 += -2.0 
jump @ROULETE_6405 

:ROULETE_6395
$3499 += -1.0 

:ROULETE_6405
jump @ROULETE_6474 

:ROULETE_6412
if 
  $3499 == -4.0 
else_jump @ROULETE_6474 
if and
  $3500 > -23.0 
  1.0 > $3500 
else_jump @ROULETE_6474 
$3499 += -1.0 

:ROULETE_6474
3@ += 1 
jump @ROULETE_6514 

:ROULETE_6488
if 
001E:   $CURRENT_TIME_IN_MS2 > 13@ // (int) 
else_jump @ROULETE_6514 
3@ = 0 

:ROULETE_6514
jump @ROULETE_6528 

:ROULETE_6521
3@ = 0 

:ROULETE_6528
if or
00E1:   player 0 pressed_key 8 
  -80 > $8556 
else_jump @ROULETE_6867 
if 
  4@ == 0 
else_jump @ROULETE_6834 
008B: 14@ = $CURRENT_TIME_IN_MS2 // (int) 
14@ += 80 
if 
  0.0 > $3500 
else_jump @ROULETE_6779 
if 
  $3500 == -24.0 
else_jump @ROULETE_6644 
$3500 += 2.0 
jump @ROULETE_6772 

:ROULETE_6644
if 
  $3499 == 2.0 
else_jump @ROULETE_6703 
if 
   not $3500 == -3.0 
else_jump @ROULETE_6696 
$3500 += 8.0 

:ROULETE_6696
jump @ROULETE_6772 

:ROULETE_6703
if 
  $3499 == 4.0 
else_jump @ROULETE_6762 
if 
   not $3500 == -1.0 
else_jump @ROULETE_6755 
$3500 += 4.0 

:ROULETE_6755
jump @ROULETE_6772 

:ROULETE_6762
$3500 += 1.0 

:ROULETE_6772
jump @ROULETE_6820 

:ROULETE_6779
if 
  $3500 == 0.0 
else_jump @ROULETE_6820 
$3500 += 2.0 
$3499 = -2.0 

:ROULETE_6820
4@ += 1 
jump @ROULETE_6860 

:ROULETE_6834
if 
001E:   $CURRENT_TIME_IN_MS2 > 14@ // (int) 
else_jump @ROULETE_6860 
4@ = 0 

:ROULETE_6860
jump @ROULETE_6874 

:ROULETE_6867
4@ = 0 

:ROULETE_6874
if or
00E1:   player 0 pressed_key 9 
  $8556 > 80 
else_jump @ROULETE_7331 
if 
  5@ == 0 
else_jump @ROULETE_7298 
008B: 15@ = $CURRENT_TIME_IN_MS2 // (int) 
15@ += 80 
if 
  $3500 > -22.0 
else_jump @ROULETE_7125 
if 
  $3500 == 2.0 
else_jump @ROULETE_6990 
$3500 += -2.0 
jump @ROULETE_7118 

:ROULETE_6990
if 
  $3499 == 2.0 
else_jump @ROULETE_7049 
if 
   not $3500 == -19.0 
else_jump @ROULETE_7042 
$3500 += -8.0 

:ROULETE_7042
jump @ROULETE_7118 

:ROULETE_7049
if 
  $3499 == 4.0 
else_jump @ROULETE_7108 
if 
   not $3500 == -21.0 
else_jump @ROULETE_7101 
$3500 += -4.0 

:ROULETE_7101
jump @ROULETE_7118 

:ROULETE_7108
$3500 += -1.0 

:ROULETE_7118
jump @ROULETE_7284 

:ROULETE_7125
if 
  $3499 == -4.0 
else_jump @ROULETE_7184 
if 
   not $3500 == -24.0 
else_jump @ROULETE_7177 
$3500 += -2.0 

:ROULETE_7177
jump @ROULETE_7284 

:ROULETE_7184
if 
  $3499 == 0.0 
else_jump @ROULETE_7243 
if 
   not $3500 == -24.0 
else_jump @ROULETE_7236 
$3500 += -2.0 

:ROULETE_7236
jump @ROULETE_7284 

:ROULETE_7243
if 
   not $3500 == -24.0 
else_jump @ROULETE_7284 
$3499 = -2.0 
$3500 += -2.0 

:ROULETE_7284
5@ += 1 
jump @ROULETE_7324 

:ROULETE_7298
if 
001E:   $CURRENT_TIME_IN_MS2 > 15@ // (int) 
else_jump @ROULETE_7324 
5@ = 0 

:ROULETE_7324
jump @ROULETE_7338 

:ROULETE_7331
5@ = 0 

:ROULETE_7338
0086: $3503 = $3499 // (float) 
0069: $3503 *= $3494 // (float) 
0086: $3504 = $3500 // (float) 
0069: $3504 *= $3495 // (float) 
0086: $3501 = $3496 // (float) 
0059: $3501 += $3503 // (float) 
0086: $3502 = $3497 // (float) 
0059: $3502 += $3504 // (float) 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $3501 $3502 $3498 
$TEMPVAR_FLOAT_3 += 0.01 
Object.PutAt($8552, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:ROULETE_7449
jump @ROULETE_7584 

:ROULETE_7456
if 
  1@ > 0 
else_jump @ROULETE_7584 
if 
  1@ > 3 
else_jump @ROULETE_7494 
03E6: remove_text_box 

:ROULETE_7494
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7525
if 
  151 > $8549 
else_jump @ROULETE_7567 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7525 

:ROULETE_7567
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_7584
jump @ROULETE_7728 

:ROULETE_7591
if 
  1@ > 0 
else_jump @ROULETE_7719 
if 
  1@ > 3 
else_jump @ROULETE_7629 
03E6: remove_text_box 

:ROULETE_7629
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7660
if 
  151 > $8549 
else_jump @ROULETE_7702 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7660 

:ROULETE_7702
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_7719
$1523 -= 1 
end_thread 

:ROULETE_7728
jump @ROULETE_7872 

:ROULETE_7735
if 
  1@ > 0 
else_jump @ROULETE_7863 
if 
  1@ > 3 
else_jump @ROULETE_7773 
03E6: remove_text_box 

:ROULETE_7773
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7804
if 
  151 > $8549 
else_jump @ROULETE_7846 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7804 

:ROULETE_7846
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_7863
$1523 -= 1 
end_thread 

:ROULETE_7872
jump @ROULETE_8016 

:ROULETE_7879
if 
  1@ > 0 
else_jump @ROULETE_8007 
if 
  1@ > 3 
else_jump @ROULETE_7917 
03E6: remove_text_box 

:ROULETE_7917
Actor.DestroyInstantly(26@)
Model.Destroy(23@)
22@ = 1 
gosub @ROULETE_815 
$8549 = 0 

:ROULETE_7948
if 
  151 > $8549 
else_jump @ROULETE_7990 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$8549 += 1 
jump @ROULETE_7948 

:ROULETE_7990
Object.Destroy($8552)
Object.Destroy(27@)
1@ = 0 

:ROULETE_8007
$1523 -= 1 
end_thread 

:ROULETE_8016
jump @ROULETE_927 

:ROULETE_8023
$8549 = 0 

:ROULETE_8030
if 
  151 > $8549 
else_jump @ROULETE_9701 
if 
0044:   $3499 == $3507($8549,151f) // (float) 
else_jump @ROULETE_9687 
if 
0044:   $3500 == $3658($8549,151f) // (float) 
else_jump @ROULETE_9687 
008B: 20@ = $8398($8549,151i) // (int) 
if 
00E1:   player 0 pressed_key 14 
else_jump @ROULETE_9317 
if 
001E:   $CURRENT_TIME_IN_MS2 > 8@ // (int) 
else_jump @ROULETE_9310 
$ROULETE_PLAYER_CASH = Player.Money($PLAYER_CHAR)
$ROULETE_PLAYER_CASH += 1 
0652: $STAT_GAMBLING_SKILL = integer_stat 81 
if 
  $STAT_GAMBLING_SKILL > 999 
else_jump @ROULETE_8338 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 1000000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8331 
if 
  28@ == 0 
else_jump @ROULETE_8331 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8324 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8306 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8324 

:ROULETE_8306
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8324
28@ = 1 

:ROULETE_8331
jump @ROULETE_8858 

:ROULETE_8338
if 
  $STAT_GAMBLING_SKILL > 100 
else_jump @ROULETE_8510 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 100000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8503 
if 
  28@ == 0 
else_jump @ROULETE_8503 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8496 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8478 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8496 

:ROULETE_8478
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8496
28@ = 1 

:ROULETE_8503
jump @ROULETE_8858 

:ROULETE_8510
if 
  $STAT_GAMBLING_SKILL > 10 
else_jump @ROULETE_8680 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 10000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8673 
if 
  28@ == 0 
else_jump @ROULETE_8673 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8666 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8648 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8666 

:ROULETE_8648
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8666
28@ = 1 

:ROULETE_8673
jump @ROULETE_8858 

:ROULETE_8680
if 
  $STAT_GAMBLING_SKILL > 1 
else_jump @ROULETE_8850 
008A: $GAMBLES_CASHWIN = 17@ // (int) 
$GAMBLES_CASHWIN -= 1000 
if 
  1 > $ROULETE_PLAYER_CASH 
else_jump @ROULETE_8843 
if 
  28@ == 0 
else_jump @ROULETE_8843 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_8836 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_8818 
09D6: set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
jump @ROULETE_8836 

:ROULETE_8818
09D6: set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_8836
28@ = 1 

:ROULETE_8843
jump @ROULETE_8858 

:ROULETE_8850
008A: $GAMBLES_CASHWIN = 17@ // (int) 

:ROULETE_8858
if and
001F:   21@ > $8551 // (int) 
001C:   $ROULETE_PLAYER_CASH > $GAMBLES_CASHWIN // (int) 
else_jump @ROULETE_9145 
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_8927 
097A: play_audio_at 0.0 0.0 0.0 event 1083 

:ROULETE_8927
005A: 20@ += 17@ // (int) 
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
$ROULETE_PLAYER_CASH *= -1 
Player.Money($PLAYER_CHAR) += $ROULETE_PLAYER_CASH
005E: $8551 += 17@ // (int) 
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
$ROULETE_PLAYER_CASH *= 26 
if 
001E:   $ROULETE_PLAYER_CASH > 20@ // (int) 
else_jump @ROULETE_9096 
Object.StorePos($8552, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += -0.14 
008A: $ROULETE_PLAYER_CASH = 20@ // (int) 
0074: $ROULETE_PLAYER_CASH /= 17@ // (int) 
008D: $3401 = integer $ROULETE_PLAYER_CASH to_float 
$3401 *= 0.005 
0059: $TEMPVAR_FLOAT_3 += $3401 // (float) 
Object.Destroy($ROULETE_CHIPS($8549,151i))
$ROULETE_CHIPS($8549,151i) = Object.Init(19@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:ROULETE_9096
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 8@ += 10@ // (int) 
if 
  10@ == 500 
else_jump @ROULETE_9138 
10@ = 80 

:ROULETE_9138
jump @ROULETE_9310 

:ROULETE_9145
if 
002C:   $GAMBLES_CASHWIN >= $ROULETE_PLAYER_CASH // (int) 
else_jump @ROULETE_9250 
if 
   not Actor.Dead(26@)
else_jump @ROULETE_9250 
0209: $3400 = random_int_in_ranges 0 3 
if 
04A4:   23@ == 11 // @ == any 
else_jump @ROULETE_9232 
09D6: set_actor 26@ sound $3814($3400,3i) flags 1 1 0 
jump @ROULETE_9250 

:ROULETE_9232
09D6: set_actor 26@ sound $3873($3400,3i) flags 1 1 0 

:ROULETE_9250
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_9292 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_9292
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
8@ += 6000000 

:ROULETE_9310
jump @ROULETE_9675 

:ROULETE_9317
008B: 8@ = $CURRENT_TIME_IN_MS2 // (int) 
10@ = 500 
if 
00E1:   player 0 pressed_key 17 
else_jump @ROULETE_9659 
if 
001E:   $CURRENT_TIME_IN_MS2 > 6@ // (int) 
else_jump @ROULETE_9652 
if or
001D:   20@ > 17@ // (int) 
003B:   20@ == 17@ // (int) 
else_jump @ROULETE_9610 
03CF: load_wav 1813 as 4 
if 
03D0:   wav 4 loaded 
else_jump @ROULETE_9438 
097A: play_audio_at 0.0 0.0 0.0 event 1084 

:ROULETE_9438
0062: 20@ -= 17@ // (int) 
0066: $8551 -= 17@ // (int) 
Player.Money($PLAYER_CHAR) += 17@
008A: $ROULETE_PLAYER_CASH = 17@ // (int) 
$ROULETE_PLAYER_CASH *= 26 
if 
001E:   $ROULETE_PLAYER_CASH > 20@ // (int) 
else_jump @ROULETE_9610 
Object.StorePos($8552, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_FLOAT_3 += -0.14 
008A: $ROULETE_PLAYER_CASH = 20@ // (int) 
0074: $ROULETE_PLAYER_CASH /= 17@ // (int) 
008D: $3401 = integer $ROULETE_PLAYER_CASH to_float 
$3401 *= 0.005 
0059: $TEMPVAR_FLOAT_3 += $3401 // (float) 
Object.Destroy($ROULETE_CHIPS($8549,151i))
if 
  20@ > 0 
else_jump @ROULETE_9610 
$ROULETE_CHIPS($8549,151i) = Object.Init(19@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:ROULETE_9610
008B: 6@ = $CURRENT_TIME_IN_MS2 // (int) 
005A: 6@ += 11@ // (int) 
if 
  11@ == 500 
else_jump @ROULETE_9652 
11@ = 80 

:ROULETE_9652
jump @ROULETE_9675 

:ROULETE_9659
008B: 6@ = $CURRENT_TIME_IN_MS2 // (int) 
11@ = 500 

:ROULETE_9675
008A: $8398($8549,151i) = 20@ // (int) 

:ROULETE_9687
$8549 += 1 
jump @ROULETE_8030 

:ROULETE_9701
return 

:ROULETE_9703
if 
  18@ == 0 
else_jump @ROULETE_9743 
$8398[0] *= 36 
0058: $ROULETE_CASH_WON += $8398[0] // (int) 
$8398[0] = 0 

:ROULETE_9743
if 
  18@ == 1 
else_jump @ROULETE_9926 
$8398[1] *= 36 
0058: $ROULETE_CASH_WON += $8398[1] // (int) 
$8398[37] *= 18 
0058: $ROULETE_CASH_WON += $8398[37] // (int) 
$8398[61] *= 18 
0058: $ROULETE_CASH_WON += $8398[61] // (int) 
$8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_9926
if 
  18@ == 2 
else_jump @ROULETE_10139 
$8398[2] *= 36 
0058: $ROULETE_CASH_WON += $8398[2] // (int) 
$8398[37] *= 18 
0058: $ROULETE_CASH_WON += $8398[37] // (int) 
$8398[38] *= 18 
0058: $ROULETE_CASH_WON += $8398[38] // (int) 
$8398[62] *= 18 
0058: $ROULETE_CASH_WON += $8398[62] // (int) 
$8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_10139
if 
  18@ == 3 
else_jump @ROULETE_10322 
$8398[3] *= 36 
0058: $ROULETE_CASH_WON += $8398[3] // (int) 
$8398[38] *= 18 
0058: $ROULETE_CASH_WON += $8398[38] // (int) 
$8398[63] *= 18 
0058: $ROULETE_CASH_WON += $8398[63] // (int) 
$8398[94] *= 12 
0058: $ROULETE_CASH_WON += $8398[94] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 

:ROULETE_10322
if 
  18@ == 4 
else_jump @ROULETE_10550 
$8398[4] *= 36 
0058: $ROULETE_CASH_WON += $8398[4] // (int) 
$8398[61] *= 18 
0058: $ROULETE_CASH_WON += $8398[61] // (int) 
$8398[39] *= 18 
0058: $ROULETE_CASH_WON += $8398[39] // (int) 
$8398[64] *= 18 
0058: $ROULETE_CASH_WON += $8398[64] // (int) 
$8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_10550
if 
  18@ == 5 
else_jump @ROULETE_10823 
$8398[5] *= 36 
0058: $ROULETE_CASH_WON += $8398[5] // (int) 
$8398[62] *= 18 
0058: $ROULETE_CASH_WON += $8398[62] // (int) 
$8398[39] *= 18 
0058: $ROULETE_CASH_WON += $8398[39] // (int) 
$8398[40] *= 18 
0058: $ROULETE_CASH_WON += $8398[40] // (int) 
$8398[65] *= 18 
0058: $ROULETE_CASH_WON += $8398[65] // (int) 
$8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
$8398[106] *= 9 
0058: $ROULETE_CASH_WON += $8398[106] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[107] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_10823
if 
  18@ == 6 
else_jump @ROULETE_11051 
$8398[6] *= 36 
0058: $ROULETE_CASH_WON += $8398[6] // (int) 
$8398[63] *= 18 
0058: $ROULETE_CASH_WON += $8398[63] // (int) 
$8398[40] *= 18 
0058: $ROULETE_CASH_WON += $8398[40] // (int) 
$8398[66] *= 18 
0058: $ROULETE_CASH_WON += $8398[66] // (int) 
$8398[95] *= 12 
0058: $ROULETE_CASH_WON += $8398[95] // (int) 
$8398[107] *= 9 
0058: $ROULETE_CASH_WON += $8398[107] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[140] *= 6 
0058: $ROULETE_CASH_WON += $8398[140] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 

:ROULETE_11051
if 
  18@ == 7 
else_jump @ROULETE_11279 
$8398[7] *= 36 
0058: $ROULETE_CASH_WON += $8398[7] // (int) 
$8398[64] *= 18 
0058: $ROULETE_CASH_WON += $8398[64] // (int) 
$8398[41] *= 18 
0058: $ROULETE_CASH_WON += $8398[41] // (int) 
$8398[67] *= 18 
0058: $ROULETE_CASH_WON += $8398[67] // (int) 
$8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11279
if 
  18@ == 8 
else_jump @ROULETE_11552 
$8398[8] *= 36 
0058: $ROULETE_CASH_WON += $8398[8] // (int) 
$8398[65] *= 18 
0058: $ROULETE_CASH_WON += $8398[65] // (int) 
$8398[41] *= 18 
0058: $ROULETE_CASH_WON += $8398[41] // (int) 
$8398[42] *= 18 
0058: $ROULETE_CASH_WON += $8398[42] // (int) 
$8398[68] *= 18 
0058: $ROULETE_CASH_WON += $8398[68] // (int) 
$8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
$8398[108] *= 9 
0058: $ROULETE_CASH_WON += $8398[108] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11552
if 
  18@ == 9 
else_jump @ROULETE_11780 
$8398[9] *= 36 
0058: $ROULETE_CASH_WON += $8398[9] // (int) 
$8398[66] *= 18 
0058: $ROULETE_CASH_WON += $8398[66] // (int) 
$8398[42] *= 18 
0058: $ROULETE_CASH_WON += $8398[42] // (int) 
$8398[69] *= 18 
0058: $ROULETE_CASH_WON += $8398[69] // (int) 
$8398[96] *= 12 
0058: $ROULETE_CASH_WON += $8398[96] // (int) 
$8398[109] *= 9 
0058: $ROULETE_CASH_WON += $8398[109] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[141] *= 6 
0058: $ROULETE_CASH_WON += $8398[141] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 

:ROULETE_11780
if 
  18@ == 10 
else_jump @ROULETE_12008 
$8398[10] *= 36 
0058: $ROULETE_CASH_WON += $8398[10] // (int) 
$8398[67] *= 18 
0058: $ROULETE_CASH_WON += $8398[67] // (int) 
$8398[43] *= 18 
0058: $ROULETE_CASH_WON += $8398[43] // (int) 
$8398[70] *= 18 
0058: $ROULETE_CASH_WON += $8398[70] // (int) 
$8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12008
if 
  18@ == 11 
else_jump @ROULETE_12281 
$8398[11] *= 36 
0058: $ROULETE_CASH_WON += $8398[11] // (int) 
$8398[68] *= 18 
0058: $ROULETE_CASH_WON += $8398[68] // (int) 
$8398[43] *= 18 
0058: $ROULETE_CASH_WON += $8398[43] // (int) 
$8398[44] *= 18 
0058: $ROULETE_CASH_WON += $8398[44] // (int) 
$8398[71] *= 18 
0058: $ROULETE_CASH_WON += $8398[71] // (int) 
$8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
$8398[110] *= 9 
0058: $ROULETE_CASH_WON += $8398[110] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12281
if 
  18@ == 12 
else_jump @ROULETE_12509 
$8398[12] *= 36 
0058: $ROULETE_CASH_WON += $8398[12] // (int) 
$8398[69] *= 18 
0058: $ROULETE_CASH_WON += $8398[69] // (int) 
$8398[44] *= 18 
0058: $ROULETE_CASH_WON += $8398[44] // (int) 
$8398[72] *= 18 
0058: $ROULETE_CASH_WON += $8398[72] // (int) 
$8398[97] *= 12 
0058: $ROULETE_CASH_WON += $8398[97] // (int) 
$8398[111] *= 9 
0058: $ROULETE_CASH_WON += $8398[111] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[131] *= 3 
0058: $ROULETE_CASH_WON += $8398[131] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[142] *= 6 
0058: $ROULETE_CASH_WON += $8398[142] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 

:ROULETE_12509
if 
  18@ == 13 
else_jump @ROULETE_12737 
$8398[13] *= 36 
0058: $ROULETE_CASH_WON += $8398[13] // (int) 
$8398[70] *= 18 
0058: $ROULETE_CASH_WON += $8398[70] // (int) 
$8398[45] *= 18 
0058: $ROULETE_CASH_WON += $8398[45] // (int) 
$8398[73] *= 18 
0058: $ROULETE_CASH_WON += $8398[73] // (int) 
$8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_12737
if 
  18@ == 14 
else_jump @ROULETE_13010 
$8398[14] *= 36 
0058: $ROULETE_CASH_WON += $8398[14] // (int) 
$8398[71] *= 18 
0058: $ROULETE_CASH_WON += $8398[71] // (int) 
$8398[45] *= 18 
0058: $ROULETE_CASH_WON += $8398[45] // (int) 
$8398[46] *= 18 
0058: $ROULETE_CASH_WON += $8398[46] // (int) 
$8398[74] *= 18 
0058: $ROULETE_CASH_WON += $8398[74] // (int) 
$8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
$8398[112] *= 9 
0058: $ROULETE_CASH_WON += $8398[112] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_13010
if 
  18@ == 15 
else_jump @ROULETE_13238 
$8398[15] *= 36 
0058: $ROULETE_CASH_WON += $8398[15] // (int) 
$8398[72] *= 18 
0058: $ROULETE_CASH_WON += $8398[72] // (int) 
$8398[46] *= 18 
0058: $ROULETE_CASH_WON += $8398[46] // (int) 
$8398[75] *= 18 
0058: $ROULETE_CASH_WON += $8398[75] // (int) 
$8398[98] *= 12 
0058: $ROULETE_CASH_WON += $8398[98] // (int) 
$8398[113] *= 9 
0058: $ROULETE_CASH_WON += $8398[113] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[143] *= 6 
0058: $ROULETE_CASH_WON += $8398[143] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 

:ROULETE_13238
if 
  18@ == 16 
else_jump @ROULETE_13466 
$8398[16] *= 36 
0058: $ROULETE_CASH_WON += $8398[16] // (int) 
$8398[73] *= 18 
0058: $ROULETE_CASH_WON += $8398[73] // (int) 
$8398[47] *= 18 
0058: $ROULETE_CASH_WON += $8398[47] // (int) 
$8398[76] *= 18 
0058: $ROULETE_CASH_WON += $8398[76] // (int) 
$8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13466
if 
  18@ == 17 
else_jump @ROULETE_13739 
$8398[17] *= 36 
0058: $ROULETE_CASH_WON += $8398[17] // (int) 
$8398[74] *= 18 
0058: $ROULETE_CASH_WON += $8398[74] // (int) 
$8398[47] *= 18 
0058: $ROULETE_CASH_WON += $8398[47] // (int) 
$8398[48] *= 18 
0058: $ROULETE_CASH_WON += $8398[48] // (int) 
$8398[77] *= 18 
0058: $ROULETE_CASH_WON += $8398[77] // (int) 
$8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
$8398[114] *= 9 
0058: $ROULETE_CASH_WON += $8398[114] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13739
if 
  18@ == 18 
else_jump @ROULETE_13967 
$8398[18] *= 36 
0058: $ROULETE_CASH_WON += $8398[18] // (int) 
$8398[75] *= 18 
0058: $ROULETE_CASH_WON += $8398[75] // (int) 
$8398[48] *= 18 
0058: $ROULETE_CASH_WON += $8398[48] // (int) 
$8398[78] *= 18 
0058: $ROULETE_CASH_WON += $8398[78] // (int) 
$8398[99] *= 12 
0058: $ROULETE_CASH_WON += $8398[99] // (int) 
$8398[115] *= 9 
0058: $ROULETE_CASH_WON += $8398[115] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[134] *= 2 
0058: $ROULETE_CASH_WON += $8398[134] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[144] *= 6 
0058: $ROULETE_CASH_WON += $8398[144] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 

:ROULETE_13967
if 
  18@ == 19 
else_jump @ROULETE_14195 
$8398[19] *= 36 
0058: $ROULETE_CASH_WON += $8398[19] // (int) 
$8398[76] *= 18 
0058: $ROULETE_CASH_WON += $8398[76] // (int) 
$8398[49] *= 18 
0058: $ROULETE_CASH_WON += $8398[49] // (int) 
$8398[79] *= 18 
0058: $ROULETE_CASH_WON += $8398[79] // (int) 
$8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14195
if 
  18@ == 20 
else_jump @ROULETE_14468 
$8398[20] *= 36 
0058: $ROULETE_CASH_WON += $8398[20] // (int) 
$8398[77] *= 18 
0058: $ROULETE_CASH_WON += $8398[77] // (int) 
$8398[49] *= 18 
0058: $ROULETE_CASH_WON += $8398[49] // (int) 
$8398[50] *= 18 
0058: $ROULETE_CASH_WON += $8398[50] // (int) 
$8398[80] *= 18 
0058: $ROULETE_CASH_WON += $8398[80] // (int) 
$8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
$8398[116] *= 9 
0058: $ROULETE_CASH_WON += $8398[116] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14468
if 
  18@ == 21 
else_jump @ROULETE_14696 
$8398[21] *= 36 
0058: $ROULETE_CASH_WON += $8398[21] // (int) 
$8398[78] *= 18 
0058: $ROULETE_CASH_WON += $8398[78] // (int) 
$8398[50] *= 18 
0058: $ROULETE_CASH_WON += $8398[50] // (int) 
$8398[81] *= 18 
0058: $ROULETE_CASH_WON += $8398[81] // (int) 
$8398[100] *= 12 
0058: $ROULETE_CASH_WON += $8398[100] // (int) 
$8398[117] *= 9 
0058: $ROULETE_CASH_WON += $8398[117] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[145] *= 6 
0058: $ROULETE_CASH_WON += $8398[145] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 

:ROULETE_14696
if 
  18@ == 22 
else_jump @ROULETE_14924 
$8398[22] *= 36 
0058: $ROULETE_CASH_WON += $8398[22] // (int) 
$8398[79] *= 18 
0058: $ROULETE_CASH_WON += $8398[79] // (int) 
$8398[51] *= 18 
0058: $ROULETE_CASH_WON += $8398[51] // (int) 
$8398[82] *= 18 
0058: $ROULETE_CASH_WON += $8398[82] // (int) 
$8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_14924
if 
  18@ == 23 
else_jump @ROULETE_15197 
$8398[23] *= 36 
0058: $ROULETE_CASH_WON += $8398[23] // (int) 
$8398[80] *= 18 
0058: $ROULETE_CASH_WON += $8398[80] // (int) 
$8398[51] *= 18 
0058: $ROULETE_CASH_WON += $8398[51] // (int) 
$8398[52] *= 18 
0058: $ROULETE_CASH_WON += $8398[52] // (int) 
$8398[83] *= 18 
0058: $ROULETE_CASH_WON += $8398[83] // (int) 
$8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
$8398[118] *= 9 
0058: $ROULETE_CASH_WON += $8398[118] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_15197
if 
  18@ == 24 
else_jump @ROULETE_15425 
$8398[24] *= 36 
0058: $ROULETE_CASH_WON += $8398[24] // (int) 
$8398[81] *= 18 
0058: $ROULETE_CASH_WON += $8398[81] // (int) 
$8398[52] *= 18 
0058: $ROULETE_CASH_WON += $8398[52] // (int) 
$8398[84] *= 18 
0058: $ROULETE_CASH_WON += $8398[84] // (int) 
$8398[101] *= 12 
0058: $ROULETE_CASH_WON += $8398[101] // (int) 
$8398[119] *= 9 
0058: $ROULETE_CASH_WON += $8398[119] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[132] *= 3 
0058: $ROULETE_CASH_WON += $8398[132] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[146] *= 6 
0058: $ROULETE_CASH_WON += $8398[146] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 

:ROULETE_15425
if 
  18@ == 25 
else_jump @ROULETE_15653 
$8398[25] *= 36 
0058: $ROULETE_CASH_WON += $8398[25] // (int) 
$8398[82] *= 18 
0058: $ROULETE_CASH_WON += $8398[82] // (int) 
$8398[53] *= 18 
0058: $ROULETE_CASH_WON += $8398[53] // (int) 
$8398[85] *= 18 
0058: $ROULETE_CASH_WON += $8398[85] // (int) 
$8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_15653
if 
  18@ == 26 
else_jump @ROULETE_15926 
$8398[26] *= 36 
0058: $ROULETE_CASH_WON += $8398[26] // (int) 
$8398[83] *= 18 
0058: $ROULETE_CASH_WON += $8398[83] // (int) 
$8398[53] *= 18 
0058: $ROULETE_CASH_WON += $8398[53] // (int) 
$8398[54] *= 18 
0058: $ROULETE_CASH_WON += $8398[54] // (int) 
$8398[86] *= 18 
0058: $ROULETE_CASH_WON += $8398[86] // (int) 
$8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
$8398[120] *= 9 
0058: $ROULETE_CASH_WON += $8398[120] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_15926
if 
  18@ == 27 
else_jump @ROULETE_16154 
$8398[27] *= 36 
0058: $ROULETE_CASH_WON += $8398[27] // (int) 
$8398[84] *= 18 
0058: $ROULETE_CASH_WON += $8398[84] // (int) 
$8398[54] *= 18 
0058: $ROULETE_CASH_WON += $8398[54] // (int) 
$8398[87] *= 18 
0058: $ROULETE_CASH_WON += $8398[87] // (int) 
$8398[102] *= 12 
0058: $ROULETE_CASH_WON += $8398[102] // (int) 
$8398[121] *= 9 
0058: $ROULETE_CASH_WON += $8398[121] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[147] *= 6 
0058: $ROULETE_CASH_WON += $8398[147] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 

:ROULETE_16154
if 
  18@ == 28 
else_jump @ROULETE_16382 
$8398[28] *= 36 
0058: $ROULETE_CASH_WON += $8398[28] // (int) 
$8398[85] *= 18 
0058: $ROULETE_CASH_WON += $8398[85] // (int) 
$8398[55] *= 18 
0058: $ROULETE_CASH_WON += $8398[55] // (int) 
$8398[88] *= 18 
0058: $ROULETE_CASH_WON += $8398[88] // (int) 
$8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16382
if 
  18@ == 29 
else_jump @ROULETE_16655 
$8398[29] *= 36 
0058: $ROULETE_CASH_WON += $8398[29] // (int) 
$8398[86] *= 18 
0058: $ROULETE_CASH_WON += $8398[86] // (int) 
$8398[55] *= 18 
0058: $ROULETE_CASH_WON += $8398[55] // (int) 
$8398[56] *= 18 
0058: $ROULETE_CASH_WON += $8398[56] // (int) 
$8398[89] *= 18 
0058: $ROULETE_CASH_WON += $8398[89] // (int) 
$8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
$8398[122] *= 9 
0058: $ROULETE_CASH_WON += $8398[122] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16655
if 
  18@ == 30 
else_jump @ROULETE_16883 
$8398[30] *= 36 
0058: $ROULETE_CASH_WON += $8398[30] // (int) 
$8398[87] *= 18 
0058: $ROULETE_CASH_WON += $8398[87] // (int) 
$8398[56] *= 18 
0058: $ROULETE_CASH_WON += $8398[56] // (int) 
$8398[90] *= 18 
0058: $ROULETE_CASH_WON += $8398[90] // (int) 
$8398[103] *= 12 
0058: $ROULETE_CASH_WON += $8398[103] // (int) 
$8398[123] *= 9 
0058: $ROULETE_CASH_WON += $8398[123] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[148] *= 6 
0058: $ROULETE_CASH_WON += $8398[148] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 

:ROULETE_16883
if 
  18@ == 31 
else_jump @ROULETE_17111 
$8398[31] *= 36 
0058: $ROULETE_CASH_WON += $8398[31] // (int) 
$8398[88] *= 18 
0058: $ROULETE_CASH_WON += $8398[88] // (int) 
$8398[57] *= 18 
0058: $ROULETE_CASH_WON += $8398[57] // (int) 
$8398[91] *= 18 
0058: $ROULETE_CASH_WON += $8398[91] // (int) 
$8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17111
if 
  18@ == 32 
else_jump @ROULETE_17384 
$8398[32] *= 36 
0058: $ROULETE_CASH_WON += $8398[32] // (int) 
$8398[89] *= 18 
0058: $ROULETE_CASH_WON += $8398[89] // (int) 
$8398[57] *= 18 
0058: $ROULETE_CASH_WON += $8398[57] // (int) 
$8398[58] *= 18 
0058: $ROULETE_CASH_WON += $8398[58] // (int) 
$8398[92] *= 18 
0058: $ROULETE_CASH_WON += $8398[92] // (int) 
$8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
$8398[124] *= 9 
0058: $ROULETE_CASH_WON += $8398[124] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17384
if 
  18@ == 33 
else_jump @ROULETE_17612 
$8398[33] *= 36 
0058: $ROULETE_CASH_WON += $8398[33] // (int) 
$8398[90] *= 18 
0058: $ROULETE_CASH_WON += $8398[90] // (int) 
$8398[58] *= 18 
0058: $ROULETE_CASH_WON += $8398[58] // (int) 
$8398[93] *= 18 
0058: $ROULETE_CASH_WON += $8398[93] // (int) 
$8398[104] *= 12 
0058: $ROULETE_CASH_WON += $8398[104] // (int) 
$8398[125] *= 9 
0058: $ROULETE_CASH_WON += $8398[125] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[149] *= 6 
0058: $ROULETE_CASH_WON += $8398[149] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17612
if 
  18@ == 34 
else_jump @ROULETE_17795 
$8398[34] *= 36 
0058: $ROULETE_CASH_WON += $8398[34] // (int) 
$8398[91] *= 18 
0058: $ROULETE_CASH_WON += $8398[91] // (int) 
$8398[59] *= 18 
0058: $ROULETE_CASH_WON += $8398[59] // (int) 
$8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[128] *= 3 
0058: $ROULETE_CASH_WON += $8398[128] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_17795
if 
  18@ == 35 
else_jump @ROULETE_18008 
$8398[35] *= 36 
0058: $ROULETE_CASH_WON += $8398[35] // (int) 
$8398[92] *= 18 
0058: $ROULETE_CASH_WON += $8398[92] // (int) 
$8398[59] *= 18 
0058: $ROULETE_CASH_WON += $8398[59] // (int) 
$8398[60] *= 18 
0058: $ROULETE_CASH_WON += $8398[60] // (int) 
$8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
$8398[126] *= 9 
0058: $ROULETE_CASH_WON += $8398[126] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[129] *= 3 
0058: $ROULETE_CASH_WON += $8398[129] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[137] *= 2 
0058: $ROULETE_CASH_WON += $8398[137] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[139] *= 2 
0058: $ROULETE_CASH_WON += $8398[139] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_18008
if 
  18@ == 36 
else_jump @ROULETE_18191 
$8398[36] *= 36 
0058: $ROULETE_CASH_WON += $8398[36] // (int) 
$8398[93] *= 18 
0058: $ROULETE_CASH_WON += $8398[93] // (int) 
$8398[60] *= 18 
0058: $ROULETE_CASH_WON += $8398[60] // (int) 
$8398[105] *= 12 
0058: $ROULETE_CASH_WON += $8398[105] // (int) 
$8398[127] *= 9 
0058: $ROULETE_CASH_WON += $8398[127] // (int) 
$8398[130] *= 3 
0058: $ROULETE_CASH_WON += $8398[130] // (int) 
$8398[133] *= 3 
0058: $ROULETE_CASH_WON += $8398[133] // (int) 
$8398[136] *= 2 
0058: $ROULETE_CASH_WON += $8398[136] // (int) 
$8398[135] *= 2 
0058: $ROULETE_CASH_WON += $8398[135] // (int) 
$8398[138] *= 2 
0058: $ROULETE_CASH_WON += $8398[138] // (int) 
$8398[150] *= 6 
0058: $ROULETE_CASH_WON += $8398[150] // (int) 

:ROULETE_18191
return 

:ROULETE_18193
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $3485 $3487 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
end_thread 

//-------------External script 6 (OTB_SCRIPT)---------------

:OTB_MSC
thread 'OTB_MSC' 
1@ = 0 
if 
  1@ == -1 
else_jump @OTB_MSC_58 
0@ = Object.Create(#OTB_MACHINE, 0.0, 0.0, 0.0)

:OTB_MSC_58
wait 0 
if 
03CA:   object 0@ exists 
else_jump @OTB_MSC_625 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @OTB_MSC_589 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @OTB_MSC_555 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @OTB_MSC_521 
if 
00E1:   player 0 pressed_key 15 
else_jump @OTB_MSC_478 
if 
  1@ == 1 
else_jump @OTB_MSC_471 
03E6: remove_text_box 
1@ = 0 
if 
  $ONMISSION == 0 
else_jump @OTB_MSC_455 
if 
88B4:   not test $390 bit 1 
else_jump @OTB_MSC_432 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @OTB_MSC_425 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:OTB_MSC_298
if 
fading 
else_jump @OTB_MSC_322 
wait 0 
jump @OTB_MSC_298 

:OTB_MSC_322
$VIDEO_GAME = 4 
wait 0 
wait 0 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @OTB_MSC_425 
if 
  $ONMISSION == 0 
else_jump @OTB_MSC_382 
Player.CanMove($PLAYER_CHAR) = True

:OTB_MSC_382
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -2.0 0.0 -1.0 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:OTB_MSC_425
jump @OTB_MSC_448 

:OTB_MSC_432
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_448
jump @OTB_MSC_471 

:OTB_MSC_455
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_471
jump @OTB_MSC_514 

:OTB_MSC_478
if 
  1@ == 0 
else_jump @OTB_MSC_514 
0512: show_permanent_text_box 'OTB_A'  // ~k~~VEHICLE_ENTER_EXIT~ Use ITB Machine
1@ = 1 

:OTB_MSC_514
jump @OTB_MSC_548 

:OTB_MSC_521
if 
  1@ == 1 
else_jump @OTB_MSC_548 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_548
jump @OTB_MSC_582 

:OTB_MSC_555
if 
  1@ == 1 
else_jump @OTB_MSC_582 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_582
jump @OTB_MSC_618 

:OTB_MSC_589
if 
  1@ == 1 
else_jump @OTB_MSC_616 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_616
end_thread 

:OTB_MSC_618
jump @OTB_MSC_654 

:OTB_MSC_625
if 
  1@ == 1 
else_jump @OTB_MSC_652 
03E6: remove_text_box 
1@ = 0 

:OTB_MSC_652
end_thread 

:OTB_MSC_654
jump @OTB_MSC_58 
end_thread 

//-------------External script 7 (ARCADE)---------------

:ARCADE
thread 'ARCADE' 
1@ = 0 
if 
  1@ == -1 
else_jump @ARCADE_58 
0@ = Object.Create(#CJ_COIN_OP_2, 0.0, 0.0, 0.0)

:ARCADE_58
wait 0 
if 
03CA:   object 0@ exists 
else_jump @ARCADE_749 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @ARCADE_713 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ARCADE_679 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 1.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @ARCADE_645 
if 
00E1:   player 0 pressed_key 15 
else_jump @ARCADE_602 
if 
  1@ == 1 
else_jump @ARCADE_595 
03E6: remove_text_box 
1@ = 0 
if 
  $ONMISSION == 0 
else_jump @ARCADE_563 
if 
88B4:   not test $390 bit 1 
else_jump @ARCADE_524 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @ARCADE_517 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
fade 0 500 

:ARCADE_298
if 
fading 
else_jump @ARCADE_322 
wait 0 
jump @ARCADE_298 

:ARCADE_322
if 
   Object.Model(0@) == #CJ_COIN_OP_2
else_jump @ARCADE_354 
$VIDEO_GAME = 1 
jump @ARCADE_464 

:ARCADE_354
if or
   Object.Model(0@) == #CJ_COIN_OP_3
   Object.Model(0@) == #SWANK_CONSOLE
else_jump @ARCADE_393 
$VIDEO_GAME = 0 
jump @ARCADE_464 

:ARCADE_393
if or
   Object.Model(0@) == #CJ_COIN_OP_1
   Object.Model(0@) == #SNESISH
else_jump @ARCADE_432 
$VIDEO_GAME = 3 
jump @ARCADE_464 

:ARCADE_432
if or
   Object.Model(0@) == #CJ_COIN_OP
   Object.Model(0@) == #LOW_CONSOLE
else_jump @ARCADE_464 
$VIDEO_GAME = 2 

:ARCADE_464
wait 0 
wait 0 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @ARCADE_517 
if 
  $ONMISSION == 0 
else_jump @ARCADE_517 
Player.CanMove($PLAYER_CHAR) = True

:ARCADE_517
jump @ARCADE_556 

:ARCADE_524
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @ARCADE_556 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_556
jump @ARCADE_595 

:ARCADE_563
if 
09E7:   player $PLAYER_CHAR not_frozen 
else_jump @ARCADE_595 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_595
jump @ARCADE_638 

:ARCADE_602
if 
  1@ == 0 
else_jump @ARCADE_638 
0512: show_permanent_text_box 'DUAL_A'  // ~k~~VEHICLE_ENTER_EXIT~ Use Videogame
1@ = 1 

:ARCADE_638
jump @ARCADE_672 

:ARCADE_645
if 
  1@ == 1 
else_jump @ARCADE_672 
03E6: remove_text_box 
1@ = 0 

:ARCADE_672
jump @ARCADE_706 

:ARCADE_679
if 
  1@ == 1 
else_jump @ARCADE_706 
03E6: remove_text_box 
1@ = 0 

:ARCADE_706
jump @ARCADE_742 

:ARCADE_713
if 
  1@ == 1 
else_jump @ARCADE_740 
03E6: remove_text_box 
1@ = 0 

:ARCADE_740
end_thread 

:ARCADE_742
jump @ARCADE_778 

:ARCADE_749
if 
  1@ == 1 
else_jump @ARCADE_776 
03E6: remove_text_box 
1@ = 0 

:ARCADE_776
end_thread 

:ARCADE_778
jump @ARCADE_58 
end_thread 

//-------------External script 8 (VENDING_MACHINE)---------------

:VENDING
thread 'VENDING' 
1@ = 0 
if 
  1@ == 1 
else_jump @VENDING_80 
0@ = Object.Init(#VENDMACHFD, 0.0, 0.0, 0.0)
3@ = Object.Init(#KB_BEER, 0.0, 0.0, 0.0)

:VENDING_80
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @VENDING_1579 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @VENDING_1484 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VENDING_1391 
if 
  1@ == 0 
else_jump @VENDING_173 
04ED: load_animation "VENDING" 
1@ += 1 

:VENDING_173
if 
  1@ == 1 
else_jump @VENDING_395 
if 
04EE:   animation "VENDING" loaded 
else_jump @VENDING_384 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @VENDING_377 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_343 
03CF: load_wav 42601 as 4 
0512: show_permanent_text_box 'SLOT_04'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Snack: $1
jump @VENDING_363 

:VENDING_343
03CF: load_wav 42600 as 4 
0512: show_permanent_text_box 'SLOT_05'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Drink: $1

:VENDING_363
07CC: set_player $PLAYER_CHAR button_15 0 
1@ += 1 

:VENDING_377
jump @VENDING_395 

:VENDING_384
04ED: load_animation "VENDING" 

:VENDING_395
if 
  1@ == 2 
else_jump @VENDING_1210 
if 
04EE:   animation "VENDING" loaded 
else_jump @VENDING_1199 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.5 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_512 
03CF: load_wav 42601 as 4 
jump @VENDING_521 

:VENDING_512
03CF: load_wav 42600 as 4 

:VENDING_521
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @VENDING_1176 
if 
00E1:   player 0 pressed_key 15 
else_jump @VENDING_1169 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @VENDING_1169 
if 
   Player.Money($PLAYER_CHAR) > 0
else_jump @VENDING_1141 
if 
03D0:   wav 4 loaded 
else_jump @VENDING_1134 
$TEMPVAR_ANGLE = Object.Angle(0@)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -0.2 0.6 
3@ = Object.Init(#CJ_JUICE_CAN, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
0615: define_AS_pack_begin $3395 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.2 -1.0 0.0 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius 0.4 animation "VEND_USE" IFP_file "VENDING" 4.0 LA 0 LX 0 LY 0 LF 1 LT 0 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_859 
0A1A: actor -1 perform_animation "VEND_EAT_P" IFP_file "VENDING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
jump @VENDING_1001 

:VENDING_859
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_2 /= 2.0 
$TEMPVAR_FLOAT_2 += 0.027 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $TEMPVAR_FLOAT_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 

:VENDING_1001
0616: define_AS_pack_end $3395 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $3395 
061B: remove_references_to_AS_pack $3395 
Player.Money($PLAYER_CHAR) += -1
03E6: remove_text_box 
if or
   Object.Model(0@) == #VENDIN3
   Object.Model(0@) == #CJ_CANDYVENDOR
   Object.Model(0@) == #CJ_EXT_CANDY
else_jump @VENDING_1076 
03CF: load_wav 42601 as 4 
jump @VENDING_1085 

:VENDING_1076
03CF: load_wav 42600 as 4 

:VENDING_1085
if 
03D0:   wav 4 loaded 
else_jump @VENDING_1111 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 

:VENDING_1111
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int) 
2@ += 3000 
1@ += 1 

:VENDING_1134
jump @VENDING_1169 

:VENDING_1141
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
018C: play_sound 1053 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:VENDING_1169
jump @VENDING_1192 

:VENDING_1176
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
1@ = 1 

:VENDING_1192
jump @VENDING_1210 

:VENDING_1199
04ED: load_animation "VENDING" 

:VENDING_1210
if 
  1@ == 3 
else_jump @VENDING_1324 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @VENDING_1324 
0623: add 5 to_integer_stat 245 
$3396 = Actor.Health($PLAYER_ACTOR)
$3396 += 30 
Actor.Health($PLAYER_ACTOR) = $3396
Object.RemoveReferences(3@)
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 
008B: 2@ = $CURRENT_TIME_IN_MS2 // (int) 
2@ += 1500 
1@ += 1 

:VENDING_1324
if 
  1@ == 4 
else_jump @VENDING_1384 
if 
001E:   $CURRENT_TIME_IN_MS2 > 2@ // (int) 
else_jump @VENDING_1384 
0687: clear_actor $PLAYER_ACTOR task 
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1384
jump @VENDING_1477 

:VENDING_1391
if 
  1@ > 0 
else_jump @VENDING_1477 
if 
  1@ > 1 
else_jump @VENDING_1436 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:VENDING_1436
if 
  1@ > 2 
else_jump @VENDING_1459 
Object.RemoveReferences(3@)

:VENDING_1459
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1477
jump @VENDING_1572 

:VENDING_1484
if 
  1@ > 0 
else_jump @VENDING_1570 
if 
  1@ > 1 
else_jump @VENDING_1529 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:VENDING_1529
if 
  1@ > 2 
else_jump @VENDING_1552 
Object.RemoveReferences(3@)

:VENDING_1552
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1570
end_thread 

:VENDING_1572
jump @VENDING_1667 

:VENDING_1579
if 
  1@ > 0 
else_jump @VENDING_1665 
if 
  1@ > 1 
else_jump @VENDING_1624 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR button_15 1 

:VENDING_1624
if 
  1@ > 2 
else_jump @VENDING_1647 
Object.RemoveReferences(3@)

:VENDING_1647
04EF: release_animation "VENDING" 
1@ = 0 

:VENDING_1665
end_thread 

:VENDING_1667
jump @VENDING_80 
end_thread 

//-------------External script 9 (FOOD_VENDOR)---------------

:FODVEND
thread 'FODVEND' 
1@ = 0 
if 
  1@ == 1 
else_jump @FODVEND_58 
0@ = Object.Init(#ICESCART_PROP, 0.0, 0.0, 0.0)

:FODVEND_58
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @FODVEND_1130 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @FODVEND_1075 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FODVEND_1022 
if 
895B:   not unknown_object_check 0@ 
else_jump @FODVEND_924 
if 
  1@ == 0 
else_jump @FODVEND_469 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.0 0.0 -1.0 
0086: $3404 = $TEMPVAR_FLOAT_1 // (float) 
$3404 -= 0.5 
0086: $3405 = $TEMPVAR_FLOAT_2 // (float) 
$3405 -= 0.5 
0086: $3406 = $TEMPVAR_FLOAT_3 // (float) 
0086: $3401 = $TEMPVAR_FLOAT_1 // (float) 
$3401 += 0.5 
0086: $3402 = $TEMPVAR_FLOAT_2 // (float) 
$3402 += 0.5 
0086: $3403 = $TEMPVAR_FLOAT_3 // (float) 
$3403 += 2.0 
if 
8339:   not anything_in_cube_cornerA $3404 $3405 $3406 cornerB $3401 $3402 $3403 solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FODVEND_462 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.0 
else_jump @FODVEND_455 
Model.Load(#BMOCHIL)
if 
   Model.Available(#BMOCHIL)
else_jump @FODVEND_455 
2@ = Actor.Create(CivMale, #BMOCHIL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 1.0 0.0 0.0 
0061: $3404 -= $TEMPVAR_FLOAT_1 // (float) 
0061: $3405 -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point $3404 $3405 store_to $TEMPVAR_ANGLE 
Actor.Angle(2@) = $TEMPVAR_ANGLE
1@ += 1 

:FODVEND_455
jump @FODVEND_469 

:FODVEND_462
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_469
if 
  1@ == 1 
else_jump @FODVEND_742 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 8.0 8.0 flag 0 on_foot 
else_jump @FODVEND_742 
04ED: load_animation "VENDING" 
if 
04EE:   animation "VENDING" loaded 
else_jump @FODVEND_742 
if 
   Player.Money($PLAYER_CHAR) > 0
else_jump @FODVEND_742 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @FODVEND_742 
$3396 = Actor.Health($PLAYER_ACTOR)
$3396 += 50 
Actor.Health($PLAYER_ACTOR) = $3396
0A1A: actor $PLAYER_ACTOR perform_animation "VEND_EAT1_P" IFP_file "VENDING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 3000 
Player.Money($PLAYER_CHAR) += -1
1@ += 1 

:FODVEND_742
if 
  1@ == 2 
else_jump @FODVEND_802 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @FODVEND_802 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 27000 
1@ += 1 

:FODVEND_802
if 
  1@ == 3 
else_jump @FODVEND_917 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @FODVEND_917 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.0 0.0 0.0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @FODVEND_917 
1@ = 1 

:FODVEND_917
jump @FODVEND_1015 

:FODVEND_924
if 
  1@ > 0 
else_jump @FODVEND_1008 
Actor.RemoveReferences(2@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @FODVEND_990 
if 
   not Actor.Dead(2@)
else_jump @FODVEND_990 
07A5: AS_actor 2@ attack_actor $PLAYER_ACTOR 10000 ms 

:FODVEND_990
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1008
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_1015
jump @FODVEND_1068 

:FODVEND_1022
if 
  1@ > 0 
else_jump @FODVEND_1063 
Actor.RemoveReferences(2@)
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1063
Model.Destroy(#BMOCHIL)

:FODVEND_1068
jump @FODVEND_1123 

:FODVEND_1075
if 
  1@ > 0 
else_jump @FODVEND_1116 
Actor.RemoveReferences(2@)
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1116
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_1123
jump @FODVEND_1178 

:FODVEND_1130
if 
  1@ > 0 
else_jump @FODVEND_1171 
Actor.RemoveReferences(2@)
04EF: release_animation "VENDING" 
1@ = 0 

:FODVEND_1171
Model.Destroy(#BMOCHIL)
end_thread 

:FODVEND_1178
jump @FODVEND_58 
end_thread 

//-------------External script 10 (GATES_SCRIPT)---------------

:GATEOS
thread 'GATEOS' 
1@ = 0 
if 
  1@ == 1 
else_jump @GATEOS_80 
0@ = Object.Init(#GATE_AUTOL, 0.0, 0.0, 0.0)
0@ = Object.Init(#GATE_AUTOR, 0.0, 0.0, 0.0)

:GATEOS_80
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
03CA:   object 0@ exists 
else_jump @GATEOS_997 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @GATEOS_988 
if 
  1@ == 0 
else_jump @GATEOS_502 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GATEOS_502 
9@ = Object.Model(0@)
if 
   Model.Available(9@)
else_jump @GATEOS_502 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 12.0 12.0 flag 0 
else_jump @GATEOS_477 
if or
   Actor.DrivingVehicleType($PLAYER_ACTOR, #BARRACKS)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #PATRIOT)
   Actor.DrivingVehicleType($PLAYER_ACTOR, #RHINO)
else_jump @GATEOS_366 
080A: get_object 0@ spoot 5 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 6 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 7 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance_between_XY $3404 $3405 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
$TEMPVAR_FLOAT_3 *= -1.0 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 depth $TEMPVAR_FLOAT_3 flag 0 
else_jump @GATEOS_366 
1@ = 1 

:GATEOS_366
080A: get_object 0@ spoot 1 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 2 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0509: $TEMPVAR_FLOAT_3 = distance_between_XY $3404 $3405 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 depth $TEMPVAR_FLOAT_3 flag 0 
else_jump @GATEOS_477 
1@ = 1 

:GATEOS_477
if 
  $709 == 1 
else_jump @GATEOS_502 
1@ = 1 

:GATEOS_502
if 
  1@ == 1 
else_jump @GATEOS_589 
9@ = Object.Model(0@)
if 
   Model.Available(9@)
else_jump @GATEOS_589 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
Object.StorePos(0@, 5@, 6@, 7@)
097B: play_audio_at_object 0@ event 1100 
1@ += 1 

:GATEOS_589
if 
  1@ == 2 
else_jump @GATEOS_727 
if 
034E: move_object 0@ to 2@ 3@ 4@ speed 0.1 0.1 0.1 flag 1 
else_jump @GATEOS_727 
if 
04E6:   object 0@ near_point 2@ 3@ 4@ radius 0.1 0.1 0.1 flag 0 
else_jump @GATEOS_727 
Object.PutAt(0@, 2@, 3@, 4@)
097B: play_audio_at_object 0@ event 1101 
$709 += 1 
1@ += 1 

:GATEOS_727
if 
  1@ == 3 
else_jump @GATEOS_770 
if 
  $1521 == 0 
else_jump @GATEOS_770 
1@ += 1 

:GATEOS_770
if 
  1@ == 4 
else_jump @GATEOS_850 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GATEOS_850 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 flag 0 
else_jump @GATEOS_850 
097B: play_audio_at_object 0@ event 1100 
1@ += 1 

:GATEOS_850
if 
  1@ == 5 
else_jump @GATEOS_981 
if 
034E: move_object 0@ to 5@ 6@ 7@ speed 0.1 0.1 0.1 flag 1 
else_jump @GATEOS_981 
if 
04E6:   object 0@ near_point 5@ 6@ 7@ radius 0.1 0.1 0.1 flag 0 
else_jump @GATEOS_981 
Object.PutAt(0@, 5@, 6@, 7@)
097B: play_audio_at_object 0@ event 1101 
1@ = 0 

:GATEOS_981
jump @GATEOS_990 

:GATEOS_988
end_thread 

:GATEOS_990
jump @GATEOS_999 

:GATEOS_997
end_thread 

:GATEOS_999
jump @GATEOS_80 
end_thread 

//-------------External script 11 (GYMBIKE)---------------

:GYMBIKE
thread 'GYMBIKE' 
$8732 = 0 
$8723 = 0.0 
$8731 = 0 
$8722 = 0 
$8727 = 0 
5@ = 0.0 
6@ = 0.0 
7@ = 0.0 
8@ = 0.0 
9@ = 0.0 
10@ = 0.0 
11@ = 0.0 
12@ = 0.0 
13@ = 0.0 
14@ = 0.0 
15@ = 0.0 
$8715 = 0.0 
$8716 = 0.0 
16@ = 0.0 
17@ = 0.0 
19@ = 0.0 
$8725 = 0 
20@ = 0 
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
$8715 = 0.0 
$8716 = 0.0 
$GYM_GYMBIKE_POWER = 0 
$GYM_GYMBIKE_LEVEL = 0 
$GYM_GYMBIKE_DISTANCE = 0 
$8720 = 0.0 
$8721 = 0.0 
20@ = 0 
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
28@ = 0 
$GYM_GYMBIKE_LEVEL = 0 
30@ = 0 
29@ = 0 
$8713 = 0 
32@ = 0 
33@ = 0 
if 
  30@ == 1 
else_jump @GYMBIKE_486 
0@ = Object.Init(#CM_BOX, 0.0, 0.0, 0.0)

:GYMBIKE_486
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_538 
Object.StorePos(0@, 5@, 6@, 7@)
Object.StorePos(0@, 11@, 12@, 13@)
4@ = Object.Angle(0@)

:GYMBIKE_538
0088: $8730 = 7@ // (float) 
$8730 += 0.15 
0087: 3@ = 4@ // (float) 
3@ -= 90.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 0.05 
2@ *= 0.05 
0088: $8728 = 5@ // (float) 
005F: $8728 += 2@ // (float) 
0088: $8729 = 6@ // (float) 
005F: $8729 += 1@ // (float) 
$8724 = Object.Create(#PEDALS, $8728, $8729, $8730)
Object.Angle($8724) = 4@
0087: 10@ = 7@ // (float) 
10@ += 0.9 
0087: 3@ = 4@ // (float) 
3@ -= 45.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 2.8 
2@ *= 2.8 
0087: 8@ = 5@ // (float) 
005B: 8@ += 2@ // (float) 
0087: 9@ = 6@ // (float) 
005B: 9@ += 1@ // (float) 
4@ -= 180.0 
3@ += 45.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 0.5 
2@ *= 0.5 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
0087: 3@ = 4@ // (float) 
3@ -= 90.0 
02F6: 1@ = cosine 3@ // (float) 
02F7: 2@ = sine 3@ // (float) 
1@ *= 0.5 
2@ *= 0.5 
0088: $8715 = 5@ // (float) 
005F: $8715 += 2@ // (float) 
0088: $8716 = 6@ // (float) 
005F: $8716 += 1@ // (float) 
7@ += 0.05 
$GYM_GYMBIKE_POWER = 0 
$GYM_GYMBIKE_DISTANCE = 0 
$1829 = 0 

:GYMBIKE_960
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMBIKE_987 
Object.Destroy($8724)
end_thread 

:GYMBIKE_987
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMBIKE_1010 
Object.Destroy($8724)
end_thread 

:GYMBIKE_1010
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMBIKE_6332 
if 
  20@ == 0 
else_jump @GYMBIKE_1371 
if and
  28@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMBIKE_1330 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMBIKE_1296 
if 
  29@ == 0 
else_jump @GYMBIKE_1145 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
29@ = 1 

:GYMBIKE_1145
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMBIKE_1289 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMBIKE_1273 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMBIKE_1250 
20@ = 1 
$1830 = 1 
$8714 = 0 
jump @GYMBIKE_1266 

:GYMBIKE_1250
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBIKE_1266
jump @GYMBIKE_1289 

:GYMBIKE_1273
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBIKE_1289
jump @GYMBIKE_1323 

:GYMBIKE_1296
if 
  29@ == 1 
else_jump @GYMBIKE_1323 
03E6: remove_text_box 
29@ = 0 

:GYMBIKE_1323
jump @GYMBIKE_1371 

:GYMBIKE_1330
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
else_jump @GYMBIKE_1371 
28@ = 0 

:GYMBIKE_1371
if 
  20@ == 1 
else_jump @GYMBIKE_6332 
if and
  $1830 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_1501 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at $8715 $8716 7@ // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = 4@
Camera.PointAt(11@, 12@, 10@, 2)
$1830 = 2 

:GYMBIKE_1501
if 
  $1829 == 0 
else_jump @GYMBIKE_1611 
04ED: load_animation "GYMNASIUM" 

:GYMBIKE_1532
if 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMBIKE_1567 
wait 0 
jump @GYMBIKE_1532 

:GYMBIKE_1567
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBIKE_1578
if 
83D0:   not wav 4 loaded 
else_jump @GYMBIKE_1604 
wait 0 
jump @GYMBIKE_1578 

:GYMBIKE_1604
$1829 = 1 

:GYMBIKE_1611
if and
  $1830 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2197 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETON" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 1 time -1 // versionA 
0512: show_permanent_text_box 'GYM1_60'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMBIKE_1890 
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 180.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bike
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10
jump @GYMBIKE_2051 

:GYMBIKE_1890
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 150.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bike
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10

:GYMBIKE_2051
090E: set_panel $8712 active_row 0 

:GYMBIKE_2058
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2183 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMBIKE_2130 
03E6: remove_text_box 
08DA: remove_panel $8712 
$GYM_GYMBIKE_LEVEL = 0 
jump @GYMBIKE_5327 

:GYMBIKE_2130
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBIKE_2176 
03E6: remove_text_box 
08D7: $GYM_GYMBIKE_LEVEL = panel $8712 active_row 
$GYM_GYMBIKE_LEVEL += 1 
08DA: remove_panel $8712 
jump @GYMBIKE_2183 

:GYMBIKE_2176
jump @GYMBIKE_2058 

:GYMBIKE_2183
$1830 = 3 
33@ = 0 

:GYMBIKE_2197
if and
  $1830 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2388 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_GETON"
else_jump @GYMBIKE_2388 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_GETON" time 
if 
  15@ == 1.0 
else_jump @GYMBIKE_2388 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
$1830 = 4 

:GYMBIKE_2388
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_2583 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_SLOW"
else_jump @GYMBIKE_2583 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" time 
if 
  15@ == 0.0 
else_jump @GYMBIKE_2583 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 0 
04F7: status_text $GYM_GYMBIKE_POWER type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $GYM_GYMBIKE_LEVEL type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $GYM_GYMBIKE_DISTANCE type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
21@ = 1 
$1830 = 5 
33@ = 0 

:GYMBIKE_2583
if and
  $1830 == 5 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_6332 
if 
  $8713 == 0 
else_jump @GYMBIKE_2642 
0512: show_permanent_text_box 'GYM1_40'  // Press ~k~~PED_SPRINT~ rapidly to begin to pedal.
$8713 = 1 

:GYMBIKE_2642
if and
  33@ > 4000 
  $8713 == 1 
else_jump @GYMBIKE_2688 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_41'  // To change the level press ~k~~CONVERSATION_NO~ or ~k~~CONVERSATION_YES~.
$8713 = 2 

:GYMBIKE_2688
if and
  33@ > 8000 
  $8713 == 2 
else_jump @GYMBIKE_2723 
03E6: remove_text_box 
$8713 = 101 

:GYMBIKE_2723
0653: 19@ = float_stat 22 
19@ /= 100.0 
0087: 16@ = 17@ // (float) 
005B: 16@ += 19@ // (float) 
007F: 14@ -= unknown_float * 0.35 // (float) 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBIKE_2816 
if 
  22@ == 0 
else_jump @GYMBIKE_2816 
005B: 14@ += 16@ // (float) 
22@ = 1 

:GYMBIKE_2816
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBIKE_2858 
if 
  22@ == 1 
else_jump @GYMBIKE_2858 
22@ = 0 

:GYMBIKE_2858
if 
  0.0 > 14@ 
else_jump @GYMBIKE_2889 
14@ = 0.0 

:GYMBIKE_2889
if 
  14@ > 100.0 
else_jump @GYMBIKE_2920 
14@ = 100.0 

:GYMBIKE_2920
if 
  21@ == 1 
else_jump @GYMBIKE_3053 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_SLOW"
else_jump @GYMBIKE_3053 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 1 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 0.5 times_normal_rate 
0836: set_object $8724 animation "PEDALS_SLOW" at 0.5 times_normal_rate 
32@ = 0 
21@ = 2 

:GYMBIKE_3053
if and
  21@ == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_6228 
0653: 19@ = float_stat 22 
19@ /= 200.0 
if 
  0.0 > 19@ 
else_jump @GYMBIKE_3124 
19@ = 0.0 

:GYMBIKE_3124
0090: $8725 = float 19@ to_integer 
0084: $8726 = $GYM_GYMBIKE_LEVEL // (int) 
0060: $8726 -= $8725 // (int) 
if 
  14@ == 0.0 
else_jump @GYMBIKE_3301 
if 
  23@ == 0 
else_jump @GYMBIKE_3301 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_STILL" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 0 
25@ = 0 
26@ = 0 
23@ = 1 

:GYMBIKE_3301
if 
  24@ == 0 
else_jump @GYMBIKE_3459 
if and
  3 > $8726 
   not 14@ == 0.0 
else_jump @GYMBIKE_3459 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_SLOW" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 1 
25@ = 0 
26@ = 0 
23@ = 0 

:GYMBIKE_3459
if 
  25@ == 0 
else_jump @GYMBIKE_3623 
if and
  $8726 > 2 
  7 > $8726 
   not 14@ == 0.0 
else_jump @GYMBIKE_3623 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FAST" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_MED" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 0 
26@ = 0 
25@ = 1 
23@ = 0 

:GYMBIKE_3623
if 
  26@ == 0 
else_jump @GYMBIKE_3790 
if and
  $8726 > 6 
  11 > $8726 
   not 14@ == 0.0 
else_jump @GYMBIKE_3790 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_FASTER" IFP_file "GYMNASIUM" 4.0 loop 1 0 0 1 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_FAST" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
24@ = 0 
25@ = 0 
26@ = 1 
23@ = 0 

:GYMBIKE_3790
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMBIKE_3928 
if 
  27@ == 0 
else_jump @GYMBIKE_3928 
if and
  $GYM_GYMBIKE_LEVEL > 0 
  10 > $GYM_GYMBIKE_LEVEL 
else_jump @GYMBIKE_3928 
$GYM_GYMBIKE_LEVEL += 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_3880 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_3880
14@ -= 20.0 
if 
  0.0 > 14@ 
else_jump @GYMBIKE_3921 
14@ = 0.0 

:GYMBIKE_3921
27@ = 1 

:GYMBIKE_3928
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMBIKE_4025 
if 
  27@ == 0 
else_jump @GYMBIKE_4025 
if and
  $GYM_GYMBIKE_LEVEL > 1 
  11 > $GYM_GYMBIKE_LEVEL 
else_jump @GYMBIKE_4025 
$GYM_GYMBIKE_LEVEL -= 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_4018 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_4018
27@ = 2 

:GYMBIKE_4025
if 
80E1:   not player 0 pressed_key 11 
else_jump @GYMBIKE_4067 
if 
  27@ == 1 
else_jump @GYMBIKE_4067 
27@ = 0 

:GYMBIKE_4067
if 
80E1:   not player 0 pressed_key 10 
else_jump @GYMBIKE_4109 
if 
  27@ == 2 
else_jump @GYMBIKE_4109 
27@ = 0 

:GYMBIKE_4109
if 
  $GYM_GYMBIKE_LEVEL == 1 
else_jump @GYMBIKE_4137 
17@ = 6.5 

:GYMBIKE_4137
if 
  $GYM_GYMBIKE_LEVEL == 2 
else_jump @GYMBIKE_4165 
17@ = 5.9 

:GYMBIKE_4165
if 
  $GYM_GYMBIKE_LEVEL == 3 
else_jump @GYMBIKE_4193 
17@ = 5.0 

:GYMBIKE_4193
if 
  $GYM_GYMBIKE_LEVEL == 4 
else_jump @GYMBIKE_4221 
17@ = 4.3 

:GYMBIKE_4221
if 
  $GYM_GYMBIKE_LEVEL == 5 
else_jump @GYMBIKE_4249 
17@ = 3.7 

:GYMBIKE_4249
if 
  $GYM_GYMBIKE_LEVEL == 6 
else_jump @GYMBIKE_4277 
17@ = 2.9 

:GYMBIKE_4277
if 
  $GYM_GYMBIKE_LEVEL == 7 
else_jump @GYMBIKE_4305 
17@ = 2.2 

:GYMBIKE_4305
if 
  $GYM_GYMBIKE_LEVEL == 8 
else_jump @GYMBIKE_4333 
17@ = 1.5 

:GYMBIKE_4333
if 
  $GYM_GYMBIKE_LEVEL == 9 
else_jump @GYMBIKE_4361 
17@ = 1.1 

:GYMBIKE_4361
if 
  $GYM_GYMBIKE_LEVEL == 10 
else_jump @GYMBIKE_4389 
17@ = 0.7 

:GYMBIKE_4389
if 
  14@ >= 0.0 
else_jump @GYMBIKE_4441 
if 
  10.0 >= 14@ 
else_jump @GYMBIKE_4441 
18@ = 0.9 

:GYMBIKE_4441
if 
  14@ >= 11.0 
else_jump @GYMBIKE_4493 
if 
  20.0 >= 14@ 
else_jump @GYMBIKE_4493 
18@ = 1.0 

:GYMBIKE_4493
if 
  14@ >= 21.0 
else_jump @GYMBIKE_4545 
if 
  30.0 >= 14@ 
else_jump @GYMBIKE_4545 
18@ = 1.1 

:GYMBIKE_4545
if 
  14@ >= 31.0 
else_jump @GYMBIKE_4597 
if 
  40.0 >= 14@ 
else_jump @GYMBIKE_4597 
18@ = 1.2 

:GYMBIKE_4597
if 
  14@ >= 41.0 
else_jump @GYMBIKE_4649 
if 
  50.0 >= 14@ 
else_jump @GYMBIKE_4649 
18@ = 1.3 

:GYMBIKE_4649
if 
  14@ >= 51.0 
else_jump @GYMBIKE_4701 
if 
  60.0 >= 14@ 
else_jump @GYMBIKE_4701 
18@ = 1.4 

:GYMBIKE_4701
if 
  14@ >= 61.0 
else_jump @GYMBIKE_4753 
if 
  70.0 >= 14@ 
else_jump @GYMBIKE_4753 
18@ = 1.5 

:GYMBIKE_4753
if 
  14@ >= 71.0 
else_jump @GYMBIKE_4805 
if 
  80.0 >= 14@ 
else_jump @GYMBIKE_4805 
18@ = 1.6 

:GYMBIKE_4805
if 
  14@ >= 81.0 
else_jump @GYMBIKE_4857 
if 
  90.0 >= 14@ 
else_jump @GYMBIKE_4857 
18@ = 1.7 

:GYMBIKE_4857
if 
  14@ >= 91.0 
else_jump @GYMBIKE_4909 
if 
  100.0 >= 14@ 
else_jump @GYMBIKE_4909 
18@ = 1.8 

:GYMBIKE_4909
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_SLOW"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_4968 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 18@ times_normal_rate 

:GYMBIKE_4968
if and
0837:   object $8724 animation == "PEDALS_SLOW" 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5023 
0836: set_object $8724 animation "PEDALS_SLOW" at 18@ times_normal_rate 

:GYMBIKE_5023
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_FAST"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5082 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" at 18@ times_normal_rate 

:GYMBIKE_5082
if and
0837:   object $8724 animation == "PEDALS_MED" 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5135 
0836: set_object $8724 animation "PEDALS_MED" at 18@ times_normal_rate 

:GYMBIKE_5135
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BIKE_FASTER"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5198 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" at 18@ times_normal_rate 

:GYMBIKE_5198
if and
0837:   object $8724 animation == "PEDALS_FAST" 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5253 
0836: set_object $8724 animation "PEDALS_FAST" at 18@ times_normal_rate 

:GYMBIKE_5253
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBIKE_5787 
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBIKE_5311 
$GYM_DAY_LIMIT = 0.0 

:GYMBIKE_5311
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5787 

:GYMBIKE_5327
015B: unknown_player 0 time 1 key 1 
0623: add $GYM_GYMBIKE_DISTANCE to_integer_stat 29 
0085: 31@ = 33@ // (int) 
31@ /= 1000 
0623: add 31@ to_integer_stat 45 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5468 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BIKE_GETOFF" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 0 time -1 // versionA 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 0 loop -1 // IF AND SET 

:GYMBIKE_5468
21@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
20@ = 0 
$1830 = 0 
$GYM_GYMBIKE_LEVEL = 0 
$GYM_GYMBIKE_DISTANCE = 0 
$8721 = 0.0 
$8720 = 0.0 
$GYM_GYMBIKE_POWER = 0 
14@ = 0.0 
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMBIKE_5619 
062A: change_float_stat 21 to 0.0 

:GYMBIKE_5619
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_5642 
Object.CollisionDetection(0@) = True

:GYMBIKE_5642
$1813 = 0 
$1814 = 0 
$1829 = 0 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
0151: remove_status_text $GYM_GYMBIKE_POWER 
0151: remove_status_text $GYM_GYMBIKE_LEVEL 
0151: remove_status_text $GYM_GYMBIKE_DISTANCE 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = False
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBIKE_5731 
Player.CanMove($PLAYER_CHAR) = True

:GYMBIKE_5731
28@ = 1 
08DA: remove_panel $8712 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMBIKE_5759
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBIKE_5787 
wait 0 
jump @GYMBIKE_5759 

:GYMBIKE_5787
if 
03CA:   object 0@ exists 
else_jump @GYMBIKE_5912 
if 
03D0:   wav 4 loaded 
else_jump @GYMBIKE_5912 
if 
  14@ > 10.0 
else_jump @GYMBIKE_5879 
if 
  $8732 == 0 
else_jump @GYMBIKE_5872 
097B: play_audio_at_object 0@ event 1113 
$8732 = 1 

:GYMBIKE_5872
jump @GYMBIKE_5912 

:GYMBIKE_5879
if 
  $8732 == 1 
else_jump @GYMBIKE_5912 
097B: play_audio_at_object 0@ event 1114 
$8732 = 0 

:GYMBIKE_5912
if 
  32@ > 250 
else_jump @GYMBIKE_6228 
32@ -= 250 
0088: $8720 = 14@ // (float) 
$8720 /= 10.0 
008D: $6 = integer $GYM_GYMBIKE_LEVEL to_float 
$6 /= 10.0 
$6 += 1.0 
0069: $6 *= $8720 // (float) 
0059: $4 += $6 // (float) 
if 
  $4 >= 400.0 
else_jump @GYMBIKE_6146 
$4 -= 400.0 
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMBIKE_6069 
0626: decrease_float_stat 21 by 8.0 

:GYMBIKE_6069
if 
  $8733 == 3 
else_jump @GYMBIKE_6120 
$8733 = 0 
0624: add 4.0 to_float_stat 22 
$GYM_DAY_LIMIT += 4.0 
jump @GYMBIKE_6146 

:GYMBIKE_6120
0A1F: increase_float_stat 22 by 4.0 
$GYM_DAY_LIMIT += 4.0 
$8733 += 1 

:GYMBIKE_6146
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBIKE_6191 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBIKE_6191
if 
   not $GYM_GYMBIKE_DISTANCE >= 999999 
else_jump @GYMBIKE_6228 
0059: $8721 += $8720 // (float) 
008C: $GYM_GYMBIKE_DISTANCE = float $8721 to_integer 

:GYMBIKE_6228
$8722 += 1 
0084: $8731 = $GYM_GYMBIKE_POWER // (int) 
$8731 -= 100 
if 
  $8731 > -40 
else_jump @GYMBIKE_6275 
$8731 = -40 

:GYMBIKE_6275
if 
002C:   $8722 >= $8731 // (int) 
else_jump @GYMBIKE_6324 
$8722 = 0 
$GYM_GYMBIKE_POWER *= 12 
$GYM_GYMBIKE_POWER /= 10 
015B: unknown_player 0 time 100 key $GYM_GYMBIKE_POWER 

:GYMBIKE_6324
0090: $GYM_GYMBIKE_POWER = float 14@ to_integer 

:GYMBIKE_6332
jump @GYMBIKE_960 
end_thread 

//-------------External script 12 (GYMBENCH)---------------

:GYMBENC
thread 'GYMBENC' 
$8737 = 0.0 
$8747 = 0.0 
$8743 = 2 
$8744 = 0 
23@ = 0 
24@ = 0 
25@ = 0 
26@ = 0 
27@ = 0 
$8741 = 0 
$1824 = 0.0 
$1825 = 0.0 
$1826 = 0.0 
$1827 = 0.0 
21@ = 1 
$8738 = 0 
$8735 = 0 
22@ = 0 
29@ = 0 
32@ = 0 
33@ = 0 
if 
  29@ == 1 
else_jump @GYMBENC_217 
0@ = Object.Init(#BEACHTOWEL01, 0.0, 0.0, 0.0)

:GYMBENC_217
if 
03CA:   object 0@ exists 
else_jump @GYMBENC_277 
Object.StorePos(0@, 5@, 6@, 7@)
Object.StorePos(0@, 8@, 9@, 10@)
11@ = Object.Angle(0@)
3@ = Object.Angle(0@)

:GYMBENC_277
1@ = 0.0 
2@ = 0.0 
12@ = 0.0 
13@ = 0.0 
14@ = 0.0 
21@ = 1 
$8738 = 0 
0087: 14@ = 7@ // (float) 
14@ += 1.7 
3@ -= 180.0 
0087: 4@ = 3@ // (float) 
4@ -= 270.0 
02F6: 1@ = cosine 4@ // (float) 
02F7: 2@ = sine 4@ // (float) 
1@ *= 1.0 
2@ *= 1.0 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
1@ *= 3.0 
2@ *= 3.0 
0087: 12@ = 5@ // (float) 
005B: 12@ += 2@ // (float) 
0087: 13@ = 6@ // (float) 
005B: 13@ += 1@ // (float) 
11@ += 90.0 
02F6: 1@ = cosine 11@ // (float) 
02F7: 2@ = sine 11@ // (float) 
1@ *= 1.0 
2@ *= 1.0 
0063: 8@ -= 2@ // (float) 
0063: 9@ -= 1@ // (float) 
30@ = Object.Create(#KMB_BPRESS, 8@, 9@, 10@)
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
3@ -= 180.0 
$GYM_GYMBIKE_LEVEL = 1 
$1829 = 0 

:GYMBENC_632
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMBENC_659 
Object.Destroy(30@)
end_thread 

:GYMBENC_659
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMBENC_682 
Object.Destroy(30@)
end_thread 

:GYMBENC_682
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMBENC_8093 
if and
  $1830 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_1102 
if and
  23@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMBENC_1102 
if 
  27@ == 0 
else_jump @GYMBENC_1061 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMBENC_1027 
if 
  22@ == 0 
else_jump @GYMBENC_840 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
22@ = 1 

:GYMBENC_840
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMBENC_1020 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMBENC_1004 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMBENC_981 
23@ = 1 
$1830 = 1 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.Angle($PLAYER_ACTOR) = 3@
$8714 = 0 
jump @GYMBENC_997 

:GYMBENC_981
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBENC_997
jump @GYMBENC_1020 

:GYMBENC_1004
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBENC_1020
jump @GYMBENC_1054 

:GYMBENC_1027
if 
  22@ == 1 
else_jump @GYMBENC_1054 
03E6: remove_text_box 
22@ = 0 

:GYMBENC_1054
jump @GYMBENC_1102 

:GYMBENC_1061
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
else_jump @GYMBENC_1102 
27@ = 0 

:GYMBENC_1102
if and
  23@ == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_8093 
if 
  $1830 == 1 
else_jump @GYMBENC_1221 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ // versionB 
Camera.SetPosition(12@, 13@, 14@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = 3@
Camera.OnPed($PLAYER_ACTOR, 15, 2)
$1830 = 2 

:GYMBENC_1221
if 
  $1829 == 0 
else_jump @GYMBENC_1311 
04ED: load_animation "BENCHPRESS" 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBENC_1264
if or
84EE:   not animation "BENCHPRESS" loaded 
83D0:   not wav 4 loaded 
else_jump @GYMBENC_1304 
wait 0 
jump @GYMBENC_1264 

:GYMBENC_1304
$1829 = 1 

:GYMBENC_1311
if and
  $1830 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2547 
0512: show_permanent_text_box 'GYM1_71'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMBENC_1538 
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bench
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs
jump @GYMBENC_1699 

:GYMBENC_1538
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bench
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs

:GYMBENC_1699
090E: set_panel $8734 active_row 0 

:GYMBENC_1706
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_1824 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMBENC_1771 
03E6: remove_text_box 
08DA: remove_panel $8734 
jump @GYMBENC_7348 

:GYMBENC_1771
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBENC_1817 
03E6: remove_text_box 
08D7: 21@ = panel $8734 active_row 
21@ += 1 
08DA: remove_panel $8734 
jump @GYMBENC_1824 

:GYMBENC_1817
jump @GYMBENC_1706 

:GYMBENC_1824
if 
  21@ == 1 
else_jump @GYMBENC_1862 
$8736 = 1.0 
20@ = 5.0 

:GYMBENC_1862
if 
  21@ == 2 
else_jump @GYMBENC_1900 
20@ = 5.2 
$8736 = 2.0 

:GYMBENC_1900
if 
  21@ == 3 
else_jump @GYMBENC_1938 
20@ = 5.3 
$8736 = 3.0 

:GYMBENC_1938
if 
  21@ == 4 
else_jump @GYMBENC_1976 
20@ = 5.5 
$8736 = 4.0 

:GYMBENC_1976
if 
  21@ == 5 
else_jump @GYMBENC_2014 
20@ = 6.0 
$8736 = 5.0 

:GYMBENC_2014
if 
  21@ == 6 
else_jump @GYMBENC_2052 
20@ = 6.5 
$8736 = 6.0 

:GYMBENC_2052
if 
  21@ == 7 
else_jump @GYMBENC_2090 
20@ = 7.0 
$8736 = 7.0 

:GYMBENC_2090
if 
  21@ == 8 
else_jump @GYMBENC_2128 
20@ = 7.5 
$8736 = 8.0 

:GYMBENC_2128
if 
  21@ == 9 
else_jump @GYMBENC_2166 
20@ = 8.0 
$8736 = 9.0 

:GYMBENC_2166
if 
  21@ == 10 
else_jump @GYMBENC_2204 
20@ = 8.5 
$8736 = 10.0 

:GYMBENC_2204
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2266 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETON" IFP_file "BENCHPRESS" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_2266
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2540 
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETON"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2540 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2343
if 
   not $1824 > 0.75 
else_jump @GYMBENC_2413 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2406 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_2406
jump @GYMBENC_2343 

:GYMBENC_2413
if 
03D0:   wav 4 loaded 
else_jump @GYMBENC_2436 
097B: play_audio_at_object 0@ event 1117 

:GYMBENC_2436
Object.KeepInMemory(30@) = False
0682: detach_object 30@ 0.0 0.0 0.0 collision_detection 0 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_2526 
070A: AS_actor $PLAYER_ACTOR attach_to_object 30@ offset 0.0 0.0 -0.1 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMBENC_2526
$1830 = 4 
32@ = 0 

:GYMBENC_2540
$1830 = 4 

:GYMBENC_2547
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_3225 
if 
  $8735 == 0 
else_jump @GYMBENC_2608 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
$8735 = 1 

:GYMBENC_2608
if and
  32@ > 6000 
  $8735 == 1 
else_jump @GYMBENC_2654 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
$8735 = 2 

:GYMBENC_2654
if and
  32@ > 9000 
  $8735 == 2 
else_jump @GYMBENC_2689 
03E6: remove_text_box 
$8735 = 101 

:GYMBENC_2689
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETON"
else_jump @GYMBENC_2776 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 
if 
  $1816 == 1.0 
else_jump @GYMBENC_2769 
jump @GYMBENC_2830 

:GYMBENC_2769
jump @GYMBENC_3225 

:GYMBENC_2776
if and
  $1814 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_3225 
$8738 = 0 
$1818 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
jump @GYMBENC_2830 

:GYMBENC_2830
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMBENC_2878 
$1817 = 0.0 

:GYMBENC_2878
0086: $8737 = $1817 // (float) 
$8737 += 30.0 
if 
  $8737 > 75.0 
else_jump @GYMBENC_2927 
$8737 = 75.0 

:GYMBENC_2927
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
if 
  18.0 >= $1823 
else_jump @GYMBENC_3017 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_3017
if 
  $1823 > 18.0 
else_jump @GYMBENC_3104 
if 
  24.0 >= $1823 
else_jump @GYMBENC_3104 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_3104
if 
  $1823 > 24.0 
else_jump @GYMBENC_3175 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_3175
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8738 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
$1813 = 1 
$1830 = 5 

:GYMBENC_3225
if and
  $1830 == 5 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6956 
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMBENC_3296 
$1817 = 0.0 

:GYMBENC_3296
0086: $8737 = $1817 // (float) 
$8737 += 20.0 
if 
  $8737 > 75.0 
else_jump @GYMBENC_3345 
$8737 = 75.0 

:GYMBENC_3345
if 
  $8735 == 0 
else_jump @GYMBENC_3383 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
$8735 = 1 

:GYMBENC_3383
if and
  32@ > 6000 
  $8735 == 1 
else_jump @GYMBENC_3429 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
$8735 = 2 

:GYMBENC_3429
if and
  32@ > 9000 
  $8735 == 2 
else_jump @GYMBENC_3464 
03E6: remove_text_box 
$8735 = 101 

:GYMBENC_3464
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMBENC_3517 
$8762 /= 2.0 
0082: 18@ -= unknown_float * $8736 // (float) 
$8762 *= 2.0 

:GYMBENC_3517
if 
  $1813 == 4 
else_jump @GYMBENC_3545 
007F: 18@ -= unknown_float * 2.0 // (float) 

:GYMBENC_3545
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBENC_3587 
if 
  26@ == 1 
else_jump @GYMBENC_3587 
26@ = 2 

:GYMBENC_3587
if 
80E1:   not player 0 pressed_key 17 
else_jump @GYMBENC_3629 
if 
  26@ == 3 
else_jump @GYMBENC_3629 
26@ = 0 

:GYMBENC_3629
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMBENC_3766 
if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
else_jump @GYMBENC_3710 
if 
  26@ == 0 
else_jump @GYMBENC_3710 
005D: 18@ += $8737 // (float) 
26@ = 1 

:GYMBENC_3710
if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
else_jump @GYMBENC_3766 
if 
  26@ == 2 
else_jump @GYMBENC_3766 
005D: 18@ += $8737 // (float) 
26@ = 3 

:GYMBENC_3766
if 
  0.0 > 18@ 
else_jump @GYMBENC_3797 
18@ = 0.0 

:GYMBENC_3797
if 
  18@ > 25.0 
else_jump @GYMBENC_3829 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 354 store_to $8745 

:GYMBENC_3829
if 
  18@ >= 100.0 
else_jump @GYMBENC_3885 
18@ = 100.0 
if 
  $1813 == 1 
else_jump @GYMBENC_3885 
$1813 = 2 

:GYMBENC_3885
if and
  $1813 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_3950 
if 
  $1819 == 1.0 
else_jump @GYMBENC_3950 
26@ = 0 
$1813 = 3 
33@ = 0 

:GYMBENC_3950
if and
  $1813 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6050 
0871: init_jump_table 21@ total_jumps 10 default_jump 0 @GYMBENC_4246 jumps 1 @GYMBENC_4101 2 @GYMBENC_4115 3 @GYMBENC_4129 4 @GYMBENC_4143 5 @GYMBENC_4157 6 @GYMBENC_4171 7 @GYMBENC_4186 
0872: jump_table_jumps 8 @GYMBENC_4201 9 @GYMBENC_4216 10 @GYMBENC_4231 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 -1 @GYMBENC_4246 

:GYMBENC_4101
$GYM_BENCH_WEIGHT = 40 
jump @GYMBENC_4246 

:GYMBENC_4115
$GYM_BENCH_WEIGHT = 60 
jump @GYMBENC_4246 

:GYMBENC_4129
$GYM_BENCH_WEIGHT = 80 
jump @GYMBENC_4246 

:GYMBENC_4143
$GYM_BENCH_WEIGHT = 100 
jump @GYMBENC_4246 

:GYMBENC_4157
$GYM_BENCH_WEIGHT = 120 
jump @GYMBENC_4246 

:GYMBENC_4171
$GYM_BENCH_WEIGHT = 160 
jump @GYMBENC_4246 

:GYMBENC_4186
$GYM_BENCH_WEIGHT = 200 
jump @GYMBENC_4246 

:GYMBENC_4201
$GYM_BENCH_WEIGHT = 240 
jump @GYMBENC_4246 

:GYMBENC_4216
$GYM_BENCH_WEIGHT = 280 
jump @GYMBENC_4246 

:GYMBENC_4231
$GYM_BENCH_WEIGHT = 320 
jump @GYMBENC_4246 

:GYMBENC_4246
0652: $GYM_STAT_BENCH_HEAVIEST_WEIGHT = integer_stat 46 
if 
001C:   $GYM_BENCH_WEIGHT > $GYM_STAT_BENCH_HEAVIEST_WEIGHT // (int) 
else_jump @GYMBENC_4279 
0629: change_integer_stat 46 to $GYM_BENCH_WEIGHT 

:GYMBENC_4279
015B: unknown_player 0 time 200 key 200 
if 
   not $8738 >= 999999 
else_jump @GYMBENC_4317 
$8738 += 1 

:GYMBENC_4317
0653: $8747 = float_stat 23 
if 
  1000.0 > $8747 
else_jump @GYMBENC_4625 
if 
  21@ == 1 
else_jump @GYMBENC_4373 
20@ = 1.0 

:GYMBENC_4373
if 
  21@ == 2 
else_jump @GYMBENC_4401 
20@ = 1.2 

:GYMBENC_4401
if 
  21@ == 3 
else_jump @GYMBENC_4429 
20@ = 1.3 

:GYMBENC_4429
if 
  21@ == 4 
else_jump @GYMBENC_4457 
20@ = 1.5 

:GYMBENC_4457
if 
  21@ == 5 
else_jump @GYMBENC_4485 
20@ = 2.0 

:GYMBENC_4485
if 
  21@ == 6 
else_jump @GYMBENC_4513 
20@ = 2.5 

:GYMBENC_4513
if 
  21@ == 7 
else_jump @GYMBENC_4541 
20@ = 3.0 

:GYMBENC_4541
if 
  21@ == 8 
else_jump @GYMBENC_4569 
20@ = 4.0 

:GYMBENC_4569
if 
  21@ == 9 
else_jump @GYMBENC_4597 
20@ = 5.0 

:GYMBENC_4597
if 
  21@ == 10 
else_jump @GYMBENC_4625 
20@ = 6.0 

:GYMBENC_4625
if 
  800.0 > $8747 
else_jump @GYMBENC_4926 
if 
  21@ == 1 
else_jump @GYMBENC_4674 
20@ = 2.0 

:GYMBENC_4674
if 
  21@ == 2 
else_jump @GYMBENC_4702 
20@ = 2.2 

:GYMBENC_4702
if 
  21@ == 3 
else_jump @GYMBENC_4730 
20@ = 2.3 

:GYMBENC_4730
if 
  21@ == 4 
else_jump @GYMBENC_4758 
20@ = 2.5 

:GYMBENC_4758
if 
  21@ == 5 
else_jump @GYMBENC_4786 
20@ = 3.0 

:GYMBENC_4786
if 
  21@ == 6 
else_jump @GYMBENC_4814 
20@ = 3.5 

:GYMBENC_4814
if 
  21@ == 7 
else_jump @GYMBENC_4842 
20@ = 4.0 

:GYMBENC_4842
if 
  21@ == 8 
else_jump @GYMBENC_4870 
20@ = 5.0 

:GYMBENC_4870
if 
  21@ == 9 
else_jump @GYMBENC_4898 
20@ = 6.0 

:GYMBENC_4898
if 
  21@ == 10 
else_jump @GYMBENC_4926 
20@ = 7.0 

:GYMBENC_4926
if 
  600.0 > $8747 
else_jump @GYMBENC_5227 
if 
  21@ == 1 
else_jump @GYMBENC_4975 
20@ = 3.0 

:GYMBENC_4975
if 
  21@ == 2 
else_jump @GYMBENC_5003 
20@ = 3.2 

:GYMBENC_5003
if 
  21@ == 3 
else_jump @GYMBENC_5031 
20@ = 3.3 

:GYMBENC_5031
if 
  21@ == 4 
else_jump @GYMBENC_5059 
20@ = 3.5 

:GYMBENC_5059
if 
  21@ == 5 
else_jump @GYMBENC_5087 
20@ = 4.0 

:GYMBENC_5087
if 
  21@ == 6 
else_jump @GYMBENC_5115 
20@ = 4.5 

:GYMBENC_5115
if 
  21@ == 7 
else_jump @GYMBENC_5143 
20@ = 5.0 

:GYMBENC_5143
if 
  21@ == 8 
else_jump @GYMBENC_5171 
20@ = 6.0 

:GYMBENC_5171
if 
  21@ == 9 
else_jump @GYMBENC_5199 
20@ = 7.0 

:GYMBENC_5199
if 
  21@ == 10 
else_jump @GYMBENC_5227 
20@ = 8.0 

:GYMBENC_5227
if 
  400.0 > $8747 
else_jump @GYMBENC_5528 
if 
  21@ == 1 
else_jump @GYMBENC_5276 
20@ = 4.0 

:GYMBENC_5276
if 
  21@ == 2 
else_jump @GYMBENC_5304 
20@ = 4.2 

:GYMBENC_5304
if 
  21@ == 3 
else_jump @GYMBENC_5332 
20@ = 4.3 

:GYMBENC_5332
if 
  21@ == 4 
else_jump @GYMBENC_5360 
20@ = 4.5 

:GYMBENC_5360
if 
  21@ == 5 
else_jump @GYMBENC_5388 
20@ = 5.0 

:GYMBENC_5388
if 
  21@ == 6 
else_jump @GYMBENC_5416 
20@ = 5.5 

:GYMBENC_5416
if 
  21@ == 7 
else_jump @GYMBENC_5444 
20@ = 6.0 

:GYMBENC_5444
if 
  21@ == 8 
else_jump @GYMBENC_5472 
20@ = 7.0 

:GYMBENC_5472
if 
  21@ == 9 
else_jump @GYMBENC_5500 
20@ = 8.0 

:GYMBENC_5500
if 
  21@ == 10 
else_jump @GYMBENC_5528 
20@ = 9.0 

:GYMBENC_5528
if 
  200.0 > $8747 
else_jump @GYMBENC_5829 
if 
  21@ == 1 
else_jump @GYMBENC_5577 
20@ = 5.0 

:GYMBENC_5577
if 
  21@ == 2 
else_jump @GYMBENC_5605 
20@ = 5.2 

:GYMBENC_5605
if 
  21@ == 3 
else_jump @GYMBENC_5633 
20@ = 5.3 

:GYMBENC_5633
if 
  21@ == 4 
else_jump @GYMBENC_5661 
20@ = 5.5 

:GYMBENC_5661
if 
  21@ == 5 
else_jump @GYMBENC_5689 
20@ = 6.0 

:GYMBENC_5689
if 
  21@ == 6 
else_jump @GYMBENC_5717 
20@ = 6.5 

:GYMBENC_5717
if 
  21@ == 7 
else_jump @GYMBENC_5745 
20@ = 7.0 

:GYMBENC_5745
if 
  21@ == 8 
else_jump @GYMBENC_5773 
20@ = 7.5 

:GYMBENC_5773
if 
  21@ == 9 
else_jump @GYMBENC_5801 
20@ = 8.0 

:GYMBENC_5801
if 
  21@ == 10 
else_jump @GYMBENC_5829 
20@ = 8.5 

:GYMBENC_5829
if 
  $8746 == 8 
else_jump @GYMBENC_5876 
$8746 = 0 
0624: add 20@ to_float_stat 23 
005F: $GYM_DAY_LIMIT += 20@ // (float) 
jump @GYMBENC_5898 

:GYMBENC_5876
0A1F: increase_float_stat 23 by 20@ 
$8746 += 1 
005F: $GYM_DAY_LIMIT += 20@ // (float) 

:GYMBENC_5898
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBENC_5943 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBENC_5943
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMBENC_5980 
0626: decrease_float_stat 21 by 1.0 

:GYMBENC_5980
$1818 = 0 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 355 store_to $8745 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_DOWN" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 
$1813 = 4 

:GYMBENC_6050
if and
  $1813 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6390 
if and
  18@ == 0.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6390 
if 
  $1819 == 0.0 
else_jump @GYMBENC_6390 
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
if and
  18.0 >= $1823 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6215 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_B" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_6215
if and
  $1823 > 18.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6307 
if 
  24.0 >= $1823 
else_jump @GYMBENC_6307 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_A" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_6307
if and
  $1823 > 24.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6383 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_UP_SMOOTH" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMBENC_6383
$1813 = 1 

:GYMBENC_6390
0088: $1820 = 18@ // (float) 
$1820 /= 100.0 
if and
  $1813 > 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6769 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
$1821 /= 2.0 
if and
  0.05 > $1821 
  $1821 > -0.05 
else_jump @GYMBENC_6503 
0086: $1819 = $1820 // (float) 
jump @GYMBENC_6511 

:GYMBENC_6503
0059: $1819 += $1821 // (float) 

:GYMBENC_6511
if and
  $1813 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6609 
$1822 = 1.0 
0061: $1822 -= $1819 // (float) 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_DOWN"
else_jump @GYMBENC_6602 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMBENC_6602
jump @GYMBENC_6769 

:GYMBENC_6609
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_UP_A"
else_jump @GYMBENC_6659 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_A" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6659
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_UP_B"
else_jump @GYMBENC_6709 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_B" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6709
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_UP_SMOOTH"
else_jump @GYMBENC_6769 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_6769
0090: $1818 = float 18@ to_integer 
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBENC_6956 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6956 

:GYMBENC_6820
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMBENC_6848 
wait 0 
jump @GYMBENC_6820 

:GYMBENC_6848
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_6911 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_GETOFF" IFP_file "BENCHPRESS" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMBENC_6911
$1818 = 0 
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMBENC_6949 
$GYM_DAY_LIMIT = 0.0 

:GYMBENC_6949
$1830 = 6 

:GYMBENC_6956
if and
  $1830 == 6 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_8093 
if 
  $8738 > 4 
else_jump @GYMBENC_7613 
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETOFF"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7606 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7056
if 
   not $1825 > 0.26 
else_jump @GYMBENC_7127 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7120 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7120
jump @GYMBENC_7056 

:GYMBENC_7127
if and
03D0:   wav 4 loaded 
  $8744 == 0 
else_jump @GYMBENC_7164 
097B: play_audio_at_object 0@ event 1117 
$8744 = 1 

:GYMBENC_7164
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
Object.KeepInMemory(30@) = True
Object.Destroy(30@)
30@ = Object.Create(#KMB_BPRESS, 8@, 9@, 10@)
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7277 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7277
if 
  $1816 == 1.0 
else_jump @GYMBENC_7606 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_CELEBRATE" IFP_file "BENCHPRESS" 8.0 loop 0 0 0 0 time -1 // versionA 

:GYMBENC_7348
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7606 
23@ = 0 
$1813 = 0 
27@ = 1 
21@ = 1 
$8738 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
18@ = 0.0 
21@ = 1 
$8738 = 0 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMBENC_7484 
062A: change_float_stat 23 to 1000.0 

:GYMBENC_7484
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMBENC_7521 
062A: change_float_stat 21 to 0.0 

:GYMBENC_7521
$1824 = 0.0 
$1825 = 0.0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
$8735 = 0 
$1829 = 0 

:GYMBENC_7606
jump @GYMBENC_8093 

:GYMBENC_7613
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_8093 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_BP_GETOFF"
else_jump @GYMBENC_8093 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7683
if 
   not $1825 > 0.26 
else_jump @GYMBENC_7754 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7747 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7747
jump @GYMBENC_7683 

:GYMBENC_7754
if and
03D0:   wav 4 loaded 
  $8744 == 0 
else_jump @GYMBENC_7791 
097B: play_audio_at_object 0@ event 1117 
$8744 = 1 

:GYMBENC_7791
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
Object.KeepInMemory(30@) = True
Object.Destroy(30@)
30@ = Object.Create(#KMB_BPRESS, 8@, 9@, 10@)
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMBENC_7904 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_7904
if 
  $1816 == 1.0 
else_jump @GYMBENC_8093 
$1824 = 0.0 
$1825 = 0.0 
23@ = 0 
$1813 = 0 
27@ = 1 
21@ = 1 
$8738 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
18@ = 0.0 
21@ = 1 
$8738 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
$8735 = 0 
$1829 = 0 

:GYMBENC_8093
jump @GYMBENC_632 
end_thread 

//-------------External script 13 (GYMTREAD)---------------

:GYMTREA
thread 'GYMTREA' 
$8756 = 0 
$8757 = 0 
$8755 = 0 
$8750 = 0 
$8751 = 0 
$8752 = 0 
$8753 = 0 
$8754 = 0 
$1831 = 0 
$1832 = 0 
$1833 = 0 
$1834 = 0 
$1835 = 0 
$1836 = 0 
$1837 = 0 
$1838 = 0 
$1839 = 0 
$1840 = 0 
19@ = 1.0 
$8750 = 1 
$8752 = 1 
$1830 = 0 
$8753 = 0 
22@ = 0.0 
21@ = 0.0 
$1829 = 0 
$1840 = 1 
27@ = 0 
32@ = 0 
33@ = 0 
28@ = 0 
if 
  28@ == 1 
else_jump @GYMTREA_278 
0@ = Object.Init(#BEACHTOWEL03, 0.0, 0.0, 0.0)

:GYMTREA_278
if 
03CA:   object 0@ exists 
else_jump @GYMTREA_330 
Object.StorePos(0@, 1@, 2@, 3@)
Object.StorePos(0@, 7@, 8@, 9@)
10@ = Object.Angle(0@)

:GYMTREA_330
19@ = 1.0 
$8750 = 1 
$8752 = 1 
26@ = 1.0 
0087: 6@ = 3@ // (float) 
6@ += 1.5 
0087: 9@ = 3@ // (float) 
9@ += 0.75 
0087: 11@ = 10@ // (float) 
11@ -= 60.0 
02F6: 12@ = cosine 11@ // (float) 
02F7: 13@ = sine 11@ // (float) 
12@ *= 3.0 
13@ *= 3.0 
0087: 4@ = 1@ // (float) 
0063: 4@ -= 13@ // (float) 
0087: 5@ = 2@ // (float) 
0063: 5@ -= 12@ // (float) 
0087: 11@ = 10@ // (float) 
11@ += 90.0 
02F6: 12@ = cosine 11@ // (float) 
02F7: 13@ = sine 11@ // (float) 
12@ *= 1.5 
13@ *= 1.5 
0063: 1@ -= 13@ // (float) 
0063: 2@ -= 12@ // (float) 
3@ += 0.1 
$1829 = 0 

:GYMTREA_573
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMTREA_595 
end_thread 

:GYMTREA_595
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMTREA_5900 
if and
  $1830 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_979 
if and
  $1831 == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMTREA_979 
if 
  $1840 == 0 
else_jump @GYMTREA_938 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMTREA_904 
if 
  27@ == 0 
else_jump @GYMTREA_753 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
27@ = 1 

:GYMTREA_753
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMTREA_897 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMTREA_881 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMTREA_858 
$1831 = 1 
$1830 = 1 
$8714 = 0 
jump @GYMTREA_874 

:GYMTREA_858
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMTREA_874
jump @GYMTREA_897 

:GYMTREA_881
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMTREA_897
jump @GYMTREA_931 

:GYMTREA_904
if 
  27@ == 1 
else_jump @GYMTREA_931 
03E6: remove_text_box 
27@ = 0 

:GYMTREA_931
jump @GYMTREA_979 

:GYMTREA_938
if 
80ED:   not actor $PLAYER_ACTOR 0 near_point 1@ 2@ radius 2.0 2.0 on_foot 
else_jump @GYMTREA_979 
$1840 = 0 

:GYMTREA_979
if and
  $1831 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5900 
if and
  $1830 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_1114 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ // versionB 
Actor.Angle($PLAYER_ACTOR) = 10@
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Camera.SetPosition(4@, 5@, 6@, 0.0, 0.0, 0.0)
Camera.PointAt(7@, 8@, 9@, 2)
$1830 = 2 

:GYMTREA_1114
if 
  $1829 == 0 
else_jump @GYMTREA_1224 
04ED: load_animation "GYMNASIUM" 

:GYMTREA_1145
if 
84EE:   not animation "GYMNASIUM" loaded 
else_jump @GYMTREA_1180 
wait 0 
jump @GYMTREA_1145 

:GYMTREA_1180
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMTREA_1191
if 
83D0:   not wav 4 loaded 
else_jump @GYMTREA_1217 
wait 0 
jump @GYMTREA_1191 

:GYMTREA_1217
$1829 = 1 

:GYMTREA_1224
if 
  $1830 == 2 
else_jump @GYMTREA_1944 
0512: show_permanent_text_box 'GYM1_60'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMTREA_1446 
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Treadmill
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10
jump @GYMTREA_1607 

:GYMTREA_1446
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Treadmill
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10

:GYMTREA_1607
090E: set_panel $8748 active_row 0 

:GYMTREA_1614
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_1739 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMTREA_1679 
03E6: remove_text_box 
08DA: remove_panel $8748 
jump @GYMTREA_5443 

:GYMTREA_1679
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMTREA_1732 
03E6: remove_text_box 
08D7: $8750 = panel $8748 active_row 
$8750 += 1 
08DA: remove_panel $8748 
32@ = 0 
jump @GYMTREA_1739 

:GYMTREA_1732
jump @GYMTREA_1614 

:GYMTREA_1739
if 
  $1815 == 0 
else_jump @GYMTREA_1780 
03E5: show_text_box 'GYM1_42'  // To begin running, press ~k~~PED_SPRINT~ rapidly.
wait 4000 
$1815 = 1 

:GYMTREA_1780
if 
  $1815 == 1 
else_jump @GYMTREA_1821 
03E5: show_text_box 'GYM1_43'  // To change the level press ~k~~CONVERSATION_NO~ or ~k~~CONVERSATION_YES~ while on the treadmill.
wait 5000 
$1815 = 2 

:GYMTREA_1821
if 
  $1815 == 2 
else_jump @GYMTREA_1869 
03E5: show_text_box 'GYM1_45'  // Do not allow your power bar to empty or you will fall off the treadmill.
wait 4000 
$1815 = 4 
32@ = 0 

:GYMTREA_1869
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_1933 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETON" IFP_file "GYMNASIUM" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMTREA_1933
wait 0 
$1830 = 3 

:GYMTREA_1944
if and
  $1830 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_2164 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_GETON"
else_jump @GYMTREA_2164 
0613: 14@ = actor $PLAYER_ACTOR animation "GYM_TREAD_GETON" time 
if 
  14@ == 1.0 
else_jump @GYMTREA_2164 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" IFP_file "GYMNASIUM" 8.0 loop 1 0 0 1 time -1 // versionA 
04F7: status_text $8751 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8750 type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $8753 type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
17@ = 30.0 
$1830 = 4 

:GYMTREA_2164
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5900 
23@ /= 500.0 
$1828 /= 750.0 
005D: 23@ += $1828 // (float) 
0087: 18@ = 20@ // (float) 
005B: 18@ += 23@ // (float) 
19@ /= 2.0 
0081: 17@ -= unknown_float * 19@ // (float) 
19@ *= 2.0 
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMTREA_2309 
if 
  $1834 == 0 
else_jump @GYMTREA_2309 
005B: 17@ += 18@ // (float) 
$1834 = 1 

:GYMTREA_2309
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMTREA_2351 
if 
  $1834 == 1 
else_jump @GYMTREA_2351 
$1834 = 0 

:GYMTREA_2351
if 
  0.0 > 17@ 
else_jump @GYMTREA_2382 
17@ = 0.0 

:GYMTREA_2382
if 
  17@ > 100.0 
else_jump @GYMTREA_2413 
17@ = 100.0 

:GYMTREA_2413
if 
00E1:   player 0 pressed_key 8 
else_jump @GYMTREA_2430 

:GYMTREA_2430
if 
00E1:   player 0 pressed_key 9 
else_jump @GYMTREA_2447 

:GYMTREA_2447
if 
80E1:   not player 0 pressed_key 8 
else_jump @GYMTREA_2489 
if 
  $1833 == 1 
else_jump @GYMTREA_2489 
$1833 = 0 

:GYMTREA_2489
if 
80E1:   not player 0 pressed_key 9 
else_jump @GYMTREA_2531 
if 
  $1833 == 2 
else_jump @GYMTREA_2531 
$1833 = 0 

:GYMTREA_2531
if 
00E1:   player 0 pressed_key 11 
else_jump @GYMTREA_2669 
if 
  $1835 == 0 
else_jump @GYMTREA_2669 
if and
  $8750 > 0 
  10 > $8750 
else_jump @GYMTREA_2669 
$8750 += 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_2621 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2621
17@ -= 10.0 
if 
  0.0 > 17@ 
else_jump @GYMTREA_2662 
17@ = 0.0 

:GYMTREA_2662
$1835 = 1 

:GYMTREA_2669
if 
00E1:   player 0 pressed_key 10 
else_jump @GYMTREA_2766 
if 
  $1835 == 0 
else_jump @GYMTREA_2766 
if and
  $8750 > 1 
  11 > $8750 
else_jump @GYMTREA_2766 
$8750 -= 1 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_2759 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_2759
$1835 = 2 

:GYMTREA_2766
if 
80E1:   not player 0 pressed_key 11 
else_jump @GYMTREA_2808 
if 
  $1835 == 1 
else_jump @GYMTREA_2808 
$1835 = 0 

:GYMTREA_2808
if 
80E1:   not player 0 pressed_key 10 
else_jump @GYMTREA_2850 
if 
  $1835 == 2 
else_jump @GYMTREA_2850 
$1835 = 0 

:GYMTREA_2850
if 
  $8750 == 1 
else_jump @GYMTREA_2888 
26@ = 1.0 
20@ = 9.5 

:GYMTREA_2888
if 
  $8750 == 2 
else_jump @GYMTREA_2926 
26@ = 2.0 
20@ = 8.5 

:GYMTREA_2926
if 
  $8750 == 3 
else_jump @GYMTREA_2964 
26@ = 3.0 
20@ = 7.5 

:GYMTREA_2964
if 
  $8750 == 4 
else_jump @GYMTREA_3002 
26@ = 4.0 
20@ = 6.5 

:GYMTREA_3002
if 
  $8750 == 5 
else_jump @GYMTREA_3040 
26@ = 5.0 
20@ = 5.5 

:GYMTREA_3040
if 
  $8750 == 6 
else_jump @GYMTREA_3078 
26@ = 6.0 
20@ = 4.5 

:GYMTREA_3078
if 
  $8750 == 7 
else_jump @GYMTREA_3116 
26@ = 7.0 
20@ = 3.5 

:GYMTREA_3116
if 
  $8750 == 8 
else_jump @GYMTREA_3154 
26@ = 8.0 
20@ = 2.5 

:GYMTREA_3154
if 
  $8750 == 9 
else_jump @GYMTREA_3192 
26@ = 9.0 
20@ = 1.5 

:GYMTREA_3192
if 
  $8750 == 10 
else_jump @GYMTREA_3230 
26@ = 10.0 
20@ = 0.5 

:GYMTREA_3230
if 
  $1836 == 0 
else_jump @GYMTREA_3299 
if 
  17@ > 0.0 
else_jump @GYMTREA_3299 
018C: play_sound 65535 at 1@ 2@ 3@ 
33@ = 0 
$1836 = 1 

:GYMTREA_3299
if and
  0.0 >= 17@ 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_3803 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_WALK"
else_jump @GYMTREA_3406 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_WALK_FALLOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_3406
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_JOG"
else_jump @GYMTREA_3485 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_JOG_FALLOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_3485
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_SPRINT"
else_jump @GYMTREA_3569 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_FALLOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_3569
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMTREA_3606 
062A: change_float_stat 21 to 0.0 

:GYMTREA_3606
$1831 = 0 
$1832 = 0 
$1833 = 0 
$1834 = 0 
$1835 = 0 
$1836 = 0 
$1837 = 0 
$1838 = 0 
$1839 = 0 
$1840 = 0 
19@ = 1.0 
$8750 = 0 
$8752 = 1 
$1830 = 0 
$8753 = 0 
22@ = 0.0 
21@ = 0.0 
$1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
$1840 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
08DA: remove_panel $8748 
03E6: remove_text_box 

:GYMTREA_3803
if 
  $1831 == 1 
else_jump @GYMTREA_4170 
if and
  $1837 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_3937 
if and
  $8750 > 0 
  3 > $8750 
else_jump @GYMTREA_3937 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_WALK" IFP_file "GYMNASIUM" 100.0 loop 1 0 0 1 time -1 // versionA 
$1837 = 1 
$1838 = 0 
$1839 = 0 

:GYMTREA_3937
if and
  $1838 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_4052 
if and
  $8750 > 2 
  7 > $8750 
else_jump @GYMTREA_4052 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_JOG" IFP_file "GYMNASIUM" 100.0 loop 1 0 0 1 time -1 // versionA 
$1837 = 0 
$1839 = 0 
$1838 = 1 

:GYMTREA_4052
if and
  $1839 == 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_4170 
if and
  $8750 > 6 
  11 > $8750 
else_jump @GYMTREA_4170 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_SPRINT" IFP_file "GYMNASIUM" 100.0 loop 1 0 0 1 time -1 // versionA 
$1837 = 0 
$1838 = 0 
$1839 = 1 

:GYMTREA_4170
if 
  17@ >= 0.0 
else_jump @GYMTREA_4222 
if 
  10.0 >= 17@ 
else_jump @GYMTREA_4222 
15@ = 0.9 

:GYMTREA_4222
if 
  17@ >= 11.0 
else_jump @GYMTREA_4274 
if 
  20.0 >= 17@ 
else_jump @GYMTREA_4274 
15@ = 0.97 

:GYMTREA_4274
if 
  17@ >= 21.0 
else_jump @GYMTREA_4326 
if 
  30.0 >= 17@ 
else_jump @GYMTREA_4326 
15@ = 1.04 

:GYMTREA_4326
if 
  17@ >= 31.0 
else_jump @GYMTREA_4378 
if 
  40.0 >= 17@ 
else_jump @GYMTREA_4378 
15@ = 1.11 

:GYMTREA_4378
if 
  17@ >= 41.0 
else_jump @GYMTREA_4430 
if 
  50.0 >= 17@ 
else_jump @GYMTREA_4430 
15@ = 1.18 

:GYMTREA_4430
if 
  17@ >= 51.0 
else_jump @GYMTREA_4482 
if 
  60.0 >= 17@ 
else_jump @GYMTREA_4482 
15@ = 1.25 

:GYMTREA_4482
if 
  17@ >= 61.0 
else_jump @GYMTREA_4534 
if 
  70.0 >= 17@ 
else_jump @GYMTREA_4534 
15@ = 1.32 

:GYMTREA_4534
if 
  17@ >= 71.0 
else_jump @GYMTREA_4586 
if 
  80.0 >= 17@ 
else_jump @GYMTREA_4586 
15@ = 1.39 

:GYMTREA_4586
if 
  17@ >= 81.0 
else_jump @GYMTREA_4638 
if 
  90.0 >= 17@ 
else_jump @GYMTREA_4638 
15@ = 1.46 

:GYMTREA_4638
if 
  17@ >= 91.0 
else_jump @GYMTREA_4690 
if 
  100.0 >= 17@ 
else_jump @GYMTREA_4690 
15@ = 1.53 

:GYMTREA_4690
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_4876 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_WALK"
else_jump @GYMTREA_4762 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" at 15@ times_normal_rate 

:GYMTREA_4762
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_JOG"
else_jump @GYMTREA_4816 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" at 15@ times_normal_rate 

:GYMTREA_4816
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_TREAD_SPRINT"
else_jump @GYMTREA_4876 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" at 15@ times_normal_rate 

:GYMTREA_4876
if 
03CA:   object 0@ exists 
else_jump @GYMTREA_5001 
if 
03D0:   wav 4 loaded 
else_jump @GYMTREA_5001 
if 
  17@ > 10.0 
else_jump @GYMTREA_4968 
if 
  $8757 == 0 
else_jump @GYMTREA_4961 
097B: play_audio_at_object 0@ event 1118 
$8757 = 1 

:GYMTREA_4961
jump @GYMTREA_5001 

:GYMTREA_4968
if 
  $8757 == 1 
else_jump @GYMTREA_5001 
097B: play_audio_at_object 0@ event 1119 
$8757 = 0 

:GYMTREA_5001
if 
  33@ > 250 
else_jump @GYMTREA_5320 
33@ -= 250 
0087: 21@ = 17@ // (float) 
006B: 21@ *= 26@ // (float) 
21@ /= 80.0 
008D: $9 = integer $8750 to_float 
$9 /= 10.0 
$9 += 1.0 
006D: $9 *= 21@ // (float) 
0059: $7 += $9 // (float) 
if 
  $7 >= 170.0 
else_jump @GYMTREA_5243 
$7 -= 170.0 
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMTREA_5166 
0626: decrease_float_stat 21 by 8.0 

:GYMTREA_5166
if 
  $8758 == 3 
else_jump @GYMTREA_5217 
$8758 = 0 
0624: add 4.0 to_float_stat 22 
$GYM_DAY_LIMIT += 4.0 
jump @GYMTREA_5243 

:GYMTREA_5217
0A1F: increase_float_stat 22 by 4.0 
$GYM_DAY_LIMIT += 4.0 
$8758 += 1 

:GYMTREA_5243
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMTREA_5288 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMTREA_5288
008F: 25@ = integer $8752 to_float 
006D: $9 *= 25@ // (float) 
005B: 22@ += 21@ // (float) 
0090: $8753 = float 22@ to_integer 

:GYMTREA_5320
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMTREA_5796 
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMTREA_5378 
$GYM_DAY_LIMIT = 0.0 

:GYMTREA_5378
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5796 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_TREAD_GETOFF" IFP_file "GYMNASIUM" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMTREA_5443
015B: unknown_player 0 time 1 key 1 
0623: add $8753 to_integer_stat 28 
0085: 29@ = 32@ // (int) 
29@ /= 1000 
0623: add 29@ to_integer_stat 44 
03E6: remove_text_box 
08DA: remove_panel $8748 
$1831 = 0 
$1832 = 0 
$1833 = 0 
$1834 = 0 
$1835 = 0 
$1836 = 0 
$1837 = 0 
$1838 = 0 
$1839 = 0 
$1840 = 0 
19@ = 1.0 
$8750 = 1 
$8752 = 1 
$1830 = 0 
$8753 = 0 
22@ = 0.0 
21@ = 0.0 
$1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMTREA_5668 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMTREA_5668
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
Camera.Restore_WithJumpCut
$1840 = 1 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMTREA_5731 
062A: change_float_stat 23 to 1000.0 

:GYMTREA_5731
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMTREA_5768 
062A: change_float_stat 21 to 0.0 

:GYMTREA_5768
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMTREA_5796 
wait 0 
jump @GYMTREA_5768 

:GYMTREA_5796
$8755 += 1 
0084: $8756 = $8751 // (int) 
$8756 -= 100 
if 
  $8756 > -40 
else_jump @GYMTREA_5843 
$8756 = -40 

:GYMTREA_5843
if 
002C:   $8755 >= $8756 // (int) 
else_jump @GYMTREA_5892 
$8755 = 0 
$8751 *= 12 
$8751 /= 10 
015B: unknown_player 0 time 100 key $8751 

:GYMTREA_5892
0090: $8751 = float 17@ to_integer 

:GYMTREA_5900
jump @GYMTREA_573 
end_thread 

//-------------External script 14 (GYMDUMB)---------------

:GYMDUMB
thread 'GYMDUMB' 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
27@ = 0 
$8769 = 0 
$8779 = 0.0 
32@ = 0 
33@ = 0 
23@ = 0 
if 
  23@ == 1 
else_jump @GYMDUMB_111 
0@ = Object.Init(#BEACHTOWEL04, 0.0, 0.0, 0.0)

:GYMDUMB_111
if 
03CA:   object 0@ exists 
else_jump @GYMDUMB_149 
Object.StorePos(0@, 4@, 5@, 6@)
12@ = Object.Angle(0@)

:GYMDUMB_149
0087: 2@ = 4@ // (float) 
0087: 3@ = 5@ // (float) 
0088: $8775 = 4@ // (float) 
0088: $8776 = 5@ // (float) 
0087: 9@ = 6@ // (float) 
9@ += 1.7 
0087: 13@ = 12@ // (float) 
0087: 1@ = 12@ // (float) 
1@ -= 90.0 
0088: $8773 = 12@ // (float) 
$8773 -= 90.0 
0088: $8774 = 12@ // (float) 
$8774 += 90.0 
02F6: 10@ = cosine 13@ // (float) 
02F7: 11@ = sine 13@ // (float) 
10@ *= 0.95 
11@ *= 0.95 
0063: 4@ -= 11@ // (float) 
0063: 5@ -= 10@ // (float) 
10@ *= 3.5 
11@ *= 3.5 
0087: 7@ = 4@ // (float) 
005B: 7@ += 11@ // (float) 
0087: 8@ = 5@ // (float) 
005B: 8@ += 10@ // (float) 
02F6: 10@ = cosine 13@ // (float) 
02F7: 11@ = sine 13@ // (float) 
10@ *= 0.95 
11@ *= 0.95 
005F: $8775 += 11@ // (float) 
005F: $8776 += 10@ // (float) 
10@ *= 3.5 
11@ *= 3.5 
0086: $8777 = $8775 // (float) 
0067: $8777 -= 11@ // (float) 
0086: $8778 = $8776 // (float) 
0067: $8778 -= 10@ // (float) 
12@ += 180.0 
0087: 13@ = 12@ // (float) 
13@ += 90.0 
02F6: 10@ = cosine 13@ // (float) 
02F7: 11@ = sine 13@ // (float) 
10@ *= 0.2 
11@ *= 0.2 
005B: 2@ += 11@ // (float) 
005B: 3@ += 10@ // (float) 
25@ = Object.Create(#KMB_DUMBBELL_R, 2@, 3@, 6@)
069A: attach_object 25@ to_object 0@ with_offset 0.05 0.2 0.3 rotation 0.0 90.0 90.0 
26@ = Object.Create(#KMB_DUMBBELL_L, 2@, 3@, 6@)
069A: attach_object 26@ to_object 0@ with_offset 0.05 -0.2 0.3 rotation 0.0 90.0 90.0 
6@ += 0.1 
$GYM_GYMBIKE_LEVEL = 1 
$1829 = 0 

:GYMDUMB_683
wait 0 
if 
83CA:   not object 0@ exists 
else_jump @GYMDUMB_715 
Object.Destroy(25@)
Object.Destroy(26@)
end_thread 

:GYMDUMB_715
if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
else_jump @GYMDUMB_743 
Object.Destroy(25@)
Object.Destroy(26@)
end_thread 

:GYMDUMB_743
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GYMDUMB_7917 
if 
  $1830 == 0 
else_jump @GYMDUMB_1253 
if and
  17@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @GYMDUMB_1253 
if 
  21@ == 0 
else_jump @GYMDUMB_1189 
if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $8775 $8776 6@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMDUMB_1155 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
else_jump @GYMDUMB_947 
$8772 = 0 
jump @GYMDUMB_954 

:GYMDUMB_947
$8772 = 1 

:GYMDUMB_954
if 
  27@ == 0 
else_jump @GYMDUMB_990 
0512: show_permanent_text_box 'GYM1_85'  // Press ~k~~VEHICLE_ENTER_EXIT~ to begin exercising.
27@ = 1 

:GYMDUMB_990
if 
00E1:   player 0 pressed_key 15 
else_jump @GYMDUMB_1148 
if or
  $ONMISSION == 0 
  $ONMISSION_GYMFIGHT == 1 
else_jump @GYMDUMB_1132 
0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 
if or
001C:   $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 
001C:   $CURRENT_MONTH > $GYM_MONTH_WHEN_LIMIT_REACHED // (int) 
else_jump @GYMDUMB_1109 
17@ = 1 
$1830 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
$8714 = 0 
jump @GYMDUMB_1125 

:GYMDUMB_1109
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMDUMB_1125
jump @GYMDUMB_1148 

:GYMDUMB_1132
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMDUMB_1148
jump @GYMDUMB_1182 

:GYMDUMB_1155
if 
  27@ == 1 
else_jump @GYMDUMB_1182 
03E6: remove_text_box 
27@ = 0 

:GYMDUMB_1182
jump @GYMDUMB_1253 

:GYMDUMB_1189
if or
80ED:   not actor $PLAYER_ACTOR 0 near_point 4@ 5@ radius 2.0 2.0 on_foot 
80ED:   not actor $PLAYER_ACTOR 0 near_point $8775 $8776 radius 2.0 2.0 on_foot 
else_jump @GYMDUMB_1253 
21@ = 0 

:GYMDUMB_1253
if 
  17@ == 1 
else_jump @GYMDUMB_7917 
if and
  $1830 == 1 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_1459 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
if 
  $8772 == 0 
else_jump @GYMDUMB_1381 
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at 4@ 5@ 6@ // versionB 
Camera.SetPosition(7@, 8@, 9@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = $8773
jump @GYMDUMB_1436 

:GYMDUMB_1381
Player.CanMove($PLAYER_CHAR) = False
08C7: put_actor $PLAYER_ACTOR at $8775 $8776 6@ // versionB 
Camera.SetPosition($8777, $8778, 9@, 0.0, 0.0, 0.0)
Actor.Angle($PLAYER_ACTOR) = $8774

:GYMDUMB_1436
Camera.OnPed($PLAYER_ACTOR, 15, 2)
$1830 = 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:GYMDUMB_1459
if 
  $1829 == 0 
else_jump @GYMDUMB_1584 
04ED: load_animation "FREEWEIGHTS" 
054C: use_GXT_table 'GYM' 

:GYMDUMB_1503
if 
84EE:   not animation "FREEWEIGHTS" loaded 
else_jump @GYMDUMB_1540 
wait 0 
jump @GYMDUMB_1503 

:GYMDUMB_1540
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMDUMB_1551
if 
83D0:   not wav 4 loaded 
else_jump @GYMDUMB_1577 
wait 0 
jump @GYMDUMB_1551 

:GYMDUMB_1577
$1829 = 1 

:GYMDUMB_1584
if and
  $1830 == 2 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2111 
0512: show_permanent_text_box 'GYM1_71'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if or
  $CURRENT_LANGUAGE == 4 
  $CURRENT_LANGUAGE == 2 
else_jump @GYMDUMB_1811 
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Dumbbells
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs
jump @GYMDUMB_1972 

:GYMDUMB_1811
08D4: $GYM_DUMBBELLS_PANEL = create_panel_with_title 'GYM1_G' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Dumbbells
08DB: set_panel $GYM_DUMBBELLS_PANEL column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs

:GYMDUMB_1972
090E: set_panel $GYM_DUMBBELLS_PANEL active_row 0 

:GYMDUMB_1979
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2090 
wait 0 
$8714 += 1 
if and
00E1:   player 0 pressed_key 15 
  $8714 > 20 
else_jump @GYMDUMB_2044 
03E6: remove_text_box 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
jump @GYMDUMB_7441 

:GYMDUMB_2044
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMDUMB_2083 
03E6: remove_text_box 
08D7: $GYM_DUMBBELLS_PANEL_SELECTED_INDEX = panel $GYM_DUMBBELLS_PANEL active_row 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
jump @GYMDUMB_2090 

:GYMDUMB_2083
jump @GYMDUMB_1979 

:GYMDUMB_2090
19@ = 1 
18@ = 1 
$1830 = 3 

:GYMDUMB_2111
if and
  $1830 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2868 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 0 
else_jump @GYMDUMB_2172 
$8762 = 1.0 
$8768 = 5.0 

:GYMDUMB_2172
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_2210 
$8762 = 2.0 
$8768 = 5.2 

:GYMDUMB_2210
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_2248 
$8762 = 3.0 
$8768 = 5.3 

:GYMDUMB_2248
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_2286 
$8762 = 4.0 
$8768 = 5.5 

:GYMDUMB_2286
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_2324 
$8762 = 5.0 
$8768 = 6.0 

:GYMDUMB_2324
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_2362 
$8762 = 6.0 
$8768 = 6.5 

:GYMDUMB_2362
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_2400 
$8762 = 7.0 
$8768 = 7.0 

:GYMDUMB_2400
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_2438 
$8762 = 8.0 
$8768 = 7.5 

:GYMDUMB_2438
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_2476 
$8762 = 9.0 
$8768 = 8.0 

:GYMDUMB_2476
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_2514 
$8762 = 10.0 
$8768 = 8.5 

:GYMDUMB_2514
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2580 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PICKUP" IFP_file "FREEWEIGHTS" 4.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_2580
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2868 
if and
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_PICKUP"
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2868 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2663
if 
   not $1826 > 0.7789 
else_jump @GYMDUMB_2736 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2729 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_2729
jump @GYMDUMB_2663 

:GYMDUMB_2736
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2854 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_2854 
070A: AS_actor $PLAYER_ACTOR attach_to_object 25@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
09A0: actor $PLAYER_ACTOR attach_object 26@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMDUMB_2854
$1830 = 4 
32@ = 0 

:GYMDUMB_2868
if and
  $1830 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_3404 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_PICKUP"
else_jump @GYMDUMB_3404 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 
if 
  $1816 == 1.0 
else_jump @GYMDUMB_3404 
if 
  $8761 == 0 
else_jump @GYMDUMB_3006 
0512: show_permanent_text_box 'GYM1_36'  // To lift the dumbbells alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
$8761 = 1 

:GYMDUMB_3006
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMDUMB_3054 
$1817 = 0.0 

:GYMDUMB_3054
0086: $8765 = $1817 // (float) 
$8765 += 30.0 
if 
  $8765 > 75.0 
else_jump @GYMDUMB_3103 
$8765 = 75.0 

:GYMDUMB_3103
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
if 
  18.0 >= $1823 
else_jump @GYMDUMB_3193 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_3193
if 
  $1823 > 18.0 
else_jump @GYMDUMB_3280 
if 
  24.0 >= $1823 
else_jump @GYMDUMB_3280 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_3280
if 
  $1823 > 24.0 
else_jump @GYMDUMB_3354 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_3354
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8763 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
$1813 = 1 
$1830 = 5 

:GYMDUMB_3404
if and
  $1830 == 5 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7053 
if and
  32@ > 4000 
  $8761 == 1 
else_jump @GYMDUMB_3473 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
$8761 = 2 

:GYMDUMB_3473
if and
  32@ > 8000 
  $8761 == 2 
else_jump @GYMDUMB_3508 
03E6: remove_text_box 
$8761 = 101 

:GYMDUMB_3508
0653: $1817 = float_stat 23 
$1817 /= 30.0 
if 
  0.0 > $1817 
else_jump @GYMDUMB_3556 
$1817 = 0.0 

:GYMDUMB_3556
0086: $8765 = $1817 // (float) 
$8765 += 20.0 
if 
  $8765 > 75.0 
else_jump @GYMDUMB_3605 
$8765 = 75.0 

:GYMDUMB_3605
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMDUMB_3658 
$8762 /= 2.0 
0080: $8766 -= unknown_float * $8762 // (float) 
$8762 *= 2.0 

:GYMDUMB_3658
if 
  $1813 == 4 
else_jump @GYMDUMB_3686 
007E: $8766 -= unknown_float * 2.0 // (float) 

:GYMDUMB_3686
if 
80E1:   not player 0 pressed_key 17 
else_jump @GYMDUMB_3728 
if 
  20@ == 3 
else_jump @GYMDUMB_3728 
20@ = 0 

:GYMDUMB_3728
if 
80E1:   not player 0 pressed_key 16 
else_jump @GYMDUMB_3770 
if 
  20@ == 1 
else_jump @GYMDUMB_3770 
20@ = 2 

:GYMDUMB_3770
if or
  $1813 == 1 
  $1813 == 3 
else_jump @GYMDUMB_3907 
if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
else_jump @GYMDUMB_3851 
if 
  20@ == 0 
else_jump @GYMDUMB_3851 
0059: $8766 += $8765 // (float) 
20@ = 1 

:GYMDUMB_3851
if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
else_jump @GYMDUMB_3907 
if 
  20@ == 2 
else_jump @GYMDUMB_3907 
0059: $8766 += $8765 // (float) 
20@ = 3 

:GYMDUMB_3907
if 
  0.0 > $8766 
else_jump @GYMDUMB_3938 
$8766 = 0.0 

:GYMDUMB_3938
if 
  $8766 >= 100.0 
else_jump @GYMDUMB_3994 
$8766 = 100.0 
if 
  $1813 == 1 
else_jump @GYMDUMB_3994 
$1813 = 2 

:GYMDUMB_3994
if 
  $8766 > 25.0 
else_jump @GYMDUMB_4026 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 354 store_to $8780 

:GYMDUMB_4026
if 
  $1813 == 2 
else_jump @GYMDUMB_4086 
if 
  $1819 == 1.0 
else_jump @GYMDUMB_4086 
20@ = 0 
$1813 = 3 
33@ = 0 

:GYMDUMB_4086
if and
  $1813 == 3 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_6177 
if 
   not $8763 >= 999999 
else_jump @GYMDUMB_4137 
$8763 += 1 

:GYMDUMB_4137
0871: init_jump_table $GYM_DUMBBELLS_PANEL_SELECTED_INDEX total_jumps 10 default_jump 0 @GYMDUMB_4405 jumps 0 @GYMDUMB_4265 1 @GYMDUMB_4279 2 @GYMDUMB_4293 3 @GYMDUMB_4307 4 @GYMDUMB_4321 5 @GYMDUMB_4335 6 @GYMDUMB_4349 
0872: jump_table_jumps 7 @GYMDUMB_4363 8 @GYMDUMB_4377 9 @GYMDUMB_4391 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 -1 @GYMDUMB_4405 

:GYMDUMB_4265
$GYM_DUMBBELLS_WEIGHT = 20 
jump @GYMDUMB_4405 

:GYMDUMB_4279
$GYM_DUMBBELLS_WEIGHT = 30 
jump @GYMDUMB_4405 

:GYMDUMB_4293
$GYM_DUMBBELLS_WEIGHT = 40 
jump @GYMDUMB_4405 

:GYMDUMB_4307
$GYM_DUMBBELLS_WEIGHT = 50 
jump @GYMDUMB_4405 

:GYMDUMB_4321
$GYM_DUMBBELLS_WEIGHT = 60 
jump @GYMDUMB_4405 

:GYMDUMB_4335
$GYM_DUMBBELLS_WEIGHT = 70 
jump @GYMDUMB_4405 

:GYMDUMB_4349
$GYM_DUMBBELLS_WEIGHT = 80 
jump @GYMDUMB_4405 

:GYMDUMB_4363
$GYM_DUMBBELLS_WEIGHT = 90 
jump @GYMDUMB_4405 

:GYMDUMB_4377
$GYM_DUMBBELLS_WEIGHT = 100 
jump @GYMDUMB_4405 

:GYMDUMB_4391
$GYM_DUMBBELLS_WEIGHT = 110 
jump @GYMDUMB_4405 

:GYMDUMB_4405
0652: $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT = integer_stat 47 
if 
001C:   $GYM_DUMBBELLS_WEIGHT > $GYM_STAT_DUMBBELLS_HEAVIEST_WEIGHT // (int) 
else_jump @GYMDUMB_4438 
0629: change_integer_stat 47 to $GYM_DUMBBELLS_WEIGHT 

:GYMDUMB_4438
0653: $8779 = float_stat 23 
if 
  1000.0 > $8779 
else_jump @GYMDUMB_4746 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_4494 
$8768 = 1.0 

:GYMDUMB_4494
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_4522 
$8768 = 1.2 

:GYMDUMB_4522
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_4550 
$8768 = 1.3 

:GYMDUMB_4550
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_4578 
$8768 = 1.5 

:GYMDUMB_4578
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_4606 
$8768 = 2.0 

:GYMDUMB_4606
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_4634 
$8768 = 2.5 

:GYMDUMB_4634
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_4662 
$8768 = 3.0 

:GYMDUMB_4662
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_4690 
$8768 = 4.0 

:GYMDUMB_4690
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_4718 
$8768 = 5.0 

:GYMDUMB_4718
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_4746 
$8768 = 6.0 

:GYMDUMB_4746
if 
  800.0 > $8779 
else_jump @GYMDUMB_5047 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_4795 
$8768 = 2.0 

:GYMDUMB_4795
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_4823 
$8768 = 2.2 

:GYMDUMB_4823
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_4851 
$8768 = 2.3 

:GYMDUMB_4851
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_4879 
$8768 = 2.5 

:GYMDUMB_4879
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_4907 
$8768 = 3.0 

:GYMDUMB_4907
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_4935 
$8768 = 3.5 

:GYMDUMB_4935
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_4963 
$8768 = 4.0 

:GYMDUMB_4963
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_4991 
$8768 = 5.0 

:GYMDUMB_4991
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5019 
$8768 = 6.0 

:GYMDUMB_5019
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5047 
$8768 = 7.0 

:GYMDUMB_5047
if 
  600.0 > $8779 
else_jump @GYMDUMB_5348 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_5096 
$8768 = 3.0 

:GYMDUMB_5096
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_5124 
$8768 = 3.2 

:GYMDUMB_5124
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_5152 
$8768 = 3.3 

:GYMDUMB_5152
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_5180 
$8768 = 3.5 

:GYMDUMB_5180
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_5208 
$8768 = 4.0 

:GYMDUMB_5208
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_5236 
$8768 = 4.5 

:GYMDUMB_5236
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_5264 
$8768 = 5.0 

:GYMDUMB_5264
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_5292 
$8768 = 6.0 

:GYMDUMB_5292
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5320 
$8768 = 7.0 

:GYMDUMB_5320
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5348 
$8768 = 8.0 

:GYMDUMB_5348
if 
  400.0 > $8779 
else_jump @GYMDUMB_5649 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_5397 
$8768 = 4.0 

:GYMDUMB_5397
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_5425 
$8768 = 4.2 

:GYMDUMB_5425
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_5453 
$8768 = 4.3 

:GYMDUMB_5453
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_5481 
$8768 = 4.5 

:GYMDUMB_5481
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_5509 
$8768 = 5.0 

:GYMDUMB_5509
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_5537 
$8768 = 5.5 

:GYMDUMB_5537
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_5565 
$8768 = 6.0 

:GYMDUMB_5565
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_5593 
$8768 = 7.0 

:GYMDUMB_5593
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5621 
$8768 = 8.0 

:GYMDUMB_5621
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5649 
$8768 = 9.0 

:GYMDUMB_5649
if 
  200.0 > $8779 
else_jump @GYMDUMB_5950 
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 1 
else_jump @GYMDUMB_5698 
$8768 = 5.0 

:GYMDUMB_5698
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 2 
else_jump @GYMDUMB_5726 
$8768 = 5.2 

:GYMDUMB_5726
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 3 
else_jump @GYMDUMB_5754 
$8768 = 5.3 

:GYMDUMB_5754
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 4 
else_jump @GYMDUMB_5782 
$8768 = 5.5 

:GYMDUMB_5782
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 5 
else_jump @GYMDUMB_5810 
$8768 = 6.0 

:GYMDUMB_5810
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 6 
else_jump @GYMDUMB_5838 
$8768 = 6.5 

:GYMDUMB_5838
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 7 
else_jump @GYMDUMB_5866 
$8768 = 7.0 

:GYMDUMB_5866
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 8 
else_jump @GYMDUMB_5894 
$8768 = 7.5 

:GYMDUMB_5894
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 9 
else_jump @GYMDUMB_5922 
$8768 = 8.0 

:GYMDUMB_5922
if 
  $GYM_DUMBBELLS_PANEL_SELECTED_INDEX == 10 
else_jump @GYMDUMB_5950 
$8768 = 8.5 

:GYMDUMB_5950
if 
  $8781 == 8 
else_jump @GYMDUMB_5997 
$8781 = 0 
0624: add $8768 to_float_stat 23 
0059: $GYM_DAY_LIMIT += $8768 // (float) 
jump @GYMDUMB_6019 

:GYMDUMB_5997
0A1F: increase_float_stat 23 by $8768 
$8781 += 1 
0059: $GYM_DAY_LIMIT += $8768 // (float) 

:GYMDUMB_6019
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMDUMB_6064 
0835: get_month_day_to $GYM_MONTH_DAY_WHEN_LIMIT_REACHED get_month_to $GYM_MONTH_WHEN_LIMIT_REACHED 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMDUMB_6064
0653: $GYM_STAT_FAT = float_stat 21 
if 
  $GYM_STAT_FAT >= 1.0 
else_jump @GYMDUMB_6101 
0626: decrease_float_stat 21 by 1.0 

:GYMDUMB_6101
015B: unknown_player 0 time 200 key 200 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 355 store_to $8780 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_DOWN" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 
$1813 = 4 

:GYMDUMB_6177
if and
  $1813 == 4 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_6500 
if 
  $8766 == 0.0 
else_jump @GYMDUMB_6500 
if 
  $1819 == 0.0 
else_jump @GYMDUMB_6500 
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
if 
  18.0 >= $1823 
else_jump @GYMDUMB_6332 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_B" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_6332
if 
  $1823 > 18.0 
else_jump @GYMDUMB_6419 
if 
  24.0 >= $1823 
else_jump @GYMDUMB_6419 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_A" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_6419
if 
  $1823 > 24.0 
else_jump @GYMDUMB_6493 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_UP_SMOOTH" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 1 time -1 // versionA 

:GYMDUMB_6493
$1813 = 1 

:GYMDUMB_6500
0086: $1820 = $8766 // (float) 
$1820 /= 100.0 
if and
  $1813 > 0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_6878 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
$1821 /= 2.0 
if and
  0.05 > $1821 
  $1821 > -0.05 
else_jump @GYMDUMB_6613 
0086: $1819 = $1820 // (float) 
jump @GYMDUMB_6621 

:GYMDUMB_6613
0059: $1819 += $1821 // (float) 

:GYMDUMB_6621
if 
  $1813 == 4 
else_jump @GYMDUMB_6718 
$1822 = 1.0 
0061: $1822 -= $1819 // (float) 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_DOWN"
else_jump @GYMDUMB_6711 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMDUMB_6711
jump @GYMDUMB_6878 

:GYMDUMB_6718
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_A"
else_jump @GYMDUMB_6766 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_A" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6766
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_B"
else_jump @GYMDUMB_6814 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_B" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6814
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_UP_SMOOTH"
else_jump @GYMDUMB_6878 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_6878
008C: $1818 = float $8766 to_integer 
if or
00E1:   player 0 pressed_key 15 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMDUMB_7053 
$1818 = 0 

:GYMDUMB_6920
if 
00E1:   player 0 pressed_key 16 
else_jump @GYMDUMB_6948 
wait 0 
jump @GYMDUMB_6920 

:GYMDUMB_6948
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7015 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_PUTDOWN" IFP_file "FREEWEIGHTS" 100.0 loop 0 0 0 0 time -1 // versionA 

:GYMDUMB_7015
if 
  $GYM_DAY_LIMIT > 200.0 
else_jump @GYMDUMB_7046 
$GYM_DAY_LIMIT = 0.0 

:GYMDUMB_7046
$1830 = 6 

:GYMDUMB_7053
if and
  $1830 == 6 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7917 
if 
  $8763 >= 0 
else_jump @GYMDUMB_7700 
if 
   Actor.Animation($PLAYER_ACTOR) == "GYM_FREE_PUTDOWN"
else_jump @GYMDUMB_7693 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7154
if 
   not $1827 > 0.3 
else_jump @GYMDUMB_7228 
wait 0 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7221 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_7221
jump @GYMDUMB_7154 

:GYMDUMB_7228
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 
069A: attach_object 25@ to_object 0@ with_offset 0.0 0.2 0.3 rotation 0.0 90.0 90.0 
069A: attach_object 26@ to_object 0@ with_offset 0.0 -0.2 0.3 rotation 0.0 90.0 90.0 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 
if and
  $1816 == 1.0 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7693 
if 
  $8763 > 4 
else_jump @GYMDUMB_7441 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_FREE_CELEBRATE" IFP_file "FREEWEIGHTS" 8.0 loop 0 0 0 0 time -1 // versionA 

:GYMDUMB_7441
17@ = 0 
$1813 = 0 
21@ = 1 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
$8766 = 0.0 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1816 = 0.0 
$1826 = 0.0 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMDUMB_7581 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7581
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMDUMB_7618 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7618
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @GYMDUMB_7660 
0151: remove_status_text $8763 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMDUMB_7660
04EF: release_animation "FREEWEIGHTS" 
040D: unload_wav 4 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
$1829 = 0 

:GYMDUMB_7693
jump @GYMDUMB_7917 

:GYMDUMB_7700
17@ = 0 
$1813 = 0 
21@ = 1 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1818 = 0 
$1823 = 0.0 
$1830 = 0 
$8766 = 0.0 
$GYM_DUMBBELLS_PANEL_SELECTED_INDEX = 1 
$8763 = 0 
$1816 = 0.0 
$1826 = 0.0 
0653: $1817 = float_stat 23 
if 
  $1817 >= 1000.0 
else_jump @GYMDUMB_7840 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_7840
0653: $GYM_STAT_FAT = float_stat 21 
if 
  0.0 >= $GYM_STAT_FAT 
else_jump @GYMDUMB_7877 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_7877
0151: remove_status_text $8763 
0151: remove_status_text $1818 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
08DA: remove_panel $GYM_DUMBBELLS_PANEL 
03E6: remove_text_box 
$1829 = 0 

:GYMDUMB_7917
jump @GYMDUMB_683 
end_thread 

//-------------External script 15 (BASKETB)---------------

:BBALL
thread 'BBALL' 
if 
   not $1928 == 0 
else_jump @BBALL_31 
end_thread 

:BBALL_31
16@ = 0 
17@ = 0 
18@ = 0 
20@ = 0 
22@ = 0 
$8786 = 0 
19@ = 0 
21@ = 0 
$1925 = 0 
if 
  16@ == -1 
else_jump @BBALL_178 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$8782 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)

:BBALL_178
24@ = 0 
if 
   not $1903 == 0 
else_jump @BBALL_451 
if 
03CA:   object 0@ exists 
else_jump @BBALL_451 
if and
   Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 
else_jump @BBALL_451 
if 
   Object.Model(0@) == #BSKBALL_LAX
else_jump @BBALL_296 
if 
   Model.Available(#BSKBALL_LAX)
else_jump @BBALL_289 
23@ = -30 
24@ = 1 

:BBALL_289
jump @BBALL_451 

:BBALL_296
if 
   Object.Model(0@) == #BSKBALLHUB_LAX01
else_jump @BBALL_350 
if 
   Model.Available(#BSKBALLHUB_LAX01)
else_jump @BBALL_343 
23@ = -31 
24@ = 1 

:BBALL_343
jump @BBALL_451 

:BBALL_350
if 
   Object.Model(0@) == #VGSXREFBBALLNET
else_jump @BBALL_404 
if 
   Model.Available(#VGSXREFBBALLNET)
else_jump @BBALL_397 
23@ = -32 
24@ = 1 

:BBALL_397
jump @BBALL_451 

:BBALL_404
if 
   Object.Model(0@) == #VGSXREFBBALLNET2
else_jump @BBALL_451 
if 
   Model.Available(#VGSXREFBBALLNET2)
else_jump @BBALL_451 
23@ = -33 
24@ = 1 

:BBALL_451
if 
  24@ == 1 
else_jump @BBALL_2479 
0871: init_jump_table 16@ total_jumps 4 default_jump 0 @BBALL_2472 jumps 0 @BBALL_532 1 @BBALL_777 2 @BBALL_1293 3 @BBALL_1968 -1 @BBALL_2472 -1 @BBALL_2472 -1 @BBALL_2472 

:BBALL_532
if 
  $1928 == 0 
else_jump @BBALL_763 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 flag 0 
else_jump @BBALL_756 
if 
83CA:   not object 1@ exists 
else_jump @BBALL_756 
if 
   Model.Available(23@)
else_jump @BBALL_756 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 2.0 
else_jump @BBALL_756 
$TEMPVAR_FLOAT_3 += 1.0 
0395: clear_area 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
19@ = 1 
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
$1928 = 1 
16@ += 1 

:BBALL_756
jump @BBALL_770 

:BBALL_763
gosub @BBALL_2504 

:BBALL_770
jump @BBALL_2472 

:BBALL_777
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 flag 0 
else_jump @BBALL_1267 
if 
03CA:   object 1@ exists 
else_jump @BBALL_1260 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 1.0 1.0 2.0 flag 0 on_foot 
else_jump @BBALL_1260 
if 
   Model.Available(23@)
else_jump @BBALL_1260 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_1220 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 flag 0 on_foot 
else_jump @BBALL_1213 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.71 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.71 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.71 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.71 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.71 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 2.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_1213 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_1213 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_1213 
07CC: set_player $PLAYER_CHAR button_15 0 
0512: show_permanent_text_box 'BB_01'  // ~k~~VEHICLE_ENTER_EXIT~ Play Basketball
16@ += 1 

:BBALL_1213
jump @BBALL_1260 

:BBALL_1220
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 1.0 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BBALL_1260
jump @BBALL_1286 

:BBALL_1267
Object.RemoveReferences(1@)
16@ = 0 
$1928 = 0 

:BBALL_1286
jump @BBALL_2472 

:BBALL_1293
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 flag 0 
else_jump @BBALL_1935 
if 
03CA:   object 1@ exists 
else_jump @BBALL_1902 
if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_1879 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_1856 
if 
   Model.Available(23@)
else_jump @BBALL_1833 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_1810 
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 flag 0 on_foot 
else_jump @BBALL_1787 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.71 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.71 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.71 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.71 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.71 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 2.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_1764 
if 
  20@ == 0 
else_jump @BBALL_1733 
if 
00E1:   player 0 pressed_key 15 
else_jump @BBALL_1726 
20@ = 1 
03E6: remove_text_box 
gosub @BBALL_3792 
16@ += 1 

:BBALL_1726
jump @BBALL_1757 

:BBALL_1733
if 
80E1:   not player 0 pressed_key 15 
else_jump @BBALL_1757 
20@ = 0 

:BBALL_1757
jump @BBALL_1780 

:BBALL_1764
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1780
jump @BBALL_1803 

:BBALL_1787
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1803
jump @BBALL_1826 

:BBALL_1810
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1826
jump @BBALL_1849 

:BBALL_1833
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1849
jump @BBALL_1872 

:BBALL_1856
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1872
jump @BBALL_1895 

:BBALL_1879
07CC: set_player $PLAYER_CHAR button_15 1 
03E6: remove_text_box 
16@ += -1 

:BBALL_1895
jump @BBALL_1928 

:BBALL_1902
07CC: set_player $PLAYER_CHAR button_15 1 
Object.RemoveReferences(1@)
$1928 = 0 
16@ = 0 

:BBALL_1928
jump @BBALL_1961 

:BBALL_1935
07CC: set_player $PLAYER_CHAR button_15 1 
Object.RemoveReferences(1@)
$1928 = 0 
16@ = 0 

:BBALL_1961
jump @BBALL_2472 

:BBALL_1968
if 
   Model.Available(23@)
else_jump @BBALL_2465 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ 
else_jump @BBALL_2151 
if 
  6000 > 33@ 
else_jump @BBALL_2130 
if and
  33@ > 0 
  1000 > 33@ 
else_jump @BBALL_2116 
0512: show_permanent_text_box 'BB_03'  // You must return to the court to continue playing basketball or press ~k~~VEHICLE_ENTER_EXIT~ to quit out.
33@ = 1000 

:BBALL_2116
gosub @BBALL_4523 
jump @BBALL_2144 

:BBALL_2130
gosub @BBALL_5124 
16@ = 1 

:BBALL_2144
jump @BBALL_2186 

:BBALL_2151
if 
  33@ > 1000 
else_jump @BBALL_2172 
03E6: remove_text_box 

:BBALL_2172
gosub @BBALL_4523 
33@ = 0 

:BBALL_2186
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2234 
if 
031D:   actor $PLAYER_ACTOR hit_by_weapon 57 
else_jump @BBALL_2234 
gosub @BBALL_5124 
16@ = 1 

:BBALL_2234
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2280 
if 
0A0C:   player $PLAYER_CHAR on_jetpack 
else_jump @BBALL_2280 
gosub @BBALL_5124 
16@ = 1 

:BBALL_2280
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2339 
062E: unknown_get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
if 
84A4:   not  24@ == 7 // @ == any 
else_jump @BBALL_2339 
gosub @BBALL_5124 
16@ = 1 

:BBALL_2339
if and
   not 17@ == 10 
   not 17@ == 16 
   not 17@ == 17 
   not 17@ == 4 
else_jump @BBALL_2465 
if 
  20@ == 0 
else_jump @BBALL_2441 
if 
00E1:   player 0 pressed_key 15 
else_jump @BBALL_2434 
20@ = 1 
gosub @BBALL_5124 
16@ = 1 

:BBALL_2434
jump @BBALL_2465 

:BBALL_2441
if 
80E1:   not player 0 pressed_key 15 
else_jump @BBALL_2465 
20@ = 0 

:BBALL_2465
jump @BBALL_2472 

:BBALL_2472
jump @BBALL_2493 

:BBALL_2479
$1928 = 0 
gosub @BBALL_2504 

:BBALL_2493
wait 0 
jump @BBALL_178 

:BBALL_2504
Object.RemoveReferences(1@)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_2550 
if 
  $ONMISSION == 0 
else_jump @BBALL_2550 
07CC: set_player $PLAYER_CHAR button_15 1 

:BBALL_2550
end_thread 
return 
if 
0736:   NOP_false 131 
else_jump @BBALL_2580 
$8784 += 0.01 

:BBALL_2580
if 
0736:   NOP_false 130 
else_jump @BBALL_2606 
$8784 += -0.01 

:BBALL_2606
return 

:BBALL_2608
if 
03CA:   object 1@ exists 
else_jump @BBALL_2962 
if 
0685:   object 1@ attached 
else_jump @BBALL_2831 
if 
  19@ == 1 
else_jump @BBALL_2824 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_INGAME, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
Object.Throw(1@, 2@, 3@, 4@)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.CollisionDetection(1@) = True
19@ = 0 

:BBALL_2824
jump @BBALL_2962 

:BBALL_2831
if 
  19@ == 0 
else_jump @BBALL_2962 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 2@, 3@, 4@)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 

:BBALL_2962
return 

:BBALL_2964
if 
03CA:   object 1@ exists 
else_jump @BBALL_3790 
if 
0685:   object 1@ attached 
else_jump @BBALL_3187 
if 
  19@ == 1 
else_jump @BBALL_3180 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_INGAME, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
Object.Throw(1@, 2@, 3@, 4@)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.CollisionDetection(1@) = True
19@ = 0 

:BBALL_3180
jump @BBALL_3790 

:BBALL_3187
if 
  19@ == 0 
else_jump @BBALL_3790 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.1 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.1 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.1 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.1 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.5 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 1.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_3495 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 
jump @BBALL_3790 

:BBALL_3495
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -0.3 
0089: 2@ = $TEMPVAR_FLOAT_1 // (float) 
2@ -= 0.1 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
5@ += 0.1 
0089: 3@ = $TEMPVAR_FLOAT_2 // (float) 
3@ -= 0.1 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
6@ += 0.1 
0089: 4@ = $TEMPVAR_FLOAT_3 // (float) 
4@ -= 0.5 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
7@ += 1.0 
if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
else_jump @BBALL_3785 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
Object.Destroy(1@)
1@ = Object.Init(#BBALL_COL, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.ToggleInMovingList(1@) = True
Object.CollisionDetection(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
19@ = 1 
jump @BBALL_3790 

:BBALL_3785
Object.Destroy(1@)

:BBALL_3790
return 

:BBALL_3792
09BD: unknown_flag 1 
0A44: unknown_flag 1 
$8784 = 0.4 
07CC: set_player $PLAYER_CHAR button_15 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_3965 
Player.CanMove($PLAYER_CHAR) = False
0687: clear_actor $PLAYER_ACTOR task 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0470: $8788 = actor $PLAYER_ACTOR current_weapon 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 1)
else_jump @BBALL_3944 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
$8789 = 1 
Model.Load(#BRASSKNUCKLE)

:BBALL_3910
if 
   not Model.Available(#BRASSKNUCKLE)
else_jump @BBALL_3937 
wait 0 
jump @BBALL_3910 

:BBALL_3937
jump @BBALL_3951 

:BBALL_3944
$8789 = 0 

:BBALL_3951
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:BBALL_3965
if 
03CA:   object 1@ exists 
else_jump @BBALL_3988 
Object.KeepInMemory(1@) = True

:BBALL_3988
04ED: load_animation "BSKTBALL" 
Model.Load(#BBALL_INGAME)
Model.Load(#BBALL_COL)
03CF: load_wav 1811 as 4 

:BBALL_4017
if or
84EE:   not animation "BSKTBALL" loaded 
   not Model.Available(#BBALL_INGAME)
   not Model.Available(#BBALL_COL)
83D0:   not wav 4 loaded 
else_jump @BBALL_4065 
wait 0 
jump @BBALL_4017 

:BBALL_4065
068D: get_camera_position_to 10@ 11@ 12@ 
068E: get_camera_target_point_to 13@ 14@ 15@ 
0088: $TEMPVAR_FLOAT_1 = 13@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 10@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 14@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 11@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 15@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 12@ // (float) 
050A: $DISTANCE_BETWEEN_POINTS = distance_between_XYZ 13@ 14@ 15@ and_XYZ 10@ 11@ 12@ 
0071: $TEMPVAR_FLOAT_1 /= $DISTANCE_BETWEEN_POINTS // (float) 
0071: $TEMPVAR_FLOAT_2 /= $DISTANCE_BETWEEN_POINTS // (float) 
0071: $TEMPVAR_FLOAT_3 /= $DISTANCE_BETWEEN_POINTS // (float) 
$TEMPVAR_FLOAT_1 *= 10.0 
$TEMPVAR_FLOAT_2 *= 10.0 
$TEMPVAR_FLOAT_3 *= 10.0 
0087: 13@ = 10@ // (float) 
005D: 13@ += $TEMPVAR_FLOAT_1 // (float) 
0087: 14@ = 11@ // (float) 
005D: 14@ += $TEMPVAR_FLOAT_2 // (float) 
0087: 15@ = 12@ // (float) 
005D: 15@ += $TEMPVAR_FLOAT_3 // (float) 
32@ = 0 
$1925 = 0 
17@ = 10 
$8786 = 1 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_4340 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8790 = $TEMPVAR_FLOAT_3 // (float) 

:BBALL_4340
8@ = Object.Angle(0@)
if or
  10.0 > 8@ 
  8@ > 350.0 
else_jump @BBALL_4386 
$8791 = 1 

:BBALL_4386
if and
  8@ > 80.0 
  100.0 > 8@ 
else_jump @BBALL_4424 
$8791 = 2 

:BBALL_4424
if and
  8@ > 170.0 
  190.0 > 8@ 
else_jump @BBALL_4462 
$8791 = 3 

:BBALL_4462
if and
  8@ > 260.0 
  280.0 > 8@ 
else_jump @BBALL_4500 
$8791 = 4 

:BBALL_4500
03DE: set_pedestrians_density_multiplier_to 0.2 
01EB: set_traffic_density_multiplier_to 0.2 
$8787 = 1 
return 

:BBALL_4523
$8785 += 1 
if 
  $8785 >= 30 
else_jump @BBALL_4555 
$8785 = 0 

:BBALL_4555
gosub @BBALL_16494 
gosub @BBALL_18093 
gosub @BBALL_5529 
gosub @BBALL_12355 
if 
0736:   NOP_false 67 
else_jump @BBALL_4605 
gosub @BBALL_21051 

:BBALL_4605
if 
  3 > $1925 
else_jump @BBALL_4848 
if 
  $1925 == 0 
else_jump @BBALL_4684 
if 
  $1921 == 0 
else_jump @BBALL_4670 
03E5: show_text_box 'BB_02'  // Press and hold ~k~~PED_SPRINT~ to shoot the ball. Release ~k~~PED_SPRINT~ at the peak of the jump for maximum accuracy.

:BBALL_4670
$1925 += 1 
32@ = 0 

:BBALL_4684
if and
  $1925 == 1 
  32@ > 10000 
else_jump @BBALL_4753 
if 
  $1921 == 0 
else_jump @BBALL_4739 
03E5: show_text_box 'BB_07'  // Stand near the ball, and CJ will automatically pick it up.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to quit out of basketball.

:BBALL_4739
32@ = 0 
$1925 += 1 

:BBALL_4753
if and
  $1925 == 2 
  32@ > 5000 
else_jump @BBALL_4848 
if or
   Object.Model(0@) == #BSKBALL_LAX
   Object.Model(0@) == #VGSXREFBBALLNET
else_jump @BBALL_4833 
if 
  $1921 == 0 
else_jump @BBALL_4833 
03E5: show_text_box 'BB_09'  // Press ~k~~PED_LOOKBEHIND~ to start the challenge mode.

:BBALL_4833
32@ = 12000 
$1925 += 1 

:BBALL_4848
if or
   Object.Model(0@) == #BSKBALL_LAX
   Object.Model(0@) == #VGSXREFBBALLNET
else_jump @BBALL_4975 
if 
  $1921 == 0 
else_jump @BBALL_4975 
if 
  $1016 == 0 
else_jump @BBALL_4951 
if 
00E1:   player 0 pressed_key 19 
else_jump @BBALL_4944 
$1016 = 1 
create_thread @BBCHAL 0@ 

:BBALL_4944
jump @BBALL_4975 

:BBALL_4951
if 
80E1:   not player 0 pressed_key 19 
else_jump @BBALL_4975 
$1016 = 0 

:BBALL_4975
if 
  $8785 == 0 
else_jump @BBALL_5122 
if 
03CA:   object 1@ exists 
else_jump @BBALL_5122 
if 
8685:   not object 1@ attached 
else_jump @BBALL_5122 
if 
   Model.Available(23@)
else_jump @BBALL_5122 
080A: get_object 0@ spoot 1 store_to 2@ 3@ 4@ 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0087: 8@ = 4@ // (float) 
8@ -= 0.7 
if 
0027:   8@ > $TEMPVAR_FLOAT_3 // (float) 
else_jump @BBALL_5122 
Object.PutAt(1@, 2@, 3@, 4@)

:BBALL_5122
return 

:BBALL_5124
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_5527 
if 
  $8789 == 1 
else_jump @BBALL_5179 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
$8789 = 0 
Model.Destroy(#BRASSKNUCKLE)

:BBALL_5179
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $8788 
if 
03CA:   object 1@ exists 
else_jump @BBALL_5248 
if 
0685:   object 1@ attached 
else_jump @BBALL_5248 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 1 
gosub @BBALL_2964 

:BBALL_5248
if 
03CA:   object 1@ exists 
else_jump @BBALL_5388 
if 
   Model.Available(23@)
else_jump @BBALL_5328 
080A: get_object 0@ spoot 1 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 

:BBALL_5328
if 
84EA:   not object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
else_jump @BBALL_5388 
$TEMPVAR_FLOAT_3 += 1.0 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BBALL_5388
if 
03CA:   object $8782 exists 
else_jump @BBALL_5439 
if 
  22@ == 1 
else_jump @BBALL_5434 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
22@ = 0 

:BBALL_5434
Object.Destroy($8782)

:BBALL_5439
Camera.Restore
$8786 = 0 
04EF: release_animation "BSKTBALL" 
Model.Destroy(#BBALL_INGAME)
Model.Destroy(#BBALL_COL)
040D: unload_wav 4 
03E6: remove_text_box 
$8787 = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0687: clear_actor $PLAYER_ACTOR task 
07CC: set_player $PLAYER_CHAR button_15 1 
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 

:BBALL_5527
return 

:BBALL_5529
if and
   Player.Defined($PLAYER_CHAR)
   Model.Available(23@)
else_jump @BBALL_12345 
0871: init_jump_table 17@ total_jumps 17 default_jump 1 @BBALL_12345 jumps 1 @BBALL_6613 2 @BBALL_7146 3 @BBALL_7556 4 @BBALL_8552 5 @BBALL_9043 6 @BBALL_9217 7 @BBALL_11459 
0872: jump_table_jumps 8 @BBALL_11649 9 @BBALL_11849 10 @BBALL_11863 11 @BBALL_8362 12 @BBALL_11856 13 @BBALL_9167 14 @BBALL_5743 15 @BBALL_6177 16 @BBALL_9769 
0872: jump_table_jumps 17 @BBALL_10758 -1 @BBALL_12345 -1 @BBALL_12345 -1 @BBALL_12345 -1 @BBALL_12345 -1 @BBALL_12345 -1 @BBALL_12345 -1 @BBALL_12345 -1 @BBALL_12345 

:BBALL_5743
if 
   not 18@ == 14 
else_jump @BBALL_6007 
24@ = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_5859 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
  8@ > 0.9 
else_jump @BBALL_5859 
24@ = 1 
$8792 = 0 

:BBALL_5859
if 
  24@ == 1 
else_jump @BBALL_5993 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_6000 

:BBALL_5993
jump @BBALL_12353 

:BBALL_6000
jump @BBALL_6170 

:BBALL_6007
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_6057 
17@ = 11 
jump @BBALL_5529 
jump @BBALL_6170 

:BBALL_6057
if 
  $8792 == 0 
else_jump @BBALL_6117 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE"
else_jump @BBALL_6110 
$8792 += 1 

:BBALL_6110
jump @BBALL_6170 

:BBALL_6117
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6170 
17@ = 11 
$8792 = 0 
jump @BBALL_5529 

:BBALL_6170
jump @BBALL_12345 

:BBALL_6177
if 
   not 18@ == 15 
else_jump @BBALL_6442 
24@ = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6293 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
  8@ > 0.9 
else_jump @BBALL_6293 
$8793 = 0 
24@ = 1 

:BBALL_6293
if 
  24@ == 1 
else_jump @BBALL_6428 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE2" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_6435 

:BBALL_6428
jump @BBALL_12353 

:BBALL_6435
jump @BBALL_6606 

:BBALL_6442
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_6492 
17@ = 11 
jump @BBALL_5529 
jump @BBALL_6606 

:BBALL_6492
if 
  $8793 == 0 
else_jump @BBALL_6553 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE2"
else_jump @BBALL_6546 
$8793 += 1 

:BBALL_6546
jump @BBALL_6606 

:BBALL_6553
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6606 
17@ = 11 
$8793 = 0 
jump @BBALL_5529 

:BBALL_6606
jump @BBALL_12345 

:BBALL_6613
if or
  18@ == 11 
  18@ == 2 
  18@ == 3 
  18@ == 10 
else_jump @BBALL_7046 
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_PICKUP"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_R"
else_jump @BBALL_7032 
$8794 = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_6827 
0613: $8795 = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_6827
0615: define_AS_pack_begin 26@ 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_6966 
0812: AS_actor -1 perform_animation "BBALL_WALK_START" IFP_file "BSKTBALL" 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP_file "BSKTBALL" 10000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
$8794 = 1 
jump @BBALL_7007 

:BBALL_6966
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP_file "BSKTBALL" 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:BBALL_7007
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_7039 

:BBALL_7032
jump @BBALL_12353 

:BBALL_7039
jump @BBALL_7139 

:BBALL_7046
if 
  $8794 == 0 
else_jump @BBALL_7139 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_7139 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
0614: set_actor $PLAYER_ACTOR animation "BBALL_WALK" progress_to $8795 // 0.0 to 1.0 
$8794 += 1 

:BBALL_7139
jump @BBALL_12345 

:BBALL_7146
if or
  18@ == 11 
  18@ == 1 
  18@ == 3 
  18@ == 10 
else_jump @BBALL_7478 
if 
  18@ == 11 
else_jump @BBALL_7217 
17@ = 1 
jump @BBALL_5529 

:BBALL_7217
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_PICKUP"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_R"
else_jump @BBALL_7464 
$8796 = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_7394 
0613: $8797 = actor $PLAYER_ACTOR animation "BBALL_WALK" time 

:BBALL_7394
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_RUN" IFP_file "BSKTBALL" 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_7471 

:BBALL_7464
jump @BBALL_12353 

:BBALL_7471
jump @BBALL_7549 

:BBALL_7478
if 
  $8796 == 0 
else_jump @BBALL_7549 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_7549 
0614: set_actor $PLAYER_ACTOR animation "BBALL_RUN" progress_to $8797 // 0.0 to 1.0 
$8796 += 1 

:BBALL_7549
jump @BBALL_12345 

:BBALL_7556
if 
   not 18@ == 3 
else_jump @BBALL_8259 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_7837 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_7837 
0615: define_AS_pack_begin 26@ 
if 
  0.5 > 8@ 
else_jump @BBALL_7727 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_7774 

:BBALL_7727
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_7774
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_7837
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_8103 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_8103 
0615: define_AS_pack_begin 26@ 
if 
  0.5 > 8@ 
else_jump @BBALL_7993 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_R" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_8040 

:BBALL_7993
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_8040
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8103
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK_START"
else_jump @BBALL_8252 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8252
jump @BBALL_8355 

:BBALL_8259
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_8309 
17@ = 11 
jump @BBALL_12353 
jump @BBALL_8355 

:BBALL_8309
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_8355 
17@ = 11 
jump @BBALL_12353 

:BBALL_8355
jump @BBALL_12345 

:BBALL_8362
if 
   not 18@ == 11 
else_jump @BBALL_8448 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8448
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_8545 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_8545
jump @BBALL_12345 

:BBALL_8552
if 
   not 18@ == 4 
else_jump @BBALL_8945 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // (float) 
0615: define_AS_pack_begin 26@ 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2000 ms 
if 
  18@ == 2 
else_jump @BBALL_8874 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_8752 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_8752
if 
  0.5 > 8@ 
else_jump @BBALL_8827 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
jump @BBALL_8874 

:BBALL_8827
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP_file "BSKTBALL" 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_8874
0812: AS_actor -1 perform_animation "BBALL_JUMP_SHOT" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_9036 

:BBALL_8945
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_9036 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
0027:   8@ > $8784 // (float) 
else_jump @BBALL_9036 
17@ = 6 
jump @BBALL_12353 

:BBALL_9036
jump @BBALL_12345 

:BBALL_9043
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_END"
else_jump @BBALL_9160 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_JUMP_CANCEL" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
17@ = 13 
jump @BBALL_12353 

:BBALL_9160
jump @BBALL_12345 

:BBALL_9167
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_9210 
17@ = 11 
jump @BBALL_12353 

:BBALL_9210
jump @BBALL_12345 

:BBALL_9217
if 
   not 18@ == 6 
else_jump @BBALL_9679 
if 
0685:   object 1@ attached 
else_jump @BBALL_9672 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2608 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.04 0.694 1.75 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
0090: $1926 = float 8@ to_integer 
0089: 7@ = $TEMPVAR_FLOAT_3 // (float) 
008F: 7@ = integer $1926 to_float 
0087: 9@ = 8@ // (float) 
0063: 9@ -= 7@ // (float) 
9@ *= 10.0 
0090: $1927 = float 9@ to_integer 
if 
  8@ > 20.0 
else_jump @BBALL_9445 
8@ = 20.0 

:BBALL_9445
8@ /= 20.0 
8@ *= 5.0 
0509: 9@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
if 
  9@ > 15.0 
else_jump @BBALL_9513 
9@ = 15.0 

:BBALL_9513
006D: $8783 *= 9@ // (float) 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0653: 9@ = float_stat 23 
9@ /= 1000.0 
9@ += 1.0 
9@ *= 0.15 
if 
0027:   9@ > $8783 // (float) 
else_jump @BBALL_9635 
create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 0 0@ 
jump @BBALL_9672 

:BBALL_9635
create_thread @PROJECT 1@ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 2@ 3@ 4@ 8@ 1 0@ 

:BBALL_9672
jump @BBALL_9762 

:BBALL_9679
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_9762 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_9762 
Player.CanMove($PLAYER_CHAR) = True
17@ = 12 
jump @BBALL_12353 

:BBALL_9762
jump @BBALL_12345 

:BBALL_9769
if 
   not 18@ == 16 
else_jump @BBALL_10249 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
if 
  8@ > 0.01 
else_jump @BBALL_9903 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 

:BBALL_9903
5@ *= 0.01 
6@ *= 0.01 
0088: $TEMPVAR_FLOAT_1 = 2@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 3@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 6@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 4@ // (float) 
$TEMPVAR_FLOAT_3 -= 1.9 
0086: $8809 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8810 = $TEMPVAR_FLOAT_2 // (float) 
0086: $8811 = $TEMPVAR_FLOAT_3 // (float) 
5@ *= -1.0 
6@ *= -1.0 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0086: $8808 = $TEMPVAR_ANGLE // (float) 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK_LNCH" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_GLI" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
$8812 = 0.0 
jump @BBALL_10751 

:BBALL_10249
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_10446 
if 
83CA:   not object $8782 exists 
else_jump @BBALL_10446 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: $8798 = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
$8812 = 0.0 
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
$8782 = Object.Init(#BBALL_INGAME, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($8782) = $TEMPVAR_ANGLE
Object.CollisionDetection($8782) = False
0750: set_object $8782 visibility 0 
Object.KeepInMemory($8782) = True
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8782 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
22@ = 1 

:BBALL_10446
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
else_jump @BBALL_10494 
17@ = 17 
jump @BBALL_12353 
jump @BBALL_10571 

:BBALL_10494
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_10571 
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LNCH"
else_jump @BBALL_10571 
17@ = 17 
jump @BBALL_12353 

:BBALL_10571
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_10751 
if 
03CA:   object $8782 exists 
else_jump @BBALL_10751 
if 
  $8812 > 1.0 
else_jump @BBALL_10751 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP_file "BSKTBALL" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_10751
jump @BBALL_12345 

:BBALL_10758
if 
   not 18@ == 17 
else_jump @BBALL_11166 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
else_jump @BBALL_11145 
if 
0685:   object 1@ attached 
else_jump @BBALL_11138 
if 
0837:   object 1@ animation == "BBALL_DNK_O" 
else_jump @BBALL_11028 
0839: get_object 1@ animation "BBALL_DNK_O" progress_to 8@ 
if 
  8@ > 0.9 
else_jump @BBALL_11007 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2608 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.5 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.KeepInMemory(1@) = False
Object.CollisionDetection(1@) = True
Object.ToggleInMovingList(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)
jump @BBALL_11021 

:BBALL_11007
18@ = 0 
jump @BBALL_12353 

:BBALL_11021
jump @BBALL_11138 

:BBALL_11028
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
gosub @BBALL_2608 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.5 
Object.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.KeepInMemory(1@) = False
Object.CollisionDetection(1@) = True
Object.ToggleInMovingList(1@) = True
Object.Throw(1@, 0.0, 0.0, -0.1)

:BBALL_11138
jump @BBALL_11159 

:BBALL_11145
02CE: $8811 = ground_z_at $8809 $8810 $8811 

:BBALL_11159
jump @BBALL_11452 

:BBALL_11166
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LNCH"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LND"
else_jump @BBALL_11344 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_11337 
if 
03CA:   object $8782 exists 
else_jump @BBALL_11316 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Object.Destroy($8782)
22@ = 0 

:BBALL_11316
Player.CanMove($PLAYER_CHAR) = True
17@ = 12 
jump @BBALL_12353 

:BBALL_11337
jump @BBALL_11452 

:BBALL_11344
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LND"
else_jump @BBALL_11452 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 1.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 1.0 
0086: $8809 = $TEMPVAR_FLOAT_1 // (float) 
0086: $8810 = $TEMPVAR_FLOAT_2 // (float) 
0086: $8811 = $TEMPVAR_FLOAT_3 // (float) 

:BBALL_11452
jump @BBALL_12345 

:BBALL_11459
if 
   not 18@ == 7 
else_jump @BBALL_11545 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11545
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_11642 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11642
jump @BBALL_12345 

:BBALL_11649
if 
   not 18@ == 8 
else_jump @BBALL_11740 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11740
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_11842 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_11842
jump @BBALL_12345 

:BBALL_11849
jump @BBALL_12345 

:BBALL_11856
jump @BBALL_12345 

:BBALL_11863
if 
   not 18@ == 10 
else_jump @BBALL_12242 
Player.CanMove($PLAYER_CHAR) = False
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 1@ exists 
else_jump @BBALL_11947 
Object.StorePos(1@, 2@, 3@, 4@)

:BBALL_11947
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 
5@ *= 0.5 
6@ *= 0.5 
0088: $TEMPVAR_FLOAT_1 = 2@ // (float) 
005F: $TEMPVAR_FLOAT_1 += 5@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 3@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 6@ // (float) 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $TEMPVAR_ANGLE 
0615: define_AS_pack_begin 26@ 
0804: AS_actor -1 walk_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 angle $TEMPVAR_ANGLE radius -1.0 animation "BBALL_PICKUP" IFP_file "BSKTBALL" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP_file "BSKTBALL" 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
jump @BBALL_12338 

:BBALL_12242
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
if 
04A4:   24@ == 7 // @ == any 
else_jump @BBALL_12292 
17@ = 11 
jump @BBALL_12353 
jump @BBALL_12338 

:BBALL_12292
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_12338 
17@ = 11 
jump @BBALL_12353 

:BBALL_12338
jump @BBALL_12345 

:BBALL_12345
0085: 18@ = 17@ // (int) 

:BBALL_12353
return 

:BBALL_12355
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_16492 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLELOOP"
else_jump @BBALL_12705 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_12540 
if 
  8@ > 0.45 
else_jump @BBALL_12515 
if 
   not 27@ == 1 
else_jump @BBALL_12508 
097B: play_audio_at_object 1@ event 1010 
27@ = 1 

:BBALL_12508
jump @BBALL_12540 

:BBALL_12515
if 
  27@ == 1 
else_jump @BBALL_12540 
27@ = 0 

:BBALL_12540
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_12705 
if 
0837:   object 1@ animation == "BBALL_IDLELOOP_O" 
else_jump @BBALL_12626 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 
jump @BBALL_12705 

:BBALL_12626
if 
075A: set_object 1@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_12705 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 

:BBALL_12705
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE"
else_jump @BBALL_12988 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE" time 
if 
  8@ > 0.87671 
else_jump @BBALL_12814 
if 
   not 27@ == 2 
else_jump @BBALL_12807 
097B: play_audio_at_object 1@ event 1010 
27@ = 2 

:BBALL_12807
jump @BBALL_12839 

:BBALL_12814
if 
  27@ == 2 
else_jump @BBALL_12839 
27@ = 0 

:BBALL_12839
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_12988 
if 
0837:   object 1@ animation == "BBALL_IDLE_O" 
else_jump @BBALL_12917 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 
jump @BBALL_12988 

:BBALL_12917
if 
075A: set_object 1@ animation "BBALL_IDLE_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_12988 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 

:BBALL_12988
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_IDLE2"
else_jump @BBALL_13191 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE2" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13191 
if 
0837:   object 1@ animation == "BBALL_IDLE2_O" 
else_jump @BBALL_13118 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 
jump @BBALL_13191 

:BBALL_13118
if 
075A: set_object 1@ animation "BBALL_IDLE2_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13191 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 

:BBALL_13191
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_13380 
if 
0685:   object 1@ attached 
else_jump @BBALL_13380 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13380 
if 
0837:   object 1@ animation == "BBALL_JUMP_SHOT_O" 
else_jump @BBALL_13326 
jump @BBALL_13380 

:BBALL_13326
if 
075A: set_object 1@ animation "BBALL_JUMP_SHOT_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13380 

:BBALL_13380
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_CANCEL"
else_jump @BBALL_13619 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_CANCEL" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13619 
if 
0837:   object 1@ animation == "BBALL_JUMP_CANCEL_O" 
else_jump @BBALL_13534 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 
jump @BBALL_13619 

:BBALL_13534
if 
075A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13619 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 

:BBALL_13619
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_PICKUP"
else_jump @BBALL_13982 
if 
8685:   not object 1@ attached 
else_jump @BBALL_13717 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
gosub @BBALL_2608 
jump @BBALL_13982 

:BBALL_13717
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_PICKUP" time 
if 
  8@ > 0.836 
else_jump @BBALL_13800 
if 
   not 27@ == 3 
else_jump @BBALL_13793 
097B: play_audio_at_object 1@ event 1010 
27@ = 3 

:BBALL_13793
jump @BBALL_13825 

:BBALL_13800
if 
  27@ == 3 
else_jump @BBALL_13825 
27@ = 0 

:BBALL_13825
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_13982 
if 
0837:   object 1@ animation == "BBALL_PICKUP_O" 
else_jump @BBALL_13907 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 
jump @BBALL_13982 

:BBALL_13907
if 
075A: set_object 1@ animation "BBALL_PICKUP_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_13982 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 

:BBALL_13982
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_14327 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
if 
  8@ > 0.222 
else_jump @BBALL_14150 
if 
  0.74 > 8@ 
else_jump @BBALL_14110 
if 
   not 27@ == 4 
else_jump @BBALL_14103 
097B: play_audio_at_object 1@ event 1010 
27@ = 4 

:BBALL_14103
jump @BBALL_14143 

:BBALL_14110
if 
   not 27@ == 5 
else_jump @BBALL_14143 
097B: play_audio_at_object 1@ event 1010 
27@ = 5 

:BBALL_14143
jump @BBALL_14182 

:BBALL_14150
if or
  27@ == 4 
  27@ == 5 
else_jump @BBALL_14182 
27@ = 0 

:BBALL_14182
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_14327 
if 
0837:   object 1@ animation == "BBALL_RUN_O" 
else_jump @BBALL_14258 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 
jump @BBALL_14327 

:BBALL_14258
if 
075A: set_object 1@ animation "BBALL_RUN_O" IFP_file "BSKTBALL" 8.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_14327 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 

:BBALL_14327
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
else_jump @BBALL_14560 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_L" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_14560 
if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_L_O" 
else_jump @BBALL_14477 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 
jump @BBALL_14560 

:BBALL_14477
if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14560 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 

:BBALL_14560
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
else_jump @BBALL_14793 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_R" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_14793 
if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_R_O" 
else_jump @BBALL_14710 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 
jump @BBALL_14793 

:BBALL_14710
if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_14793 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 

:BBALL_14793
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_L"
else_jump @BBALL_15026 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_L" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15026 
if 
0837:   object 1@ animation == "BBALL_WALKSTOP_L_O" 
else_jump @BBALL_14943 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 
jump @BBALL_15026 

:BBALL_14943
if 
075A: set_object 1@ animation "BBALL_WALKSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15026 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 

:BBALL_15026
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALKSTOP_R"
else_jump @BBALL_15259 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_R" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15259 
if 
0837:   object 1@ animation == "BBALL_WALKSTOP_R_O" 
else_jump @BBALL_15176 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 
jump @BBALL_15259 

:BBALL_15176
if 
075A: set_object 1@ animation "BBALL_WALKSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15259 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 

:BBALL_15259
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK"
else_jump @BBALL_15637 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
if 
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_RUN"
else_jump @BBALL_15488 
if 
  8@ > 0.218 
else_jump @BBALL_15456 
if 
  0.718 > 8@ 
else_jump @BBALL_15416 
if 
   not 27@ == 6 
else_jump @BBALL_15409 
097B: play_audio_at_object 1@ event 1010 
27@ = 6 

:BBALL_15409
jump @BBALL_15449 

:BBALL_15416
if 
   not 27@ == 7 
else_jump @BBALL_15449 
097B: play_audio_at_object 1@ event 1010 
27@ = 7 

:BBALL_15449
jump @BBALL_15488 

:BBALL_15456
if or
  27@ == 6 
  27@ == 7 
else_jump @BBALL_15488 
27@ = 0 

:BBALL_15488
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15637 
if 
0837:   object 1@ animation == "BBALL_WALK_O" 
else_jump @BBALL_15566 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 
jump @BBALL_15637 

:BBALL_15566
if 
075A: set_object 1@ animation "BBALL_WALK_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
else_jump @BBALL_15637 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 

:BBALL_15637
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_WALK_START"
else_jump @BBALL_15870 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK_START" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_15870 
if 
0837:   object 1@ animation == "BBALL_WALK_START_O" 
else_jump @BBALL_15787 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 
jump @BBALL_15870 

:BBALL_15787
if 
075A: set_object 1@ animation "BBALL_WALK_START_O" IFP_file "BSKTBALL" 8.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_15870 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 

:BBALL_15870
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LNCH"
else_jump @BBALL_16091 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_LNCH" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_16091 
if 
0837:   object 1@ animation == "BBALL_DNK_LNCH_O" 
else_jump @BBALL_16012 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 
jump @BBALL_16091 

:BBALL_16012
if 
075A: set_object 1@ animation "BBALL_DNK_LNCH_O" IFP_file "BSKTBALL" 4.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16091 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 

:BBALL_16091
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_16306 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" time 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_16306 
if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
else_jump @BBALL_16229 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 
jump @BBALL_16306 

:BBALL_16229
if 
075A: set_object 1@ animation "BBALL_DNK_GLI_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16306 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 

:BBALL_16306
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
else_jump @BBALL_16492 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK" time 
if 
  0.2 > 8@ 
else_jump @BBALL_16492 
if 
   Object.Model(1@) == #BBALL_INGAME
else_jump @BBALL_16492 
if 
0685:   object 1@ attached 
else_jump @BBALL_16492 
if 
0837:   object 1@ animation == "BBALL_DNK_O" 
else_jump @BBALL_16444 
jump @BBALL_16492 

:BBALL_16444
if 
075A: set_object 1@ animation "BBALL_DNK_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
else_jump @BBALL_16492 

:BBALL_16492
return 

:BBALL_16494
if and
   Player.Defined($PLAYER_CHAR)
   Model.Available(23@)
else_jump @BBALL_18091 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(0@, 2@, 3@, 4@)
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to 8@ 8@ $8804 
$8804 += -1.0 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBALL_17428 jumps 1 @BBALL_16648 2 @BBALL_16843 3 @BBALL_17038 4 @BBALL_17233 -1 @BBALL_17428 -1 @BBALL_17428 -1 @BBALL_17428 

:BBALL_16648
0088: $8802 = 2@ // (float) 
$8802 += 0.2 
0086: $8803 = $TEMPVAR_FLOAT_2 // (float) 
$8803 += 5.0 
6@ += 5.0 
if 
0026:   $8803 > 6@ // (float) 
else_jump @BBALL_16721 
0088: $8803 = 6@ // (float) 

:BBALL_16721
0087: 8@ = 3@ // (float) 
8@ += 5.0 
if 
0027:   8@ > $8803 // (float) 
else_jump @BBALL_16766 
0088: $8803 = 8@ // (float) 

:BBALL_16766
0087: 8@ = 6@ // (float) 
0063: 8@ -= 3@ // (float) 
8@ += -5.0 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $8803 // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17428 

:BBALL_16843
0086: $8802 = $TEMPVAR_FLOAT_1 // (float) 
$8802 -= 5.0 
0088: $8803 = 3@ // (float) 
$8803 += 0.2 
5@ += -5.0 
if 
0027:   5@ > $8802 // (float) 
else_jump @BBALL_16916 
0088: $8802 = 5@ // (float) 

:BBALL_16916
0087: 8@ = 2@ // (float) 
8@ -= 5.0 
if 
0026:   $8802 > 8@ // (float) 
else_jump @BBALL_16961 
0088: $8802 = 8@ // (float) 

:BBALL_16961
0087: 8@ = 2@ // (float) 
0063: 8@ -= 5@ // (float) 
8@ += -5.0 
0089: 9@ = $8802 // (float) 
0063: 9@ -= 5@ // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17428 

:BBALL_17038
0088: $8802 = 2@ // (float) 
$8802 -= 0.2 
0086: $8803 = $TEMPVAR_FLOAT_2 // (float) 
$8803 -= 5.0 
6@ += -5.0 
if 
0027:   6@ > $8803 // (float) 
else_jump @BBALL_17111 
0088: $8803 = 6@ // (float) 

:BBALL_17111
0087: 8@ = 3@ // (float) 
8@ -= 5.0 
if 
0026:   $8803 > 8@ // (float) 
else_jump @BBALL_17156 
0088: $8803 = 8@ // (float) 

:BBALL_17156
0087: 8@ = 3@ // (float) 
0063: 8@ -= 6@ // (float) 
8@ += -5.0 
0089: 9@ = $8803 // (float) 
0063: 9@ -= 6@ // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17428 

:BBALL_17233
0086: $8802 = $TEMPVAR_FLOAT_1 // (float) 
$8802 += 5.0 
0088: $8803 = 3@ // (float) 
$8803 -= 0.2 
5@ += 5.0 
if 
0026:   $8802 > 5@ // (float) 
else_jump @BBALL_17306 
0088: $8802 = 5@ // (float) 

:BBALL_17306
0087: 8@ = 2@ // (float) 
8@ += 5.0 
if 
0027:   8@ > $8802 // (float) 
else_jump @BBALL_17351 
0088: $8802 = 8@ // (float) 

:BBALL_17351
0087: 8@ = 5@ // (float) 
0063: 8@ -= 2@ // (float) 
8@ += -5.0 
0087: 9@ = 5@ // (float) 
0065: 9@ -= $8802 // (float) 
0073: 9@ /= 8@ // (float) 
9@ *= 0.29 
9@ += 0.34 
jump @BBALL_17428 

:BBALL_17428
0088: $8799 = 2@ // (float) 
0061: $8799 -= $TEMPVAR_FLOAT_1 // (float) 
0088: $8800 = 3@ // (float) 
0061: $8800 -= $TEMPVAR_FLOAT_2 // (float) 
0088: $8801 = 4@ // (float) 
0061: $8801 -= $TEMPVAR_FLOAT_3 // (float) 
006D: $8799 *= 9@ // (float) 
006D: $8800 *= 9@ // (float) 
006D: $8801 *= 9@ // (float) 
0086: $8805 = $TEMPVAR_FLOAT_1 // (float) 
0059: $8805 += $8799 // (float) 
0086: $8806 = $TEMPVAR_FLOAT_2 // (float) 
0059: $8806 += $8800 // (float) 
0086: $8807 = $TEMPVAR_FLOAT_3 // (float) 
0059: $8807 += $8801 // (float) 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
if 
0025:   2@ > 5@ // (float) 
else_jump @BBALL_17660 
if 
0026:   $8805 > 2@ // (float) 
else_jump @BBALL_17626 
0088: $8805 = 2@ // (float) 

:BBALL_17626
if 
0027:   5@ > $8805 // (float) 
else_jump @BBALL_17653 
0088: $8805 = 5@ // (float) 

:BBALL_17653
jump @BBALL_17714 

:BBALL_17660
if 
0026:   $8805 > 5@ // (float) 
else_jump @BBALL_17687 
0088: $8805 = 5@ // (float) 

:BBALL_17687
if 
0027:   2@ > $8805 // (float) 
else_jump @BBALL_17714 
0088: $8805 = 2@ // (float) 

:BBALL_17714
if 
0025:   3@ > 6@ // (float) 
else_jump @BBALL_17794 
if 
0026:   $8806 > 3@ // (float) 
else_jump @BBALL_17760 
0088: $8806 = 3@ // (float) 

:BBALL_17760
if 
0027:   6@ > $8806 // (float) 
else_jump @BBALL_17787 
0088: $8806 = 6@ // (float) 

:BBALL_17787
jump @BBALL_17848 

:BBALL_17794
if 
0026:   $8806 > 6@ // (float) 
else_jump @BBALL_17821 
0088: $8806 = 6@ // (float) 

:BBALL_17821
if 
0027:   3@ > $8806 // (float) 
else_jump @BBALL_17848 
0088: $8806 = 3@ // (float) 

:BBALL_17848
0086: $8799 = $8802 // (float) 
0067: $8799 -= 10@ // (float) 
0086: $8800 = $8803 // (float) 
0067: $8800 -= 11@ // (float) 
0086: $8801 = $8804 // (float) 
0067: $8801 -= 12@ // (float) 
$8799 *= 0.25 
$8800 *= 0.25 
$8801 *= 0.25 
005D: 10@ += $8799 // (float) 
005D: 11@ += $8800 // (float) 
005D: 12@ += $8801 // (float) 
0086: $8799 = $8805 // (float) 
0067: $8799 -= 13@ // (float) 
0086: $8800 = $8806 // (float) 
0067: $8800 -= 14@ // (float) 
0086: $8801 = $8807 // (float) 
0067: $8801 -= 15@ // (float) 
$8799 *= 0.1 
$8800 *= 0.1 
$8801 *= 0.1 
005D: 13@ += $8799 // (float) 
005D: 14@ += $8800 // (float) 
005D: 15@ += $8801 // (float) 
Camera.SetPosition(10@, 11@, 12@, 0.0, 0.0, 0.0)
Camera.PointAt(13@, 14@, 15@, 2)

:BBALL_18091
return 

:BBALL_18093
if and
0685:   object 1@ attached 
   Model.Available(23@)
else_jump @BBALL_19806 
24@ = 1 
if or
  17@ == 10 
  17@ == 4 
  17@ == 6 
  17@ == 16 
  17@ == 17 
else_jump @BBALL_18174 
24@ = 0 

:BBALL_18174
if or
  17@ == 14 
  17@ == 15 
else_jump @BBALL_18206 
24@ = 0 

:BBALL_18206
if 
  24@ == 1 
else_jump @BBALL_19432 
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
else_jump @BBALL_18634 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $TEMPVAR_FLOAT_1 = integer $MOVE_AXIS_X to_float 
008D: $TEMPVAR_FLOAT_2 = integer $MOVE_AXIS_Y to_float 
$TEMPVAR_FLOAT_1 /= 128.0 
$TEMPVAR_FLOAT_2 /= -128.0 
0089: 8@ = $TEMPVAR_FLOAT_1 // (float) 
006F: 8@ *= $TEMPVAR_FLOAT_1 // (float) 
0089: 9@ = $TEMPVAR_FLOAT_2 // (float) 
006F: 9@ *= $TEMPVAR_FLOAT_2 // (float) 
005B: 8@ += 9@ // (float) 
01FB: 8@ = square_root 8@ 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $8808 
if 
  $8786 == 1 
else_jump @BBALL_18415 
0088: $TEMPVAR_FLOAT_1 = 13@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 10@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 14@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 11@ // (float) 
jump @BBALL_18485 

:BBALL_18415
068D: get_camera_position_to 2@ 3@ 4@ 
068E: get_camera_target_point_to 5@ 6@ 7@ 
0088: $TEMPVAR_FLOAT_1 = 5@ // (float) 
0067: $TEMPVAR_FLOAT_1 -= 2@ // (float) 
0088: $TEMPVAR_FLOAT_2 = 6@ // (float) 
0067: $TEMPVAR_FLOAT_2 -= 3@ // (float) 
0088: $TEMPVAR_FLOAT_3 = 7@ // (float) 
0067: $TEMPVAR_FLOAT_3 -= 4@ // (float) 

:BBALL_18485
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to 9@ 
005F: $8808 += 9@ // (float) 
if 
  8@ > 0.3 
else_jump @BBALL_18574 
if 
  0.8 > 8@ 
else_jump @BBALL_18560 
17@ = 1 
jump @BBALL_18567 

:BBALL_18560
17@ = 2 

:BBALL_18567
jump @BBALL_18627 

:BBALL_18574
if or
  18@ == 2 
  18@ == 1 
  17@ == 2 
  17@ == 1 
else_jump @BBALL_18627 
17@ = 3 
18@ = 0 

:BBALL_18627
jump @BBALL_18687 

:BBALL_18634
if or
  18@ == 2 
  18@ == 1 
  17@ == 2 
  17@ == 1 
else_jump @BBALL_18687 
17@ = 3 
18@ = 0 

:BBALL_18687
if 
  21@ == 0 
else_jump @BBALL_19327 
if 
00E1:   player 0 pressed_key 16 
else_jump @BBALL_19288 
if 
   not 18@ == 6 
else_jump @BBALL_19281 
080A: get_object 0@ spoot 0 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BBALL_18786 
Actor.StorePos($PLAYER_ACTOR, 2@, 3@, 4@)

:BBALL_18786
0089: 5@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 6@ -= 3@ // (float) 
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 2@ 3@ 4@ from_object 0@ with_offset 0.0 -1.0 0.0 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
0087: 2@ = 8@ // (float) 
0087: 3@ = 9@ // (float) 
05A4: get_angle_between_vectors_origin_to 5@ 6@ and_origin_to 2@ 3@ store_to 8@ 
24@ = 0 
if 
  90.0 > 8@ 
else_jump @BBALL_19281 
24@ = 0 
if 
  18@ == 2 
else_jump @BBALL_19235 
0653: 8@ = float_stat 21 
if 
  400.0 > 8@ 
else_jump @BBALL_19235 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(0@, 2@, 3@, 4@)
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 2@ 3@ 
if and
  8@ > 2.4 
  3.5 > 8@ 
else_jump @BBALL_19235 
0088: $8799 = 5@ // (float) 
0061: $8799 -= $TEMPVAR_FLOAT_1 // (float) 
0088: $8800 = 6@ // (float) 
0061: $8800 -= $TEMPVAR_FLOAT_2 // (float) 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $TEMPVAR_FLOAT_2 // (float) 
05A4: get_angle_between_vectors_origin_to $8799 $8800 and_origin_to 8@ 9@ store_to $TEMPVAR_FLOAT_3 
if 
  90.0 > $TEMPVAR_FLOAT_3 
else_jump @BBALL_19228 
24@ = 1 
jump @BBALL_19235 

:BBALL_19228
24@ = 0 

:BBALL_19235
if 
  24@ == 1 
else_jump @BBALL_19267 
17@ = 16 
jump @BBALL_19274 

:BBALL_19267
17@ = 4 

:BBALL_19274
21@ = 1 

:BBALL_19281
jump @BBALL_19320 

:BBALL_19288
if and
  18@ == 4 
   not 17@ == 6 
else_jump @BBALL_19320 
21@ = 1 

:BBALL_19320
jump @BBALL_19327 

:BBALL_19327
if and
  17@ == 11 
  18@ == 11 
else_jump @BBALL_19376 
if 
00E1:   player 0 pressed_key 14 
else_jump @BBALL_19376 
17@ = 14 

:BBALL_19376
if and
  17@ == 11 
  18@ == 11 
else_jump @BBALL_19425 
if 
00E1:   player 0 pressed_key 17 
else_jump @BBALL_19425 
17@ = 15 

:BBALL_19425
jump @BBALL_19799 

:BBALL_19432
if 
  21@ == 1 
else_jump @BBALL_19799 
if or
  17@ == 4 
  17@ == 6 
else_jump @BBALL_19775 
if 
80E1:   not player 0 pressed_key 16 
else_jump @BBALL_19639 
21@ = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_19622 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
if 
0027:   8@ > $8784 // (float) 
else_jump @BBALL_19599 
0088: $8783 = 8@ // (float) 
0061: $8783 -= $8784 // (float) 
jump @BBALL_19615 

:BBALL_19599
0086: $8783 = $8784 // (float) 
0067: $8783 -= 8@ // (float) 

:BBALL_19615
jump @BBALL_19632 

:BBALL_19622
$8783 = 1.0 

:BBALL_19632
jump @BBALL_19768 

:BBALL_19639
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_JUMP_SHOT"
else_jump @BBALL_19758 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
0089: 9@ = $8784 // (float) 
9@ += 0.1 
if 
0025:   8@ > 9@ // (float) 
else_jump @BBALL_19751 
$8783 = 1.0 
21@ = 0 

:BBALL_19751
jump @BBALL_19768 

:BBALL_19758
$8783 = 1.0 

:BBALL_19768
jump @BBALL_19799 

:BBALL_19775
if 
80E1:   not player 0 pressed_key 16 
else_jump @BBALL_19799 
21@ = 0 

:BBALL_19799
jump @BBALL_19946 

:BBALL_19806
if 
  18@ == 12 
else_jump @BBALL_19946 
if 
  21@ == 0 
else_jump @BBALL_19922 
if 
03CA:   object 1@ exists 
else_jump @BBALL_19915 
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 flag 0 on_foot 
else_jump @BBALL_19915 
17@ = 10 

:BBALL_19915
jump @BBALL_19946 

:BBALL_19922
if 
80E1:   not player 0 pressed_key 16 
else_jump @BBALL_19946 
21@ = 0 

:BBALL_19946
24@ = 0 
if or
  17@ == 1 
  17@ == 2 
  17@ == 8 
  17@ == 4 
  17@ == 6 
else_jump @BBALL_20006 
24@ = 1 

:BBALL_20006
if or
  17@ == 16 
  17@ == 17 
else_jump @BBALL_20038 
24@ = 1 

:BBALL_20038
if 
  24@ == 1 
else_jump @BBALL_20333 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BBALL_20080 
29@ = Actor.Angle($PLAYER_ACTOR)

:BBALL_20080
if 
  $8808 > 360.0 
else_jump @BBALL_20118 
$8808 += -360.0 
jump @BBALL_20080 

:BBALL_20118
if 
  -360.0 > $8808 
else_jump @BBALL_20156 
$8808 += 360.0 
jump @BBALL_20118 

:BBALL_20156
0089: 30@ = $8808 // (float) 
0063: 30@ -= 29@ // (float) 
if 
  30@ > 180.0 
else_jump @BBALL_20203 
30@ += -360.0 

:BBALL_20203
if 
  -180.0 > 30@ 
else_jump @BBALL_20234 
30@ += 360.0 

:BBALL_20234
30@ /= 10.0 
007B: 29@ += unknown_float * 30@ // (float) 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @BBALL_20333 
if and
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_L"
   not Actor.Animation($PLAYER_ACTOR) == "BBALL_SKIDSTOP_R"
else_jump @BBALL_20333 
Actor.Angle($PLAYER_ACTOR) = 29@

:BBALL_20333
if or
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK"
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_LND"
else_jump @BBALL_20951 
if 
03CA:   object $8782 exists 
else_jump @BBALL_20951 
Object.StorePos($8782, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 8@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $8809 $8810 $8811 
if 
  1.0 >= $8812 
else_jump @BBALL_20920 
if 
  8@ > 0.07 
else_jump @BBALL_20753 
0089: 2@ = $8809 // (float) 
0065: 2@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 3@ = $8810 // (float) 
0065: 3@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 4@ = $8811 // (float) 
0065: 4@ -= $TEMPVAR_FLOAT_3 // (float) 
0073: 2@ /= 8@ // (float) 
0073: 3@ /= 8@ // (float) 
0073: 4@ /= 8@ // (float) 
if 
  8@ > 0.065 
else_jump @BBALL_20722 
2@ *= 0.065 
3@ *= 0.065 
4@ *= 0.065 
007D: $TEMPVAR_FLOAT_1 += unknown_float * 2@ // (float) 
007D: $TEMPVAR_FLOAT_2 += unknown_float * 3@ // (float) 
007D: $TEMPVAR_FLOAT_3 += unknown_float * 4@ // (float) 
Object.PutAt($8782, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
050A: 8@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $8809 $8810 $8811 
0088: $8812 = 8@ // (float) 
0071: $8812 /= $8798 // (float) 
$8812 += -1.0 
$8812 *= -1.0 
jump @BBALL_20746 

:BBALL_20722
Object.PutAt($8782, $8809, $8810, $8811)
$8812 = 1.0 

:BBALL_20746
jump @BBALL_20777 

:BBALL_20753
Object.PutAt($8782, $8809, $8810, $8811)
$8812 = 1.0 

:BBALL_20777
if 
   Actor.Animation($PLAYER_ACTOR) == "BBALL_DNK_GLI"
else_jump @BBALL_20920 
if and
  $8812 >= 0.0 
  1.0 >= $8812 
else_jump @BBALL_20920 
0614: set_actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" progress_to $8812 // 0.0 to 1.0 
if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
else_jump @BBALL_20920 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to $8812 

:BBALL_20920
if 
  $8812 == 1.0 
else_jump @BBALL_20951 
$8812 = 1.01 

:BBALL_20951
return 
0086: $TEMPVAR_FLOAT_1 = $8813 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $8816 // (float) 
0086: $TEMPVAR_FLOAT_2 = $8814 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $8817 // (float) 
0086: $TEMPVAR_FLOAT_3 = $8815 // (float) 
0061: $TEMPVAR_FLOAT_3 -= $8818 // (float) 
0069: $TEMPVAR_FLOAT_1 *= $8819 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $8819 // (float) 
0069: $TEMPVAR_FLOAT_3 *= $8819 // (float) 
0059: $8816 += $TEMPVAR_FLOAT_1 // (float) 
0059: $8817 += $TEMPVAR_FLOAT_2 // (float) 
0059: $8818 += $TEMPVAR_FLOAT_3 // (float) 
return 

:BBALL_21051
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 0@ exists 
else_jump @BBALL_21100 
Object.StorePos(0@, 2@, 3@, 4@)
$TEMPVAR_ANGLE = Object.Angle(0@)

:BBALL_21100
$TEMPVAR_ANGLE *= -1.0 
02F7: 8@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $8820 = $TEMPVAR_FLOAT_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $TEMPVAR_FLOAT_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $TEMPVAR_FLOAT_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: NOP 
05B6: 110 // FIXED_CAMERA_POSITION - OFFSET FROM BBHOOP = 
03A8: NOP $8823 
03A8: NOP $8824 
03A8: NOP $8822 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $8820 = $TEMPVAR_FLOAT_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $TEMPVAR_FLOAT_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $TEMPVAR_FLOAT_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: NOP 
05B6: 111 // CAMERA_POINT_AT -       OFFSET FROM BBHOOP = 
03A8: NOP $8823 
03A8: NOP $8824 
03A8: NOP $8822 
return 
end_thread 

//-------------External script 16 (VIDPOK)---------------

:VIDPOK
thread 'VIDPOK' 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
if 
  4@ == -1 
else_jump @VIDPOK_110 
0@ = Object.Create(#KMB_ROCK, 0.0, 0.0, 0.0)
$8867 = Object.Create(#KMB_ROCK, 0.0, 0.0, 0.0)

:VIDPOK_110
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_134 
12@ = Player.Money($PLAYER_CHAR)

:VIDPOK_134
if 
  100 > 12@ 
else_jump @VIDPOK_166 
13@ = 5 
jump @VIDPOK_309 

:VIDPOK_166
if 
  1000 > 12@ 
else_jump @VIDPOK_199 
13@ = 6 
jump @VIDPOK_309 

:VIDPOK_199
if 
  10000 > 12@ 
else_jump @VIDPOK_232 
13@ = 7 
jump @VIDPOK_309 

:VIDPOK_232
if 
  50000 > 12@ 
else_jump @VIDPOK_267 
13@ = 8 
jump @VIDPOK_309 

:VIDPOK_267
if 
  100000 > 12@ 
else_jump @VIDPOK_302 
13@ = 9 
jump @VIDPOK_309 

:VIDPOK_302
13@ = 10 

:VIDPOK_309
0209: 12@ = random_int_in_ranges 0 13@ 
0871: init_jump_table 12@ total_jumps 10 default_jump 0 @VIDPOK_591 jumps 0 @VIDPOK_447 1 @VIDPOK_461 2 @VIDPOK_475 3 @VIDPOK_489 4 @VIDPOK_503 5 @VIDPOK_517 6 @VIDPOK_531 
0872: jump_table_jumps 7 @VIDPOK_546 8 @VIDPOK_561 9 @VIDPOK_576 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 -1 @VIDPOK_591 

:VIDPOK_447
1@ = 1 
jump @VIDPOK_591 

:VIDPOK_461
1@ = 5 
jump @VIDPOK_591 

:VIDPOK_475
1@ = 10 
jump @VIDPOK_591 

:VIDPOK_489
1@ = 25 
jump @VIDPOK_591 

:VIDPOK_503
1@ = 50 
jump @VIDPOK_591 

:VIDPOK_517
1@ = 100 
jump @VIDPOK_591 

:VIDPOK_531
1@ = 500 
jump @VIDPOK_591 

:VIDPOK_546
1@ = 1000 
jump @VIDPOK_591 

:VIDPOK_561
1@ = 5000 
jump @VIDPOK_591 

:VIDPOK_576
1@ = 10000 
jump @VIDPOK_591 

:VIDPOK_591
wait 0 
if 
03CA:   object 0@ exists 
else_jump @VIDPOK_1657 
if 
  $8867 == 0 
else_jump @VIDPOK_1569 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_1533 
if 
  $9470 == 0 
else_jump @VIDPOK_1497 
if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 on_foot 
else_jump @VIDPOK_1461 
12@ = 0 
13@ = Object.Model(0@)
07E4: get_model 13@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 
0087: 15@ = 22@ // (float) 
0063: 15@ -= 19@ // (float) 
if 
  15@ > 4.0 
else_jump @VIDPOK_1166 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_847 
12@ = 1 

:VIDPOK_847
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.838 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_925 
12@ = 1 

:VIDPOK_925
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -1.676 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1003 
12@ = 1 

:VIDPOK_1003
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.838 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1081 
12@ = 1 

:VIDPOK_1081
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 1.676 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1159 
12@ = 1 

:VIDPOK_1159
jump @VIDPOK_1244 

:VIDPOK_1166
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.3 0.3 1.5 on_foot 
else_jump @VIDPOK_1244 
12@ = 1 

:VIDPOK_1244
if 
  12@ == 1 
else_jump @VIDPOK_1427 
if 
  $8870 == 0 
else_jump @VIDPOK_1396 
if 
00E1:   player 0 pressed_key 15 
else_jump @VIDPOK_1353 
if 
  2@ == 1 
else_jump @VIDPOK_1324 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1324
3@ = 0 
4@ = 0 
008A: $8867 = 0@ // (int) 
jump @VIDPOK_1389 

:VIDPOK_1353
if 
  2@ == 0 
else_jump @VIDPOK_1389 
0512: show_permanent_text_box 'VP01'  // ~k~~VEHICLE_ENTER_EXIT~ Play Video Poker
2@ = 1 

:VIDPOK_1389
jump @VIDPOK_1420 

:VIDPOK_1396
if 
80E1:   not player 0 pressed_key 15 
else_jump @VIDPOK_1420 
$8870 = 0 

:VIDPOK_1420
jump @VIDPOK_1454 

:VIDPOK_1427
if 
  2@ == 1 
else_jump @VIDPOK_1454 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1454
jump @VIDPOK_1490 

:VIDPOK_1461
if 
  2@ == 1 
else_jump @VIDPOK_1488 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1488
end_thread 

:VIDPOK_1490
jump @VIDPOK_1526 

:VIDPOK_1497
if 
  2@ == 1 
else_jump @VIDPOK_1524 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1524
end_thread 

:VIDPOK_1526
jump @VIDPOK_1562 

:VIDPOK_1533
if 
  2@ == 1 
else_jump @VIDPOK_1560 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1560
end_thread 

:VIDPOK_1562
jump @VIDPOK_1650 

:VIDPOK_1569
if 
003C:   $8867 == 0@ // (int) 
else_jump @VIDPOK_1650 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_1650 
if 
  7@ == 0 
else_jump @VIDPOK_1636 
gosub @VIDPOK_1695 
jump @VIDPOK_1650 

:VIDPOK_1636
gosub @VIDPOK_35039 
$8867 = 0 

:VIDPOK_1650
jump @VIDPOK_1686 

:VIDPOK_1657
if 
  2@ == 1 
else_jump @VIDPOK_1684 
03E6: remove_text_box 
2@ = 0 

:VIDPOK_1684
end_thread 

:VIDPOK_1686
jump @VIDPOK_591 
return 

:VIDPOK_1695
if 
0735:   NOP_false 32 
else_jump @VIDPOK_1717 
25@ = 1 

:VIDPOK_1717
if 
  25@ == 1 
else_jump @VIDPOK_1801 
008A: $8903 = 3@ // (int) 
008A: $8904 = 4@ // (int) 
065D: NOP $8903 "M_STAGE" 
065D: NOP $8904 "M_GOALS" 
065D: NOP $HIGH_CARDS_NUMBER "HIGH_CARDS_HELD" 

:VIDPOK_1801
8@ += 1 
if 
  8@ > 9 
else_jump @VIDPOK_1833 
8@ = 0 

:VIDPOK_1833
01BD: 9@ = current_time_in_ms 
0085: 11@ = 9@ // (int) 
0062: 11@ -= 10@ // (int) 
0085: 10@ = 9@ // (int) 
if 
  3@ == 0 
else_jump @VIDPOK_4544 
if 
  4@ == 0 
else_jump @VIDPOK_3662 
09BD: unknown_flag 1 
if 
03CA:   object 0@ exists 
else_jump @VIDPOK_1926 
$TEMPVAR_ANGLE = Object.Angle(0@)

:VIDPOK_1926
Player.CanMove($PLAYER_CHAR) = False
05D4: AS_actor $PLAYER_ACTOR rotate_angle $TEMPVAR_ANGLE 
0826: enable_hud 0 
$8905 = 200 
$POKER_X_SCREEN[0] = 529.0 
$POKER_Y_SCREEN[0] = 57.0 
$POKER_X_SCREEN[1] = 565.0 
$POKER_Y_SCREEN[1] = 384.0 
$POKER_X_SCREEN[2] = 527.0 
$POKER_Y_SCREEN[2] = 133.0 
$POKER_X_SCREEN[3] = 323.0 
$POKER_Y_SCREEN[3] = 291.0 
$POKER_X_SCREEN[4] = 180.0 
$POKER_Y_SCREEN[4] = 413.0 
$POKER_X_SCREEN[5] = 79.0 
$POKER_Y_SCREEN[5] = 34.0 
$POKER_X_SCREEN[6] = 531.0 
$POKER_Y_SCREEN[6] = 79.0 
$POKER_X_SCREEN[7] = 527.0 
$POKER_Y_SCREEN[7] = 157.0 
$POKER_X_CARD[0] = 122.0 
$POKER_Y_CARD[0] = 314.0 
$POKER_X_CARD[1] = 222.0 
$POKER_Y_CARD[1] = 314.0 
$POKER_X_CARD[2] = 320.0 
$POKER_Y_CARD[2] = 314.0 
$POKER_X_CARD[3] = 419.0 
$POKER_Y_CARD[3] = 314.0 
$POKER_X_CARD[4] = 517.0 
$POKER_Y_CARD[4] = 314.0 
$POKER_CARD_WIDTH = 91.0 
$POKER_CARD_HEIGHT = 137.0 
$POKER_Y_ROW[0] = 33.0 
$POKER_Y_ROW[1] = 61.0 
$POKER_Y_ROW[2] = 76.0 
$POKER_Y_ROW[3] = 92.0 
$POKER_Y_ROW[4] = 108.0 
$POKER_Y_ROW[5] = 124.0 
$POKER_Y_ROW[6] = 140.0 
$POKER_Y_ROW[7] = 156.0 
$POKER_Y_ROW[8] = 172.0 
$POKER_Y_ROW[9] = 188.0 
$POKER_X_COL[0] = 86.0 
$POKER_X_COL[1] = 239.0 
$POKER_X_COL[2] = 286.0 
$POKER_X_COL[3] = 330.0 
$POKER_X_COL[4] = 378.0 
$POKER_X_COL[5] = 450.0 
$POKER_HOLD_BUTTON_OFFSET = -86.0 
$POKER_HOLD_WIDTH = 49.0 
$POKER_HOLD_HEIGHT = 18.0 
$POKER_X_BET_ONE = 123.0 
$POKER_Y_BET_ONE = 401.0 
$POKER_BET_ONE_WIDTH = 81.0 
$POKER_BET_ONE_HEIGHT = 18.0 
$POKER_X_DEAL = 222.0 
$POKER_Y_DEAL = 401.0 
$POKER_DEAL_WIDTH = 87.0 
$POKER_DEAL_HEIGHT = 18.0 
$POKER_BORDER_THICKNESS = 4.0 
$POKER_X_LINE[0] = 384.0 
$POKER_Y_LINE[0] = 131.0 
$POKER_LINE_WIDTH[0] = 2.0 
$POKER_LINE_HEIGHT[0] = 152.0 
$POKER_X_LINE[1] = 458.0 
$POKER_Y_LINE[1] = 131.0 
$POKER_LINE_WIDTH[1] = 2.0 
$POKER_LINE_HEIGHT[1] = 154.0 
$POKER_X_LINE[2] = 267.0 
$POKER_Y_LINE[2] = 207.0 
$POKER_LINE_WIDTH[2] = 382.0 
$POKER_LINE_HEIGHT[2] = 2.0 
$POKER_X_LINE[3] = 77.0 
$POKER_Y_LINE[3] = 131.0 
$POKER_LINE_WIDTH[3] = 2.0 
$POKER_LINE_HEIGHT[3] = 152.0 
$POKER_X_LINE[4] = 267.0 
$POKER_Y_LINE[4] = 54.0 
$POKER_LINE_WIDTH[4] = 383.0 
$POKER_LINE_HEIGHT[4] = 2.0 
$POKER_X_LINE[5] = 199.0 
$POKER_Y_LINE[5] = 131.0 
$POKER_LINE_WIDTH[5] = 2.0 
$POKER_LINE_HEIGHT[5] = 152.0 
$POKER_X_LINE[6] = 246.0 
$POKER_Y_LINE[6] = 131.0 
$POKER_LINE_WIDTH[6] = 2.0 
$POKER_LINE_HEIGHT[6] = 152.0 
$POKER_X_LINE[7] = 292.0 
$POKER_Y_LINE[7] = 131.0 
$POKER_LINE_WIDTH[7] = 2.0 
$POKER_LINE_HEIGHT[7] = 153.0 
$POKER_X_LINE[8] = 338.0 
$POKER_Y_LINE[8] = 131.0 
$POKER_LINE_WIDTH[8] = 2.0 
$POKER_LINE_HEIGHT[8] = 153.0 
$POKER_X_TEXT_SCALE[0] = 0.82 
$POKER_Y_TEXT_SCALE[0] = 3.02 
$POKER_TEXT_COLOR_R[0] = 128 
$POKER_TEXT_COLOR_G[0] = 0 
$POKER_TEXT_COLOR_B[0] = 0 
$POKER_TEXT_FONT[0] = 1 
$POKER_TEXT_CENTRE[0] = 1 
$POKER_TEXT_EDGE[0] = 1 
0084: $POKER_TEXT_EDGE_R[0] = $8905 // (int) 
0084: $POKER_TEXT_EDGE_G[0] = $8905 // (int) 
$POKER_TEXT_EDGE_B[0] = 0 
$POKER_X_TEXT_SCALE[1] = 0.52 
$POKER_Y_TEXT_SCALE[1] = 2.39 
$POKER_TEXT_COLOR_R[1] = 128 
$POKER_TEXT_COLOR_G[1] = 0 
$POKER_TEXT_COLOR_B[1] = 0 
$POKER_TEXT_FONT[1] = 1 
$POKER_TEXT_CENTRE[1] = 0 
$POKER_TEXT_EDGE[1] = 1 
0084: $POKER_TEXT_EDGE_R[1] = $8905 // (int) 
0084: $POKER_TEXT_EDGE_G[1] = $8905 // (int) 
$POKER_TEXT_EDGE_B[1] = 0 
$POKER_X_TEXT_SCALE[2] = 0.36 
$POKER_Y_TEXT_SCALE[2] = 1.53 
0084: $POKER_TEXT_COLOR_R[2] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[2] = $8905 // (int) 
$POKER_TEXT_COLOR_B[2] = 0 
$POKER_TEXT_FONT[2] = 1 
$POKER_TEXT_CENTRE[2] = 0 
$POKER_TEXT_EDGE[2] = 1 
$POKER_TEXT_EDGE_R[2] = 0 
$POKER_TEXT_EDGE_G[2] = 0 
$POKER_TEXT_EDGE_B[2] = 0 
$POKER_X_TEXT_SCALE[3] = 0.36 
$POKER_Y_TEXT_SCALE[3] = 1.72 
0084: $POKER_TEXT_COLOR_R[3] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[3] = $8905 // (int) 
$POKER_TEXT_COLOR_B[3] = 0 
$POKER_TEXT_FONT[3] = 1 
$POKER_TEXT_CENTRE[3] = 0 
$POKER_TEXT_EDGE[3] = 1 
$POKER_TEXT_EDGE_R[3] = 0 
$POKER_TEXT_EDGE_G[3] = 0 
$POKER_TEXT_EDGE_B[3] = 0 
$POKER_X_TEXT_SCALE[4] = 0.42 
$POKER_Y_TEXT_SCALE[4] = 1.6 
0084: $POKER_TEXT_COLOR_R[4] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[4] = $8905 // (int) 
$POKER_TEXT_COLOR_B[4] = 0 
$POKER_TEXT_FONT[4] = 1 
$POKER_TEXT_CENTRE[4] = 0 
$POKER_TEXT_EDGE[4] = 1 
$POKER_TEXT_EDGE_R[4] = 0 
$POKER_TEXT_EDGE_G[4] = 0 
$POKER_TEXT_EDGE_B[4] = 0 
$POKER_X_TEXT_SCALE[5] = 0.44 
$POKER_Y_TEXT_SCALE[5] = 1.35 
0084: $POKER_TEXT_COLOR_R[5] = $8905 // (int) 
0084: $POKER_TEXT_COLOR_G[5] = $8905 // (int) 
$POKER_TEXT_COLOR_B[5] = 0 
$POKER_TEXT_FONT[5] = 1 
$POKER_TEXT_CENTRE[5] = 1 
$POKER_TEXT_EDGE[5] = 1 
$POKER_TEXT_EDGE_R[5] = 0 
$POKER_TEXT_EDGE_G[5] = 0 
$POKER_TEXT_EDGE_B[5] = 0 
$POKER_TILE_HEIGHT = 81.0 
$POKER_TILE_WIDTH = 63.0 
$POKER_TABLE_X = 268.0 
$POKER_TABLE_Y = 130.0 
$POKER_TABLE_WIDTH = 384.0 
$POKER_TABLE_HEIGHT = 152.0 
$9044[0] = 222.0 
$9049[0] = 130.0 
$9054[0] = 49.0 
$9059[0] = 152.0 
$9044[1] = 269.0 
$9049[1] = 130.0 
$9054[1] = 46.0 
$9059[1] = 152.0 
$9044[2] = 314.0 
$9049[2] = 130.0 
$9054[2] = 48.0 
$9059[2] = 152.0 
$9044[3] = 360.0 
$9049[3] = 130.0 
$9054[3] = 46.0 
$9059[3] = 152.0 
$9044[4] = 421.0 
$9049[4] = 130.0 
$9054[4] = 72.0 
$9059[4] = 152.0 
$POKER_BUTTON_TEXT_OFFSET = 2.5 
4@ += 1 

:VIDPOK_3662
if 
  4@ == 1 
else_jump @VIDPOK_3694 
fade 0 500 
4@ += 1 

:VIDPOK_3694
if 
  4@ == 2 
else_jump @VIDPOK_3732 
if 
   not fading 
else_jump @VIDPOK_3732 
4@ += 1 

:VIDPOK_3732
if 
  4@ == 3 
else_jump @VIDPOK_4505 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_POKE' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
038F: load_texture "ADDCOIN" as 54 // Load dictionary with 0390 first 
038F: load_texture "DEAL" as 57 // Load dictionary with 0390 first 
038F: load_texture "HOLDOFF" as 60 // Load dictionary with 0390 first 
038F: load_texture "HOLDMID" as 61 // Load dictionary with 0390 first 
038F: load_texture "HOLDON" as 62 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 63 // Load dictionary with 0390 first 
038F: load_texture "BACKRED" as 64 // Load dictionary with 0390 first 
038F: load_texture "BACKCYAN" as 65 // Load dictionary with 0390 first 
03CF: load_wav 1800 as 4 

:VIDPOK_4420
if 
83D0:   not wav 4 loaded 
else_jump @VIDPOK_4446 
wait 0 
jump @VIDPOK_4420 

:VIDPOK_4446
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VIDPOK_4492 
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
$8826 = 1 

:VIDPOK_4492
fade 1 0 
4@ = 99 

:VIDPOK_4505
if 
  4@ == 99 
else_jump @VIDPOK_4544 
$8844 = 0 
3@ += 1 
4@ = 0 

:VIDPOK_4544
if 
  3@ == 1 
else_jump @VIDPOK_5712 
if 
  4@ == 0 
else_jump @VIDPOK_4727 
$8843 = 2 
$8842 = 2 
12@ = 0 

:VIDPOK_4601
if 
  5 > 12@ 
else_jump @VIDPOK_4655 
$8827(12@,5i) = 0 
$8837(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_4601 

:VIDPOK_4655
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
if 
001D:   13@ > 12@ // (int) 
else_jump @VIDPOK_4720 
$8826 = 1 

:VIDPOK_4720
4@ += 1 

:VIDPOK_4727
if 
  4@ == 1 
else_jump @VIDPOK_5237 
if 
  $8844 == 0 
else_jump @VIDPOK_4784 
$8842 = 3 
$8843 = 2 
jump @VIDPOK_4798 

:VIDPOK_4784
$8842 = 2 
$8843 = 3 

:VIDPOK_4798
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 64 
else_jump @VIDPOK_4916 
if 
  $8871 == 0 
else_jump @VIDPOK_4909 
if 
  $8844 == 0 
else_jump @VIDPOK_4888 
$8844 = 1 
jump @VIDPOK_4895 

:VIDPOK_4888
$8844 = 0 

:VIDPOK_4895
$8871 += 1 
jump @VIDPOK_5237 

:VIDPOK_4909
jump @VIDPOK_5050 

:VIDPOK_4916
if or
00E1:   player 0 pressed_key 10 
  -64 > $MOVE_AXIS_X 
else_jump @VIDPOK_5018 
if 
  $8871 == 0 
else_jump @VIDPOK_5011 
if 
  $8844 == 1 
else_jump @VIDPOK_4990 
$8844 = 0 
jump @VIDPOK_4997 

:VIDPOK_4990
$8844 = 1 

:VIDPOK_4997
$8871 += 1 
jump @VIDPOK_5237 

:VIDPOK_5011
jump @VIDPOK_5050 

:VIDPOK_5018
if and
  $MOVE_AXIS_X > -64 
  64 > $MOVE_AXIS_X 
else_jump @VIDPOK_5050 
$8871 = 0 

:VIDPOK_5050
if 
  $8869 == 0 
else_jump @VIDPOK_5213 
if 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_5206 
if 
  $8844 == 0 
else_jump @VIDPOK_5151 
$8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
4@ += 1 
jump @VIDPOK_5237 
jump @VIDPOK_5206 

:VIDPOK_5151
$8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
$8843 = 2 
32@ = 0 
4@ += 3 
jump @VIDPOK_5237 

:VIDPOK_5206
jump @VIDPOK_5237 

:VIDPOK_5213
if 
80E1:   not player 0 pressed_key 16 
else_jump @VIDPOK_5237 
$8869 = 0 

:VIDPOK_5237
if 
  4@ == 2 
else_jump @VIDPOK_5373 
if 
  5 > $8826 
else_jump @VIDPOK_5287 
$8826 += 1 
jump @VIDPOK_5294 

:VIDPOK_5287
$8826 = 1 

:VIDPOK_5294
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
13@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 13@ += $MAX_WAGER // (int) 
if 
001D:   12@ > 13@ // (int) 
else_jump @VIDPOK_5359 
$8826 = 1 

:VIDPOK_5359
32@ = 0 
4@ += 1 

:VIDPOK_5373
if 
  4@ == 3 
else_jump @VIDPOK_5398 
4@ = 1 

:VIDPOK_5398
if 
  4@ == 4 
else_jump @VIDPOK_5495 
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
005C: 12@ += $MAX_WAGER // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
if 
001D:   13@ > 12@ // (int) 
else_jump @VIDPOK_5488 
4@ = 1 
jump @VIDPOK_5495 

:VIDPOK_5488
4@ = 99 

:VIDPOK_5495
if 
  4@ == 99 
else_jump @VIDPOK_5705 
if 
  $8826 == 6 
else_jump @VIDPOK_5538 
$8826 = 4 

:VIDPOK_5538
if 
  $8826 == 7 
else_jump @VIDPOK_5563 
$8826 = 3 

:VIDPOK_5563
if 
  $8826 == 8 
else_jump @VIDPOK_5588 
$8826 = 2 

:VIDPOK_5588
if 
  $8826 == 9 
else_jump @VIDPOK_5613 
$8826 = 1 

:VIDPOK_5613
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
0A10: increase_integer_stat 35 by 12@ 
0093: 15@ = integer 12@ to_float 
15@ *= 0.001 
0A1F: increase_float_stat 81 by 15@ 
008A: $8872 = 12@ // (int) 
12@ *= -1 
Player.Money($PLAYER_CHAR) += 12@
4@ = 0 
3@ += 1 
jump @VIDPOK_5712 

:VIDPOK_5705
gosub @VIDPOK_26530 

:VIDPOK_5712
if 
  3@ == 2 
else_jump @VIDPOK_6360 
if 
  4@ == 0 
else_jump @VIDPOK_5834 
$8843 = 0 
$8842 = 0 
12@ = 0 

:VIDPOK_5769
if 
  5 > 12@ 
else_jump @VIDPOK_5823 
$8827(12@,5i) = 0 
$8837(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_5769 

:VIDPOK_5823
059D: shuffle_card_decks 1 
4@ += 1 

:VIDPOK_5834
if 
  4@ == 1 
else_jump @VIDPOK_5886 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[0] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_5886
if 
  4@ == 2 
else_jump @VIDPOK_5930 
if 
  32@ > 400 
else_jump @VIDPOK_5930 
4@ += 1 

:VIDPOK_5930
if 
  4@ == 3 
else_jump @VIDPOK_5982 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[1] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_5982
if 
  4@ == 4 
else_jump @VIDPOK_6026 
if 
  32@ > 400 
else_jump @VIDPOK_6026 
4@ += 1 

:VIDPOK_6026
if 
  4@ == 5 
else_jump @VIDPOK_6078 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[2] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_6078
if 
  4@ == 6 
else_jump @VIDPOK_6122 
if 
  32@ > 400 
else_jump @VIDPOK_6122 
4@ += 1 

:VIDPOK_6122
if 
  4@ == 7 
else_jump @VIDPOK_6174 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[3] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_6174
if 
  4@ == 8 
else_jump @VIDPOK_6218 
if 
  32@ > 400 
else_jump @VIDPOK_6218 
4@ += 1 

:VIDPOK_6218
if 
  4@ == 9 
else_jump @VIDPOK_6270 
059E: get_card_to 12@ 
gosub @VIDPOK_33633 
008A: $8827[4] = 12@ // (int) 
32@ = 0 
4@ += 1 

:VIDPOK_6270
if 
  4@ == 10 
else_jump @VIDPOK_6314 
if 
  32@ > 800 
else_jump @VIDPOK_6314 
4@ = 99 

:VIDPOK_6314
if 
  4@ == 99 
else_jump @VIDPOK_6353 
4@ = 0 
3@ += 1 
jump @VIDPOK_6360 

:VIDPOK_6353
gosub @VIDPOK_26530 

:VIDPOK_6360
if 
  3@ == 3 
else_jump @VIDPOK_7501 
if 
  4@ == 0 
else_jump @VIDPOK_6485 
$8843 = 2 
$8842 = 0 
12@ = 0 

:VIDPOK_6417
if 
  5 > 12@ 
else_jump @VIDPOK_6471 
$8837(12@,5i) = 2 
$8832(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_6417 

:VIDPOK_6471
$8844 = 0 
4@ += 1 

:VIDPOK_6485
if 
  4@ == 1 
else_jump @VIDPOK_7405 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 64 
else_jump @VIDPOK_6646 
if 
  $8871 == 0 
else_jump @VIDPOK_6639 
if 
  5 > $8844 
else_jump @VIDPOK_6639 
$8844 += 1 
if 
  $8844 == 5 
else_jump @VIDPOK_6611 
$8844 = 0 

:VIDPOK_6611
4@ += 1 
32@ = 0 
$8871 += 1 
jump @VIDPOK_7173 

:VIDPOK_6639
jump @VIDPOK_6812 

:VIDPOK_6646
if or
00E1:   player 0 pressed_key 10 
  -64 > $MOVE_AXIS_X 
else_jump @VIDPOK_6780 
if 
  $8871 == 0 
else_jump @VIDPOK_6773 
if and
  $8844 > -1 
  5 > $8844 
else_jump @VIDPOK_6773 
$8844 -= 1 
if 
  $8844 == -1 
else_jump @VIDPOK_6745 
$8844 = 4 

:VIDPOK_6745
4@ += 1 
$8871 += 1 
32@ = 0 
jump @VIDPOK_7173 

:VIDPOK_6773
jump @VIDPOK_6812 

:VIDPOK_6780
if and
  $MOVE_AXIS_X > -64 
  64 > $MOVE_AXIS_X 
else_jump @VIDPOK_6812 
$8871 = 0 

:VIDPOK_6812
if or
00E1:   player 0 pressed_key 9 
  $MOVE_AXIS_Y > 64 
else_jump @VIDPOK_6864 
$8844 = 5 
4@ += 1 
32@ = 0 
jump @VIDPOK_7173 

:VIDPOK_6864
if or
00E1:   player 0 pressed_key 8 
  -64 > $MOVE_AXIS_Y 
else_jump @VIDPOK_6934 
if 
  $8844 == 5 
else_jump @VIDPOK_6934 
$8844 = 1 
4@ += 1 
32@ = 0 
jump @VIDPOK_7173 

:VIDPOK_6934
if 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_7148 
if 
  $8869 == 0 
else_jump @VIDPOK_7141 
if 
  5 > $8844 
else_jump @VIDPOK_7093 
if 
  $8832($8844,5i) == 0 
else_jump @VIDPOK_7027 
$8832($8844,5i) = 1 
jump @VIDPOK_7038 

:VIDPOK_7027
$8832($8844,5i) = 0 

:VIDPOK_7038
32@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
4@ += 1 
$8869 += 1 
jump @VIDPOK_7173 
jump @VIDPOK_7141 

:VIDPOK_7093
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
32@ = 0 
4@ += 2 
$8869 += 1 
jump @VIDPOK_7173 

:VIDPOK_7141
jump @VIDPOK_7173 

:VIDPOK_7148
if 
   not $8869 == 0 
else_jump @VIDPOK_7173 
$8869 = 0 

:VIDPOK_7173
12@ = 0 

:VIDPOK_7180
if 
  6 > 12@ 
else_jump @VIDPOK_7405 
if 
  5 > 12@ 
else_jump @VIDPOK_7351 
if 
87D6:   not  12@ == $8844 // integer vars 
else_jump @VIDPOK_7293 
if 
  $8832(12@,5i) == 0 
else_jump @VIDPOK_7275 
$8837(12@,5i) = 2 
jump @VIDPOK_7286 

:VIDPOK_7275
$8837(12@,5i) = 4 

:VIDPOK_7286
jump @VIDPOK_7344 

:VIDPOK_7293
if 
  $8832(12@,5i) == 0 
else_jump @VIDPOK_7333 
$8837(12@,5i) = 3 
jump @VIDPOK_7344 

:VIDPOK_7333
$8837(12@,5i) = 5 

:VIDPOK_7344
jump @VIDPOK_7391 

:VIDPOK_7351
if 
87D6:   not  12@ == $8844 // integer vars 
else_jump @VIDPOK_7384 
$8843 = 2 
jump @VIDPOK_7391 

:VIDPOK_7384
$8843 = 3 

:VIDPOK_7391
12@ += 1 
jump @VIDPOK_7180 

:VIDPOK_7405
if 
  4@ == 2 
else_jump @VIDPOK_7430 
4@ = 1 

:VIDPOK_7430
if 
  4@ == 3 
else_jump @VIDPOK_7455 
4@ = 99 

:VIDPOK_7455
if 
  4@ == 99 
else_jump @VIDPOK_7494 
4@ = 0 
3@ += 1 
jump @VIDPOK_7501 

:VIDPOK_7494
gosub @VIDPOK_26530 

:VIDPOK_7501
if 
  3@ == 4 
else_jump @VIDPOK_8619 
if 
  4@ == 0 
else_jump @VIDPOK_7741 
$8843 = 0 
$8842 = 0 
12@ = 0 

:VIDPOK_7558
if 
  5 > 12@ 
else_jump @VIDPOK_7601 
$8837(12@,5i) = 0 
12@ += 1 
jump @VIDPOK_7558 

:VIDPOK_7601
$HIGH_CARDS_NUMBER = 0 
12@ = 0 

:VIDPOK_7615
if 
  5 > 12@ 
else_jump @VIDPOK_7734 
if 
   not $8832(12@,5i) == 0 
else_jump @VIDPOK_7720 
0084: $9069 = $8827(12@,5i) // (int) 
gosub @VIDPOK_33380 
if or
  $9070 == 1 
  $9070 == 11 
  $9070 == 12 
  $9070 == 13 
else_jump @VIDPOK_7720 
$HIGH_CARDS_NUMBER += 1 

:VIDPOK_7720
12@ += 1 
jump @VIDPOK_7615 

:VIDPOK_7734
4@ += 1 

:VIDPOK_7741
if 
  4@ == 1 
else_jump @VIDPOK_7845 
12@ = 0 

:VIDPOK_7766
if 
  5 > 12@ 
else_jump @VIDPOK_7831 
if 
  $8832(12@,5i) == 0 
else_jump @VIDPOK_7817 
$8827(12@,5i) = 0 

:VIDPOK_7817
12@ += 1 
jump @VIDPOK_7766 

:VIDPOK_7831
32@ = 0 
4@ += 1 

:VIDPOK_7845
if 
  4@ == 2 
else_jump @VIDPOK_7889 
if 
  32@ > 500 
else_jump @VIDPOK_7889 
4@ += 1 

:VIDPOK_7889
if 
  4@ == 3 
else_jump @VIDPOK_7973 
if 
  $8832[0] == 0 
else_jump @VIDPOK_7966 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[0] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_7973 

:VIDPOK_7966
4@ += 2 

:VIDPOK_7973
if 
  4@ == 4 
else_jump @VIDPOK_8017 
if 
  32@ > 400 
else_jump @VIDPOK_8017 
4@ += 1 

:VIDPOK_8017
if 
  4@ == 5 
else_jump @VIDPOK_8101 
if 
  $8832[1] == 0 
else_jump @VIDPOK_8094 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[1] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8101 

:VIDPOK_8094
4@ += 2 

:VIDPOK_8101
if 
  4@ == 6 
else_jump @VIDPOK_8145 
if 
  32@ > 400 
else_jump @VIDPOK_8145 
4@ += 1 

:VIDPOK_8145
if 
  4@ == 7 
else_jump @VIDPOK_8229 
if 
  $8832[2] == 0 
else_jump @VIDPOK_8222 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[2] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8229 

:VIDPOK_8222
4@ += 2 

:VIDPOK_8229
if 
  4@ == 8 
else_jump @VIDPOK_8273 
if 
  32@ > 400 
else_jump @VIDPOK_8273 
4@ += 1 

:VIDPOK_8273
if 
  4@ == 9 
else_jump @VIDPOK_8357 
if 
  $8832[3] == 0 
else_jump @VIDPOK_8350 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[3] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8357 

:VIDPOK_8350
4@ += 2 

:VIDPOK_8357
if 
  4@ == 10 
else_jump @VIDPOK_8401 
if 
  32@ > 400 
else_jump @VIDPOK_8401 
4@ += 1 

:VIDPOK_8401
if 
  4@ == 11 
else_jump @VIDPOK_8485 
if 
  $8832[4] == 0 
else_jump @VIDPOK_8478 
059E: get_card_to 12@ 
gosub @VIDPOK_33635 
008A: $8827[4] = 12@ // (int) 
32@ = 0 
4@ += 1 
jump @VIDPOK_8485 

:VIDPOK_8478
4@ += 2 

:VIDPOK_8485
if 
  4@ == 12 
else_jump @VIDPOK_8529 
if 
  32@ > 400 
else_jump @VIDPOK_8529 
4@ += 1 

:VIDPOK_8529
if 
  4@ == 13 
else_jump @VIDPOK_8573 
if 
  32@ > 800 
else_jump @VIDPOK_8573 
4@ = 99 

:VIDPOK_8573
if 
  4@ == 99 
else_jump @VIDPOK_8612 
4@ = 0 
3@ += 1 
jump @VIDPOK_8619 

:VIDPOK_8612
gosub @VIDPOK_26530 

:VIDPOK_8619
if 
  3@ == 5 
else_jump @VIDPOK_10143 
if 
  4@ == 0 
else_jump @VIDPOK_8739 
$8845 = 0 
$8846 = 0 
$8847 = 0 
$8848 = 0 
$8849 = 0 
$8850 = 0 
$8851 = 0 
$8852 = 0 
$8853 = 0 
$8854 = 0 
$8855 = 0 
4@ += 1 

:VIDPOK_8739
if 
  4@ == 1 
else_jump @VIDPOK_10065 
12@ = 0 

:VIDPOK_8764
if 
  5 > 12@ 
else_jump @VIDPOK_8858 
0084: $9069 = $8827(12@,5i) // (int) 
gosub @VIDPOK_33380 
0084: $8856(12@,5i) = $9070 // (int) 
0084: $9069 = $8827(12@,5i) // (int) 
gosub @VIDPOK_33528 
0084: $8861(12@,5i) = $9070 // (int) 
12@ += 1 
jump @VIDPOK_8764 

:VIDPOK_8858
03A9: NOP 
14@ = 1 

:VIDPOK_8867
if 
  14@ > 0 
else_jump @VIDPOK_9052 
12@ = 0 
13@ = 0 
14@ = 0 

:VIDPOK_8906
if 
  5 > 12@ 
else_jump @VIDPOK_9045 
0085: 13@ = 12@ // (int) 
13@ += 1 
if 
  5 > 13@ 
else_jump @VIDPOK_9031 
if 
001C:   $8856(12@,5i) > $8856(13@,5i) // (int) 
else_jump @VIDPOK_9031 
008B: 26@ = $8856(13@,5i) // (int) 
0084: $8856(13@,5i) = $8856(12@,5i) // (int) 
008A: $8856(12@,5i) = 26@ // (int) 
14@ += 1 

:VIDPOK_9031
12@ += 1 
jump @VIDPOK_8906 

:VIDPOK_9045
jump @VIDPOK_8867 

:VIDPOK_9052
if and
003A:   $8861[0] == $8861[1] // (int) 
003A:   $8861[1] == $8861[2] // (int) 
003A:   $8861[2] == $8861[3] // (int) 
003A:   $8861[3] == $8861[4] // (int) 
else_jump @VIDPOK_9102 
$8849 = 1 

:VIDPOK_9102
008B: 12@ = $8856[0] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[1] // integer vars 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[1] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[2] // integer vars 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[2] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[3] // integer vars 
else_jump @VIDPOK_9270 
008B: 12@ = $8856[3] // (int) 
12@ += 1 
if 
07D6:   12@ == $8856[4] // integer vars 
else_jump @VIDPOK_9270 
$8850 = 1 
if 
  $8849 == 1 
else_jump @VIDPOK_9270 
$8846 = 1 

:VIDPOK_9270
if and
  $8856[0] == 1 
  $8856[1] == 10 
  $8856[2] == 11 
  $8856[3] == 12 
  $8856[4] == 13 
else_jump @VIDPOK_9355 
$8850 = 1 
if 
  $8849 == 1 
else_jump @VIDPOK_9355 
$8846 = 1 
$8845 = 1 

:VIDPOK_9355
12@ = 0 
13@ = 0 
14@ = 0 

:VIDPOK_9376
if 
  5 > 12@ 
else_jump @VIDPOK_9649 
0085: 13@ = 12@ // (int) 
13@ += 1 
if 
  5 > 13@ 
else_jump @VIDPOK_9635 
if 
003A:   $8856(12@,5i) == $8856(13@,5i) // (int) 
else_jump @VIDPOK_9493 
14@ += 1 
if 
  13@ == 4 
else_jump @VIDPOK_9486 
jump @VIDPOK_9493 

:VIDPOK_9486
jump @VIDPOK_9635 

:VIDPOK_9493
if 
  14@ > 0 
else_jump @VIDPOK_9635 
if 
  14@ == 1 
else_jump @VIDPOK_9578 
if 
  $8854 == 0 
else_jump @VIDPOK_9566 
0084: $8854 = $8856(12@,5i) // (int) 
jump @VIDPOK_9578 

:VIDPOK_9566
0084: $8855 = $8856(12@,5i) // (int) 

:VIDPOK_9578
if 
  14@ == 2 
else_jump @VIDPOK_9603 
$8851 = 1 

:VIDPOK_9603
if 
  14@ == 3 
else_jump @VIDPOK_9628 
$8847 = 1 

:VIDPOK_9628
14@ = 0 

:VIDPOK_9635
12@ += 1 
jump @VIDPOK_9376 

:VIDPOK_9649
if and
  $8851 == 1 
   not $8854 == 0 
else_jump @VIDPOK_9681 
$8848 = 1 

:VIDPOK_9681
if and
   not $8854 == 0 
   not $8855 == 0 
else_jump @VIDPOK_9713 
$8852 = 1 

:VIDPOK_9713
if 
   not $8854 == 0 
else_jump @VIDPOK_9763 
if or
  $8854 > 10 
  $8854 == 1 
else_jump @VIDPOK_9763 
$8853 = 1 

:VIDPOK_9763
if 
  $8845 == 1 
else_jump @VIDPOK_9795 
$8866 = 9 
jump @VIDPOK_10058 

:VIDPOK_9795
if 
  $8846 == 1 
else_jump @VIDPOK_9827 
$8866 = 8 
jump @VIDPOK_10058 

:VIDPOK_9827
if 
  $8847 == 1 
else_jump @VIDPOK_9859 
$8866 = 7 
jump @VIDPOK_10058 

:VIDPOK_9859
if 
  $8848 == 1 
else_jump @VIDPOK_9891 
$8866 = 6 
jump @VIDPOK_10058 

:VIDPOK_9891
if 
  $8849 == 1 
else_jump @VIDPOK_9923 
$8866 = 5 
jump @VIDPOK_10058 

:VIDPOK_9923
if 
  $8850 == 1 
else_jump @VIDPOK_9955 
$8866 = 4 
jump @VIDPOK_10058 

:VIDPOK_9955
if 
  $8851 == 1 
else_jump @VIDPOK_9987 
$8866 = 3 
jump @VIDPOK_10058 

:VIDPOK_9987
if 
  $8852 == 1 
else_jump @VIDPOK_10019 
$8866 = 2 
jump @VIDPOK_10058 

:VIDPOK_10019
if 
  $8853 == 1 
else_jump @VIDPOK_10051 
$8866 = 1 
jump @VIDPOK_10058 

:VIDPOK_10051
$8866 = 0 

:VIDPOK_10058
4@ += 1 

:VIDPOK_10065
if 
  4@ == 2 
else_jump @VIDPOK_10090 
4@ = 99 

:VIDPOK_10090
if 
  4@ == 99 
else_jump @VIDPOK_10136 
3@ += 1 
4@ = 0 
32@ = 0 
jump @VIDPOK_10143 

:VIDPOK_10136
gosub @VIDPOK_26530 

:VIDPOK_10143
if 
  3@ == 6 
else_jump @VIDPOK_12154 
if 
  4@ == 0 
else_jump @VIDPOK_11921 
0085: 12@ = 1@ // (int) 
if 
  $8866 == 9 
else_jump @VIDPOK_10383 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10383 jumps 1 @VIDPOK_10268 2 @VIDPOK_10291 3 @VIDPOK_10314 4 @VIDPOK_10337 5 @VIDPOK_10360 -1 @VIDPOK_10383 -1 @VIDPOK_10383 

:VIDPOK_10268
0085: 14@ = 12@ // (int) 
14@ *= 250 
jump @VIDPOK_10383 

:VIDPOK_10291
0085: 14@ = 12@ // (int) 
14@ *= 500 
jump @VIDPOK_10383 

:VIDPOK_10314
0085: 14@ = 12@ // (int) 
14@ *= 750 
jump @VIDPOK_10383 

:VIDPOK_10337
0085: 14@ = 12@ // (int) 
14@ *= 1000 
jump @VIDPOK_10383 

:VIDPOK_10360
0085: 14@ = 12@ // (int) 
14@ *= 4000 
jump @VIDPOK_10383 

:VIDPOK_10383
if 
  $8866 == 8 
else_jump @VIDPOK_10577 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10577 jumps 1 @VIDPOK_10464 2 @VIDPOK_10486 3 @VIDPOK_10508 4 @VIDPOK_10531 5 @VIDPOK_10554 -1 @VIDPOK_10577 -1 @VIDPOK_10577 

:VIDPOK_10464
0085: 14@ = 12@ // (int) 
14@ *= 50 
jump @VIDPOK_10577 

:VIDPOK_10486
0085: 14@ = 12@ // (int) 
14@ *= 100 
jump @VIDPOK_10577 

:VIDPOK_10508
0085: 14@ = 12@ // (int) 
14@ *= 150 
jump @VIDPOK_10577 

:VIDPOK_10531
0085: 14@ = 12@ // (int) 
14@ *= 200 
jump @VIDPOK_10577 

:VIDPOK_10554
0085: 14@ = 12@ // (int) 
14@ *= 250 
jump @VIDPOK_10577 

:VIDPOK_10577
if 
  $8866 == 7 
else_jump @VIDPOK_10768 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10768 jumps 1 @VIDPOK_10658 2 @VIDPOK_10680 3 @VIDPOK_10702 4 @VIDPOK_10724 5 @VIDPOK_10746 -1 @VIDPOK_10768 -1 @VIDPOK_10768 

:VIDPOK_10658
0085: 14@ = 12@ // (int) 
14@ *= 25 
jump @VIDPOK_10768 

:VIDPOK_10680
0085: 14@ = 12@ // (int) 
14@ *= 50 
jump @VIDPOK_10768 

:VIDPOK_10702
0085: 14@ = 12@ // (int) 
14@ *= 75 
jump @VIDPOK_10768 

:VIDPOK_10724
0085: 14@ = 12@ // (int) 
14@ *= 100 
jump @VIDPOK_10768 

:VIDPOK_10746
0085: 14@ = 12@ // (int) 
14@ *= 125 
jump @VIDPOK_10768 

:VIDPOK_10768
if 
  $8866 == 6 
else_jump @VIDPOK_10959 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_10959 jumps 1 @VIDPOK_10849 2 @VIDPOK_10871 3 @VIDPOK_10893 4 @VIDPOK_10915 5 @VIDPOK_10937 -1 @VIDPOK_10959 -1 @VIDPOK_10959 

:VIDPOK_10849
0085: 14@ = 12@ // (int) 
14@ *= 9 
jump @VIDPOK_10959 

:VIDPOK_10871
0085: 14@ = 12@ // (int) 
14@ *= 18 
jump @VIDPOK_10959 

:VIDPOK_10893
0085: 14@ = 12@ // (int) 
14@ *= 27 
jump @VIDPOK_10959 

:VIDPOK_10915
0085: 14@ = 12@ // (int) 
14@ *= 36 
jump @VIDPOK_10959 

:VIDPOK_10937
0085: 14@ = 12@ // (int) 
14@ *= 45 
jump @VIDPOK_10959 

:VIDPOK_10959
if 
  $8866 == 5 
else_jump @VIDPOK_11150 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11150 jumps 1 @VIDPOK_11040 2 @VIDPOK_11062 3 @VIDPOK_11084 4 @VIDPOK_11106 5 @VIDPOK_11128 -1 @VIDPOK_11150 -1 @VIDPOK_11150 

:VIDPOK_11040
0085: 14@ = 12@ // (int) 
14@ *= 6 
jump @VIDPOK_11150 

:VIDPOK_11062
0085: 14@ = 12@ // (int) 
14@ *= 12 
jump @VIDPOK_11150 

:VIDPOK_11084
0085: 14@ = 12@ // (int) 
14@ *= 18 
jump @VIDPOK_11150 

:VIDPOK_11106
0085: 14@ = 12@ // (int) 
14@ *= 24 
jump @VIDPOK_11150 

:VIDPOK_11128
0085: 14@ = 12@ // (int) 
14@ *= 30 
jump @VIDPOK_11150 

:VIDPOK_11150
if 
  $8866 == 4 
else_jump @VIDPOK_11341 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11341 jumps 1 @VIDPOK_11231 2 @VIDPOK_11253 3 @VIDPOK_11275 4 @VIDPOK_11297 5 @VIDPOK_11319 -1 @VIDPOK_11341 -1 @VIDPOK_11341 

:VIDPOK_11231
0085: 14@ = 12@ // (int) 
14@ *= 4 
jump @VIDPOK_11341 

:VIDPOK_11253
0085: 14@ = 12@ // (int) 
14@ *= 8 
jump @VIDPOK_11341 

:VIDPOK_11275
0085: 14@ = 12@ // (int) 
14@ *= 12 
jump @VIDPOK_11341 

:VIDPOK_11297
0085: 14@ = 12@ // (int) 
14@ *= 16 
jump @VIDPOK_11341 

:VIDPOK_11319
0085: 14@ = 12@ // (int) 
14@ *= 20 
jump @VIDPOK_11341 

:VIDPOK_11341
if 
  $8866 == 3 
else_jump @VIDPOK_11532 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11532 jumps 1 @VIDPOK_11422 2 @VIDPOK_11444 3 @VIDPOK_11466 4 @VIDPOK_11488 5 @VIDPOK_11510 -1 @VIDPOK_11532 -1 @VIDPOK_11532 

:VIDPOK_11422
0085: 14@ = 12@ // (int) 
14@ *= 3 
jump @VIDPOK_11532 

:VIDPOK_11444
0085: 14@ = 12@ // (int) 
14@ *= 6 
jump @VIDPOK_11532 

:VIDPOK_11466
0085: 14@ = 12@ // (int) 
14@ *= 9 
jump @VIDPOK_11532 

:VIDPOK_11488
0085: 14@ = 12@ // (int) 
14@ *= 12 
jump @VIDPOK_11532 

:VIDPOK_11510
0085: 14@ = 12@ // (int) 
14@ *= 15 
jump @VIDPOK_11532 

:VIDPOK_11532
if 
  $8866 == 2 
else_jump @VIDPOK_11723 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11723 jumps 1 @VIDPOK_11613 2 @VIDPOK_11635 3 @VIDPOK_11657 4 @VIDPOK_11679 5 @VIDPOK_11701 -1 @VIDPOK_11723 -1 @VIDPOK_11723 

:VIDPOK_11613
0085: 14@ = 12@ // (int) 
14@ *= 2 
jump @VIDPOK_11723 

:VIDPOK_11635
0085: 14@ = 12@ // (int) 
14@ *= 4 
jump @VIDPOK_11723 

:VIDPOK_11657
0085: 14@ = 12@ // (int) 
14@ *= 6 
jump @VIDPOK_11723 

:VIDPOK_11679
0085: 14@ = 12@ // (int) 
14@ *= 8 
jump @VIDPOK_11723 

:VIDPOK_11701
0085: 14@ = 12@ // (int) 
14@ *= 10 
jump @VIDPOK_11723 

:VIDPOK_11723
if 
  $8866 == 1 
else_jump @VIDPOK_11914 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_11914 jumps 1 @VIDPOK_11804 2 @VIDPOK_11826 3 @VIDPOK_11848 4 @VIDPOK_11870 5 @VIDPOK_11892 -1 @VIDPOK_11914 -1 @VIDPOK_11914 

:VIDPOK_11804
0085: 14@ = 12@ // (int) 
14@ *= 1 
jump @VIDPOK_11914 

:VIDPOK_11826
0085: 14@ = 12@ // (int) 
14@ *= 2 
jump @VIDPOK_11914 

:VIDPOK_11848
0085: 14@ = 12@ // (int) 
14@ *= 3 
jump @VIDPOK_11914 

:VIDPOK_11870
0085: 14@ = 12@ // (int) 
14@ *= 4 
jump @VIDPOK_11914 

:VIDPOK_11892
0085: 14@ = 12@ // (int) 
14@ *= 5 
jump @VIDPOK_11914 

:VIDPOK_11914
4@ += 1 

:VIDPOK_11921
if 
   not $8866 == 0 
else_jump @VIDPOK_12072 
if or
  32@ > 4000 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_12065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1025 
Player.Money($PLAYER_CHAR) += 14@
0085: 12@ = 14@ // (int) 
0064: 12@ -= $8872 // (int) 
0A10: increase_integer_stat 37 by 12@ 
08F8: display_stat_update_box 0 
0627: update_integer_stat 38 to 12@ 
08F8: display_stat_update_box 1 
3@ = 1 
4@ = 0 
$8844 = 1 
$8869 = 1 
$8872 = 0 

:VIDPOK_12065
jump @VIDPOK_12147 

:VIDPOK_12072
if or
  32@ > 4000 
00E1:   player 0 pressed_key 16 
else_jump @VIDPOK_12147 
08F8: display_stat_update_box 0 
0627: update_integer_stat 39 to $8872 
08F8: display_stat_update_box 1 
$8872 = 0 
$8869 = 1 
3@ = 1 
4@ = 0 
$8844 = 1 

:VIDPOK_12147
gosub @VIDPOK_26530 

:VIDPOK_12154
gosub @VIDPOK_12212 
if 
  3@ > 0 
else_jump @VIDPOK_12210 
if 
00E1:   player 0 pressed_key 15 
else_jump @VIDPOK_12210 
7@ = 1 
$8870 = 1 

:VIDPOK_12210
return 

:VIDPOK_12212
if 
0736:   NOP_false 67 
else_jump @VIDPOK_12778 
$8906 += 1 
if 
  $8906 > 13 
else_jump @VIDPOK_12259 
$8906 = 0 

:VIDPOK_12259
if 
  $8906 == 1 
else_jump @VIDPOK_12297 
0662: NOP "EDIT_BET_DETAILS" 

:VIDPOK_12297
if 
  $8906 == 2 
else_jump @VIDPOK_12335 
0662: NOP "EDIT_SHIFT_CARDS" 

:VIDPOK_12335
if 
  $8906 == 3 
else_jump @VIDPOK_12390 
0662: NOP "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_12390
if 
  $8906 == 4 
else_jump @VIDPOK_12429 
0662: NOP "EDIT_HOLD_BUTTONS" 

:VIDPOK_12429
if 
  $8906 == 5 
else_jump @VIDPOK_12463 
0662: NOP "EDIT_BET_ONE" 

:VIDPOK_12463
if 
  $8906 == 6 
else_jump @VIDPOK_12494 
0662: NOP "EDIT_DEAL" 

:VIDPOK_12494
if 
  $8906 == 7 
else_jump @VIDPOK_12537 
0662: NOP "EDIT_BORDER_THICKNESS" 

:VIDPOK_12537
if 
  $8906 == 8 
else_jump @VIDPOK_12575 
0662: NOP "EDIT_TABLE_LINES" 

:VIDPOK_12575
if 
  $8906 == 9 
else_jump @VIDPOK_12606 
0662: NOP "EDIT_TEXT" 

:VIDPOK_12606
if 
  $8906 == 10 
else_jump @VIDPOK_12638 
0662: NOP "EDIT_TILES" 

:VIDPOK_12638
if 
  $8906 == 11 
else_jump @VIDPOK_12681 
0662: NOP "EDIT_TABLE_BACKGROUND" 

:VIDPOK_12681
if 
  $8906 == 12 
else_jump @VIDPOK_12733 
0662: NOP "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_12733
if 
  $8906 == 13 
else_jump @VIDPOK_12778 
0662: NOP "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_12778
if 
  $8906 == 1 
else_jump @VIDPOK_12982 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_12862 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 7 
else_jump @VIDPOK_12843 
$POKER_COUNTER = 0 

:VIDPOK_12843
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_12862
if 
0736:   NOP_false 131 
else_jump @VIDPOK_12892 
$POKER_Y_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12892
if 
0736:   NOP_false 130 
else_jump @VIDPOK_12922 
$POKER_Y_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12922
if 
0736:   NOP_false 128 
else_jump @VIDPOK_12952 
$POKER_X_SCREEN($POKER_COUNTER,8f) += 1.0 

:VIDPOK_12952
if 
0736:   NOP_false 129 
else_jump @VIDPOK_12982 
$POKER_X_SCREEN($POKER_COUNTER,8f) += -1.0 

:VIDPOK_12982
if 
  $8906 == 2 
else_jump @VIDPOK_13290 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13066 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 4 
else_jump @VIDPOK_13047 
$POKER_COUNTER = 0 

:VIDPOK_13047
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13066
if 
0736:   NOP_false 131 
else_jump @VIDPOK_13096 
$POKER_Y_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13096
if 
0736:   NOP_false 130 
else_jump @VIDPOK_13126 
$POKER_Y_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13126
if 
0736:   NOP_false 128 
else_jump @VIDPOK_13156 
$POKER_X_CARD($POKER_COUNTER,5f) += 1.0 

:VIDPOK_13156
if 
0736:   NOP_false 129 
else_jump @VIDPOK_13186 
$POKER_X_CARD($POKER_COUNTER,5f) += -1.0 

:VIDPOK_13186
if 
0736:   NOP_false 143 
else_jump @VIDPOK_13212 
$POKER_CARD_WIDTH += 1.0 

:VIDPOK_13212
if 
0736:   NOP_false 141 
else_jump @VIDPOK_13238 
$POKER_CARD_WIDTH += -1.0 

:VIDPOK_13238
if 
0736:   NOP_false 145 
else_jump @VIDPOK_13264 
$POKER_CARD_HEIGHT += 1.0 

:VIDPOK_13264
if 
0736:   NOP_false 139 
else_jump @VIDPOK_13290 
$POKER_CARD_HEIGHT += -1.0 

:VIDPOK_13290
if 
  $8906 == 3 
else_jump @VIDPOK_13544 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13374 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 9 
else_jump @VIDPOK_13355 
$POKER_COUNTER = 0 

:VIDPOK_13355
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_13374
if 
0736:   NOP_false 131 
else_jump @VIDPOK_13404 
$POKER_Y_ROW($POKER_COUNTER,10f) += -1.0 

:VIDPOK_13404
if 
0736:   NOP_false 130 
else_jump @VIDPOK_13434 
$POKER_Y_ROW($POKER_COUNTER,10f) += 1.0 

:VIDPOK_13434
if 
0736:   NOP_false 128 
else_jump @VIDPOK_13489 
if 
  $POKER_COUNTER > 5 
else_jump @VIDPOK_13475 
$POKER_COUNTER = 0 

:VIDPOK_13475
$POKER_X_COL($POKER_COUNTER,6f) += 1.0 

:VIDPOK_13489
if 
0736:   NOP_false 129 
else_jump @VIDPOK_13544 
if 
  $POKER_COUNTER > 5 
else_jump @VIDPOK_13530 
$POKER_COUNTER = 0 

:VIDPOK_13530
$POKER_X_COL($POKER_COUNTER,6f) += -1.0 

:VIDPOK_13544
if 
  $8906 == 4 
else_jump @VIDPOK_13731 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13577 

:VIDPOK_13577
if 
0736:   NOP_false 87 
else_jump @VIDPOK_13602 
$POKER_HOLD_BUTTON_OFFSET += -1.0 

:VIDPOK_13602
if 
0736:   NOP_false 83 
else_jump @VIDPOK_13627 
$POKER_HOLD_BUTTON_OFFSET += 1.0 

:VIDPOK_13627
if 
0736:   NOP_false 143 
else_jump @VIDPOK_13653 
$POKER_HOLD_WIDTH += 1.0 

:VIDPOK_13653
if 
0736:   NOP_false 141 
else_jump @VIDPOK_13679 
$POKER_HOLD_WIDTH += -1.0 

:VIDPOK_13679
if 
0736:   NOP_false 145 
else_jump @VIDPOK_13705 
$POKER_HOLD_HEIGHT += 1.0 

:VIDPOK_13705
if 
0736:   NOP_false 139 
else_jump @VIDPOK_13731 
$POKER_HOLD_HEIGHT += -1.0 

:VIDPOK_13731
if 
  $8906 == 5 
else_jump @VIDPOK_13972 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_13764 

:VIDPOK_13764
if 
0736:   NOP_false 131 
else_jump @VIDPOK_13790 
$POKER_Y_BET_ONE += -1.0 

:VIDPOK_13790
if 
0736:   NOP_false 130 
else_jump @VIDPOK_13816 
$POKER_Y_BET_ONE += 1.0 

:VIDPOK_13816
if 
0736:   NOP_false 128 
else_jump @VIDPOK_13842 
$POKER_X_BET_ONE += 1.0 

:VIDPOK_13842
if 
0736:   NOP_false 129 
else_jump @VIDPOK_13868 
$POKER_X_BET_ONE += -1.0 

:VIDPOK_13868
if 
0736:   NOP_false 143 
else_jump @VIDPOK_13894 
$POKER_BET_ONE_WIDTH += 1.0 

:VIDPOK_13894
if 
0736:   NOP_false 141 
else_jump @VIDPOK_13920 
$POKER_BET_ONE_WIDTH += -1.0 

:VIDPOK_13920
if 
0736:   NOP_false 145 
else_jump @VIDPOK_13946 
$POKER_BET_ONE_HEIGHT += 1.0 

:VIDPOK_13946
if 
0736:   NOP_false 139 
else_jump @VIDPOK_13972 
$POKER_BET_ONE_HEIGHT += -1.0 

:VIDPOK_13972
if 
  $8906 == 6 
else_jump @VIDPOK_14213 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_14005 

:VIDPOK_14005
if 
0736:   NOP_false 131 
else_jump @VIDPOK_14031 
$POKER_Y_DEAL += -1.0 

:VIDPOK_14031
if 
0736:   NOP_false 130 
else_jump @VIDPOK_14057 
$POKER_Y_DEAL += 1.0 

:VIDPOK_14057
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14083 
$POKER_X_DEAL += 1.0 

:VIDPOK_14083
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14109 
$POKER_X_DEAL += -1.0 

:VIDPOK_14109
if 
0736:   NOP_false 143 
else_jump @VIDPOK_14135 
$POKER_DEAL_WIDTH += 1.0 

:VIDPOK_14135
if 
0736:   NOP_false 141 
else_jump @VIDPOK_14161 
$POKER_DEAL_WIDTH += -1.0 

:VIDPOK_14161
if 
0736:   NOP_false 145 
else_jump @VIDPOK_14187 
$POKER_DEAL_HEIGHT += 1.0 

:VIDPOK_14187
if 
0736:   NOP_false 139 
else_jump @VIDPOK_14213 
$POKER_DEAL_HEIGHT += -1.0 

:VIDPOK_14213
if 
  $8906 == 7 
else_jump @VIDPOK_14283 
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14257 
$POKER_BORDER_THICKNESS += 0.1 

:VIDPOK_14257
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14283 
$POKER_BORDER_THICKNESS += -0.1 

:VIDPOK_14283
if 
  $8906 == 8 
else_jump @VIDPOK_14663 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_14367 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 8 
else_jump @VIDPOK_14348 
$POKER_COUNTER = 0 

:VIDPOK_14348
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14367
if 
0736:   NOP_false 131 
else_jump @VIDPOK_14397 
$POKER_Y_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14397
if 
0736:   NOP_false 130 
else_jump @VIDPOK_14427 
$POKER_Y_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14427
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14457 
$POKER_X_LINE($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14457
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14487 
$POKER_X_LINE($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14487
if 
0736:   NOP_false 142 
else_jump @VIDPOK_14543 
0089: 15@ = $POKER_LINE_WIDTH($POKER_COUNTER,9f) // (float) 
0086: $POKER_LINE_WIDTH($POKER_COUNTER,9f) = $POKER_LINE_HEIGHT($POKER_COUNTER,9f) // (float) 
0088: $POKER_LINE_HEIGHT($POKER_COUNTER,9f) = 15@ // (float) 

:VIDPOK_14543
if 
0736:   NOP_false 141 
else_jump @VIDPOK_14573 
$POKER_LINE_WIDTH($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14573
if 
0736:   NOP_false 143 
else_jump @VIDPOK_14603 
$POKER_LINE_WIDTH($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14603
if 
0736:   NOP_false 145 
else_jump @VIDPOK_14633 
$POKER_LINE_HEIGHT($POKER_COUNTER,9f) += 1.0 

:VIDPOK_14633
if 
0736:   NOP_false 139 
else_jump @VIDPOK_14663 
$POKER_LINE_HEIGHT($POKER_COUNTER,9f) += -1.0 

:VIDPOK_14663
if 
  $8906 == 9 
else_jump @VIDPOK_15600 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_14747 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 5 
else_jump @VIDPOK_14728 
$POKER_COUNTER = 0 

:VIDPOK_14728
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_14747
if 
0736:   NOP_false 131 
else_jump @VIDPOK_14777 
$POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14777
if 
0736:   NOP_false 130 
else_jump @VIDPOK_14807 
$POKER_Y_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14807
if 
0736:   NOP_false 128 
else_jump @VIDPOK_14837 
$POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += 0.01 

:VIDPOK_14837
if 
0736:   NOP_false 129 
else_jump @VIDPOK_14867 
$POKER_X_TEXT_SCALE($POKER_COUNTER,6f) += -0.01 

:VIDPOK_14867
if 
0736:   NOP_false 82 
else_jump @VIDPOK_14907 
$POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += 1 
0663: NOP "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14907
if 
0736:   NOP_false 86 
else_jump @VIDPOK_14947 
$POKER_TEXT_COLOR_R($POKER_COUNTER,6i) += -1 
0663: NOP "RED" $POKER_TEXT_COLOR_R($POKER_COUNTER,6i) 

:VIDPOK_14947
if 
0736:   NOP_false 84 
else_jump @VIDPOK_14989 
$POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += 1 
0663: NOP "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_14989
if 
0736:   NOP_false 71 
else_jump @VIDPOK_15031 
$POKER_TEXT_COLOR_G($POKER_COUNTER,6i) += -1 
0663: NOP "GREEN" $POKER_TEXT_COLOR_G($POKER_COUNTER,6i) 

:VIDPOK_15031
if 
0736:   NOP_false 89 
else_jump @VIDPOK_15072 
$POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += 1 
0663: NOP "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15072
if 
0736:   NOP_false 72 
else_jump @VIDPOK_15113 
$POKER_TEXT_COLOR_B($POKER_COUNTER,6i) += -1 
0663: NOP "BLUE" $POKER_TEXT_COLOR_B($POKER_COUNTER,6i) 

:VIDPOK_15113
if 
0736:   NOP_false 85 
else_jump @VIDPOK_15153 
$POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += 1 
0663: NOP "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15153
if 
0736:   NOP_false 74 
else_jump @VIDPOK_15193 
$POKER_TEXT_EDGE_R($POKER_COUNTER,6i) += -1 
0663: NOP "RED" $POKER_TEXT_EDGE_R($POKER_COUNTER,6i) 

:VIDPOK_15193
if 
0736:   NOP_false 73 
else_jump @VIDPOK_15235 
$POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += 1 
0663: NOP "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15235
if 
0736:   NOP_false 75 
else_jump @VIDPOK_15277 
$POKER_TEXT_EDGE_G($POKER_COUNTER,6i) += -1 
0663: NOP "GREEN" $POKER_TEXT_EDGE_G($POKER_COUNTER,6i) 

:VIDPOK_15277
if 
0736:   NOP_false 79 
else_jump @VIDPOK_15318 
$POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += 1 
0663: NOP "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15318
if 
0736:   NOP_false 76 
else_jump @VIDPOK_15359 
$POKER_TEXT_EDGE_B($POKER_COUNTER,6i) += -1 
0663: NOP "BLUE" $POKER_TEXT_EDGE_B($POKER_COUNTER,6i) 

:VIDPOK_15359
if 
0736:   NOP_false 145 
else_jump @VIDPOK_15386 
$POKER_TEXT_EDGE($POKER_COUNTER,6i) += 1 

:VIDPOK_15386
if 
0736:   NOP_false 139 
else_jump @VIDPOK_15413 
$POKER_TEXT_EDGE($POKER_COUNTER,6i) += -1 

:VIDPOK_15413
if 
0736:   NOP_false 136 
else_jump @VIDPOK_15473 
$POKER_TEXT_FONT($POKER_COUNTER,6i) += 1 
if 
  $POKER_TEXT_FONT($POKER_COUNTER,6i) > 3 
else_jump @VIDPOK_15473 
$POKER_TEXT_FONT($POKER_COUNTER,6i) = 0 

:VIDPOK_15473
if 
0736:   NOP_false 135 
else_jump @VIDPOK_15533 
$POKER_TEXT_FONT($POKER_COUNTER,6i) += -1 
if 
  0 > $POKER_TEXT_FONT($POKER_COUNTER,6i) 
else_jump @VIDPOK_15533 
$POKER_TEXT_FONT($POKER_COUNTER,6i) = 3 

:VIDPOK_15533
if 
0736:   NOP_false 133 
else_jump @VIDPOK_15600 
if 
  $POKER_TEXT_CENTRE($POKER_COUNTER,6i) == 0 
else_jump @VIDPOK_15589 
$POKER_TEXT_CENTRE($POKER_COUNTER,6i) = 1 
jump @VIDPOK_15600 

:VIDPOK_15589
$POKER_TEXT_CENTRE($POKER_COUNTER,6i) = 0 

:VIDPOK_15600
if 
  $8906 == 10 
else_jump @VIDPOK_15788 
if 
0736:   NOP_false 131 
else_jump @VIDPOK_15644 
$POKER_TILE_HEIGHT += -1.0 

:VIDPOK_15644
if 
0736:   NOP_false 130 
else_jump @VIDPOK_15670 
$POKER_TILE_HEIGHT += 1.0 

:VIDPOK_15670
if 
0736:   NOP_false 128 
else_jump @VIDPOK_15696 
$POKER_TILE_WIDTH += 1.0 

:VIDPOK_15696
if 
0736:   NOP_false 129 
else_jump @VIDPOK_15722 
$POKER_TILE_WIDTH += -1.0 

:VIDPOK_15722
if 
0736:   NOP_false 97 
else_jump @VIDPOK_15788 
$POKER_TILE_TYPE += 1 
if 
  $POKER_TILE_TYPE > 3 
else_jump @VIDPOK_15769 
$POKER_TILE_TYPE = 0 

:VIDPOK_15769
0663: NOP "VP_TILE_TYPE" $POKER_TILE_TYPE 

:VIDPOK_15788
if 
  $8906 == 11 
else_jump @VIDPOK_16014 
if 
0736:   NOP_false 131 
else_jump @VIDPOK_15832 
$POKER_TABLE_Y += -1.0 

:VIDPOK_15832
if 
0736:   NOP_false 130 
else_jump @VIDPOK_15858 
$POKER_TABLE_Y += 1.0 

:VIDPOK_15858
if 
0736:   NOP_false 128 
else_jump @VIDPOK_15884 
$POKER_TABLE_X += 1.0 

:VIDPOK_15884
if 
0736:   NOP_false 129 
else_jump @VIDPOK_15910 
$POKER_TABLE_X += -1.0 

:VIDPOK_15910
if 
0736:   NOP_false 145 
else_jump @VIDPOK_15936 
$POKER_TABLE_HEIGHT += 1.0 

:VIDPOK_15936
if 
0736:   NOP_false 139 
else_jump @VIDPOK_15962 
$POKER_TABLE_HEIGHT += -1.0 

:VIDPOK_15962
if 
0736:   NOP_false 143 
else_jump @VIDPOK_15988 
$POKER_TABLE_WIDTH += 1.0 

:VIDPOK_15988
if 
0736:   NOP_false 141 
else_jump @VIDPOK_16014 
$POKER_TABLE_WIDTH += -1.0 

:VIDPOK_16014
if 
  $8906 == 12 
else_jump @VIDPOK_16338 
if 
0736:   NOP_false 97 
else_jump @VIDPOK_16098 
$POKER_COUNTER += 1 
if 
  $POKER_COUNTER > 4 
else_jump @VIDPOK_16079 
$POKER_COUNTER = 0 

:VIDPOK_16079
0663: NOP "EDIT_COUNTER" $POKER_COUNTER 

:VIDPOK_16098
if 
0736:   NOP_false 131 
else_jump @VIDPOK_16128 
$9049($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16128
if 
0736:   NOP_false 130 
else_jump @VIDPOK_16158 
$9049($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16158
if 
0736:   NOP_false 128 
else_jump @VIDPOK_16188 
$9044($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16188
if 
0736:   NOP_false 129 
else_jump @VIDPOK_16218 
$9044($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16218
if 
0736:   NOP_false 145 
else_jump @VIDPOK_16248 
$9059($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16248
if 
0736:   NOP_false 139 
else_jump @VIDPOK_16278 
$9059($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16278
if 
0736:   NOP_false 143 
else_jump @VIDPOK_16308 
$9054($POKER_COUNTER,5f) += 1.0 

:VIDPOK_16308
if 
0736:   NOP_false 141 
else_jump @VIDPOK_16338 
$9054($POKER_COUNTER,5f) += -1.0 

:VIDPOK_16338
if 
  $8906 == 13 
else_jump @VIDPOK_16408 
if 
0736:   NOP_false 131 
else_jump @VIDPOK_16382 
$POKER_BUTTON_TEXT_OFFSET += 0.05 

:VIDPOK_16382
if 
0736:   NOP_false 130 
else_jump @VIDPOK_16408 
$POKER_BUTTON_TEXT_OFFSET += -0.05 

:VIDPOK_16408
if 
0736:   NOP_false 137 
else_jump @VIDPOK_26528 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_16435
if 
  8 > 12@ 
else_jump @VIDPOK_17019 
03A9: NOP 
05B6: 112 // VP_SCREEN_X[
03A7: NOP 12@ 
05B6: 113 // ] = 
03A8: NOP $POKER_X_SCREEN(12@,8f) 
03A9: NOP 
05B6: 114 // VP_SCREEN_Y[
03A7: NOP 12@ 
05B6: 115 // ] = 
03A8: NOP $POKER_Y_SCREEN(12@,8f) 
12@ += 1 
jump @VIDPOK_16435 

:VIDPOK_17019
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_17030
if 
  5 > 12@ 
else_jump @VIDPOK_17614 
03A9: NOP 
05B6: 116 // CARD_X[
03A7: NOP 12@ 
05B6: 117 // ] = 
03A8: NOP $POKER_X_CARD(12@,5f) 
03A9: NOP 
05B6: 118 // CARD_Y[
03A7: NOP 12@ 
05B6: 119 // ] = 
03A8: NOP $POKER_Y_CARD(12@,5f) 
12@ += 1 
jump @VIDPOK_17030 

:VIDPOK_17614
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 120 // VP_CARD_WIDTH = 
03A8: NOP $POKER_CARD_WIDTH 
03A9: NOP 
05B6: 121 // VP_CARD_HEIGHT = 
03A8: NOP $POKER_CARD_HEIGHT 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_17903
if 
  10 > 12@ 
else_jump @VIDPOK_18211 
03A9: NOP 
05B6: 122 // ROW_Y[
03A7: NOP 12@ 
05B6: 123 // ] = 
03A8: NOP $POKER_Y_ROW(12@,10f) 
12@ += 1 
jump @VIDPOK_17903 

:VIDPOK_18211
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_18222
if 
  6 > 12@ 
else_jump @VIDPOK_18530 
03A9: NOP 
05B6: 124 // COL_X[
03A7: NOP 12@ 
05B6: 125 // ] = 
03A8: NOP $POKER_X_COL(12@,6f) 
12@ += 1 
jump @VIDPOK_18222 

:VIDPOK_18530
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 126 // VP_HOLD_BUTTON_OFFSET = 
03A8: NOP $POKER_HOLD_BUTTON_OFFSET 
03A9: NOP 
05B6: 127 // VP_HOLD_WIDTH = 
03A8: NOP $POKER_HOLD_WIDTH 
03A9: NOP 
05B6: 128 // VP_HOLD_HEIGHT = 
03A8: NOP $POKER_HOLD_HEIGHT 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 129 // BET_ONE_X = 
03A8: NOP $POKER_X_BET_ONE 
03A9: NOP 
05B6: 130 // BET_ONE_Y = 
03A8: NOP $POKER_Y_BET_ONE 
03A9: NOP 
05B6: 131 // VP_BET_ONE_WIDTH = 
03A8: NOP $POKER_BET_ONE_WIDTH 
03A9: NOP 
05B6: 132 // VP_BET_ONE_HEIGHT = 
03A8: NOP $POKER_BET_ONE_HEIGHT 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 133 // DEAL_X = 
03A8: NOP $POKER_X_DEAL 
03A9: NOP 
05B6: 134 // DEAL_Y = 
03A8: NOP $POKER_Y_DEAL 
03A9: NOP 
05B6: 135 // VP_DEAL_WIDTH = 
03A8: NOP $POKER_DEAL_WIDTH 
03A9: NOP 
05B6: 136 // VP_DEAL_HEIGHT = 
03A8: NOP $POKER_DEAL_HEIGHT 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 137 // VP_BORDER_THICKNESS = 
03A8: NOP $POKER_BORDER_THICKNESS 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_20201
if 
  9 > 12@ 
else_jump @VIDPOK_21337 
03A9: NOP 
05B6: 138 // VP_LINE_X[
03A7: NOP 12@ 
05B6: 139 // ] = 
03A8: NOP $POKER_X_LINE(12@,9f) 
03A9: NOP 
05B6: 140 // VP_LINE_Y[
03A7: NOP 12@ 
05B6: 141 // ] = 
03A8: NOP $POKER_Y_LINE(12@,9f) 
03A9: NOP 
05B6: 142 // VP_LINE_WIDTH[
03A7: NOP 12@ 
05B6: 143 // ] = 
03A8: NOP $POKER_LINE_WIDTH(12@,9f) 
03A9: NOP 
05B6: 144 // VP_LINE_HEIGHT[
03A7: NOP 12@ 
05B6: 145 // ] = 
03A8: NOP $POKER_LINE_HEIGHT(12@,9f) 
12@ += 1 
jump @VIDPOK_20201 

:VIDPOK_21337
12@ = 0 

:VIDPOK_21344
if 
  6 > 12@ 
else_jump @VIDPOK_24412 
03A9: NOP 
05B6: 146 // TEXT_SCALE_X[
03A7: NOP 12@ 
05B6: 147 // ] = 
03A8: NOP $POKER_X_TEXT_SCALE(12@,6f) 
03A9: NOP 
05B6: 148 // TEXT_SCALE_Y[
03A7: NOP 12@ 
05B6: 149 // ] = 
03A8: NOP $POKER_Y_TEXT_SCALE(12@,6f) 
03A9: NOP 
05B6: 150 // TEXT_COLOUR_R[
03A7: NOP 12@ 
05B6: 151 // ] = 
03A7: NOP $POKER_TEXT_COLOR_R(12@,6i) 
03A9: NOP 
05B6: 152 // TEXT_COLOUR_G[
03A7: NOP 12@ 
05B6: 153 // ] = 
03A7: NOP $POKER_TEXT_COLOR_G(12@,6i) 
03A9: NOP 
05B6: 154 // TEXT_COLOUR_B[
03A7: NOP 12@ 
05B6: 155 // ] = 
03A7: NOP $POKER_TEXT_COLOR_B(12@,6i) 
03A9: NOP 
05B6: 156 // TEXT_FONT[
03A7: NOP 12@ 
05B6: 157 // ] = 
03A7: NOP $POKER_TEXT_FONT(12@,6i) 
03A9: NOP 
05B6: 158 // TEXT_CENTRE[
03A7: NOP 12@ 
05B6: 159 // ] = 
03A7: NOP $POKER_TEXT_CENTRE(12@,6i) 
03A9: NOP 
05B6: 160 // TEXT_EDGE[
03A7: NOP 12@ 
05B6: 161 // ] = 
03A7: NOP $POKER_TEXT_EDGE(12@,6i) 
03A9: NOP 
05B6: 162 // TEXT_EDGE_R[
03A7: NOP 12@ 
05B6: 163 // ] = 
03A7: NOP $POKER_TEXT_EDGE_R(12@,6i) 
03A9: NOP 
05B6: 164 // TEXT_EDGE_G[
03A7: NOP 12@ 
05B6: 165 // ] = 
03A7: NOP $POKER_TEXT_EDGE_G(12@,6i) 
03A9: NOP 
05B6: 166 // TEXT_EDGE_B[
03A7: NOP 12@ 
05B6: 167 // ] = 
03A7: NOP $POKER_TEXT_EDGE_B(12@,6i) 
12@ += 1 
jump @VIDPOK_21344 

:VIDPOK_24412
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 168 // TILE_HEIGHT = 
03A8: NOP $POKER_TILE_HEIGHT 
03A9: NOP 
05B6: 169 // TILE_WIDTH = 
03A8: NOP $POKER_TILE_WIDTH 
03A9: NOP 
03A9: NOP 
03A9: NOP 
05B6: 170 // VP_TABLE_X = 
03A8: NOP $POKER_TABLE_X 
03A9: NOP 
05B6: 171 // VP_TABLE_Y = 
03A8: NOP $POKER_TABLE_Y 
03A9: NOP 
05B6: 172 // VP_TABLE_WIDTH = 
03A8: NOP $POKER_TABLE_WIDTH 
03A9: NOP 
05B6: 173 // VP_TABLE_HEIGHT = 
03A8: NOP $POKER_TABLE_HEIGHT 
03A9: NOP 
03A9: NOP 
12@ = 0 

:VIDPOK_25253
if 
  5 > 12@ 
else_jump @VIDPOK_26389 
03A9: NOP 
05B6: 174 // VP_HIGHL_X[
03A7: NOP 12@ 
05B6: 175 // ] = 
03A8: NOP $9044(12@,5f) 
03A9: NOP 
05B6: 176 // VP_HIGHL_Y[
03A7: NOP 12@ 
05B6: 177 // ] = 
03A8: NOP $9049(12@,5f) 
03A9: NOP 
05B6: 178 // VP_HIGHL_WIDTH[
03A7: NOP 12@ 
05B6: 179 // ] = 
03A8: NOP $9054(12@,5f) 
03A9: NOP 
05B6: 180 // VP_HIGHL_HEIGHT[
03A7: NOP 12@ 
05B6: 181 // ] = 
03A8: NOP $9059(12@,5f) 
12@ += 1 
jump @VIDPOK_25253 

:VIDPOK_26389
03A9: NOP 
03A9: NOP 
05B6: 182 // BUTTON_TEXT_OFFSET = 
03A8: NOP $POKER_BUTTON_TEXT_OFFSET 

:VIDPOK_26528
return 

:VIDPOK_26530
if 
  $9066 == 0 
else_jump @VIDPOK_26596 
$9065 += 10 
if 
  $9065 >= 255 
else_jump @VIDPOK_26589 
$9065 = 255 
$9066 = 1 

:VIDPOK_26589
jump @VIDPOK_26635 

:VIDPOK_26596
$9065 += -10 
if 
  0 >= $9065 
else_jump @VIDPOK_26635 
$9065 = 0 
$9066 = 0 

:VIDPOK_26635
if 
   not $POKER_TILE_TYPE == 0 
else_jump @VIDPOK_26906 
12@ = 0 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // (float) 
$TEMPVAR_FLOAT_1 /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $POKER_TILE_HEIGHT // (float) 
$TEMPVAR_FLOAT_2 /= 2.0 

:VIDPOK_26696
if and
  480.0 > $TEMPVAR_FLOAT_2 
  100 > 12@ 
else_jump @VIDPOK_26899 

:VIDPOK_26724
if and
  640.0 > $TEMPVAR_FLOAT_1 
  100 > 12@ 
else_jump @VIDPOK_26866 
if 
  $POKER_TILE_TYPE == 1 
else_jump @VIDPOK_26798 
038D: draw_texture 64 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_TILE_WIDTH $POKER_TILE_HEIGHT RGBA 150 150 150 255 

:VIDPOK_26798
if 
  $POKER_TILE_TYPE == 2 
else_jump @VIDPOK_26844 
038D: draw_texture 65 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_TILE_WIDTH $POKER_TILE_HEIGHT RGBA 150 150 150 255 

:VIDPOK_26844
12@ += 1 
0059: $TEMPVAR_FLOAT_1 += $POKER_TILE_WIDTH // (float) 
jump @VIDPOK_26724 

:VIDPOK_26866
0059: $TEMPVAR_FLOAT_2 += $POKER_TILE_HEIGHT // (float) 
0086: $TEMPVAR_FLOAT_1 = $POKER_TILE_WIDTH // (float) 
$TEMPVAR_FLOAT_1 /= 2.0 
jump @VIDPOK_26696 

:VIDPOK_26899
jump @VIDPOK_26938 

:VIDPOK_26906
038E: draw_box_position 320.0 240.0 size 640.0 480.0 RGBA 6 16 140 255 

:VIDPOK_26938
038D: draw_texture 63 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
gosub @VIDPOK_33829 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position $POKER_X_SCREEN[0] $POKER_Y_SCREEN[0] GXT 'VP02'  // COIN VALUE
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[6] $POKER_Y_SCREEN[6] GXT 'DOLLAR' number 1@  // $~1~
12@ = Player.Money($PLAYER_CHAR)
gosub @VIDPOK_34875 
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 1 
008B: 13@ = $MAX_WAGER // (int) 
13@ *= -1 
if 
002D:   13@ >= 12@ // (int) 
else_jump @VIDPOK_27233 
033E: set_draw_text_position $POKER_X_SCREEN[1] $POKER_Y_SCREEN[1] GXT 'VP18'  // NO CREDIT!!
jump @VIDPOK_27253 

:VIDPOK_27233
045A: draw_text_1number $POKER_X_SCREEN[1] $POKER_Y_SCREEN[1] GXT 'VP16' number 12@  // CASH $~1~

:VIDPOK_27253
gosub @VIDPOK_33829 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
033E: set_draw_text_position $POKER_X_SCREEN[2] $POKER_Y_SCREEN[2] GXT 'VP03'  // WAGER
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[7] $POKER_Y_SCREEN[7] GXT 'DOLLAR' number 12@  // $~1~
gosub @VIDPOK_34213 
0342: enable_text_draw_centered 1 
033E: set_draw_text_position 320.0 $POKER_Y_SCREEN[4] GXT 'VP17'  // ~k~~PED_SPRINT~ SELECT ~k~~VEHICLE_ENTER_EXIT~ EXIT Movement Controls NAVIGATE
038E: draw_box_position $POKER_TABLE_X $POKER_TABLE_Y size $POKER_TABLE_WIDTH $POKER_TABLE_HEIGHT RGBA 0 0 0 255 
if 
   not 3@ == 6 
else_jump @VIDPOK_27635 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_27635 jumps 1 @VIDPOK_27470 2 @VIDPOK_27503 3 @VIDPOK_27536 4 @VIDPOK_27569 5 @VIDPOK_27602 -1 @VIDPOK_27635 -1 @VIDPOK_27635 

:VIDPOK_27470
038E: draw_box_position $9044[0] $9049[0] size $9054[0] $9059[0] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27503
038E: draw_box_position $9044[1] $9049[1] size $9054[1] $9059[1] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27536
038E: draw_box_position $9044[2] $9049[2] size $9054[2] $9059[2] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27569
038E: draw_box_position $9044[3] $9049[3] size $9054[3] $9059[3] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27602
038E: draw_box_position $9044[4] $9049[4] size $9054[4] $9059[4] RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
jump @VIDPOK_27635 

:VIDPOK_27635
if and
  3@ == 6 
   not $8866 == 0 
else_jump @VIDPOK_27972 
12@ = 10 
0064: 12@ -= $8866 // (int) 
0089: 15@ = $POKER_Y_ROW(12@,10f) // (float) 
15@ += 9.0 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_27930 jumps 1 @VIDPOK_27760 2 @VIDPOK_27794 3 @VIDPOK_27828 4 @VIDPOK_27862 5 @VIDPOK_27896 -1 @VIDPOK_27930 -1 @VIDPOK_27930 

:VIDPOK_27760
038E: draw_box_position $9044[0] 15@ size $9054[0] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27794
038E: draw_box_position $9044[1] 15@ size $9054[1] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27828
038E: draw_box_position $9044[2] 15@ size $9054[2] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27862
038E: draw_box_position $9044[3] 15@ size $9054[3] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27896
038E: draw_box_position $9044[4] 15@ size $9054[4] 18.0 RGBA 255 $9065 0 255 
jump @VIDPOK_27930 

:VIDPOK_27930
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! PAYOUT $~1~ !!
jump @VIDPOK_28039 

:VIDPOK_27972
if and
  3@ == 6 
  $8866 == 0 
else_jump @VIDPOK_28039 
14@ = 0 
gosub @VIDPOK_33637 
03E4: enable_text_draw_align_right 0 
0342: enable_text_draw_centered 1 
045A: draw_text_1number $POKER_X_SCREEN[3] $POKER_Y_SCREEN[3] GXT 'VP04' number 14@  // !! PAYOUT $~1~ !!

:VIDPOK_28039
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[1] GXT 'VP06'  // ROYAL FLUSH
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[2] GXT 'VP07'  // STRAIGHT FLUSH
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[3] GXT 'VP08'  // FOUR OF A KIND
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[4] GXT 'VP09'  // FULL HOUSE
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[5] GXT 'VP10'  // FLUSH
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[6] GXT 'VP11'  // STRAIGHT
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[7] GXT 'VP12'  // THREE OF A KIND
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[8] GXT 'VP13'  // TWO PAIRS
gosub @VIDPOK_34021 
033E: set_draw_text_position $POKER_X_COL[0] $POKER_Y_ROW[9] GXT 'VP14'  // JACKS OR BETTER
gosub @VIDPOK_34213 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position $POKER_X_SCREEN[5] $POKER_Y_SCREEN[5] GXT 'VP05'  // COINS WAGERED
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[0] GXT 'VP15' number 1  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[1] GXT 'VP15' number 250  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[2] GXT 'VP15' number 50  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[3] GXT 'VP15' number 25  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[4] GXT 'VP15' number 9  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[5] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[6] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[7] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[8] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[1] $POKER_Y_ROW[9] GXT 'VP15' number 1  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[0] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[1] GXT 'VP15' number 500  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[2] GXT 'VP15' number 100  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[3] GXT 'VP15' number 50  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[4] GXT 'VP15' number 18  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[5] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[6] GXT 'VP15' number 8  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[7] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[8] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[2] $POKER_Y_ROW[9] GXT 'VP15' number 2  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[0] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[1] GXT 'VP15' number 750  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[2] GXT 'VP15' number 150  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[3] GXT 'VP15' number 75  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[4] GXT 'VP15' number 27  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[5] GXT 'VP15' number 18  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[6] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[7] GXT 'VP15' number 9  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[8] GXT 'VP15' number 6  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[3] $POKER_Y_ROW[9] GXT 'VP15' number 3  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[0] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[1] GXT 'VP15' number 1000  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[2] GXT 'VP15' number 200  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[3] GXT 'VP15' number 100  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[4] GXT 'VP15' number 36  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[5] GXT 'VP15' number 24  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[6] GXT 'VP15' number 16  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[7] GXT 'VP15' number 12  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[8] GXT 'VP15' number 8  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[4] $POKER_Y_ROW[9] GXT 'VP15' number 4  // ~1~
gosub @VIDPOK_34213 
03E4: enable_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[0] GXT 'VP15' number 5  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[1] GXT 'VP15' number 4000  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[2] GXT 'VP15' number 250  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[3] GXT 'VP15' number 125  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[4] GXT 'VP15' number 45  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[5] GXT 'VP15' number 30  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[6] GXT 'VP15' number 20  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[7] GXT 'VP15' number 15  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[8] GXT 'VP15' number 10  // ~1~
gosub @VIDPOK_34405 
03E4: enable_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_COL[5] $POKER_Y_ROW[9] GXT 'VP15' number 5  // ~1~
038E: draw_box_position $POKER_X_LINE[0] $POKER_Y_LINE[0] size $POKER_LINE_WIDTH[0] $POKER_LINE_HEIGHT[0] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[1] $POKER_Y_LINE[1] size $POKER_LINE_WIDTH[1] $POKER_LINE_HEIGHT[1] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[2] $POKER_Y_LINE[2] size $POKER_LINE_WIDTH[2] $POKER_LINE_HEIGHT[2] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[3] $POKER_Y_LINE[3] size $POKER_LINE_WIDTH[3] $POKER_LINE_HEIGHT[3] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[4] $POKER_Y_LINE[4] size $POKER_LINE_WIDTH[4] $POKER_LINE_HEIGHT[4] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[5] $POKER_Y_LINE[5] size $POKER_LINE_WIDTH[5] $POKER_LINE_HEIGHT[5] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[6] $POKER_Y_LINE[6] size $POKER_LINE_WIDTH[6] $POKER_LINE_HEIGHT[6] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[7] $POKER_Y_LINE[7] size $POKER_LINE_WIDTH[7] $POKER_LINE_HEIGHT[7] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
038E: draw_box_position $POKER_X_LINE[8] $POKER_Y_LINE[8] size $POKER_LINE_WIDTH[8] $POKER_LINE_HEIGHT[8] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
$9064 = 0 

:VIDPOK_30112
if 
  5 > $9064 
else_jump @VIDPOK_31298 
if 
  $8827($9064,5i) == 0 
else_jump @VIDPOK_30195 
038D: draw_texture 53 position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) size $POKER_CARD_WIDTH $POKER_CARD_HEIGHT RGBA 128 128 128 255 
jump @VIDPOK_30236 

:VIDPOK_30195
038D: draw_texture $8827($9064,5i) position $POKER_X_CARD($9064,5f) $POKER_Y_CARD($9064,5f) size $POKER_CARD_WIDTH $POKER_CARD_HEIGHT RGBA 128 128 128 255 

:VIDPOK_30236
0086: $TEMPVAR_FLOAT_1 = $POKER_X_CARD($9064,5f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_CARD($9064,5f) // (float) 
0059: $TEMPVAR_FLOAT_2 += $POKER_HOLD_BUTTON_OFFSET // (float) 
if 
  $8837($9064,5i) == 0 
else_jump @VIDPOK_30447 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30447
if 
  $8837($9064,5i) == 1 
else_jump @VIDPOK_30628 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30628
if 
  $8837($9064,5i) == 2 
else_jump @VIDPOK_30789 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30789
if 
  $8837($9064,5i) == 3 
else_jump @VIDPOK_30954 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_30954
if 
  $8837($9064,5i) == 4 
else_jump @VIDPOK_31117 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_31117
if 
  $8837($9064,5i) == 5 
else_jump @VIDPOK_31284 
0086: $8930 = $POKER_HOLD_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_HOLD_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size $POKER_HOLD_WIDTH $POKER_HOLD_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_HOLD_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 GXT 'VP19'  // HOLD

:VIDPOK_31284
$9064 += 1 
jump @VIDPOK_30112 

:VIDPOK_31298
if 
  $8842 == 0 
else_jump @VIDPOK_31481 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_31481
if 
  $8842 == 1 
else_jump @VIDPOK_31666 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_31666
if 
  $8842 == 2 
else_jump @VIDPOK_31831 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_31831
if 
  $8842 == 3 
else_jump @VIDPOK_32000 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_32000
if 
  $8842 == 4 
else_jump @VIDPOK_32167 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_32167
if 
  $8842 == 5 
else_jump @VIDPOK_32338 
0086: $8930 = $POKER_BET_ONE_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_BET_ONE_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_BET_ONE $POKER_Y_BET_ONE size $POKER_BET_ONE_WIDTH $POKER_BET_ONE_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_BET_ONE_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_BET_ONE // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_BET_ONE $TEMPVAR_FLOAT_2 GXT 'VP20'  // ADD COIN

:VIDPOK_32338
if 
  $8843 == 0 
else_jump @VIDPOK_32521 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_32521
if 
  $8843 == 1 
else_jump @VIDPOK_32706 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 128 128 128 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_32706
if 
  $8843 == 2 
else_jump @VIDPOK_32871 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_32871
if 
  $8843 == 3 
else_jump @VIDPOK_33040 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA 0 128 0 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_33040
if 
  $8843 == 4 
else_jump @VIDPOK_33207 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_33207
if 
  $8843 == 5 
else_jump @VIDPOK_33378 
0086: $8930 = $POKER_DEAL_WIDTH // (float) 
0059: $8930 += $POKER_BORDER_THICKNESS // (float) 
0086: $8931 = $POKER_DEAL_HEIGHT // (float) 
0059: $8931 += $POKER_BORDER_THICKNESS // (float) 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_DEAL $POKER_Y_DEAL size $POKER_DEAL_WIDTH $POKER_DEAL_HEIGHT RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
gosub @VIDPOK_34597 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $9065 $POKER_TEXT_COLOR_B[5] 255 
0089: 15@ = $POKER_DEAL_HEIGHT // (float) 
0077: 15@ /= $POKER_BUTTON_TEXT_OFFSET // (float) 
0086: $TEMPVAR_FLOAT_2 = $POKER_Y_DEAL // (float) 
0067: $TEMPVAR_FLOAT_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_DEAL $TEMPVAR_FLOAT_2 GXT 'VP21'  // DEAL

:VIDPOK_33378
return 

:VIDPOK_33380
if and
  27 > $9069 
  $9069 > 13 
else_jump @VIDPOK_33420 
0084: $9070 = $9069 // (int) 
$9070 -= 13 

:VIDPOK_33420
if and
  40 > $9069 
  $9069 > 26 
else_jump @VIDPOK_33460 
0084: $9070 = $9069 // (int) 
$9070 -= 26 

:VIDPOK_33460
if and
  53 > $9069 
  $9069 > 39 
else_jump @VIDPOK_33500 
0084: $9070 = $9069 // (int) 
$9070 -= 39 

:VIDPOK_33500
if 
  13 >= $9069 
else_jump @VIDPOK_33526 
0084: $9070 = $9069 // (int) 

:VIDPOK_33526
return 

:VIDPOK_33528
if 
  14 > $9069 
else_jump @VIDPOK_33560 
$9070 = 1 
jump @VIDPOK_33631 

:VIDPOK_33560
if 
  27 > $9069 
else_jump @VIDPOK_33592 
$9070 = 2 
jump @VIDPOK_33631 

:VIDPOK_33592
if 
  40 > $9069 
else_jump @VIDPOK_33624 
$9070 = 3 
jump @VIDPOK_33631 

:VIDPOK_33624
$9070 = 4 

:VIDPOK_33631
return 

:VIDPOK_33633
return 

:VIDPOK_33635
return 

:VIDPOK_33637
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[0] $POKER_Y_TEXT_SCALE[0] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[0] $POKER_TEXT_COLOR_G[0] $POKER_TEXT_COLOR_B[0] 255 
if 
  $POKER_TEXT_CENTRE[0] == 1 
else_jump @VIDPOK_33681 
0342: enable_text_draw_centered 1 

:VIDPOK_33681
0871: init_jump_table $POKER_TEXT_FONT[0] total_jumps 4 default_jump 1 @VIDPOK_33788 jumps 0 @VIDPOK_33744 1 @VIDPOK_33755 2 @VIDPOK_33766 3 @VIDPOK_33777 -1 @VIDPOK_33799 -1 @VIDPOK_33799 -1 @VIDPOK_33799 

:VIDPOK_33744
0349: set_text_draw_font 0 
jump @VIDPOK_33799 

:VIDPOK_33755
0349: set_text_draw_font 1 
jump @VIDPOK_33799 

:VIDPOK_33766
0349: set_text_draw_font 2 
jump @VIDPOK_33799 

:VIDPOK_33777
0349: set_text_draw_font 3 
jump @VIDPOK_33799 

:VIDPOK_33788
0349: set_text_draw_font 0 
jump @VIDPOK_33799 

:VIDPOK_33799
081C: draw_text_outline $POKER_TEXT_EDGE[0] RGBA $POKER_TEXT_EDGE_R[0] $POKER_TEXT_EDGE_G[0] $POKER_TEXT_EDGE_B[0] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_33829
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[1] $POKER_Y_TEXT_SCALE[1] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[1] $POKER_TEXT_COLOR_G[1] $POKER_TEXT_COLOR_B[1] 255 
if 
  $POKER_TEXT_CENTRE[1] == 1 
else_jump @VIDPOK_33873 
0342: enable_text_draw_centered 1 

:VIDPOK_33873
0871: init_jump_table $POKER_TEXT_FONT[1] total_jumps 4 default_jump 1 @VIDPOK_33980 jumps 0 @VIDPOK_33936 1 @VIDPOK_33947 2 @VIDPOK_33958 3 @VIDPOK_33969 -1 @VIDPOK_33991 -1 @VIDPOK_33991 -1 @VIDPOK_33991 

:VIDPOK_33936
0349: set_text_draw_font 0 
jump @VIDPOK_33991 

:VIDPOK_33947
0349: set_text_draw_font 1 
jump @VIDPOK_33991 

:VIDPOK_33958
0349: set_text_draw_font 2 
jump @VIDPOK_33991 

:VIDPOK_33969
0349: set_text_draw_font 3 
jump @VIDPOK_33991 

:VIDPOK_33980
0349: set_text_draw_font 0 
jump @VIDPOK_33991 

:VIDPOK_33991
081C: draw_text_outline $POKER_TEXT_EDGE[1] RGBA $POKER_TEXT_EDGE_R[1] $POKER_TEXT_EDGE_G[1] $POKER_TEXT_EDGE_B[1] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34021
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[2] $POKER_Y_TEXT_SCALE[2] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[2] $POKER_TEXT_COLOR_G[2] $POKER_TEXT_COLOR_B[2] 255 
if 
  $POKER_TEXT_CENTRE[2] == 1 
else_jump @VIDPOK_34065 
0342: enable_text_draw_centered 1 

:VIDPOK_34065
0871: init_jump_table $POKER_TEXT_FONT[2] total_jumps 4 default_jump 1 @VIDPOK_34172 jumps 0 @VIDPOK_34128 1 @VIDPOK_34139 2 @VIDPOK_34150 3 @VIDPOK_34161 -1 @VIDPOK_34183 -1 @VIDPOK_34183 -1 @VIDPOK_34183 

:VIDPOK_34128
0349: set_text_draw_font 0 
jump @VIDPOK_34183 

:VIDPOK_34139
0349: set_text_draw_font 1 
jump @VIDPOK_34183 

:VIDPOK_34150
0349: set_text_draw_font 2 
jump @VIDPOK_34183 

:VIDPOK_34161
0349: set_text_draw_font 3 
jump @VIDPOK_34183 

:VIDPOK_34172
0349: set_text_draw_font 0 
jump @VIDPOK_34183 

:VIDPOK_34183
081C: draw_text_outline $POKER_TEXT_EDGE[2] RGBA $POKER_TEXT_EDGE_R[2] $POKER_TEXT_EDGE_G[2] $POKER_TEXT_EDGE_B[2] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34213
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[3] $POKER_Y_TEXT_SCALE[3] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[3] $POKER_TEXT_COLOR_G[3] $POKER_TEXT_COLOR_B[3] 255 
if 
  $POKER_TEXT_CENTRE[3] == 1 
else_jump @VIDPOK_34257 
0342: enable_text_draw_centered 1 

:VIDPOK_34257
0871: init_jump_table $POKER_TEXT_FONT[3] total_jumps 4 default_jump 1 @VIDPOK_34364 jumps 0 @VIDPOK_34320 1 @VIDPOK_34331 2 @VIDPOK_34342 3 @VIDPOK_34353 -1 @VIDPOK_34375 -1 @VIDPOK_34375 -1 @VIDPOK_34375 

:VIDPOK_34320
0349: set_text_draw_font 0 
jump @VIDPOK_34375 

:VIDPOK_34331
0349: set_text_draw_font 1 
jump @VIDPOK_34375 

:VIDPOK_34342
0349: set_text_draw_font 2 
jump @VIDPOK_34375 

:VIDPOK_34353
0349: set_text_draw_font 3 
jump @VIDPOK_34375 

:VIDPOK_34364
0349: set_text_draw_font 0 
jump @VIDPOK_34375 

:VIDPOK_34375
081C: draw_text_outline $POKER_TEXT_EDGE[3] RGBA $POKER_TEXT_EDGE_R[3] $POKER_TEXT_EDGE_G[3] $POKER_TEXT_EDGE_B[3] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34405
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[4] $POKER_Y_TEXT_SCALE[4] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[4] $POKER_TEXT_COLOR_G[4] $POKER_TEXT_COLOR_B[4] 255 
if 
  $POKER_TEXT_CENTRE[4] == 1 
else_jump @VIDPOK_34449 
0342: enable_text_draw_centered 1 

:VIDPOK_34449
0871: init_jump_table $POKER_TEXT_FONT[4] total_jumps 4 default_jump 1 @VIDPOK_34556 jumps 0 @VIDPOK_34512 1 @VIDPOK_34523 2 @VIDPOK_34534 3 @VIDPOK_34545 -1 @VIDPOK_34567 -1 @VIDPOK_34567 -1 @VIDPOK_34567 

:VIDPOK_34512
0349: set_text_draw_font 0 
jump @VIDPOK_34567 

:VIDPOK_34523
0349: set_text_draw_font 1 
jump @VIDPOK_34567 

:VIDPOK_34534
0349: set_text_draw_font 2 
jump @VIDPOK_34567 

:VIDPOK_34545
0349: set_text_draw_font 3 
jump @VIDPOK_34567 

:VIDPOK_34556
0349: set_text_draw_font 0 
jump @VIDPOK_34567 

:VIDPOK_34567
081C: draw_text_outline $POKER_TEXT_EDGE[4] RGBA $POKER_TEXT_EDGE_R[4] $POKER_TEXT_EDGE_G[4] $POKER_TEXT_EDGE_B[4] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34597
033F: set_text_draw_letter_size $POKER_X_TEXT_SCALE[5] $POKER_Y_TEXT_SCALE[5] 
0340: set_text_draw_RGBA $POKER_TEXT_COLOR_R[5] $POKER_TEXT_COLOR_G[5] $POKER_TEXT_COLOR_B[5] 255 
if 
  $POKER_TEXT_CENTRE[5] == 1 
else_jump @VIDPOK_34641 
0342: enable_text_draw_centered 1 

:VIDPOK_34641
0871: init_jump_table $POKER_TEXT_FONT[5] total_jumps 4 default_jump 1 @VIDPOK_34748 jumps 0 @VIDPOK_34704 1 @VIDPOK_34715 2 @VIDPOK_34726 3 @VIDPOK_34737 -1 @VIDPOK_34759 -1 @VIDPOK_34759 -1 @VIDPOK_34759 

:VIDPOK_34704
0349: set_text_draw_font 0 
jump @VIDPOK_34759 

:VIDPOK_34715
0349: set_text_draw_font 1 
jump @VIDPOK_34759 

:VIDPOK_34726
0349: set_text_draw_font 2 
jump @VIDPOK_34759 

:VIDPOK_34737
0349: set_text_draw_font 3 
jump @VIDPOK_34759 

:VIDPOK_34748
0349: set_text_draw_font 0 
jump @VIDPOK_34759 

:VIDPOK_34759
081C: draw_text_outline $POKER_TEXT_EDGE[5] RGBA $POKER_TEXT_EDGE_R[5] $POKER_TEXT_EDGE_G[5] $POKER_TEXT_EDGE_B[5] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:VIDPOK_34875
0653: 15@ = float_stat 81 
if 
  50.0 > 15@ 
else_jump @VIDPOK_34917 
$MAX_WAGER = 100 
jump @VIDPOK_35037 

:VIDPOK_34917
if 
  150.0 > 15@ 
else_jump @VIDPOK_34953 
$MAX_WAGER = 1000 
jump @VIDPOK_35037 

:VIDPOK_34953
if 
  350.0 > 15@ 
else_jump @VIDPOK_34989 
$MAX_WAGER = 10000 
jump @VIDPOK_35037 

:VIDPOK_34989
if 
  1000.0 > 15@ 
else_jump @VIDPOK_35027 
$MAX_WAGER = 100000 
jump @VIDPOK_35037 

:VIDPOK_35027
$MAX_WAGER = 1000000 

:VIDPOK_35037
return 

:VIDPOK_35039
09BD: unknown_flag 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
end_thread_named 'CASHWIN' 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 4 
0391: release_txd_dictionary 
03F0: enable_text_draw 0 
Player.CanMove($PLAYER_CHAR) = True
0826: enable_hud 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 
end_thread 

//-------------External script 17 (BLACKJ)---------------

:BLACKJ
thread 'BLACKJ' 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
22@ = 0 
23@ = 0 
24@ = 0 
if 
  3@ == -1 
else_jump @BLACKJ_193 
0@ = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9217 = Object.Create(#WOODENBOX, 0.0, 0.0, 0.0)
$9218 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9208[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)

:BLACKJ_193
29@ = -99 

:BLACKJ_200
wait 0 
if 
  $PLAYER_IN_INTERIOR == 0 
else_jump @BLACKJ_2463 
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_2447 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @BLACKJ_2431 
if 
  $9217 == 0 
else_jump @BLACKJ_2343 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_2327 
if 
  2@ == 0 
else_jump @BLACKJ_1076 
if 
  3@ == 0 
else_jump @BLACKJ_869 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_366 
04AF: 26@ = 171 // @ = any 
jump @BLACKJ_374 

:BLACKJ_366
04AF: 26@ = 171 // @ = any 

:BLACKJ_374
if 
   not Model.Available(26@)
else_jump @BLACKJ_395 
Model.Load(26@)

:BLACKJ_395
if 
84EE:   not animation "CASINO" loaded 
else_jump @BLACKJ_426 
04ED: load_animation "CASINO" 

:BLACKJ_426
if 
  29@ == -99 
else_jump @BLACKJ_862 
0653: 13@ = float_stat 81 
if 
  $9207 == 0 
else_jump @BLACKJ_675 
if 
  1.0 > 13@ 
else_jump @BLACKJ_511 
29@ = 100 
30@ = 1 
jump @BLACKJ_661 

:BLACKJ_511
if 
  10.0 > 13@ 
else_jump @BLACKJ_554 
29@ = 1000 
30@ = 10 
jump @BLACKJ_661 

:BLACKJ_554
if 
  100.0 > 13@ 
else_jump @BLACKJ_597 
29@ = 10000 
30@ = 100 
jump @BLACKJ_661 

:BLACKJ_597
if 
  1000.0 > 13@ 
else_jump @BLACKJ_643 
29@ = 100000 
30@ = 1000 
jump @BLACKJ_661 

:BLACKJ_643
29@ = 1000000 
30@ = 10000 

:BLACKJ_661
$9207 += 1 
jump @BLACKJ_862 

:BLACKJ_675
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @BLACKJ_862 jumps 0 @BLACKJ_747 1 @BLACKJ_768 2 @BLACKJ_790 3 @BLACKJ_812 4 @BLACKJ_837 -1 @BLACKJ_862 -1 @BLACKJ_862 

:BLACKJ_747
29@ = 100 
30@ = 1 
jump @BLACKJ_862 

:BLACKJ_768
29@ = 1000 
30@ = 10 
jump @BLACKJ_862 

:BLACKJ_790
29@ = 10000 
30@ = 100 
jump @BLACKJ_862 

:BLACKJ_812
29@ = 100000 
30@ = 1000 
jump @BLACKJ_862 

:BLACKJ_837
29@ = 1000000 
30@ = 10000 
jump @BLACKJ_862 

:BLACKJ_862
3@ += 1 

:BLACKJ_869
if 
  3@ == 1 
else_jump @BLACKJ_920 
if and
   Model.Available(26@)
04EE:   animation "CASINO" loaded 
else_jump @BLACKJ_920 
3@ += 1 

:BLACKJ_920
if 
  3@ == 2 
else_jump @BLACKJ_1076 
if 
856D:   not actor 1@ defined 
else_jump @BLACKJ_1062 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
1@ = Actor.Create(CivMale, 26@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
$TEMPVAR_ANGLE = Object.Angle(0@)
$TEMPVAR_ANGLE += 180.0 
Actor.Angle(1@) = $TEMPVAR_ANGLE
Model.Destroy(26@)
0A0A: unknown_object 0@ flag 1 

:BLACKJ_1062
2@ += 1 
3@ = 0 

:BLACKJ_1076
if 
  2@ == 1 
else_jump @BLACKJ_2320 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_2320 
if 
  $9470 == 0 
else_jump @BLACKJ_2271 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
if 
00FF:   actor 1@ sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.4 0.4 2.0 on_foot 
else_jump @BLACKJ_2215 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 -1.5 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 on_foot 
else_jump @BLACKJ_2159 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @BLACKJ_2152 
if 
  22@ == 0 
else_jump @BLACKJ_2128 
if 
00E1:   player 0 pressed_key 15 
else_jump @BLACKJ_1875 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001E:   $BJACK_PLAYER_CASH > 30@ // (int) 
else_jump @BLACKJ_1845 
10@ = 0 
0653: 13@ = float_stat 81 
if 
  29@ == 1000000 
else_jump @BLACKJ_1449 
if 
  1000.0 > 13@ 
else_jump @BLACKJ_1442 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1442
jump @BLACKJ_1654 

:BLACKJ_1449
if 
  29@ == 100000 
else_jump @BLACKJ_1521 
if 
  100.0 > 13@ 
else_jump @BLACKJ_1514 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1514
jump @BLACKJ_1654 

:BLACKJ_1521
if 
  29@ == 10000 
else_jump @BLACKJ_1591 
if 
  10.0 > 13@ 
else_jump @BLACKJ_1584 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1584
jump @BLACKJ_1654 

:BLACKJ_1591
if 
  29@ == 1000 
else_jump @BLACKJ_1654 
if 
  1.0 > 13@ 
else_jump @BLACKJ_1654 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
10@ = 1 

:BLACKJ_1654
if 
  10@ == 0 
else_jump @BLACKJ_1744 
if 
  21@ == 1 
else_jump @BLACKJ_1701 
00BE: text_clear_all 
03E6: remove_text_box 
21@ = 0 

:BLACKJ_1701
2@ = 0 
3@ = 0 
008A: $9217 = 0@ // (int) 
$9205 = 0 
22@ = 1 
jump @BLACKJ_1838 

:BLACKJ_1744
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_1838 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_1816 
09D6: set_actor 1@ sound 5850 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 
jump @BLACKJ_1838 

:BLACKJ_1816
09D6: set_actor 1@ sound 5851 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 

:BLACKJ_1838
jump @BLACKJ_1868 

:BLACKJ_1845
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
gosub @BLACKJ_18303 

:BLACKJ_1868
jump @BLACKJ_2121 

:BLACKJ_1875
if 
   not 21@ == 1 
else_jump @BLACKJ_2121 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_2121 
0989: set_text_boxes_width 200 
0871: init_jump_table 29@ total_jumps 5 default_jump 0 @BLACKJ_2114 jumps 100 @BLACKJ_2024 1000 @BLACKJ_2042 10000 @BLACKJ_2060 100000 @BLACKJ_2078 1000000 @BLACKJ_2096 -1 @BLACKJ_2114 -1 @BLACKJ_2114 

:BLACKJ_2024
0512: show_permanent_text_box 'BJ_1A'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $100
jump @BLACKJ_2114 

:BLACKJ_2042
0512: show_permanent_text_box 'BJ_1B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000
jump @BLACKJ_2114 

:BLACKJ_2060
0512: show_permanent_text_box 'BJ_1C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $10,000
jump @BLACKJ_2114 

:BLACKJ_2078
0512: show_permanent_text_box 'BJ_1D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $100,000
jump @BLACKJ_2114 

:BLACKJ_2096
0512: show_permanent_text_box 'BJ_1E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000,000
jump @BLACKJ_2114 

:BLACKJ_2114
21@ = 1 

:BLACKJ_2121
jump @BLACKJ_2152 

:BLACKJ_2128
if 
80E1:   not player 0 pressed_key 15 
else_jump @BLACKJ_2152 
22@ = 0 

:BLACKJ_2152
jump @BLACKJ_2208 

:BLACKJ_2159
if 
  21@ == 1 
else_jump @BLACKJ_2208 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2208
jump @BLACKJ_2264 

:BLACKJ_2215
if 
  21@ == 1 
else_jump @BLACKJ_2264 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2264
jump @BLACKJ_2320 

:BLACKJ_2271
if 
  21@ == 1 
else_jump @BLACKJ_2320 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
21@ = 0 

:BLACKJ_2320
jump @BLACKJ_2336 

:BLACKJ_2327
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2336
jump @BLACKJ_2424 

:BLACKJ_2343
if 
003C:   $9217 == 0@ // (int) 
else_jump @BLACKJ_2424 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_2424 
if 
  5@ == 0 
else_jump @BLACKJ_2410 
gosub @BLACKJ_2533 
jump @BLACKJ_2424 

:BLACKJ_2410
gosub @BLACKJ_34567 
$9217 = 0 

:BLACKJ_2424
jump @BLACKJ_2440 

:BLACKJ_2431
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2440
jump @BLACKJ_2456 

:BLACKJ_2447
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2456
jump @BLACKJ_2472 

:BLACKJ_2463
gosub @BLACKJ_2479 
end_thread 

:BLACKJ_2472
jump @BLACKJ_200 

:BLACKJ_2479
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_2502 
0A0A: unknown_object 0@ flag 0 

:BLACKJ_2502
Actor.RemoveReferences(1@)
04EF: release_animation "CASINO" 
$9207 -= 1 
2@ = 0 
return 

:BLACKJ_2533
if 
0736:   NOP_false 32 
else_jump @BLACKJ_2582 
31@ += 1 
if 
  31@ > 5 
else_jump @BLACKJ_2580 
31@ = 0 

:BLACKJ_2580
086A: NOP 

:BLACKJ_2582
if 
  31@ == 1 
else_jump @BLACKJ_2838 
008A: $9219 = 2@ // (int) 
008A: $9220 = 3@ // (int) 
008A: $9221 = 4@ // (int) 
0084: $9222 = $BJACK_PLAYER_TOTAL1 // (int) 
0084: $9223 = $BJACK_PLAYER_TOTAL1_B // (int) 
0084: $9224 = $BJACK_PLAYER_TOTAL2 // (int) 
0084: $9225 = $BJACK_PLAYER_TOTAL2_B // (int) 
0084: $9226 = $BJACK_DEALER_TOTAL // (int) 
0084: $9227 = $BJACK_DEALER_TOTAL2 // (int) 
065D: NOP $9219 "M_STAGE" 
065D: NOP $9220 "M_GOALS" 
065D: NOP $9221 "M_GOALS2" 
065D: NOP $9222 "PLAYER_TOTAL1" 
065D: NOP $9223 "PLAYER_TOTAL1_B" 
065D: NOP $9224 "PLAYER_TOTAL2" 
065D: NOP $9225 "PLAYER_TOTAL2_B" 
065D: NOP $9226 "DEALER_TOTAL" 
065D: NOP $9227 "DEALER_TOTAL2" 

:BLACKJ_2838
if 
  31@ == 2 
else_jump @BLACKJ_3148 
0084: $9219 = $BJACK_PLAYER_CANNOT_SPLIT // (int) 
0084: $9220 = $BJACK_PLAYER_HAS_SPLIT // (int) 
0084: $9221 = $BJACK_PLAYER_CANNOT_DOUBLE // (int) 
0084: $9222 = $BJACK_PLAYER_HAS_DOUBLED1 // (int) 
0084: $9223 = $BJACK_PLAYER_HAS_DOUBLED2 // (int) 
0084: $9224 = $BJACK_PLAYER_HAS_STUCKED1 // (int) 
0084: $9225 = $BJACK_PLAYER_HAS_STUCKED2 // (int) 
0084: $9226 = $BJACK_PLAYER_HAS_HIT1 // (int) 
0084: $9227 = $BJACK_DEALER_HAS_STUCK // (int) 
065D: NOP $9219 "PLAYER_CANNOT_SPLIT" 
065D: NOP $9220 "PLAYER_HAS_SPLIT" 
065D: NOP $9221 "PLAYER_CANNOT_DOUBLE" 
065D: NOP $9222 "PLAYER_HAS_DOUBLED1" 
065D: NOP $9223 "PLAYER_HAS_DOUBLED2" 
065D: NOP $9224 "PLAYER_HAS_STUCK1" 
065D: NOP $9225 "PLAYER_HAS_STUCK2" 
065D: NOP $9226 "PLAYER_HAS_HIT" 
065D: NOP $9227 "DEALER_HAS_STUCK" 

:BLACKJ_3148
if 
  31@ == 3 
else_jump @BLACKJ_3441 
0084: $9219 = $BJACK_PLAYER_HAS_QUIT // (int) 
0084: $9220 = $BJACK_PLAYER_HAS_WON1 // (int) 
0084: $9221 = $BJACK_PLAYER_HAS_WON2 // (int) 
0084: $9222 = $BJACK_PLAYER_HAS_INPUT // (int) 
0084: $9223 = $BJACK_DEALER_WINS_BY_DEFAULT // (int) 
0084: $9224 = $BJACK_DEALER_GOT_ACE // (int) 
0084: $9225 = $BJACK_PLAYER_GOT_ACE1 // (int) 
0084: $9226 = $BJACK_PLAYER_GOT_ACE2 // (int) 
0084: $9227 = $BJACK_PLAYER_GOT_BJACK // (int) 
065D: NOP $9219 "PLAYER_HAS_QUIT" 
065D: NOP $9220 "PLAYER_HAS_WON1" 
065D: NOP $9221 "PLAYER_HAS_WON2" 
065D: NOP $9222 "PLAYER_HAS_INPUT" 
065D: NOP $9223 "DEALER_WINS_BY_DEFAULT" 
065D: NOP $9224 "DEALER_GOT_ACE" 
065D: NOP $9225 "PLAYER_GOT_ACE1" 
065D: NOP $9226 "PLAYER_GOT_ACE2" 
065D: NOP $9227 "PLAYER_GOT_BJ" 

:BLACKJ_3441
if 
  31@ == 4 
else_jump @BLACKJ_3679 
0084: $9219 = $BJACK_PLAYER_CASH // (int) 
008A: $9220 = 30@ // (int) 
008A: $9221 = 29@ // (int) 
0084: $9222 = $BJACK_LAST_BET // (int) 
0084: $9223 = $BJACK_BET1 // (int) 
0084: $9224 = $BJACK_BET2 // (int) 
0084: $9225 = $BJACK_BET_STEP // (int) 
0084: $9226 = $BJACK_HALF_BET // (int) 
0084: $9227 = $BJACK_REFUND // (int) 
065D: NOP $9219 "BJ_PLAYERS_CASH" 
065D: NOP $9220 "MIN_BET" 
065D: NOP $9221 "MAX_BET" 
065D: NOP $9222 "BJ_LAST_BET" 
065D: NOP $9223 "BJ_BET1" 
065D: NOP $9224 "BJ_BET2" 
065D: NOP $9225 "BJ_BET_STEP" 
065D: NOP $9226 "BJ_HALF_BET" 
065D: NOP $9227 "BJ_REFUND" 

:BLACKJ_3679
if 
  31@ == 5 
else_jump @BLACKJ_3780 
0084: $9219 = $BJACK_PLAYER_GOT_BJACK // (int) 
0084: $9220 = $BJACK_PAYOUT // (int) 
0084: $9221 = $BJACK_INITIAL_STAKE // (int) 
065D: NOP $9219 "PLAYER_GOT_BJ" 
065D: NOP $9220 "BJ_PAYOUT" 
065D: NOP $9221 "BJ_INITIAL_STAKE" 

:BLACKJ_3780
6@ += 1 
if 
  6@ > 9 
else_jump @BLACKJ_3812 
6@ = 0 

:BLACKJ_3812
01BD: 7@ = current_time_in_ms 
0085: 9@ = 7@ // (int) 
0062: 9@ -= 8@ // (int) 
0085: 8@ = 7@ // (int) 
if or
0A2A:   text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
0A2A:   text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
0A2A:   text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
0A2A:   text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_4365 
if 
   not $9206 == 1 
else_jump @BLACKJ_4079 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_4065 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_4065 jumps 0 @BLACKJ_4002 1 @BLACKJ_4023 2 @BLACKJ_4044 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 -1 @BLACKJ_4065 

:BLACKJ_4002
09D6: set_actor 1@ sound 5820 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4023
09D6: set_actor 1@ sound 5821 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4044
09D6: set_actor 1@ sound 5822 flags 1 1 0 
jump @BLACKJ_4065 

:BLACKJ_4065
$9206 = 1 
32@ = 0 

:BLACKJ_4079
if 
  23@ == 0 
else_jump @BLACKJ_4130 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_4123 
03E6: remove_text_box 
23@ = 1 

:BLACKJ_4123
jump @BLACKJ_4172 

:BLACKJ_4130
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_4172 
if 
   not 23@ == 0 
else_jump @BLACKJ_4172 
23@ = 0 

:BLACKJ_4172
if 
  25@ == 0 
else_jump @BLACKJ_4223 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_4216 
03E6: remove_text_box 
25@ = 1 

:BLACKJ_4216
jump @BLACKJ_4265 

:BLACKJ_4223
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_4265 
if 
   not 25@ == 0 
else_jump @BLACKJ_4265 
25@ = 0 

:BLACKJ_4265
if 
  24@ == 0 
else_jump @BLACKJ_4316 
if 
00E1:   player 0 pressed_key 14 
else_jump @BLACKJ_4309 
03E6: remove_text_box 
24@ = 1 

:BLACKJ_4309
jump @BLACKJ_4358 

:BLACKJ_4316
if 
80E1:   not player 0 pressed_key 14 
else_jump @BLACKJ_4358 
if 
   not 24@ == 0 
else_jump @BLACKJ_4358 
24@ = 0 

:BLACKJ_4358
jump @BLACKJ_4390 

:BLACKJ_4365
if 
   not $9206 == 0 
else_jump @BLACKJ_4390 
$9206 = 0 

:BLACKJ_4390
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @BLACKJ_4551 jumps 0 @BLACKJ_4453 1 @BLACKJ_4467 2 @BLACKJ_4481 3 @BLACKJ_4495 4 @BLACKJ_4509 5 @BLACKJ_4523 6 @BLACKJ_4537 

:BLACKJ_4453
gosub @BLACKJ_5015 
jump @BLACKJ_4551 

:BLACKJ_4467
gosub @BLACKJ_7716 
jump @BLACKJ_4551 

:BLACKJ_4481
gosub @BLACKJ_9615 
jump @BLACKJ_4551 

:BLACKJ_4495
gosub @BLACKJ_10189 
jump @BLACKJ_4551 

:BLACKJ_4509
gosub @BLACKJ_10622 
jump @BLACKJ_4551 

:BLACKJ_4523
gosub @BLACKJ_15357 
jump @BLACKJ_4551 

:BLACKJ_4537
gosub @BLACKJ_15879 
jump @BLACKJ_4551 

:BLACKJ_4551
if 
0736:   NOP_false 85 
else_jump @BLACKJ_4646 
$BJACK_FLAG_CARD_CHEAT += 1 
if 
  $BJACK_FLAG_CARD_CHEAT > 1 
else_jump @BLACKJ_4626 
$BJACK_FLAG_CARD_CHEAT = 0 
0663: NOP "CARD_CHEAT_OFF" $BJACK_FLAG_CARD_CHEAT 
jump @BLACKJ_4646 

:BLACKJ_4626
0663: NOP "CARD_CHEAT_ON" $BJACK_FLAG_CARD_CHEAT 

:BLACKJ_4646
if 
   not $BJACK_FLAG_CARD_CHEAT == 0 
else_jump @BLACKJ_4792 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_4728 
$BJACK_CHEAT_CARD_ID += 1 
if 
  $BJACK_CHEAT_CARD_ID > 52 
else_jump @BLACKJ_4712 
$BJACK_CHEAT_CARD_ID = 1 

:BLACKJ_4712
0663: NOP "NEXT_CARD" $BJACK_CHEAT_CARD_ID 

:BLACKJ_4728
if 
0736:   NOP_false 130 
else_jump @BLACKJ_4792 
$BJACK_CHEAT_CARD_ID -= 1 
if 
  1 > $BJACK_CHEAT_CARD_ID 
else_jump @BLACKJ_4776 
$BJACK_CHEAT_CARD_ID = 52 

:BLACKJ_4776
0663: NOP "NEXT_CARD" $BJACK_CHEAT_CARD_ID 

:BLACKJ_4792
if 
  22@ == 0 
else_jump @BLACKJ_4966 
if and
00E1:   player 0 pressed_key 15 
   not 2@ == 2 
else_jump @BLACKJ_4959 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_4912 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_4898 
09D6: set_actor 1@ sound 5852 flags 1 1 0 
jump @BLACKJ_4912 

:BLACKJ_4898
09D6: set_actor 1@ sound 5853 flags 1 1 0 

:BLACKJ_4912
5@ = 1 
22@ = 1 
if 
   not $BJACK_REFUND == 0 
else_jump @BLACKJ_4952 
Player.Money($PLAYER_CHAR) += $BJACK_REFUND

:BLACKJ_4952
$BJACK_LAST_BET = 0 

:BLACKJ_4959
jump @BLACKJ_4990 

:BLACKJ_4966
if 
80E1:   not player 0 pressed_key 15 
else_jump @BLACKJ_4990 
22@ = 0 

:BLACKJ_4990
if 
   Actor.Dead(1@)
else_jump @BLACKJ_5013 
5@ = 1 

:BLACKJ_5013
return 

:BLACKJ_5015
if 
  3@ == 0 
else_jump @BLACKJ_5950 
09BD: unknown_flag 1 
Player.CanMove($PLAYER_CHAR) = False
$9325 = 0 
$BJACK_CARD_WIDTH = 51.0 
$BJACK_CARD_HEIGHT = 64.0 
$9087[0] = 233.0 
$9095[0] = 381.0 
$9103[0] = 233.0 
$9111[0] = 311.0 
$9119[0] = 233.0 
$9127[0] = 381.0 
$BJACK_X_PLAYER_SPRITE[0] = 226.0 
$BJACK_Y_PLAYER_SPRITE[0] = 60.0 
$BJACK_BORDER_WIDTH = 6.0 
$BJACK_X_SCREENPOS[0] = 29.0 
$BJACK_Y_SCREENPOS[0] = 220.0 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @BLACKJ_5271 jumps 3 @BLACKJ_5244 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 -1 @BLACKJ_5298 

:BLACKJ_5244
$BJACK_X_SCREENPOS[1] = 173.9799 
$BJACK_Y_SCREENPOS[1] = 409.0 
jump @BLACKJ_5298 

:BLACKJ_5271
$BJACK_X_SCREENPOS[1] = 157.0 
$BJACK_Y_SCREENPOS[1] = 409.0 
jump @BLACKJ_5298 

:BLACKJ_5298
$BJACK_X_SCREENPOS[2] = 36.0 
$BJACK_Y_SCREENPOS[2] = 240.0 
$BJACK_X_SCREENPOS[3] = 36.0 
$BJACK_Y_SCREENPOS[3] = 260.0 
$BJACK_X_SCREENPOS[4] = 36.0 
$BJACK_Y_SCREENPOS[4] = 290.0 
$BJACK_X_SCREENPOS[5] = 36.0 
$BJACK_Y_SCREENPOS[5] = 310.0 
$BJACK_X_SCREENPOS[6] = 36.0 
$BJACK_Y_SCREENPOS[6] = 340.0 
$BJACK_X_SCREENPOS[7] = 36.0 
$BJACK_Y_SCREENPOS[7] = 360.0 
$BJACK_X_SCREENPOS[8] = 29.0 
$BJACK_Y_SCREENPOS[8] = 220.0 
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 4 default_jump 1 @BLACKJ_5555 jumps 1 @BLACKJ_5528 2 @BLACKJ_5501 3 @BLACKJ_5501 4 @BLACKJ_5501 -1 @BLACKJ_5582 -1 @BLACKJ_5582 -1 @BLACKJ_5582 

:BLACKJ_5501
$BJACK_X_SCREENPOS[9] = 169.0 
$BJACK_Y_SCREENPOS[9] = 409.0 
jump @BLACKJ_5582 

:BLACKJ_5528
$BJACK_X_SCREENPOS[9] = 177.0 
$BJACK_Y_SCREENPOS[9] = 409.0 
jump @BLACKJ_5582 

:BLACKJ_5555
$BJACK_X_SCREENPOS[9] = 157.0 
$BJACK_Y_SCREENPOS[9] = 409.0 
jump @BLACKJ_5582 

:BLACKJ_5582
$BJACK_X_SCREENPOS[10] = 36.0 
$BJACK_Y_SCREENPOS[10] = 240.0 
$BJACK_X_SCREENPOS[11] = 36.0 
$BJACK_Y_SCREENPOS[11] = 260.0 
$BJACK_X_SCREENPOS[12] = 36.0 
$BJACK_Y_SCREENPOS[12] = 290.0 
$BJACK_X_SCREENPOS[13] = 40.0 
$BJACK_Y_SCREENPOS[13] = 310.0 
$BJACK_X_SCREENPOS[14] = 40.0 
$BJACK_Y_SCREENPOS[14] = 310.0 
$BJACK_X_SCREENPOS[15] = 36.0 
$BJACK_Y_SCREENPOS[15] = 340.0 
$BJACK_X_SCREENPOS[16] = 40.0 
$BJACK_Y_SCREENPOS[16] = 360.0 
$BJACK_X_SCREENPOS[17] = 40.0 
$BJACK_Y_SCREENPOS[17] = 360.0 
$BJACK_X_SCREENPOS[18] = 40.0 
$BJACK_Y_SCREENPOS[18] = 360.0 
$BJACK_X_SCREENPOS[19] = 40.0 
$BJACK_Y_SCREENPOS[19] = 360.0 
$BJACK_X_SCREENPOS[20] = 40.0 
$BJACK_Y_SCREENPOS[20] = 382.0 
$BJACK_X_SCREENPOS[21] = 40.0 
$BJACK_Y_SCREENPOS[21] = 382.0 
$BJACK_X_SCREENPOS[22] = 209.0 
$BJACK_Y_SCREENPOS[22] = 293.0 
$BJACK_X_SCREENPOS[23] = 209.0 
$BJACK_Y_SCREENPOS[23] = 361.0 
$BJACK_X_SCREENPOS[24] = 1.0 
$BJACK_Y_SCREENPOS[24] = 4.0 
$BJACK_X_SCREENPOS[25] = 320.0 
$BJACK_Y_SCREENPOS[25] = 197.0 
$BJACK_X_SCREENPOS[26] = 320.0 
$BJACK_Y_SCREENPOS[26] = 233.0 
gosub @BLACKJ_32389 
Model.Load(#BLCK_JACK)
04ED: load_animation "CASINO" 
3@ += 1 

:BLACKJ_5950
if 
  3@ == 1 
else_jump @BLACKJ_6000 
if and
   Model.Available(#BLCK_JACK)
04EE:   animation "CASINO" loaded 
else_jump @BLACKJ_6000 
3@ += 1 

:BLACKJ_6000
if 
  3@ == 2 
else_jump @BLACKJ_7552 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_CARD' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
059D: shuffle_card_decks 6 
0581: enable_radar 0 
03AD: NOP 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.4 0.0 
$TEMPVAR_ANGLE = Object.Angle(0@)
$TEMPVAR_ANGLE += 180.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.4 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_6707 
0792: disembark_instantly_actor 1@ 
Actor.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle(1@) = $TEMPVAR_ANGLE

:BLACKJ_6707
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.3192 -1.6334 0.1415 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += -0.4 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_6798 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@ 

:BLACKJ_6798
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_6911 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.4379 -2.243 1.16 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.2822 -1.3256 0.7939 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)

:BLACKJ_6911
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_7545 
$9216 = -0.14 
$BJACK_X_CHIP_OFFSET[0] = 0.0 
$BJACK_Y_CHIP_OFFSET[0] = -0.885 
0086: $BJACK_Z_CHIP_OFFSET[0] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[1] = 0.045 
$BJACK_Y_CHIP_OFFSET[1] = -0.935 
0086: $BJACK_Z_CHIP_OFFSET[1] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[2] = -0.05 
$BJACK_Y_CHIP_OFFSET[2] = -0.93 
0086: $BJACK_Z_CHIP_OFFSET[2] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[3] = -0.01 
$BJACK_Y_CHIP_OFFSET[3] = -0.98 
0086: $BJACK_Z_CHIP_OFFSET[3] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[4] = 0.06 
$BJACK_Y_CHIP_OFFSET[4] = -0.995 
0086: $BJACK_Z_CHIP_OFFSET[4] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[5] = 0.02 
$BJACK_Y_CHIP_OFFSET[5] = -1.075 
0086: $BJACK_Z_CHIP_OFFSET[5] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[6] = -0.07 
$BJACK_Y_CHIP_OFFSET[6] = -1.03 
0086: $BJACK_Z_CHIP_OFFSET[6] = $9216 // (float) 
$BJACK_X_CHIP_OFFSET[7] = 0.065 
$BJACK_Y_CHIP_OFFSET[7] = -1.05 
0086: $BJACK_Z_CHIP_OFFSET[7] = $9216 // (float) 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[0] $BJACK_Y_CHIP_OFFSET[0] $9216 
$9208[0] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[0]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[1] $BJACK_Y_CHIP_OFFSET[1] $9216 
$9208[1] = Object.Init(#CHIP_STACK08, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[1]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[2] $BJACK_Y_CHIP_OFFSET[2] $9216 
$9208[2] = Object.Init(#CHIP_STACK09, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[2]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[3] $BJACK_Y_CHIP_OFFSET[3] $9216 
$9208[3] = Object.Init(#CHIP_STACK10, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[3]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[4] $BJACK_Y_CHIP_OFFSET[4] $9216 
$9208[4] = Object.Init(#CHIP_STACK11, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[4]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[5] $BJACK_Y_CHIP_OFFSET[5] $9216 
$9208[5] = Object.Init(#CHIP_STACK12, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[5]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[6] $BJACK_Y_CHIP_OFFSET[6] $9216 
$9208[6] = Object.Init(#CHIP_STACK13, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[6]) = $TEMPVAR_ANGLE
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET[7] $BJACK_Y_CHIP_OFFSET[7] $9216 
$9208[7] = Object.Init(#CHIP_STACK14, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9208[7]) = $TEMPVAR_ANGLE

:BLACKJ_7545
3@ = 99 

:BLACKJ_7552
if 
  3@ == 99 
else_jump @BLACKJ_7714 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_7700 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_7700 jumps 0 @BLACKJ_7658 1 @BLACKJ_7679 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 -1 @BLACKJ_7700 

:BLACKJ_7658
09D6: set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_7700 

:BLACKJ_7679
09D6: set_actor 1@ sound 5810 flags 1 1 0 
jump @BLACKJ_7700 

:BLACKJ_7700
2@ += 1 
3@ = 0 

:BLACKJ_7714
return 

:BLACKJ_7716
if 
  3@ == 0 
else_jump @BLACKJ_8323 
$BJACK_CARD_ID = 0 
10@ = 0 

:BLACKJ_7748
if 
  8 > 10@ 
else_jump @BLACKJ_7813 
$9141(10@,8i) = 0 
$9149(10@,8i) = 0 
$9157(10@,8i) = 0 
10@ += 1 
jump @BLACKJ_7748 

:BLACKJ_7813
$BJACK_PLAYER_CANNOT_SPLIT = 0 
$BJACK_PLAYER_HAS_SPLIT = 0 
$BJACK_PLAYER_CANNOT_DOUBLE = 0 
$BJACK_PLAYER_HAS_DOUBLED1 = 0 
$BJACK_PLAYER_HAS_DOUBLED2 = 0 
$BJACK_PLAYER_HAS_STUCKED1 = 0 
$BJACK_PLAYER_HAS_STUCKED2 = 0 
$BJACK_PLAYER_HAS_HIT1 = 0 
$BJACK_DEALER_HAS_STUCK = 0 
$BJACK_PLAYER_HAS_QUIT = 0 
$BJACK_PLAYER_HAS_WON1 = 0 
$BJACK_PLAYER_HAS_WON2 = 0 
$BJACK_PLAYER_HAS_INPUT = 0 
$BJACK_DEALER_WINS_BY_DEFAULT = 0 
$BJACK_PLAYER_TOTAL1 = 0 
$BJACK_PLAYER_TOTAL1_B = 0 
$BJACK_PLAYER_TOTAL2 = 0 
$BJACK_PLAYER_TOTAL2_B = 0 
$BJACK_DEALER_TOTAL = 0 
$BJACK_DEALER_TOTAL2 = 0 
$BJACK_DEALER_GOT_ACE = 0 
$BJACK_PLAYER_GOT_ACE1 = 0 
$BJACK_PLAYER_GOT_ACE2 = 0 
$BJACK_REFUND = 0 
if 
001F:   30@ > $9205 // (int) 
else_jump @BLACKJ_8008 
008A: $9205 = 30@ // (int) 

:BLACKJ_8008
0084: $BJACK_BET1 = $9205 // (int) 
$BJACK_BET2 = 0 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_8073 
008A: $BJACK_BET1 = 30@ // (int) 

:BLACKJ_8073
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_8136 
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
gosub @BLACKJ_18303 
5@ = 1 
jump @BLACKJ_9613 
jump @BLACKJ_8305 

:BLACKJ_8136
008B: 10@ = $BJACK_BET1 // (int) 
10@ *= -1 
Player.Money($PLAYER_CHAR) += 10@
0084: $BJACK_REFUND = $BJACK_BET1 // (int) 
0084: $BJACK_INITIAL_STAKE = $BJACK_BET1 // (int) 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_8305 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_8305 jumps 0 @BLACKJ_8263 1 @BLACKJ_8284 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 -1 @BLACKJ_8305 

:BLACKJ_8263
09D6: set_actor 1@ sound 5809 flags 1 1 0 
jump @BLACKJ_8305 

:BLACKJ_8284
09D6: set_actor 1@ sound 5810 flags 1 1 0 
jump @BLACKJ_8305 

:BLACKJ_8305
end_thread_named 'CASHWIN' 
3@ += 1 

:BLACKJ_8323
if 
  3@ == 1 
else_jump @BLACKJ_9542 
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_9467 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_8438 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_8438 
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'BJ_H1'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_8438
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
00E1:   player 0 pressed_key 14 
else_jump @BLACKJ_8887 
if and
   not 24@ == 1 
   not 24@ == -1 
else_jump @BLACKJ_8836 
if 
  $BJACK_BET1 >= 10000 
else_jump @BLACKJ_8537 
$BJACK_BET_STEP = 1000 
jump @BLACKJ_8641 

:BLACKJ_8537
if 
  $BJACK_BET1 >= 1000 
else_jump @BLACKJ_8570 
$BJACK_BET_STEP = 100 
jump @BLACKJ_8641 

:BLACKJ_8570
if 
  $BJACK_BET1 >= 100 
else_jump @BLACKJ_8602 
$BJACK_BET_STEP = 10 
jump @BLACKJ_8641 

:BLACKJ_8602
if 
  $BJACK_BET1 == 0 
else_jump @BLACKJ_8634 
$BJACK_BET_STEP = 2 
jump @BLACKJ_8641 

:BLACKJ_8634
$BJACK_BET_STEP = 1 

:BLACKJ_8641
if 
001C:   $BJACK_BET_STEP > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_8668 
0084: $BJACK_BET_STEP = $BJACK_PLAYER_CASH // (int) 

:BLACKJ_8668
008B: 10@ = $BJACK_BET1 // (int) 
005C: 10@ += $BJACK_BET_STEP // (int) 
if 
001D:   10@ > 29@ // (int) 
else_jump @BLACKJ_8719 
008A: $BJACK_BET_STEP = 29@ // (int) 
0060: $BJACK_BET_STEP -= $BJACK_BET1 // (int) 

:BLACKJ_8719
if 
  0 > $BJACK_BET_STEP 
else_jump @BLACKJ_8744 
$BJACK_BET_STEP *= -1 

:BLACKJ_8744
0058: $BJACK_BET1 += $BJACK_BET_STEP // (int) 
0058: $BJACK_REFUND += $BJACK_BET_STEP // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_BET_STEP // (int) 
$BJACK_BET_STEP *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_BET_STEP
24@ += 1 
if 
  24@ > 1 
else_jump @BLACKJ_8822 
24@ = 2 
jump @BLACKJ_8829 

:BLACKJ_8822
32@ = 0 

:BLACKJ_8829
jump @BLACKJ_8880 

:BLACKJ_8836
if 
  24@ == 1 
else_jump @BLACKJ_8880 
if 
  32@ > 500 
else_jump @BLACKJ_8880 
24@ = 2 

:BLACKJ_8880
jump @BLACKJ_9286 

:BLACKJ_8887
if 
   not 25@ == 0 
else_jump @BLACKJ_8912 
25@ = 0 

:BLACKJ_8912
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_9261 
if 
   not 25@ == 1 
else_jump @BLACKJ_9228 
if 
  $BJACK_BET1 > 10000 
else_jump @BLACKJ_8981 
$BJACK_BET_STEP = -1000 
jump @BLACKJ_9053 

:BLACKJ_8981
if 
  $BJACK_BET1 > 1000 
else_jump @BLACKJ_9014 
$BJACK_BET_STEP = -100 
jump @BLACKJ_9053 

:BLACKJ_9014
if 
  $BJACK_BET1 > 100 
else_jump @BLACKJ_9046 
$BJACK_BET_STEP = -10 
jump @BLACKJ_9053 

:BLACKJ_9046
$BJACK_BET_STEP = -1 

:BLACKJ_9053
008B: 10@ = $BJACK_BET1 // (int) 
0058: $BJACK_BET1 += $BJACK_BET_STEP // (int) 
if 
001F:   30@ > $BJACK_BET1 // (int) 
else_jump @BLACKJ_9110 
$BJACK_BET1 = 0 
008A: $BJACK_BET_STEP = 10@ // (int) 
$BJACK_BET_STEP *= -1 

:BLACKJ_9110
if 
001F:   30@ > $BJACK_BET1 // (int) 
else_jump @BLACKJ_9144 
008A: $BJACK_BET1 = 30@ // (int) 
jump @BLACKJ_9175 

:BLACKJ_9144
$BJACK_BET_STEP *= -1 
0060: $BJACK_REFUND -= $BJACK_BET_STEP // (int) 
0060: $BJACK_INITIAL_STAKE -= $BJACK_BET_STEP // (int) 
Player.Money($PLAYER_CHAR) += $BJACK_BET_STEP

:BLACKJ_9175
25@ += 1 
if 
  25@ > 1 
else_jump @BLACKJ_9214 
25@ = 2 
jump @BLACKJ_9221 

:BLACKJ_9214
32@ = 0 

:BLACKJ_9221
jump @BLACKJ_9254 

:BLACKJ_9228
if 
  32@ > 500 
else_jump @BLACKJ_9254 
25@ = 2 

:BLACKJ_9254
jump @BLACKJ_9286 

:BLACKJ_9261
if 
   not 25@ == 0 
else_jump @BLACKJ_9286 
25@ = 0 

:BLACKJ_9286
if 
  23@ == 0 
else_jump @BLACKJ_9404 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_9397 
0084: $9205 = $BJACK_BET1 // (int) 
0623: add $BJACK_BET1 to_integer_stat 35 
008F: 13@ = integer $BJACK_BET1 to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_REFUND = 0 
0084: $BJACK_LAST_BET = $BJACK_BET1 // (int) 
gosub @BLACKJ_24857 
23@ = 1 
3@ = 99 

:BLACKJ_9397
jump @BLACKJ_9428 

:BLACKJ_9404
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_9428 
23@ = 0 

:BLACKJ_9428
gosub @BLACKJ_23204 
if 
   not 3@ == 99 
else_jump @BLACKJ_9460 
3@ += 1 

:BLACKJ_9460
jump @BLACKJ_9542 

:BLACKJ_9467
if 
  23@ == 0 
else_jump @BLACKJ_9518 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_9511 
23@ = 1 
00BE: text_clear_all 

:BLACKJ_9511
jump @BLACKJ_9542 

:BLACKJ_9518
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_9542 
23@ = 0 

:BLACKJ_9542
if 
  3@ == 2 
else_jump @BLACKJ_9574 
gosub @BLACKJ_24857 
3@ = 1 

:BLACKJ_9574
if 
  3@ == 99 
else_jump @BLACKJ_9613 
gosub @BLACKJ_10563 
3@ = 0 
2@ += 1 

:BLACKJ_9613
return 

:BLACKJ_9615
if 
  3@ == 0 
else_jump @BLACKJ_9673 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_9666 
0084: $9149[0] = $BJACK_CARD_ID // (int) 

:BLACKJ_9666
3@ += 1 

:BLACKJ_9673
if 
  3@ == 1 
else_jump @BLACKJ_9743 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_9743 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_9743 
3@ += 1 

:BLACKJ_9743
if 
  3@ == 2 
else_jump @BLACKJ_9801 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_9794 
0084: $9141[0] = $BJACK_CARD_ID // (int) 

:BLACKJ_9794
3@ += 1 

:BLACKJ_9801
if 
  3@ == 3 
else_jump @BLACKJ_9871 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_9871 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_9871 
3@ += 1 

:BLACKJ_9871
if 
  3@ == 4 
else_jump @BLACKJ_9929 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_9922 
0084: $9149[1] = $BJACK_CARD_ID // (int) 

:BLACKJ_9922
3@ += 1 

:BLACKJ_9929
if 
  3@ == 5 
else_jump @BLACKJ_9999 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_9999 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_9999 
3@ += 1 

:BLACKJ_9999
if 
  3@ == 6 
else_jump @BLACKJ_10057 
gosub @BLACKJ_29764 
if 
   not $BJACK_CARD_ID == 0 
else_jump @BLACKJ_10050 
0084: $9141[1] = $BJACK_CARD_ID // (int) 

:BLACKJ_10050
3@ += 1 

:BLACKJ_10057
if 
  3@ == 7 
else_jump @BLACKJ_10127 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_10127 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_10127 
3@ = 99 

:BLACKJ_10127
if 
  3@ == 99 
else_jump @BLACKJ_10166 
21@ = 0 
3@ = 0 
2@ += 1 

:BLACKJ_10166
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_10189
gosub @BLACKJ_10563 
if 
  3@ == 0 
else_jump @BLACKJ_10352 
gosub @BLACKJ_31220 
$BJACK_PLAYER_GOT_BJACK = 0 
$9189 = 0 
if or
  $BJACK_PLAYER_TOTAL1 == 21 
  $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_10345 
if 
  $BJACK_PLAYER_TOTAL1 == 21 
else_jump @BLACKJ_10285 
$BJACK_PLAYER_GOT_BJACK = 1 

:BLACKJ_10285
if 
  $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_10310 
$9189 = 1 

:BLACKJ_10310
$BJACK_PLAYER_HAS_STUCKED1 = 1 
$BJACK_DEALER_HAS_STUCK = 1 
2@ += 2 
3@ = 0 
jump @BLACKJ_10352 

:BLACKJ_10345
3@ = 99 

:BLACKJ_10352
if 
  3@ == 99 
else_jump @BLACKJ_10398 
3@ = 0 
4@ = 0 
21@ = 0 
2@ += 1 

:BLACKJ_10398
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
if 
  $BJACK_PLAYER_GOT_BJACK == 0 
else_jump @BLACKJ_10451 
gosub @BLACKJ_18456 
jump @BLACKJ_10561 

:BLACKJ_10451
if 
   not $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_10554 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_10547 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_10533 
09D6: set_actor 1@ sound 5811 flags 1 1 0 
jump @BLACKJ_10547 

:BLACKJ_10533
09D6: set_actor 1@ sound 5812 flags 1 1 0 

:BLACKJ_10547
jump @BLACKJ_10561 

:BLACKJ_10554
gosub @BLACKJ_18456 

:BLACKJ_10561
return 

:BLACKJ_10563
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_10620 
03E6: remove_text_box 

:BLACKJ_10620
return 

:BLACKJ_10622
if 
  3@ == 0 
else_jump @BLACKJ_12235 
if 
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
else_jump @BLACKJ_10808 
0084: $9314 = $9149[0] // (int) 
gosub @BLACKJ_32241 
008B: 10@ = $9315 // (int) 
0084: $9314 = $9149[1] // (int) 
gosub @BLACKJ_32241 
008B: 11@ = $9315 // (int) 
if 
003B:   10@ == 11@ // (int) 
else_jump @BLACKJ_10762 
if 
   not $9149[2] == 0 
else_jump @BLACKJ_10755 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10755
jump @BLACKJ_10776 

:BLACKJ_10762
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10776
if 
   not $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_10808 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_SPLIT = 1 

:BLACKJ_10808
if 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11140 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_10939 
if 
   not $9149[2] == 0 
else_jump @BLACKJ_10876 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10876
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_10932 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10932
jump @BLACKJ_11140 

:BLACKJ_10939
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_11052 
if 
   not $9149[2] == 0 
else_jump @BLACKJ_10989 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_10989
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET1 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_11045 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11045
jump @BLACKJ_11140 

:BLACKJ_11052
if 
   not $9157[2] == 0 
else_jump @BLACKJ_11084 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11084
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_BET2 > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_11140 
gosub @BLACKJ_10563 
$BJACK_PLAYER_CANNOT_DOUBLE = 1 

:BLACKJ_11140
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_11744 
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11256 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11249 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11249
21@ = 1 

:BLACKJ_11256
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11317 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11310 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11310
21@ = 2 

:BLACKJ_11317
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 1 
else_jump @BLACKJ_11378 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11371 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11371
21@ = 3 

:BLACKJ_11378
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11439 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11432 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11432
21@ = 2 

:BLACKJ_11439
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 1 
else_jump @BLACKJ_11500 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11493 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11493
21@ = 3 

:BLACKJ_11500
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11561 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11554 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11554
21@ = 1 

:BLACKJ_11561
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 1 
else_jump @BLACKJ_11622 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11615 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11615
21@ = 3 

:BLACKJ_11622
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11683 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11676 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11676
21@ = 1 

:BLACKJ_11683
if and
  $BJACK_PLAYER_CANNOT_SPLIT == 1 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_11744 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_11737 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_11737
21@ = 2 

:BLACKJ_11744
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_12160 
if 
  25@ == 0 
else_jump @BLACKJ_11834 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_11827 
$BJACK_PLAYER_HAS_HIT1 = 1 
4@ = 0 
3@ += 1 
25@ = 1 
jump @BLACKJ_12235 

:BLACKJ_11827
jump @BLACKJ_11858 

:BLACKJ_11834
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_11858 
25@ = 0 

:BLACKJ_11858
if 
  $BJACK_PLAYER_CANNOT_SPLIT == 0 
else_jump @BLACKJ_11939 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_11939 
if 
00E1:   player 0 pressed_key 7 
else_jump @BLACKJ_11939 
$BJACK_PLAYER_HAS_SPLIT = 1 
3@ += 1 
4@ = 0 
jump @BLACKJ_12235 

:BLACKJ_11939
if 
  $BJACK_PLAYER_CANNOT_DOUBLE == 0 
else_jump @BLACKJ_12027 
if 
00E1:   player 0 pressed_key 14 
else_jump @BLACKJ_12027 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_12006 
$BJACK_PLAYER_HAS_DOUBLED1 = 1 
jump @BLACKJ_12013 

:BLACKJ_12006
$BJACK_PLAYER_HAS_DOUBLED2 = 1 

:BLACKJ_12013
3@ += 1 
jump @BLACKJ_12235 

:BLACKJ_12027
if 
  23@ == 0 
else_jump @BLACKJ_12129 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_12122 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_12094 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
jump @BLACKJ_12101 

:BLACKJ_12094
$BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_12101
23@ = 1 
3@ += 1 
jump @BLACKJ_12235 

:BLACKJ_12122
jump @BLACKJ_12153 

:BLACKJ_12129
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_12153 
23@ = 0 

:BLACKJ_12153
jump @BLACKJ_12235 

:BLACKJ_12160
if 
  25@ == 0 
else_jump @BLACKJ_12211 
if 
00E1:   player 0 pressed_key 17 
else_jump @BLACKJ_12204 
25@ = 1 
00BE: text_clear_all 

:BLACKJ_12204
jump @BLACKJ_12235 

:BLACKJ_12211
if 
80E1:   not player 0 pressed_key 17 
else_jump @BLACKJ_12235 
25@ = 0 

:BLACKJ_12235
if 
  3@ == 1 
else_jump @BLACKJ_15204 
if 
  $BJACK_PLAYER_HAS_HIT1 == 1 
else_jump @BLACKJ_12734 
if 
  4@ == 0 
else_jump @BLACKJ_12303 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_12303
if 
  4@ == 1 
else_jump @BLACKJ_12373 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_12373 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_12373 
4@ += 1 

:BLACKJ_12373
if 
  4@ == 2 
else_jump @BLACKJ_12702 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_12503 
10@ = 0 

:BLACKJ_12416
if 
  8 > 10@ 
else_jump @BLACKJ_12496 
if 
  $9149(10@,8i) == 0 
else_jump @BLACKJ_12482 
0084: $9149(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12482
10@ += 1 
jump @BLACKJ_12416 

:BLACKJ_12496
jump @BLACKJ_12702 

:BLACKJ_12503
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_12615 
10@ = 0 

:BLACKJ_12528
if 
  8 > 10@ 
else_jump @BLACKJ_12608 
if 
  $9149(10@,8i) == 0 
else_jump @BLACKJ_12594 
0084: $9149(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12594
10@ += 1 
jump @BLACKJ_12528 

:BLACKJ_12608
jump @BLACKJ_12702 

:BLACKJ_12615
10@ = 0 

:BLACKJ_12622
if 
  8 > 10@ 
else_jump @BLACKJ_12702 
if 
  $9157(10@,8i) == 0 
else_jump @BLACKJ_12688 
0084: $9157(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 
4@ = 99 

:BLACKJ_12688
10@ += 1 
jump @BLACKJ_12622 

:BLACKJ_12702
if 
  4@ == 99 
else_jump @BLACKJ_12734 
$BJACK_PLAYER_HAS_HIT1 = 0 
gosub @BLACKJ_18456 

:BLACKJ_12734
10@ = 0 
if 
  $BJACK_PLAYER_HAS_SPLIT == 1 
else_jump @BLACKJ_12791 
if or
  $9157[0] == 0 
  $9149[1] == 0 
else_jump @BLACKJ_12791 
10@ = 1 

:BLACKJ_12791
if and
  $BJACK_PLAYER_HAS_SPLIT == 1 
  10@ == 1 
else_jump @BLACKJ_13266 
if 
  4@ == 0 
else_jump @BLACKJ_12943 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_12936 
$BJACK_PLAYER_HAS_SPLIT = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_18303 
jump @BLACKJ_12943 

:BLACKJ_12936
4@ += 1 

:BLACKJ_12943
if 
  4@ == 1 
else_jump @BLACKJ_13045 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
4@ += 1 

:BLACKJ_13045
if 
  4@ == 2 
else_jump @BLACKJ_13100 
0084: $9157[0] = $9149[0] // (int) 
0084: $9149[0] = $9149[1] // (int) 
$9149[1] = 0 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_13100
if 
  4@ == 3 
else_jump @BLACKJ_13178 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_13178 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_13178 
0084: $9149[1] = $BJACK_CARD_ID // (int) 
4@ += 1 

:BLACKJ_13178
if 
  4@ == 4 
else_jump @BLACKJ_13266 
008D: $9195 = integer $BJACK_BET1 to_float 
$9195 /= 2.0 
008C: $BJACK_HALF_BET = float $9195 to_integer 
0084: $BJACK_BET1 = $BJACK_HALF_BET // (int) 
0084: $BJACK_BET2 = $BJACK_HALF_BET // (int) 
$BJACK_PLAYER_CANNOT_DOUBLE = 0 
gosub @BLACKJ_10563 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_13266
if and
  $BJACK_PLAYER_HAS_SPLIT == 1 
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
  $9157[1] == 0 
else_jump @BLACKJ_13472 
if 
  4@ == 0 
else_jump @BLACKJ_13330 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_13330
if 
  4@ == 1 
else_jump @BLACKJ_13400 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_13400 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_13400 
4@ += 1 

:BLACKJ_13400
if 
  4@ == 2 
else_jump @BLACKJ_13454 
0084: $9157[1] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_CANNOT_DOUBLE = 0 
gosub @BLACKJ_10563 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_13454
if 
  4@ == 99 
else_jump @BLACKJ_13472 

:BLACKJ_13472
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_13875 
if and
  $BJACK_PLAYER_HAS_DOUBLED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_13868 
if 
  4@ == 0 
else_jump @BLACKJ_13642 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_13635 
$BJACK_PLAYER_HAS_DOUBLED1 = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_18303 
jump @BLACKJ_13642 

:BLACKJ_13635
4@ += 1 

:BLACKJ_13642
if 
  4@ == 1 
else_jump @BLACKJ_13751 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_13751
if 
  4@ == 2 
else_jump @BLACKJ_13821 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_13821 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_13821 
4@ += 1 

:BLACKJ_13821
if 
  4@ == 3 
else_jump @BLACKJ_13868 
0084: $9149[2] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_13868
jump @BLACKJ_14638 

:BLACKJ_13875
if and
  $BJACK_PLAYER_HAS_DOUBLED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_14260 
if 
  4@ == 0 
else_jump @BLACKJ_14027 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_14020 
$BJACK_PLAYER_HAS_DOUBLED1 = 0 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_18303 
4@ = 99 
jump @BLACKJ_14027 

:BLACKJ_14020
4@ += 1 

:BLACKJ_14027
if 
  4@ == 1 
else_jump @BLACKJ_14136 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET1 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_14136
if 
  4@ == 2 
else_jump @BLACKJ_14206 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_14206 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_14206 
4@ += 1 

:BLACKJ_14206
if 
  4@ == 3 
else_jump @BLACKJ_14260 
0084: $9149[2] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
gosub @BLACKJ_18456 
4@ = 0 
jump @BLACKJ_13266 

:BLACKJ_14260
if and
  $BJACK_PLAYER_HAS_DOUBLED2 == 1 
  $BJACK_PLAYER_HAS_STUCKED2 == 0 
else_jump @BLACKJ_14638 
if 
  4@ == 0 
else_jump @BLACKJ_14412 
008D: $9195 = integer $BJACK_BET1 to_float 
008C: $BJACK_HALF_BET = float $9195 to_integer 
$BJACK_PLAYER_CASH = Player.Money($PLAYER_CHAR)
gosub @BLACKJ_33768 
0058: $BJACK_PLAYER_CASH += $MAX_WAGER // (int) 
if 
001C:   $BJACK_HALF_BET > $BJACK_PLAYER_CASH // (int) 
else_jump @BLACKJ_14405 
$BJACK_PLAYER_HAS_DOUBLED2 = 0 
4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
gosub @BLACKJ_18303 
jump @BLACKJ_14412 

:BLACKJ_14405
4@ += 1 

:BLACKJ_14412
if 
  4@ == 1 
else_jump @BLACKJ_14521 
0623: add $BJACK_HALF_BET to_integer_stat 35 
008F: 13@ = integer $BJACK_HALF_BET to_float 
13@ *= 0.001 
0624: add 13@ to_float_stat 81 
$BJACK_HALF_BET *= -1 
Player.Money($PLAYER_CHAR) += $BJACK_HALF_BET
$BJACK_HALF_BET *= -1 
0058: $BJACK_BET2 += $BJACK_HALF_BET // (int) 
0058: $BJACK_INITIAL_STAKE += $BJACK_HALF_BET // (int) 
gosub @BLACKJ_23204 
gosub @BLACKJ_29764 
4@ += 1 

:BLACKJ_14521
if 
  4@ == 2 
else_jump @BLACKJ_14591 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_14591 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_14591 
4@ += 1 

:BLACKJ_14591
if 
  4@ == 3 
else_jump @BLACKJ_14638 
0084: $9157[2] = $BJACK_CARD_ID // (int) 
$BJACK_PLAYER_HAS_STUCKED2 = 1 
gosub @BLACKJ_18456 
4@ = 99 

:BLACKJ_14638
gosub @BLACKJ_31220 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_14720 
if 
  $BJACK_PLAYER_TOTAL1 > 20 
else_jump @BLACKJ_14688 
$BJACK_PLAYER_HAS_STUCKED1 = 1 

:BLACKJ_14688
if 
   not $9149[4] == 0 
else_jump @BLACKJ_14713 
$BJACK_PLAYER_HAS_STUCKED1 = 1 

:BLACKJ_14713
jump @BLACKJ_14866 

:BLACKJ_14720
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_14816 
if 
  $BJACK_PLAYER_TOTAL1 > 20 
else_jump @BLACKJ_14777 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
4@ = 0 
jump @BLACKJ_13266 

:BLACKJ_14777
if 
   not $9149[4] == 0 
else_jump @BLACKJ_14816 
$BJACK_PLAYER_HAS_STUCKED1 = 1 
4@ = 0 
jump @BLACKJ_13266 

:BLACKJ_14816
if 
  $BJACK_PLAYER_TOTAL2 > 20 
else_jump @BLACKJ_14841 
$BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_14841
if 
   not $9157[4] == 0 
else_jump @BLACKJ_14866 
$BJACK_PLAYER_HAS_STUCKED2 = 1 

:BLACKJ_14866
if 
  $BJACK_PLAYER_HAS_SPLIT == 1 
else_jump @BLACKJ_15044 
if and
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED2 == 1 
else_jump @BLACKJ_15044 
if and
  $BJACK_PLAYER_TOTAL1 == 21 
  $9149[2] == 0 
else_jump @BLACKJ_15012 
if or
   not $BJACK_PLAYER_TOTAL2 == 21 
   not $9157[2] == 0 
else_jump @BLACKJ_14973 
$BJACK_PLAYER_GOT_BJACK = 2 
jump @BLACKJ_15005 

:BLACKJ_14973
if and
  $BJACK_PLAYER_TOTAL2 == 21 
  $9157[2] == 0 
else_jump @BLACKJ_15005 
$BJACK_PLAYER_GOT_BJACK = 4 

:BLACKJ_15005
jump @BLACKJ_15044 

:BLACKJ_15012
if and
  $BJACK_PLAYER_TOTAL2 == 21 
  $9157[2] == 0 
else_jump @BLACKJ_15044 
$BJACK_PLAYER_GOT_BJACK = 3 

:BLACKJ_15044
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_15133 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
else_jump @BLACKJ_15094 
3@ = 99 
jump @BLACKJ_15126 

:BLACKJ_15094
if 
  4@ == 99 
else_jump @BLACKJ_15126 
3@ = 0 
4@ = 0 

:BLACKJ_15126
jump @BLACKJ_15204 

:BLACKJ_15133
if and
  $BJACK_PLAYER_HAS_STUCKED1 == 1 
  $BJACK_PLAYER_HAS_STUCKED2 == 1 
else_jump @BLACKJ_15172 
3@ = 99 
jump @BLACKJ_15204 

:BLACKJ_15172
if 
  4@ == 99 
else_jump @BLACKJ_15204 
3@ = 0 
4@ = 0 

:BLACKJ_15204
if 
  $BJACK_PLAYER_HAS_SPLIT == 1 
else_jump @BLACKJ_15295 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_15271 
gosub @BLACKJ_34152 
033E: set_draw_text_position $BJACK_X_SCREENPOS[22] $BJACK_Y_SCREENPOS[22] GXT 'BJ_ARR'  // >
jump @BLACKJ_15295 

:BLACKJ_15271
gosub @BLACKJ_34152 
033E: set_draw_text_position $BJACK_X_SCREENPOS[23] $BJACK_Y_SCREENPOS[23] GXT 'BJ_ARR'  // >

:BLACKJ_15295
if 
  3@ == 99 
else_jump @BLACKJ_15334 
gosub @BLACKJ_10563 
3@ = 0 
2@ += 1 

:BLACKJ_15334
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_15357
if 
  3@ == 0 
else_jump @BLACKJ_15510 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_15439 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_15432 
$BJACK_DEALER_HAS_STUCK = 1 
$BJACK_DEALER_WINS_BY_DEFAULT = 1 
3@ = 99 

:BLACKJ_15432
jump @BLACKJ_15485 

:BLACKJ_15439
if and
  $BJACK_PLAYER_TOTAL1 > 21 
  $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_15485 
$BJACK_DEALER_HAS_STUCK = 1 
$BJACK_DEALER_WINS_BY_DEFAULT = 1 
3@ = 99 

:BLACKJ_15485
if 
   not 3@ == 99 
else_jump @BLACKJ_15510 
3@ += 1 

:BLACKJ_15510
if 
  3@ == 1 
else_jump @BLACKJ_15617 
if 
  $BJACK_DEALER_TOTAL > 16 
else_jump @BLACKJ_15560 
$BJACK_DEALER_HAS_STUCK = 1 
jump @BLACKJ_15567 

:BLACKJ_15560
3@ += 1 

:BLACKJ_15567
if 
   not $9141[4] == 0 
else_jump @BLACKJ_15592 
$BJACK_DEALER_HAS_STUCK = 1 

:BLACKJ_15592
if 
  $BJACK_DEALER_HAS_STUCK == 1 
else_jump @BLACKJ_15617 
3@ = 99 

:BLACKJ_15617
if 
  3@ == 2 
else_jump @BLACKJ_15649 
gosub @BLACKJ_29764 
3@ += 1 

:BLACKJ_15649
if 
  3@ == 3 
else_jump @BLACKJ_15719 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_15719 
062E: unknown_get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BLACKJ_15719 
3@ += 1 

:BLACKJ_15719
if 
  3@ == 4 
else_jump @BLACKJ_15824 
10@ = 0 

:BLACKJ_15744
if 
  8 > 10@ 
else_jump @BLACKJ_15817 
if 
  $9141(10@,8i) == 0 
else_jump @BLACKJ_15803 
0084: $9141(10@,8i) = $BJACK_CARD_ID // (int) 
10@ = 8 

:BLACKJ_15803
10@ += 1 
jump @BLACKJ_15744 

:BLACKJ_15817
3@ = 0 

:BLACKJ_15824
if 
  3@ == 99 
else_jump @BLACKJ_15856 
2@ += 1 
3@ = 0 

:BLACKJ_15856
gosub @BLACKJ_31220 
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_15879
if 
  3@ == 0 
else_jump @BLACKJ_17945 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_16141 
if 
   not $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_16134 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_15965 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16134 

:BLACKJ_15965
if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_15998 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16134 

:BLACKJ_15998
if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16127 
if 
  $BJACK_PLAYER_GOT_BJACK == 1 
else_jump @BLACKJ_16081 
if 
  $9189 == 1 
else_jump @BLACKJ_16067 
$BJACK_PLAYER_HAS_WON1 = 2 
jump @BLACKJ_16074 

:BLACKJ_16067
$BJACK_PLAYER_HAS_WON1 = 1 

:BLACKJ_16074
jump @BLACKJ_16120 

:BLACKJ_16081
if 
  $9189 == 1 
else_jump @BLACKJ_16113 
$BJACK_PLAYER_HAS_WON1 = 0 
jump @BLACKJ_16120 

:BLACKJ_16113
$BJACK_PLAYER_HAS_WON1 = 2 

:BLACKJ_16120
jump @BLACKJ_16134 

:BLACKJ_16127
$BJACK_PLAYER_HAS_WON1 = 0 

:BLACKJ_16134
jump @BLACKJ_16593 

:BLACKJ_16141
if 
   not $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_16367 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_16191 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16367 

:BLACKJ_16191
if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16224 
$BJACK_PLAYER_HAS_WON1 = 1 
jump @BLACKJ_16367 

:BLACKJ_16224
if 
003A:   $BJACK_PLAYER_TOTAL1 == $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16360 
if or
  $BJACK_PLAYER_GOT_BJACK == 2 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16314 
if 
  $9189 == 1 
else_jump @BLACKJ_16300 
$BJACK_PLAYER_HAS_WON1 = 2 
jump @BLACKJ_16307 

:BLACKJ_16300
$BJACK_PLAYER_HAS_WON1 = 1 

:BLACKJ_16307
jump @BLACKJ_16353 

:BLACKJ_16314
if 
  $9189 == 1 
else_jump @BLACKJ_16346 
$BJACK_PLAYER_HAS_WON1 = 0 
jump @BLACKJ_16353 

:BLACKJ_16346
$BJACK_PLAYER_HAS_WON1 = 2 

:BLACKJ_16353
jump @BLACKJ_16367 

:BLACKJ_16360
$BJACK_PLAYER_HAS_WON1 = 0 

:BLACKJ_16367
if 
   not $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_16593 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_16417 
$BJACK_PLAYER_HAS_WON2 = 1 
jump @BLACKJ_16593 

:BLACKJ_16417
if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16450 
$BJACK_PLAYER_HAS_WON2 = 1 
jump @BLACKJ_16593 

:BLACKJ_16450
if 
003A:   $BJACK_PLAYER_TOTAL2 == $BJACK_DEALER_TOTAL // (int) 
else_jump @BLACKJ_16586 
if or
  $BJACK_PLAYER_GOT_BJACK == 3 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16540 
if 
  $9189 == 1 
else_jump @BLACKJ_16526 
$BJACK_PLAYER_HAS_WON2 = 2 
jump @BLACKJ_16533 

:BLACKJ_16526
$BJACK_PLAYER_HAS_WON2 = 1 

:BLACKJ_16533
jump @BLACKJ_16579 

:BLACKJ_16540
if 
  $9189 == 1 
else_jump @BLACKJ_16572 
$BJACK_PLAYER_HAS_WON2 = 0 
jump @BLACKJ_16579 

:BLACKJ_16572
$BJACK_PLAYER_HAS_WON2 = 2 

:BLACKJ_16579
jump @BLACKJ_16593 

:BLACKJ_16586
$BJACK_PLAYER_HAS_WON2 = 0 

:BLACKJ_16593
32@ = 0 
$BJACK_PAYOUT = 0 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_16738 
if 
  $BJACK_PLAYER_HAS_WON1 == 1 
else_jump @BLACKJ_16705 
if 
  $BJACK_PLAYER_GOT_BJACK == 1 
else_jump @BLACKJ_16683 
$BJACK_PAYOUT = 3 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 
jump @BLACKJ_16698 

:BLACKJ_16683
$BJACK_PAYOUT = 2 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 

:BLACKJ_16698
jump @BLACKJ_16731 

:BLACKJ_16705
if 
  $BJACK_PLAYER_HAS_WON1 == 2 
else_jump @BLACKJ_16731 
0084: $BJACK_PAYOUT = $BJACK_BET1 // (int) 

:BLACKJ_16731
jump @BLACKJ_16980 

:BLACKJ_16738
if 
  $BJACK_PLAYER_HAS_WON1 == 1 
else_jump @BLACKJ_16825 
if or
  $BJACK_PLAYER_GOT_BJACK == 2 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16803 
$BJACK_PAYOUT = 3 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 
jump @BLACKJ_16818 

:BLACKJ_16803
$BJACK_PAYOUT = 2 
0068: $BJACK_PAYOUT *= $BJACK_BET1 // (int) 

:BLACKJ_16818
jump @BLACKJ_16851 

:BLACKJ_16825
if 
  $BJACK_PLAYER_HAS_WON1 == 2 
else_jump @BLACKJ_16851 
0084: $BJACK_PAYOUT = $BJACK_BET1 // (int) 

:BLACKJ_16851
if 
  $BJACK_PLAYER_HAS_WON2 == 1 
else_jump @BLACKJ_16954 
if or
  $BJACK_PLAYER_GOT_BJACK == 3 
  $BJACK_PLAYER_GOT_BJACK == 4 
else_jump @BLACKJ_16924 
008B: 10@ = $BJACK_BET2 // (int) 
10@ *= 3 
005E: $BJACK_PAYOUT += 10@ // (int) 
jump @BLACKJ_16947 

:BLACKJ_16924
008B: 10@ = $BJACK_BET2 // (int) 
10@ *= 2 
005E: $BJACK_PAYOUT += 10@ // (int) 

:BLACKJ_16947
jump @BLACKJ_16980 

:BLACKJ_16954
if 
  $BJACK_PLAYER_HAS_WON2 == 2 
else_jump @BLACKJ_16980 
0058: $BJACK_PAYOUT += $BJACK_BET2 // (int) 

:BLACKJ_16980
008B: 10@ = $BJACK_PAYOUT // (int) 
0064: 10@ -= $BJACK_INITIAL_STAKE // (int) 
0623: add 10@ to_integer_stat 37 
Player.Money($PLAYER_CHAR) += $BJACK_PAYOUT
create_thread @CASHWIN 10@ 3000 69 
08F8: display_stat_update_box 0 
if 
  10@ > 0 
else_jump @BLACKJ_17498 
0627: update_integer_stat 38 to 10@ 
0093: 13@ = integer 10@ to_float 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
$9325 += 1 
if 
  5 > $9325 
else_jump @BLACKJ_17333 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_17326 
if 
  13@ > 0.8 
else_jump @BLACKJ_17158 
0209: 10@ = random_int_in_ranges 0 4 
jump @BLACKJ_17167 

:BLACKJ_17158
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_17167
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_17326 jumps 0 @BLACKJ_17230 1 @BLACKJ_17251 2 @BLACKJ_17272 3 @BLACKJ_17293 -1 @BLACKJ_17326 -1 @BLACKJ_17326 -1 @BLACKJ_17326 

:BLACKJ_17230
09D6: set_actor 1@ sound 5847 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17251
09D6: set_actor 1@ sound 5848 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17272
09D6: set_actor 1@ sound 5849 flags 1 1 0 
jump @BLACKJ_17326 

:BLACKJ_17293
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_17319 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 100 store_to 10@ 

:BLACKJ_17319
jump @BLACKJ_17326 

:BLACKJ_17326
jump @BLACKJ_17491 

:BLACKJ_17333
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_17484 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_17484 jumps 0 @BLACKJ_17421 1 @BLACKJ_17442 2 @BLACKJ_17463 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 -1 @BLACKJ_17484 

:BLACKJ_17421
09D6: set_actor 1@ sound 5854 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17442
09D6: set_actor 1@ sound 5855 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17463
09D6: set_actor 1@ sound 5856 flags 1 1 0 
jump @BLACKJ_17484 

:BLACKJ_17484
$9325 = 0 

:BLACKJ_17491
jump @BLACKJ_17920 

:BLACKJ_17498
10@ *= -1 
0627: update_integer_stat 39 to 10@ 
10@ *= -1 
$9325 = 0 
0093: 13@ = integer 10@ to_float 
13@ *= -1.0 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_17920 
if 
  0 > 10@ 
else_jump @BLACKJ_17806 
if 
  13@ > 0.8 
else_jump @BLACKJ_17631 
0209: 10@ = random_int_in_ranges 0 4 
jump @BLACKJ_17640 

:BLACKJ_17631
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_17640
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_17799 jumps 0 @BLACKJ_17703 1 @BLACKJ_17724 2 @BLACKJ_17745 3 @BLACKJ_17766 -1 @BLACKJ_17799 -1 @BLACKJ_17799 -1 @BLACKJ_17799 

:BLACKJ_17703
09D6: set_actor 1@ sound 5817 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17724
09D6: set_actor 1@ sound 5818 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17745
09D6: set_actor 1@ sound 5819 flags 1 1 0 
jump @BLACKJ_17799 

:BLACKJ_17766
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BLACKJ_17792 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 101 store_to 10@ 

:BLACKJ_17792
jump @BLACKJ_17799 

:BLACKJ_17799
jump @BLACKJ_17920 

:BLACKJ_17806
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_17920 jumps 0 @BLACKJ_17878 1 @BLACKJ_17899 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 -1 @BLACKJ_17920 

:BLACKJ_17878
09D6: set_actor 1@ sound 5815 flags 1 1 0 
jump @BLACKJ_17920 

:BLACKJ_17899
09D6: set_actor 1@ sound 5816 flags 1 1 0 
jump @BLACKJ_17920 

:BLACKJ_17920
08F8: display_stat_update_box 1 
$BJACK_INITIAL_STAKE = 0 
gosub @BLACKJ_23204 
3@ += 1 

:BLACKJ_17945
if 
  3@ == 1 
else_jump @BLACKJ_18076 
if 
  32@ > 3000 
else_jump @BLACKJ_17996 
3@ += 1 
jump @BLACKJ_18076 

:BLACKJ_17996
if 
  23@ == 0 
else_jump @BLACKJ_18052 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_18045 
23@ = 1 
3@ += 1 

:BLACKJ_18045
jump @BLACKJ_18076 

:BLACKJ_18052
if 
80E1:   not player 0 pressed_key 16 
else_jump @BLACKJ_18076 
23@ = 0 

:BLACKJ_18076
if 
  3@ == 2 
else_jump @BLACKJ_18108 
32@ = 0 
3@ += 1 

:BLACKJ_18108
if 
  3@ == 3 
else_jump @BLACKJ_18248 
if 
00E1:   player 0 pressed_key 16 
else_jump @BLACKJ_18164 
23@ = 1 
3@ = 99 
jump @BLACKJ_18248 

:BLACKJ_18164
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_18248 
if 
88FE:   not text_box_displayed 
else_jump @BLACKJ_18248 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H4'  // Press ~k~~PED_SPRINT~ to continue.

:BLACKJ_18248
if 
  3@ == 99 
else_jump @BLACKJ_18287 
gosub @BLACKJ_10563 
2@ = 1 
3@ = 0 

:BLACKJ_18287
gosub @BLACKJ_29865 
gosub @BLACKJ_25143 
return 

:BLACKJ_18303
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_18454 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_18454 jumps 0 @BLACKJ_18391 1 @BLACKJ_18412 2 @BLACKJ_18433 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 -1 @BLACKJ_18454 

:BLACKJ_18391
09D6: set_actor 1@ sound 5823 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18412
09D6: set_actor 1@ sound 5824 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18433
09D6: set_actor 1@ sound 5825 flags 1 1 0 
jump @BLACKJ_18454 

:BLACKJ_18454
return 

:BLACKJ_18456
gosub @BLACKJ_31220 
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_21799 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_19594 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_19170 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 default_jump 1 @BLACKJ_19086 jumps 4 @BLACKJ_18708 5 @BLACKJ_18729 6 @BLACKJ_18750 7 @BLACKJ_18771 8 @BLACKJ_18792 9 @BLACKJ_18813 10 @BLACKJ_18834 
0872: jump_table_jumps 11 @BLACKJ_18855 12 @BLACKJ_18876 13 @BLACKJ_18897 14 @BLACKJ_18918 15 @BLACKJ_18939 16 @BLACKJ_18960 17 @BLACKJ_18981 18 @BLACKJ_19002 19 @BLACKJ_19023 
0872: jump_table_jumps 20 @BLACKJ_19044 21 @BLACKJ_19065 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 -1 @BLACKJ_19155 

:BLACKJ_18708
09D6: set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18729
09D6: set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18750
09D6: set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18771
09D6: set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18792
09D6: set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18813
09D6: set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18834
09D6: set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18855
09D6: set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18876
09D6: set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18897
09D6: set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18918
09D6: set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18939
09D6: set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18960
09D6: set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_18981
09D6: set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19002
09D6: set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19023
09D6: set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19044
09D6: set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19065
09D6: set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_19155 

:BLACKJ_19086
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_19134 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19148 

:BLACKJ_19134
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19148
jump @BLACKJ_19155 

:BLACKJ_19155
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_19587 

:BLACKJ_19170
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 default_jump 1 @BLACKJ_19510 jumps 12 @BLACKJ_19298 13 @BLACKJ_19319 14 @BLACKJ_19340 15 @BLACKJ_19361 16 @BLACKJ_19382 17 @BLACKJ_19403 18 @BLACKJ_19424 
0872: jump_table_jumps 19 @BLACKJ_19445 20 @BLACKJ_19466 21 @BLACKJ_19487 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 -1 @BLACKJ_19579 

:BLACKJ_19298
09D6: set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19319
09D6: set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19340
09D6: set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19361
09D6: set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19382
09D6: set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19403
09D6: set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19424
09D6: set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19445
09D6: set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19466
09D6: set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19487
09D6: set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_19579 

:BLACKJ_19510
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_19558 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_19572 

:BLACKJ_19558
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_19572
jump @BLACKJ_19579 

:BLACKJ_19579
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_19587
jump @BLACKJ_21799 

:BLACKJ_19594
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_20709 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_20285 
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 18 default_jump 1 @BLACKJ_20201 jumps 4 @BLACKJ_19823 5 @BLACKJ_19844 6 @BLACKJ_19865 7 @BLACKJ_19886 8 @BLACKJ_19907 9 @BLACKJ_19928 10 @BLACKJ_19949 
0872: jump_table_jumps 11 @BLACKJ_19970 12 @BLACKJ_19991 13 @BLACKJ_20012 14 @BLACKJ_20033 15 @BLACKJ_20054 16 @BLACKJ_20075 17 @BLACKJ_20096 18 @BLACKJ_20117 19 @BLACKJ_20138 
0872: jump_table_jumps 20 @BLACKJ_20159 21 @BLACKJ_20180 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 -1 @BLACKJ_20270 

:BLACKJ_19823
09D6: set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19844
09D6: set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19865
09D6: set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19886
09D6: set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19907
09D6: set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19928
09D6: set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19949
09D6: set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19970
09D6: set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_19991
09D6: set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20012
09D6: set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20033
09D6: set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20054
09D6: set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20075
09D6: set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20096
09D6: set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20117
09D6: set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20138
09D6: set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20159
09D6: set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20180
09D6: set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_20270 

:BLACKJ_20201
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_20249 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20263 

:BLACKJ_20249
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20263
jump @BLACKJ_20270 

:BLACKJ_20270
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_20702 

:BLACKJ_20285
0871: init_jump_table $BJACK_PLAYER_TOTAL1 total_jumps 10 default_jump 1 @BLACKJ_20625 jumps 12 @BLACKJ_20413 13 @BLACKJ_20434 14 @BLACKJ_20455 15 @BLACKJ_20476 16 @BLACKJ_20497 17 @BLACKJ_20518 18 @BLACKJ_20539 
0872: jump_table_jumps 19 @BLACKJ_20560 20 @BLACKJ_20581 21 @BLACKJ_20602 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 -1 @BLACKJ_20694 

:BLACKJ_20413
09D6: set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20434
09D6: set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20455
09D6: set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20476
09D6: set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20497
09D6: set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20518
09D6: set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20539
09D6: set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20560
09D6: set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20581
09D6: set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20602
09D6: set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_20694 

:BLACKJ_20625
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_20673 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_20687 

:BLACKJ_20673
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_20687
jump @BLACKJ_20694 

:BLACKJ_20694
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_20702
jump @BLACKJ_21799 

:BLACKJ_20709
if 
  $BJACK_PLAYER_TOTAL2_B == 0 
else_jump @BLACKJ_21382 
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 18 default_jump 1 @BLACKJ_21298 jumps 4 @BLACKJ_20920 5 @BLACKJ_20941 6 @BLACKJ_20962 7 @BLACKJ_20983 8 @BLACKJ_21004 9 @BLACKJ_21025 10 @BLACKJ_21046 
0872: jump_table_jumps 11 @BLACKJ_21067 12 @BLACKJ_21088 13 @BLACKJ_21109 14 @BLACKJ_21130 15 @BLACKJ_21151 16 @BLACKJ_21172 17 @BLACKJ_21193 18 @BLACKJ_21214 19 @BLACKJ_21235 
0872: jump_table_jumps 20 @BLACKJ_21256 21 @BLACKJ_21277 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 -1 @BLACKJ_21367 

:BLACKJ_20920
09D6: set_actor 1@ sound 5841 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20941
09D6: set_actor 1@ sound 5842 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20962
09D6: set_actor 1@ sound 5843 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_20983
09D6: set_actor 1@ sound 5844 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21004
09D6: set_actor 1@ sound 5845 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21025
09D6: set_actor 1@ sound 5846 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21046
09D6: set_actor 1@ sound 5829 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21067
09D6: set_actor 1@ sound 5830 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21088
09D6: set_actor 1@ sound 5831 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21109
09D6: set_actor 1@ sound 5832 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21130
09D6: set_actor 1@ sound 5833 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21151
09D6: set_actor 1@ sound 5834 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21172
09D6: set_actor 1@ sound 5835 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21193
09D6: set_actor 1@ sound 5836 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21214
09D6: set_actor 1@ sound 5837 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21235
09D6: set_actor 1@ sound 5838 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21256
09D6: set_actor 1@ sound 5839 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21277
09D6: set_actor 1@ sound 5840 flags 1 1 0 
jump @BLACKJ_21367 

:BLACKJ_21298
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_21346 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_21360 

:BLACKJ_21346
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_21360
jump @BLACKJ_21367 

:BLACKJ_21367
0967: actor 1@ move_mouth 1500 ms 
jump @BLACKJ_21799 

:BLACKJ_21382
0871: init_jump_table $BJACK_PLAYER_TOTAL2 total_jumps 10 default_jump 1 @BLACKJ_21722 jumps 12 @BLACKJ_21510 13 @BLACKJ_21531 14 @BLACKJ_21552 15 @BLACKJ_21573 16 @BLACKJ_21594 17 @BLACKJ_21615 18 @BLACKJ_21636 
0872: jump_table_jumps 19 @BLACKJ_21657 20 @BLACKJ_21678 21 @BLACKJ_21699 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 -1 @BLACKJ_21791 

:BLACKJ_21510
09D6: set_actor 1@ sound 5801 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21531
09D6: set_actor 1@ sound 5802 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21552
09D6: set_actor 1@ sound 5803 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21573
09D6: set_actor 1@ sound 5804 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21594
09D6: set_actor 1@ sound 5805 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21615
09D6: set_actor 1@ sound 5806 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21636
09D6: set_actor 1@ sound 5807 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21657
09D6: set_actor 1@ sound 5808 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21678
09D6: set_actor 1@ sound 5800 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21699
09D6: set_actor 1@ sound 65535 flags 1 1 0 
jump @BLACKJ_21791 

:BLACKJ_21722
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @BLACKJ_21770 
09D6: set_actor 1@ sound 5813 flags 1 1 0 
jump @BLACKJ_21784 

:BLACKJ_21770
09D6: set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_21784
jump @BLACKJ_21791 

:BLACKJ_21791
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_21799
return 
if 
0736:   NOP_false 67 
else_jump @BLACKJ_21866 
$9307 += 1 
if 
  $9307 > 7 
else_jump @BLACKJ_21848 
$9307 = 0 

:BLACKJ_21848
0663: NOP "BJ_CHIP_NUM" $9307 

:BLACKJ_21866
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_22185 
if 
03CA:   object $9208($9307,8i) exists 
else_jump @BLACKJ_22185 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset $BJACK_X_CHIP_OFFSET($9307,8f) $BJACK_Y_CHIP_OFFSET($9307,8f) $BJACK_Z_CHIP_OFFSET($9307,8f) 
Object.PutAt($9208($9307,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
0736:   NOP_false 131 
else_jump @BLACKJ_21985 
$BJACK_Z_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_21985
if 
0736:   NOP_false 130 
else_jump @BLACKJ_22015 
$BJACK_Z_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22015
if 
0736:   NOP_false 128 
else_jump @BLACKJ_22045 
$BJACK_X_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22045
if 
0736:   NOP_false 129 
else_jump @BLACKJ_22075 
$BJACK_X_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22075
if 
0736:   NOP_false 139 
else_jump @BLACKJ_22105 
$BJACK_Y_CHIP_OFFSET($9307,8f) += 0.005 

:BLACKJ_22105
if 
0736:   NOP_false 145 
else_jump @BLACKJ_22135 
$BJACK_Y_CHIP_OFFSET($9307,8f) += -0.005 

:BLACKJ_22135
if 
0736:   NOP_false 69 
else_jump @BLACKJ_22160 
$9216 += 0.005 

:BLACKJ_22160
if 
0736:   NOP_false 68 
else_jump @BLACKJ_22185 
$9216 += -0.005 

:BLACKJ_22185
if 
0736:   NOP_false 137 
else_jump @BLACKJ_23202 
03A9: NOP 
05B6: 183 // // ------ BJ CHIP OFFSETS -------
03A9: NOP 
10@ = 0 

:BLACKJ_22342
if 
  8 > 10@ 
else_jump @BLACKJ_23202 
05B6: 184 // BJ_CHIP_OFF_X[
03A7: NOP 10@ 
05B6: 185 // ] = 
03A8: NOP $BJACK_X_CHIP_OFFSET(10@,8f) 
03A9: NOP 
05B6: 186 // BJ_CHIP_OFF_Y[
03A7: NOP 10@ 
05B6: 187 // ] = 
03A8: NOP $BJACK_Y_CHIP_OFFSET(10@,8f) 
03A9: NOP 
05B6: 188 // BJ_CHIP_OFF_Z[
03A7: NOP 10@ 
05B6: 189 // ] = 
03A8: NOP $BJACK_Z_CHIP_OFFSET(10@,8f) 
03A9: NOP 
10@ += 1 
jump @BLACKJ_22342 

:BLACKJ_23202
return 

:BLACKJ_23204
008B: 12@ = $BJACK_INITIAL_STAKE // (int) 
0093: 13@ = integer 12@ to_float 
13@ /= 1.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23261 
13@ = 10.0 

:BLACKJ_23261
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23315 
14@ += 0.0 

:BLACKJ_23315
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -1 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[0] exists 
else_jump @BLACKJ_23417 
Object.StorePos($9208[0], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[0], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_23417
0093: 13@ = integer 12@ to_float 
13@ /= 5.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23466 
13@ = 10.0 

:BLACKJ_23466
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23520 
14@ += 0.0 

:BLACKJ_23520
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -5 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[1] exists 
else_jump @BLACKJ_23622 
Object.StorePos($9208[1], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[1], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_23622
0093: 13@ = integer 12@ to_float 
13@ /= 10.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23671 
13@ = 10.0 

:BLACKJ_23671
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23725 
14@ += 0.0 

:BLACKJ_23725
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -10 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[2] exists 
else_jump @BLACKJ_23827 
Object.StorePos($9208[2], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[2], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_23827
0093: 13@ = integer 12@ to_float 
13@ /= 50.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_23876 
13@ = 10.0 

:BLACKJ_23876
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_23930 
14@ += 0.0 

:BLACKJ_23930
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -50 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[3] exists 
else_jump @BLACKJ_24032 
Object.StorePos($9208[3], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[3], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24032
0093: 13@ = integer 12@ to_float 
13@ /= 100.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24081 
13@ = 10.0 

:BLACKJ_24081
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24135 
14@ += 0.0 

:BLACKJ_24135
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -100 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[4] exists 
else_jump @BLACKJ_24237 
Object.StorePos($9208[4], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[4], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24237
0093: 13@ = integer 12@ to_float 
13@ /= 200.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24286 
13@ = 10.0 

:BLACKJ_24286
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24340 
14@ += 0.0 

:BLACKJ_24340
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -200 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[5] exists 
else_jump @BLACKJ_24443 
Object.StorePos($9208[5], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[5], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24443
0093: 13@ = integer 12@ to_float 
13@ /= 500.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24492 
13@ = 10.0 

:BLACKJ_24492
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24546 
14@ += 0.0 

:BLACKJ_24546
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -500 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[6] exists 
else_jump @BLACKJ_24649 
Object.StorePos($9208[6], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[6], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24649
0093: 13@ = integer 12@ to_float 
13@ /= 1000.0 
if 
  13@ > 10.0 
else_jump @BLACKJ_24698 
13@ = 10.0 

:BLACKJ_24698
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
14@ *= 0.0126 
if 
  11@ > 0 
else_jump @BLACKJ_24752 
14@ += 0.0 

:BLACKJ_24752
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
11@ *= -1000 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9208[7] exists 
else_jump @BLACKJ_24855 
Object.StorePos($9208[7], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 13@ 13@ $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 13@ 
Object.PutAt($9208[7], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:BLACKJ_24855
return 

:BLACKJ_24857
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_SCREENPOS[0] $BJACK_Y_SCREENPOS[0] cornerB $BJACK_X_SCREENPOS[1] $BJACK_Y_SCREENPOS[1] GXT_reference 'BJ_TITL' style 2  // Wager
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[2] $BJACK_Y_SCREENPOS[2] GXT 'BJ_01'  // Total Wager
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[3] $BJACK_Y_SCREENPOS[3] GXT 'DOLLAR' number $BJACK_INITIAL_STAKE  // $~1~
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[4] $BJACK_Y_SCREENPOS[4] GXT 'BJ_02'  // Min Wager
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[5] $BJACK_Y_SCREENPOS[5] GXT 'DOLLAR' number 30@  // $~1~
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[6] $BJACK_Y_SCREENPOS[6] GXT 'BJ_03'  // Max Wager
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[7] $BJACK_Y_SCREENPOS[7] GXT 'DOLLAR' number 29@  // $~1~
return 

:BLACKJ_25143
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_SCREENPOS[8] $BJACK_Y_SCREENPOS[8] cornerB $BJACK_X_SCREENPOS[9] $BJACK_Y_SCREENPOS[9] GXT_reference 'BJ_TITL' style 2  // Wager
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[10] $BJACK_Y_SCREENPOS[10] GXT 'BJ_01'  // Total Wager
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_SCREENPOS[11] $BJACK_Y_SCREENPOS[11] GXT 'DOLLAR' number $BJACK_INITIAL_STAKE  // $~1~
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[12] $BJACK_Y_SCREENPOS[12] GXT 'BJ_04'  // Dealer's Score
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  2@ > 4 
else_jump @BLACKJ_25457 
if 
  $BJACK_DEALER_TOTAL2 == 0 
else_jump @BLACKJ_25427 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_25400 
033E: set_draw_text_position $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_BUST'  // Bust!
jump @BLACKJ_25420 

:BLACKJ_25400
045A: draw_text_1number $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_0' number $BJACK_DEALER_TOTAL  // ~1~

:BLACKJ_25420
jump @BLACKJ_25450 

:BLACKJ_25427
045B: draw_text_2numbers $BJACK_X_SCREENPOS[14] $BJACK_Y_SCREENPOS[14] GXT 'BJ_OR2' numbers $BJACK_DEALER_TOTAL $BJACK_DEALER_TOTAL2  // ~1~ or ~1~

:BLACKJ_25450
jump @BLACKJ_25474 

:BLACKJ_25457
033E: set_draw_text_position $BJACK_X_SCREENPOS[13] $BJACK_Y_SCREENPOS[13] GXT 'BJ_HIDE'  // ???

:BLACKJ_25474
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_SCREENPOS[15] $BJACK_Y_SCREENPOS[15] GXT 'BJ_05'  // Your Score
if 
  $BJACK_PLAYER_TOTAL2 == 0 
else_jump @BLACKJ_25674 
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_25644 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_25617 
033E: set_draw_text_position $BJACK_X_SCREENPOS[16] $BJACK_Y_SCREENPOS[16] GXT 'BJ_BUST'  // Bust!
jump @BLACKJ_25637 

:BLACKJ_25617
045A: draw_text_1number $BJACK_X_SCREENPOS[16] $BJACK_Y_SCREENPOS[16] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25637
jump @BLACKJ_25667 

:BLACKJ_25644
045B: draw_text_2numbers $BJACK_X_SCREENPOS[17] $BJACK_Y_SCREENPOS[17] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ or ~1~

:BLACKJ_25667
jump @BLACKJ_25940 

:BLACKJ_25674
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  $BJACK_PLAYER_TOTAL1_B == 0 
else_jump @BLACKJ_25784 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_25757 
033E: set_draw_text_position $BJACK_X_SCREENPOS[18] $BJACK_Y_SCREENPOS[18] GXT 'BJ_BUST'  // Bust!
jump @BLACKJ_25777 

:BLACKJ_25757
045A: draw_text_1number $BJACK_X_SCREENPOS[18] $BJACK_Y_SCREENPOS[18] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL1  // ~1~

:BLACKJ_25777
jump @BLACKJ_25807 

:BLACKJ_25784
045B: draw_text_2numbers $BJACK_X_SCREENPOS[19] $BJACK_Y_SCREENPOS[19] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL1 $BJACK_PLAYER_TOTAL1_B  // ~1~ or ~1~

:BLACKJ_25807
gosub @BLACKJ_34042 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
if 
  $BJACK_PLAYER_TOTAL2_B == 0 
else_jump @BLACKJ_25917 
if 
  $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_25890 
033E: set_draw_text_position $BJACK_X_SCREENPOS[20] $BJACK_Y_SCREENPOS[20] GXT 'BJ_BUST'  // Bust!
jump @BLACKJ_25910 

:BLACKJ_25890
045A: draw_text_1number $BJACK_X_SCREENPOS[20] $BJACK_Y_SCREENPOS[20] GXT 'BJ_0' number $BJACK_PLAYER_TOTAL2  // ~1~

:BLACKJ_25910
jump @BLACKJ_25940 

:BLACKJ_25917
045B: draw_text_2numbers $BJACK_X_SCREENPOS[21] $BJACK_Y_SCREENPOS[21] GXT 'BJ_OR2' numbers $BJACK_PLAYER_TOTAL2 $BJACK_PLAYER_TOTAL2_B  // ~1~ or ~1~

:BLACKJ_25940
return 
if 
0736:   NOP_false 76 
else_jump @BLACKJ_26016 
$9308 += 1 
if 
  $9308 > 26 
else_jump @BLACKJ_25989 
$9308 = -1 

:BLACKJ_25989
0663: NOP "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_26016
if 
  $9308 > -1 
else_jump @BLACKJ_26154 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_26064 
$BJACK_X_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26064
if 
0736:   NOP_false 129 
else_jump @BLACKJ_26094 
$BJACK_X_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26094
if 
0736:   NOP_false 131 
else_jump @BLACKJ_26124 
$BJACK_Y_SCREENPOS($9308,27f) += -1.0 

:BLACKJ_26124
if 
0736:   NOP_false 130 
else_jump @BLACKJ_26154 
$BJACK_Y_SCREENPOS($9308,27f) += 1.0 

:BLACKJ_26154
if 
  $9308 > -1 
else_jump @BLACKJ_26913 
if 
0736:   NOP_false 137 
else_jump @BLACKJ_26913 
03A9: NOP 
05B6: 190 // ------ SCREEN COORDS ------
10@ = 0 

:BLACKJ_26327
if 
  27 > 10@ 
else_jump @BLACKJ_26911 
03A9: NOP 
05B6: 191 // SCREEN_POS_X[
03A7: NOP 10@ 
05B6: 192 // ] = 
03A8: NOP $BJACK_X_SCREENPOS(10@,27f) 
03A9: NOP 
05B6: 193 // SCREEN_POS_Y[
03A7: NOP 10@ 
05B6: 194 // ] = 
03A8: NOP $BJACK_Y_SCREENPOS(10@,27f) 
10@ += 1 
jump @BLACKJ_26327 

:BLACKJ_26911
03A9: NOP 

:BLACKJ_26913
return 
if 
0736:   NOP_false 66 
else_jump @BLACKJ_27279 
$9309 += 1 
if 
  $9309 > 7 
else_jump @BLACKJ_26962 
$9309 = 0 

:BLACKJ_26962
if 
  $9309 == 1 
else_jump @BLACKJ_26998 
0662: NOP "EDIT_CARD_SIZE" 

:BLACKJ_26998
if 
  $9309 == 2 
else_jump @BLACKJ_27041 
0662: NOP "EDIT_CARD_POSITIONS_X" 

:BLACKJ_27041
if 
  $9309 == 3 
else_jump @BLACKJ_27091 
0662: NOP "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_27091
if 
  $9309 == 4 
else_jump @BLACKJ_27142 
0662: NOP "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_27142
if 
  $9309 == 5 
else_jump @BLACKJ_27192 
0662: NOP "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_27192
if 
  $9309 == 6 
else_jump @BLACKJ_27240 
0662: NOP "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_27240
if 
  $9309 == 7 
else_jump @BLACKJ_27279 
0662: NOP "EDIT_BORDER_WIDTH" 

:BLACKJ_27279
if 
  $9309 == 1 
else_jump @BLACKJ_27491 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27330 
$BJACK_CARD_HEIGHT += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27330
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27394 
$BJACK_CARD_HEIGHT += -1.0 
if 
  1.0 > $BJACK_CARD_HEIGHT 
else_jump @BLACKJ_27387 
$BJACK_CARD_HEIGHT = 1.0 

:BLACKJ_27387
gosub @BLACKJ_32389 

:BLACKJ_27394
if 
0736:   NOP_false 128 
else_jump @BLACKJ_27427 
$BJACK_CARD_WIDTH += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27427
if 
0736:   NOP_false 129 
else_jump @BLACKJ_27491 
$BJACK_CARD_WIDTH += -1.0 
if 
  1.0 > $BJACK_CARD_WIDTH 
else_jump @BLACKJ_27484 
$BJACK_CARD_WIDTH = 1.0 

:BLACKJ_27484
gosub @BLACKJ_32389 

:BLACKJ_27491
if 
  $9309 == 2 
else_jump @BLACKJ_27615 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_27562 
$9087[0] += 1.0 
$9103[0] += 1.0 
$9119[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27562
if 
0736:   NOP_false 129 
else_jump @BLACKJ_27615 
$9087[0] += -1.0 
$9103[0] += -1.0 
$9119[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27615
if 
  $9309 == 3 
else_jump @BLACKJ_27699 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27666 
$9095[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27666
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27699 
$9095[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27699
if 
  $9309 == 4 
else_jump @BLACKJ_27783 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27750 
$9111[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27750
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27783 
$9111[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27783
if 
  $9309 == 5 
else_jump @BLACKJ_27867 
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27834 
$9127[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27834
if 
0736:   NOP_false 130 
else_jump @BLACKJ_27867 
$9127[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27867
if 
  $9309 == 6 
else_jump @BLACKJ_28017 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_27918 
$BJACK_X_PLAYER_SPRITE[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_27918
if 
0736:   NOP_false 129 
else_jump @BLACKJ_27951 
$BJACK_X_PLAYER_SPRITE[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27951
if 
0736:   NOP_false 131 
else_jump @BLACKJ_27984 
$BJACK_Y_PLAYER_SPRITE[0] += -1.0 
gosub @BLACKJ_32389 

:BLACKJ_27984
if 
0736:   NOP_false 130 
else_jump @BLACKJ_28017 
$BJACK_Y_PLAYER_SPRITE[0] += 1.0 
gosub @BLACKJ_32389 

:BLACKJ_28017
if 
  $9309 == 7 
else_jump @BLACKJ_28087 
if 
0736:   NOP_false 128 
else_jump @BLACKJ_28061 
$BJACK_BORDER_WIDTH += 1.0 

:BLACKJ_28061
if 
0736:   NOP_false 129 
else_jump @BLACKJ_28087 
$BJACK_BORDER_WIDTH += -1.0 

:BLACKJ_28087
if 
  $9309 > 0 
else_jump @BLACKJ_29762 
if 
0736:   NOP_false 137 
else_jump @BLACKJ_29762 
03A9: NOP 
05B6: 195 // ----- BLACKJACK SCREEN COORDS ------
03A9: NOP 
05B6: 196 // CARD_WIDTH = 
03A8: NOP $BJACK_CARD_WIDTH 
03A9: NOP 
05B6: 197 // CARD_HEIGHT = 
03A8: NOP $BJACK_CARD_HEIGHT 
03A9: NOP 
05B6: 198 // PLAYER_SPRITE1_X[0] = 
03A8: NOP $9087[0] 
03A9: NOP 
05B6: 199 // PLAYER_SPRITE1_Y[0] = 
03A8: NOP $9095[0] 
03A9: NOP 
05B6: 200 // PLAYER_SPRITE1B_X[0] = 
03A8: NOP $9103[0] 
03A9: NOP 
05B6: 201 // PLAYER_SPRITE1B_Y[0] = 
03A8: NOP $9111[0] 
03A9: NOP 
05B6: 202 // PLAYER_SPRITE2_X[0] = 
03A8: NOP $9119[0] 
03A9: NOP 
05B6: 203 // PLAYER_SPRITE2_Y[0] = 
03A8: NOP $9127[0] 
03A9: NOP 
05B6: 204 // DEALER_SPRITE_X[0] = 
03A8: NOP $BJACK_X_PLAYER_SPRITE[0] 
03A9: NOP 
05B6: 205 // DEALER_SPRITE_Y[0] = 
03A8: NOP $BJACK_Y_PLAYER_SPRITE[0] 
03A9: NOP 
05B6: 206 // BORDER_WIDTH = 
03A8: NOP $BJACK_BORDER_WIDTH 
03A9: NOP 

:BLACKJ_29762
return 

:BLACKJ_29764
if 
  $BJACK_FLAG_CARD_CHEAT == 0 
else_jump @BLACKJ_29801 
$BJACK_CARD_ID = 0 
059E: get_card_to $BJACK_CARD_ID 
jump @BLACKJ_29809 

:BLACKJ_29801
0084: $BJACK_CARD_ID = $BJACK_CHEAT_CARD_ID // (int) 

:BLACKJ_29809
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_29863 
0605: actor 1@ perform_animation_sequence "DEALONE" IFP_file "CASINO" 6.0 loop 0 0 0 0 time 500 // versionA 

:BLACKJ_29863
return 

:BLACKJ_29865
if 
876F:   not text_priority_displayed 
else_jump @BLACKJ_31218 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_30100 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $9087[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $9095[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0089: 17@ = $9087[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0089: 18@ = $9095[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 
jump @BLACKJ_30297 

:BLACKJ_30100
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $9103[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $9111[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0089: 17@ = $9119[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0089: 18@ = $9127[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_30297
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_30549 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_1 = $BJACK_X_PLAYER_SPRITE[0] // (float) 
0067: $TEMPVAR_FLOAT_1 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0086: $TEMPVAR_FLOAT_2 = $BJACK_Y_PLAYER_SPRITE[0] // (float) 
0067: $TEMPVAR_FLOAT_2 -= 13@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_WIDTH // (float) 
13@ /= 2.0 
0089: 17@ = $BJACK_X_PLAYER_SPRITE[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_BORDER_WIDTH // (float) 
0089: 13@ = $BJACK_CARD_HEIGHT // (float) 
13@ /= 2.0 
0089: 18@ = $BJACK_Y_PLAYER_SPRITE[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_BORDER_WIDTH // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_30549
$9311 = 0 

:BLACKJ_30556
if 
  8 > $9311 
else_jump @BLACKJ_31218 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_30666 
if 
   not $9149($9311,8i) == 0 
else_jump @BLACKJ_30659 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9087($9311,8f) $9095($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30659
jump @BLACKJ_30800 

:BLACKJ_30666
if 
   not $9149($9311,8i) == 0 
else_jump @BLACKJ_30733 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9103($9311,8f) $9111($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30733
if 
   not $9157($9311,8i) == 0 
else_jump @BLACKJ_30800 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9157($9311,8i) position $9119($9311,8f) $9127($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_30800
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_31199 
if 
   not $9141($9311,8i) == 0 
else_jump @BLACKJ_31192 
if 
  $9311 == 0 
else_jump @BLACKJ_31147 
if 
  $BJACK_PLAYER_HAS_SPLIT == 0 
else_jump @BLACKJ_31030 
if 
  $BJACK_PLAYER_HAS_STUCKED1 == 0 
else_jump @BLACKJ_30978 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 
jump @BLACKJ_31023 

:BLACKJ_30978
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31023
jump @BLACKJ_31140 

:BLACKJ_31030
if 
  $BJACK_PLAYER_HAS_STUCKED2 == 0 
else_jump @BLACKJ_31095 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 
jump @BLACKJ_31140 

:BLACKJ_31095
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31140
jump @BLACKJ_31192 

:BLACKJ_31147
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_PLAYER_SPRITE($9311,8f) $BJACK_Y_PLAYER_SPRITE($9311,8f) size $BJACK_CARD_WIDTH $BJACK_CARD_HEIGHT RGBA 128 128 128 255 

:BLACKJ_31192
jump @BLACKJ_31204 

:BLACKJ_31199
0989: set_text_boxes_width 200 

:BLACKJ_31204
$9311 += 1 
jump @BLACKJ_30556 

:BLACKJ_31218
return 

:BLACKJ_31220
$BJACK_DEALER_TOTAL = 0 
$BJACK_DEALER_TOTAL2 = 0 
$BJACK_PLAYER_TOTAL1 = 0 
$BJACK_PLAYER_TOTAL1_B = 0 
$BJACK_PLAYER_TOTAL2 = 0 
$BJACK_PLAYER_TOTAL2_B = 0 
$BJACK_DEALER_GOT_ACE = 0 
$BJACK_PLAYER_GOT_ACE1 = 0 
$BJACK_PLAYER_GOT_ACE2 = 0 
$9312 = 0 

:BLACKJ_31290
if 
  8 > $9312 
else_jump @BLACKJ_31775 
if 
   not $9141($9312,8i) == 0 
else_jump @BLACKJ_31459 
0084: $9313 = $9141($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
if 
  $9313 == 1 
else_jump @BLACKJ_31443 
if 
  $BJACK_DEALER_GOT_ACE == 0 
else_jump @BLACKJ_31422 
$BJACK_DEALER_TOTAL += 11 
$BJACK_DEALER_GOT_ACE = 1 
jump @BLACKJ_31429 

:BLACKJ_31422
$BJACK_DEALER_TOTAL += 1 

:BLACKJ_31429
$BJACK_DEALER_TOTAL2 += 1 
jump @BLACKJ_31459 

:BLACKJ_31443
0058: $BJACK_DEALER_TOTAL += $9313 // (int) 
0058: $BJACK_DEALER_TOTAL2 += $9313 // (int) 

:BLACKJ_31459
if 
   not $9149($9312,8i) == 0 
else_jump @BLACKJ_31610 
0084: $9313 = $9149($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
if 
  $9313 == 1 
else_jump @BLACKJ_31594 
if 
  $BJACK_PLAYER_GOT_ACE1 == 0 
else_jump @BLACKJ_31573 
$BJACK_PLAYER_TOTAL1 += 11 
$BJACK_PLAYER_GOT_ACE1 = 1 
jump @BLACKJ_31580 

:BLACKJ_31573
$BJACK_PLAYER_TOTAL1 += 1 

:BLACKJ_31580
$BJACK_PLAYER_TOTAL1_B += 1 
jump @BLACKJ_31610 

:BLACKJ_31594
0058: $BJACK_PLAYER_TOTAL1 += $9313 // (int) 
0058: $BJACK_PLAYER_TOTAL1_B += $9313 // (int) 

:BLACKJ_31610
if 
   not $9157($9312,8i) == 0 
else_jump @BLACKJ_31761 
0084: $9313 = $9157($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
gosub @BLACKJ_32050 
0084: $9313 = $9315 // (int) 
if 
  $9313 == 1 
else_jump @BLACKJ_31745 
if 
  $BJACK_PLAYER_GOT_ACE2 == 0 
else_jump @BLACKJ_31724 
$BJACK_PLAYER_TOTAL2 += 11 
$BJACK_PLAYER_GOT_ACE2 = 1 
jump @BLACKJ_31731 

:BLACKJ_31724
$BJACK_PLAYER_TOTAL2 += 1 

:BLACKJ_31731
$BJACK_PLAYER_TOTAL2_B += 1 
jump @BLACKJ_31761 

:BLACKJ_31745
0058: $BJACK_PLAYER_TOTAL2 += $9313 // (int) 
0058: $BJACK_PLAYER_TOTAL2_B += $9313 // (int) 

:BLACKJ_31761
$9312 += 1 
jump @BLACKJ_31290 

:BLACKJ_31775
if 
001C:   $BJACK_DEALER_TOTAL > $BJACK_DEALER_TOTAL2 // (int) 
else_jump @BLACKJ_31859 
if 
  $BJACK_DEALER_TOTAL > 21 
else_jump @BLACKJ_31827 
0084: $BJACK_DEALER_TOTAL = $BJACK_DEALER_TOTAL2 // (int) 
$BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31827
if 
  $BJACK_DEALER_TOTAL == 21 
else_jump @BLACKJ_31852 
$BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31852
jump @BLACKJ_31866 

:BLACKJ_31859
$BJACK_DEALER_TOTAL2 = 0 

:BLACKJ_31866
if 
001C:   $BJACK_PLAYER_TOTAL1 > $BJACK_PLAYER_TOTAL1_B // (int) 
else_jump @BLACKJ_31950 
if 
  $BJACK_PLAYER_TOTAL1 > 21 
else_jump @BLACKJ_31918 
0084: $BJACK_PLAYER_TOTAL1 = $BJACK_PLAYER_TOTAL1_B // (int) 
$BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31918
if 
  $BJACK_PLAYER_TOTAL1 == 21 
else_jump @BLACKJ_31943 
$BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31943
jump @BLACKJ_31957 

:BLACKJ_31950
$BJACK_PLAYER_TOTAL1_B = 0 

:BLACKJ_31957
if 
001C:   $BJACK_PLAYER_TOTAL2 > $BJACK_PLAYER_TOTAL2_B // (int) 
else_jump @BLACKJ_32041 
if 
  $BJACK_PLAYER_TOTAL2 > 21 
else_jump @BLACKJ_32009 
0084: $BJACK_PLAYER_TOTAL2 = $BJACK_PLAYER_TOTAL2_B // (int) 
$BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32009
if 
  $BJACK_PLAYER_TOTAL2 == 21 
else_jump @BLACKJ_32034 
$BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32034
jump @BLACKJ_32048 

:BLACKJ_32041
$BJACK_PLAYER_TOTAL2_B = 0 

:BLACKJ_32048
return 

:BLACKJ_32050
if 
  14 > $9314 
else_jump @BLACKJ_32076 
0084: $9315 = $9314 // (int) 

:BLACKJ_32076
if and
  27 > $9314 
  $9314 > 13 
else_jump @BLACKJ_32116 
0084: $9315 = $9314 // (int) 
$9315 -= 13 

:BLACKJ_32116
if and
  40 > $9314 
  $9314 > 26 
else_jump @BLACKJ_32156 
0084: $9315 = $9314 // (int) 
$9315 -= 26 

:BLACKJ_32156
if and
  53 > $9314 
  $9314 > 39 
else_jump @BLACKJ_32196 
0084: $9315 = $9314 // (int) 
$9315 -= 39 

:BLACKJ_32196
if 
  14 > $9315 
else_jump @BLACKJ_32239 
if 
  $9315 > 10 
else_jump @BLACKJ_32239 
$9315 = 10 

:BLACKJ_32239
return 

:BLACKJ_32241
if 
  14 > $9314 
else_jump @BLACKJ_32267 
0084: $9315 = $9314 // (int) 

:BLACKJ_32267
if and
  27 > $9314 
  $9314 > 13 
else_jump @BLACKJ_32307 
0084: $9315 = $9314 // (int) 
$9315 -= 13 

:BLACKJ_32307
if and
  40 > $9314 
  $9314 > 26 
else_jump @BLACKJ_32347 
0084: $9315 = $9314 // (int) 
$9315 -= 26 

:BLACKJ_32347
if and
  53 > $9314 
  $9314 > 39 
else_jump @BLACKJ_32387 
0084: $9315 = $9314 // (int) 
$9315 -= 39 

:BLACKJ_32387
return 

:BLACKJ_32389
0086: $9119[0] = $9087[0] // (float) 
0086: $9127[0] = $9095[0] // (float) 
0086: $9103[0] = $9087[0] // (float) 
0086: $9111[0] = $9095[0] // (float) 
0061: $9111[0] -= $BJACK_CARD_HEIGHT // (float) 
0061: $9111[0] -= $BJACK_BORDER_WIDTH // (float) 
10@ = 0 

:BLACKJ_32444
if 
  8 > 10@ 
else_jump @BLACKJ_32773 
if 
  5 > 10@ 
else_jump @BLACKJ_32663 
0086: $9137 = $BJACK_CARD_WIDTH // (float) 
0059: $9137 += $BJACK_BORDER_WIDTH // (float) 
0091: $9139 = integer 10@ to_float 
0069: $9139 *= $9137 // (float) 
0086: $9087(10@,8f) = $9087[0] // (float) 
0059: $9087(10@,8f) += $9139 // (float) 
0086: $9095(10@,8f) = $9095[0] // (float) 
0086: $9103(10@,8f) = $9103[0] // (float) 
0059: $9103(10@,8f) += $9139 // (float) 
0086: $9111(10@,8f) = $9111[0] // (float) 
0086: $9119(10@,8f) = $9119[0] // (float) 
0059: $9119(10@,8f) += $9139 // (float) 
0086: $9127(10@,8f) = $9127[0] // (float) 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $BJACK_X_PLAYER_SPRITE[0] // (float) 
0059: $BJACK_X_PLAYER_SPRITE(10@,8f) += $9139 // (float) 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $BJACK_Y_PLAYER_SPRITE[0] // (float) 
jump @BLACKJ_32759 

:BLACKJ_32663
0086: $9087(10@,8f) = $9087[4] // (float) 
0086: $9095(10@,8f) = $9095[4] // (float) 
0086: $9103(10@,8f) = $9103[4] // (float) 
0086: $9111(10@,8f) = $9111[4] // (float) 
0086: $9119(10@,8f) = $9119[4] // (float) 
0086: $9127(10@,8f) = $9127[4] // (float) 
0086: $BJACK_X_PLAYER_SPRITE(10@,8f) = $BJACK_X_PLAYER_SPRITE[4] // (float) 
0086: $BJACK_Y_PLAYER_SPRITE(10@,8f) = $BJACK_Y_PLAYER_SPRITE[4] // (float) 

:BLACKJ_32759
10@ += 1 
jump @BLACKJ_32444 

:BLACKJ_32773
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_32824 
Object.StorePos(0@, $9316, $9317, $9318)
$TEMPVAR_ANGLE = Object.Angle(0@)

:BLACKJ_32824
$TEMPVAR_ANGLE *= -1.0 
02F7: 13@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: NOP 
05B6: 207 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: NOP $9322 
03A8: NOP $9323 
03A8: NOP $9321 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: NOP 
05B6: 208 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: NOP $9322 
03A8: NOP $9323 
03A8: NOP $9321 
return 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 0@ exists 
else_jump @BLACKJ_33465 
Object.StorePos(0@, $9316, $9317, $9318)
$TEMPVAR_ANGLE = Object.Angle(0@)

:BLACKJ_33465
$TEMPVAR_ANGLE *= -1.0 
02F7: 13@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 14@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $9319 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: NOP 
05B6: 209 // PLAYER_COORDINATES - OFFSET FROM TABLE = 
03A8: NOP $9322 
03A8: NOP $9323 
03A8: NOP $9321 
return 

:BLACKJ_33768
0653: 13@ = float_stat 81 
if 
  1.0 > 13@ 
else_jump @BLACKJ_33810 
$MAX_WAGER = 100 
jump @BLACKJ_33930 

:BLACKJ_33810
if 
  10.0 > 13@ 
else_jump @BLACKJ_33846 
$MAX_WAGER = 1000 
jump @BLACKJ_33930 

:BLACKJ_33846
if 
  100.0 > 13@ 
else_jump @BLACKJ_33882 
$MAX_WAGER = 10000 
jump @BLACKJ_33930 

:BLACKJ_33882
if 
  1000.0 > 13@ 
else_jump @BLACKJ_33920 
$MAX_WAGER = 100000 
jump @BLACKJ_33930 

:BLACKJ_33920
$MAX_WAGER = 1000000 

:BLACKJ_33930
return 
0340: set_text_draw_RGBA 255 255 255 255 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.6 1.6 
return 
0340: set_text_draw_RGBA 255 180 180 255 
0341: unknown_text_draw_flag 0 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 2.0 3.0 
return 

:BLACKJ_34042
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:BLACKJ_34152
0340: set_text_draw_RGBA 255 255 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size $BJACK_X_SCREENPOS[24] $BJACK_Y_SCREENPOS[24] 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 

:BLACKJ_34567
09BD: unknown_flag 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @BLACKJ_34656 
03E6: remove_text_box 

:BLACKJ_34656
Camera.Restore
10@ = 0 

:BLACKJ_34665
if 
  8 > 10@ 
else_jump @BLACKJ_34726 
if 
03CA:   object $9208(10@,8i) exists 
else_jump @BLACKJ_34712 
Object.Destroy($9208(10@,8i))

:BLACKJ_34712
10@ += 1 
jump @BLACKJ_34665 

:BLACKJ_34726
if 
   not Actor.Dead(1@)
else_jump @BLACKJ_34749 
0638: AS_actor 1@ stay_put 1 

:BLACKJ_34749
end_thread_named 'CASHWIN' 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
04EF: release_animation "CASINO" 
0391: release_txd_dictionary 
03F0: enable_text_draw 0 
0581: enable_radar 1 
03AD: NOP 1 
0989: set_text_boxes_width 200 
return 
end_thread 

//-------------External script 18 (WHEELO)---------------

:WOF
thread 'WOF' 
5@ = 0 
6@ = 0 
22@ = 0.0 
23@ = 0.0 
13@ = 0 
15@ = 0 
16@ = 0 
25@ = -1 
27@ = 0 
0209: 32@ = random_int_in_ranges 0 30000 
jump @WOF_438 
0@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
4@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
2@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
1@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
3@ = Object.Create(#WHEEL_O_FORTUNE, 0.0, 0.0, 0.0)
7@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9339[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9345[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9351[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9357[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9363[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9369[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9375[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9381[0] = Object.Create(#CHIP_STACK07, 0.0, 0.0, 0.0)
$9436 = Object.Create(#ROULETTE_MARKER, 0.0, 0.0, 0.0)

:WOF_438
wait 0 
if 
  $PLAYER_IN_INTERIOR == 0 
else_jump @WOF_2376 
if 
03CA:   object 0@ exists 
else_jump @WOF_2362 
if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
else_jump @WOF_2348 
if 
  $9440 == 0 
else_jump @WOF_2253 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_2239 
if 
  5@ == 0 
else_jump @WOF_1066 
if 
  6@ == 0 
else_jump @WOF_583 
Model.Load(#VBFYCRP)
04ED: load_animation "CASINO" 
6@ += 1 

:WOF_583
if 
  6@ == 1 
else_jump @WOF_633 
if and
   Model.Available(#VBFYCRP)
04EE:   animation "CASINO" loaded 
else_jump @WOF_633 
6@ += 1 

:WOF_633
if 
  6@ == 2 
else_jump @WOF_1029 
if 
856D:   not actor 7@ defined 
else_jump @WOF_781 
20@ = Object.Angle(0@)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.5 -0.3974 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
7@ = Actor.Create(CivFemale, #VBFYCRP, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 7@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
0088: $TEMPVAR_ANGLE = 20@ // (float) 
$TEMPVAR_ANGLE += 180.0 
Actor.Angle(7@) = $TEMPVAR_ANGLE
Actor.LockInCurrentPosition(7@) = True
Model.Destroy(#VBFYCRP)

:WOF_781
if 
83CA:   not object 4@ exists 
else_jump @WOF_851 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.159 0.0 
4@ = Object.Init(#WHEEL_SUPPORT, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(4@) = 20@

:WOF_851
if 
83CA:   not object 2@ exists 
else_jump @WOF_952 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset -0.132 -1.049194 -0.834192 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$TEMPVAR_FLOAT_3 += 1.0 
2@ = Object.Init(#WHEEL_TABLE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(2@) = 20@
gosub @WOF_15505 

:WOF_952
if 
83CA:   not object 1@ exists 
else_jump @WOF_1022 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 1.05 
1@ = Object.Init(#CLICKER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle(1@) = 20@

:WOF_1022
6@ += 1 

:WOF_1029
if 
  6@ == 3 
else_jump @WOF_1066 
0209: 32@ = random_int_in_ranges 0 50000 
5@ += 1 

:WOF_1066
if 
  5@ == 1 
else_jump @WOF_2189 
if 
   not Actor.Dead(7@)
else_jump @WOF_1309 
if 
  32@ > 50000 
else_jump @WOF_1309 
0605: actor 7@ perform_animation_sequence "WOF" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_1295 jumps 0 @WOF_1226 1 @WOF_1249 2 @WOF_1272 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 -1 @WOF_1295 

:WOF_1226
09D6: set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_1295 

:WOF_1249
09D6: set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_1295 

:WOF_1272
09D6: set_actor 7@ sound 43610 flags 1 1 0 
jump @WOF_1295 

:WOF_1295
25@ = 0 
32@ = 0 

:WOF_1309
if 
   not Actor.Dead(7@)
else_jump @WOF_2189 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 -1.0 0.0 
if 
  $9470 == 0 
else_jump @WOF_2189 
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.5 0.5 2.0 on_foot 
else_jump @WOF_2162 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @WOF_2155 
if 
  15@ == 0 
else_jump @WOF_2131 
if 
00E1:   player 0 pressed_key 15 
else_jump @WOF_1865 
10@ = 0 
0653: 8@ = float_stat 81 
if 
  19@ == 1000000 
else_jump @WOF_1558 
if 
  1000.0 > 8@ 
else_jump @WOF_1551 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2390 
10@ = 1 

:WOF_1551
jump @WOF_1784 

:WOF_1558
if 
  19@ == 100000 
else_jump @WOF_1637 
if 
  100.0 > 8@ 
else_jump @WOF_1630 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2390 
10@ = 1 

:WOF_1630
jump @WOF_1784 

:WOF_1637
if 
  19@ == 10000 
else_jump @WOF_1714 
if 
  10.0 > 8@ 
else_jump @WOF_1707 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2390 
10@ = 1 

:WOF_1707
jump @WOF_1784 

:WOF_1714
if 
  19@ == 1000 
else_jump @WOF_1784 
if 
  1.0 > 8@ 
else_jump @WOF_1784 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
gosub @WOF_2390 
10@ = 1 

:WOF_1784
if 
  10@ == 0 
else_jump @WOF_1858 
if 
  14@ == 1 
else_jump @WOF_1829 
03E6: remove_text_box 
14@ = 0 

:WOF_1829
5@ = 0 
6@ = 0 
008A: $9440 = 0@ // (int) 
15@ = 1 

:WOF_1858
jump @WOF_2124 

:WOF_1865
if 
  14@ == 0 
else_jump @WOF_2124 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @WOF_2124 
0871: init_jump_table 19@ total_jumps 5 default_jump 1 @WOF_2099 jumps 100 @WOF_2009 1000 @WOF_2027 10000 @WOF_2045 100000 @WOF_2063 1000000 @WOF_2081 -1 @WOF_2117 -1 @WOF_2117 

:WOF_2009
0512: show_permanent_text_box 'WOF_06A'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $100
jump @WOF_2117 

:WOF_2027
0512: show_permanent_text_box 'WOF_06B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000
jump @WOF_2117 

:WOF_2045
0512: show_permanent_text_box 'WOF_06C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $10,000
jump @WOF_2117 

:WOF_2063
0512: show_permanent_text_box 'WOF_06D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $100,000
jump @WOF_2117 

:WOF_2081
0512: show_permanent_text_box 'WOF_06E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000,000
jump @WOF_2117 

:WOF_2099
0512: show_permanent_text_box 'WOF_06'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune
jump @WOF_2117 

:WOF_2117
14@ = 1 

:WOF_2124
jump @WOF_2155 

:WOF_2131
if 
80E1:   not player 0 pressed_key 15 
else_jump @WOF_2155 
15@ = 0 

:WOF_2155
jump @WOF_2189 

:WOF_2162
if 
  14@ == 1 
else_jump @WOF_2189 
03E6: remove_text_box 
14@ = 0 

:WOF_2189
if or
02CC:   object 0@ bounding_sphere_visible 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 flag 0 
else_jump @WOF_2232 
gosub @WOF_9892 

:WOF_2232
jump @WOF_2246 

:WOF_2239
gosub @WOF_2465 

:WOF_2246
jump @WOF_2341 

:WOF_2253
if 
003C:   $9440 == 0@ // (int) 
else_jump @WOF_2341 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_2341 
if 
  13@ == 0 
else_jump @WOF_2327 
gosub @WOF_9892 
gosub @WOF_2506 
jump @WOF_2341 

:WOF_2327
gosub @WOF_11175 
$9440 = 0 

:WOF_2341
jump @WOF_2355 

:WOF_2348
gosub @WOF_2465 

:WOF_2355
jump @WOF_2369 

:WOF_2362
gosub @WOF_2465 

:WOF_2369
jump @WOF_2383 

:WOF_2376
gosub @WOF_2465 

:WOF_2383
jump @WOF_438 

:WOF_2390
10@ = 0 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_2447 
09D6: set_actor 7@ sound 43651 flags 1 1 0 
jump @WOF_2463 

:WOF_2447
09D6: set_actor 7@ sound 43651 flags 1 1 0 

:WOF_2463
return 

:WOF_2465
Actor.RemoveReferences(7@)
Object.RemoveReferences(4@)
Object.RemoveReferences(2@)
Object.RemoveReferences(1@)
04EF: release_animation "CASINO" 
$9450 -= 1 
end_thread 
return 

:WOF_2506
0871: init_jump_table 5@ total_jumps 7 default_jump 0 @WOF_2667 jumps 0 @WOF_2569 1 @WOF_2583 2 @WOF_2597 3 @WOF_2611 4 @WOF_2625 5 @WOF_2639 6 @WOF_2653 

:WOF_2569
gosub @WOF_2815 
jump @WOF_2667 

:WOF_2583
gosub @WOF_4181 
jump @WOF_2667 

:WOF_2597
gosub @WOF_7344 
jump @WOF_2667 

:WOF_2611
gosub @WOF_7670 
jump @WOF_2667 

:WOF_2625
gosub @WOF_7814 
jump @WOF_2667 

:WOF_2639
gosub @WOF_7848 
jump @WOF_2667 

:WOF_2653
gosub @WOF_9496 
jump @WOF_2667 

:WOF_2667
gosub @WOF_13533 
if 
  5@ == 1 
else_jump @WOF_2772 
if 
  15@ == 0 
else_jump @WOF_2748 
if 
00E1:   player 0 pressed_key 15 
else_jump @WOF_2741 
13@ = 1 
15@ = 1 

:WOF_2741
jump @WOF_2772 

:WOF_2748
if 
80E1:   not player 0 pressed_key 15 
else_jump @WOF_2772 
15@ = 0 

:WOF_2772
if 
   Actor.Dead(7@)
else_jump @WOF_2813 
if 
  5@ > 0 
else_jump @WOF_2813 
13@ = 1 

:WOF_2813
return 

:WOF_2815
if 
  6@ == 0 
else_jump @WOF_4076 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_4069 
09BD: unknown_flag 1 
Player.CanMove($PLAYER_CHAR) = False
Object.StorePos(0@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
03F0: enable_text_draw 1 
0581: enable_radar 0 
04ED: load_animation "CASINO" 
00BE: text_clear_all 
10@ = 0 

:WOF_2915
if 
  6 > 10@ 
else_jump @WOF_3053 
$9387 = -0.118 
0086: $9388(10@,6f) = $9387 // (float) 
0086: $9394(10@,6f) = $9387 // (float) 
0086: $9400(10@,6f) = $9387 // (float) 
0086: $9406(10@,6f) = $9387 // (float) 
0086: $9412(10@,6f) = $9387 // (float) 
0086: $9418(10@,6f) = $9387 // (float) 
0086: $9424(10@,6f) = $9387 // (float) 
0086: $9430(10@,6f) = $9387 // (float) 
10@ += 1 
jump @WOF_2915 

:WOF_3053
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.634 0.253 $9388[0] 
$9339[0] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[0]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 0.253 $9388[1] 
$9339[1] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[1]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 0.253 $9388[2] 
$9339[2] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[2]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 -0.106 $9388[3] 
$9339[3] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[3]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 -0.106 $9388[4] 
$9339[4] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[4]) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 -0.106 $9388[5] 
$9339[5] = Object.Init(#CHIP_STACK07, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($9339[5]) = 20@
10@ = 0 

:WOF_3372
if 
  6 > 10@ 
else_jump @WOF_3458 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 0.0 0.0 
$9345(10@,6i) = Object.Init(#CHIP_STACK08, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3372 

:WOF_3458
10@ = 0 

:WOF_3465
if 
  6 > 10@ 
else_jump @WOF_3551 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 0.0 0.0 
$9351(10@,6i) = Object.Init(#CHIP_STACK09, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3465 

:WOF_3551
10@ = 0 

:WOF_3558
if 
  6 > 10@ 
else_jump @WOF_3644 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 0.07 0.0 
$9357(10@,6i) = Object.Init(#CHIP_STACK10, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3558 

:WOF_3644
10@ = 0 

:WOF_3651
if 
  6 > 10@ 
else_jump @WOF_3737 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.07 -0.07 0.0 
$9363(10@,6i) = Object.Init(#CHIP_STACK11, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3651 

:WOF_3737
10@ = 0 

:WOF_3744
if 
  6 > 10@ 
else_jump @WOF_3830 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 0.07 0.0 
$9369(10@,6i) = Object.Init(#CHIP_STACK12, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3744 

:WOF_3830
10@ = 0 

:WOF_3837
if 
  6 > 10@ 
else_jump @WOF_3923 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset -0.07 -0.07 0.0 
$9375(10@,6i) = Object.Init(#CHIP_STACK13, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3837 

:WOF_3923
10@ = 0 

:WOF_3930
if 
  6 > 10@ 
else_jump @WOF_4016 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $9339(10@,6i) with_offset 0.0 0.07 0.0 
$9381(10@,6i) = Object.Init(#CHIP_STACK14, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
10@ += 1 
jump @WOF_3930 

:WOF_4016
$9325 = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 0.253 0.041 
$9436 = Object.Init(#ROULETTE_MARKER, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_4069
6@ += 1 

:WOF_4076
if 
  6@ == 1 
else_jump @WOF_4122 
if 
04EE:   animation "CASINO" loaded 
else_jump @WOF_4122 
6@ += 1 

:WOF_4122
if 
  6@ == 2 
else_jump @WOF_4147 
6@ = 99 

:WOF_4147
if 
  6@ == 99 
else_jump @WOF_4179 
5@ += 1 
6@ = 0 

:WOF_4179
return 

:WOF_4181
if 
  6@ == 0 
else_jump @WOF_4648 
10@ = 0 

:WOF_4206
if 
  6 > 10@ 
else_jump @WOF_4249 
$9327(10@,6i) = 0 
10@ += 1 
jump @WOF_4206 

:WOF_4249
$9333 = 0 
$9334 = 0 
32@ = 0 
33@ = 0 
0512: show_permanent_text_box 'WOFHD01'  // Use the movement controls to select wager.~n~~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 -0.7 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Actor.Angle($PLAYER_ACTOR) = 20@
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.7734 -0.6326 0.9882 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.4684 -0.0634 0.2246 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
03CA:   object $9436 exists 
else_jump @WOF_4473 
0750: set_object $9436 visibility 1 

:WOF_4473
23@ = 0.0 
24@ = 0.0 
$9438 = 0 
$9439 = 0 
if 
   not Actor.Dead(7@)
else_jump @WOF_4641 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @WOF_4641 jumps 0 @WOF_4595 1 @WOF_4618 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 -1 @WOF_4641 

:WOF_4595
09D6: set_actor 7@ sound 43600 flags 1 1 0 
jump @WOF_4641 

:WOF_4618
09D6: set_actor 7@ sound 43601 flags 1 1 0 
jump @WOF_4641 

:WOF_4641
6@ += 1 

:WOF_4648
if 
  6@ == 1 
else_jump @WOF_7308 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if 
   not 17@ == 0 
else_jump @WOF_4820 
10@ = 0 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
else_jump @WOF_4749 
10@ = 1 

:WOF_4749
if or
  $MOVE_AXIS_Y > 100 
  -100 > $MOVE_AXIS_Y 
  $MOVE_AXIS_X > 100 
  -100 > $MOVE_AXIS_X 
else_jump @WOF_4795 
10@ = 1 

:WOF_4795
if 
  10@ == 0 
else_jump @WOF_4820 
17@ = 0 

:WOF_4820
0085: 10@ = 17@ // (int) 
if or
00E1:   player 0 pressed_key 8 
  -100 > $MOVE_AXIS_Y 
else_jump @WOF_4859 
17@ = 1 

:WOF_4859
if or
00E1:   player 0 pressed_key 9 
  $MOVE_AXIS_Y > 100 
else_jump @WOF_4890 
17@ = 2 

:WOF_4890
if or
00E1:   player 0 pressed_key 10 
  -100 > $MOVE_AXIS_X 
else_jump @WOF_4921 
17@ = 3 

:WOF_4921
if or
00E1:   player 0 pressed_key 11 
  $MOVE_AXIS_X > 100 
else_jump @WOF_4952 
17@ = 4 

:WOF_4952
if 
803B:   not  17@ == 10@ // (int) 
else_jump @WOF_5226 
if 
  17@ == 4 
else_jump @WOF_5056 
if or
  $9334 == 0 
  $9334 == 1 
  $9334 == 3 
  $9334 == 4 
else_jump @WOF_5042 
$9334 += 1 
jump @WOF_5049 

:WOF_5042
$9334 += -2 

:WOF_5049
32@ = 0 

:WOF_5056
if 
  17@ == 3 
else_jump @WOF_5141 
if or
  $9334 == 1 
  $9334 == 2 
  $9334 == 4 
  $9334 == 5 
else_jump @WOF_5127 
$9334 += -1 
jump @WOF_5134 

:WOF_5127
$9334 += 2 

:WOF_5134
32@ = 0 

:WOF_5141
if or
  17@ == 1 
  17@ == 2 
else_jump @WOF_5226 
if or
  $9334 == 0 
  $9334 == 1 
  $9334 == 2 
else_jump @WOF_5212 
$9334 += 3 
jump @WOF_5219 

:WOF_5212
$9334 += -3 

:WOF_5219
32@ = 0 

:WOF_5226
if 
00E1:   player 0 pressed_key 14 
else_jump @WOF_5817 
if and
   not 16@ == 1 
   not 16@ == -1 
else_jump @WOF_5766 
if 
  $9327($9334,6i) >= 100000 
else_jump @WOF_5308 
$9335 = 10000 
jump @WOF_5494 

:WOF_5308
if 
  $9327($9334,6i) >= 10000 
else_jump @WOF_5346 
$9335 = 1000 
jump @WOF_5494 

:WOF_5346
if 
  $9327($9334,6i) >= 1000 
else_jump @WOF_5383 
$9335 = 100 
jump @WOF_5494 

:WOF_5383
if 
  $9327($9334,6i) >= 100 
else_jump @WOF_5419 
$9335 = 10 
jump @WOF_5494 

:WOF_5419
if 
  $9327($9334,6i) == 0 
else_jump @WOF_5487 
if 
  $9334 == 2 
else_jump @WOF_5473 
$9335 = 5 
jump @WOF_5480 

:WOF_5473
$9335 = 2 

:WOF_5480
jump @WOF_5494 

:WOF_5487
$9335 = 1 

:WOF_5494
10@ = Player.Money($PLAYER_CHAR)
gosub @WOF_11541 
005C: 10@ += $MAX_WAGER // (int) 
if 
001E:   $9335 > 10@ // (int) 
else_jump @WOF_5544 
008A: $9335 = 10@ // (int) 

:WOF_5544
$9333 = 0 
10@ = 0 

:WOF_5558
if 
  6 > 10@ 
else_jump @WOF_5602 
0058: $9333 += $9327(10@,6i) // (int) 
10@ += 1 
jump @WOF_5558 

:WOF_5602
0085: 10@ = 19@ // (int) 
0064: 10@ -= $9333 // (int) 
if 
001E:   $9335 > 10@ // (int) 
else_jump @WOF_5645 
008A: $9335 = 10@ // (int) 

:WOF_5645
if 
  0 > $9335 
else_jump @WOF_5670 
$9335 *= -1 

:WOF_5670
0058: $9327($9334,6i) += $9335 // (int) 
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
$9335 *= -1 
Player.Money($PLAYER_CHAR) += $9335
16@ += 1 
if 
  16@ > 1 
else_jump @WOF_5752 
16@ = 2 
jump @WOF_5759 

:WOF_5752
32@ = 0 

:WOF_5759
jump @WOF_5810 

:WOF_5766
if 
  16@ == 1 
else_jump @WOF_5810 
if 
  32@ > 500 
else_jump @WOF_5810 
16@ = 2 

:WOF_5810
jump @WOF_6337 

:WOF_5817
if 
00E1:   player 0 pressed_key 17 
else_jump @WOF_6312 
if 
   not 18@ == 1 
else_jump @WOF_6279 
if 
  $9327($9334,6i) > 100000 
else_jump @WOF_5892 
$9335 = -10000 
jump @WOF_6010 

:WOF_5892
if 
  $9327($9334,6i) > 10000 
else_jump @WOF_5930 
$9335 = -1000 
jump @WOF_6010 

:WOF_5930
if 
  $9327($9334,6i) > 1000 
else_jump @WOF_5967 
$9335 = -100 
jump @WOF_6010 

:WOF_5967
if 
  $9327($9334,6i) > 100 
else_jump @WOF_6003 
$9335 = -10 
jump @WOF_6010 

:WOF_6003
$9335 = -1 

:WOF_6010
008B: 10@ = $9327($9334,6i) // (int) 
0058: $9327($9334,6i) += $9335 // (int) 
if 
  $9334 == 2 
else_jump @WOF_6107 
if 
  5 > $9327($9334,6i) 
else_jump @WOF_6100 
$9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
$9335 *= -1 

:WOF_6100
jump @WOF_6155 

:WOF_6107
if 
  2 > $9327($9334,6i) 
else_jump @WOF_6155 
$9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
$9335 *= -1 

:WOF_6155
if 
  0 > $9327($9334,6i) 
else_jump @WOF_6195 
$9327($9334,6i) = 0 
jump @WOF_6226 

:WOF_6195
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
$9335 *= -1 
Player.Money($PLAYER_CHAR) += $9335

:WOF_6226
18@ += 1 
if 
  18@ > 1 
else_jump @WOF_6265 
18@ = 2 
jump @WOF_6272 

:WOF_6265
32@ = 0 

:WOF_6272
jump @WOF_6305 

:WOF_6279
if 
  32@ > 500 
else_jump @WOF_6305 
18@ = 2 

:WOF_6305
jump @WOF_6337 

:WOF_6312
if 
   not 18@ == 0 
else_jump @WOF_6337 
18@ = 0 

:WOF_6337
$9333 = 0 
10@ = 0 

:WOF_6351
if 
  6 > 10@ 
else_jump @WOF_6395 
0058: $9333 += $9327(10@,6i) // (int) 
10@ += 1 
jump @WOF_6351 

:WOF_6395
if 
  $9334 == 0 
else_jump @WOF_6456 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 0.253 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6456
if 
  $9334 == 1 
else_jump @WOF_6517 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 0.253 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6517
if 
  $9334 == 2 
else_jump @WOF_6578 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 0.253 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6578
if 
  $9334 == 3 
else_jump @WOF_6639 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.635 -0.106 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6639
if 
  $9334 == 4 
else_jump @WOF_6700 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.201 -0.106 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6700
if 
  $9334 == 5 
else_jump @WOF_6761 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.243 -0.106 0.041 
Object.PutAt($9436, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_6761
0871: init_jump_table $CURRENT_LANGUAGE total_jumps 1 default_jump 1 @WOF_6864 jumps 3 @WOF_6824 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 -1 @WOF_6904 

:WOF_6824
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
jump @WOF_6904 

:WOF_6864
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
jump @WOF_6904 

:WOF_6904
gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number $9327($9334,6i)  // $~1~
gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'WOF_05'  // Total Wager
gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9333  // $~1~
gosub @WOF_11748 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
gosub @WOF_11748 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 19@  // $~1~
if 
00E1:   player 0 pressed_key 16 
else_jump @WOF_7283 
if 
  16@ == 0 
else_jump @WOF_7276 
if 
  $9333 > 0 
else_jump @WOF_7269 
0623: add $9333 to_integer_stat 35 
008F: 8@ = integer $9333 to_float 
8@ *= 0.001 
0624: add 8@ to_float_stat 81 
32@ = 0 
$9439 = 0 
6@ = 99 

:WOF_7269
16@ = 1 

:WOF_7276
jump @WOF_7308 

:WOF_7283
if 
   not 16@ == 0 
else_jump @WOF_7308 
16@ = 0 

:WOF_7308
if 
  6@ == 99 
else_jump @WOF_7342 
03E6: remove_text_box 
5@ += 1 
6@ = 0 

:WOF_7342
return 

:WOF_7344
if 
   not Actor.Dead(7@)
else_jump @WOF_7668 
0605: actor 7@ perform_animation_sequence "WOF" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_7534 jumps 0 @WOF_7465 1 @WOF_7488 2 @WOF_7511 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 -1 @WOF_7534 

:WOF_7465
09D6: set_actor 7@ sound 43608 flags 1 1 0 
jump @WOF_7534 

:WOF_7488
09D6: set_actor 7@ sound 43609 flags 1 1 0 
jump @WOF_7534 

:WOF_7511
09D6: set_actor 7@ sound 43610 flags 1 1 0 
jump @WOF_7534 

:WOF_7534
25@ = 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -1.3681 -2.0088 0.7317 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset -0.8154 -1.1754 0.7401 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
03CA:   object $9436 exists 
else_jump @WOF_7661 
0750: set_object $9436 visibility 0 

:WOF_7661
5@ += 1 

:WOF_7668
return 

:WOF_7670
if and
  2.0 > 23@ 
  25@ > 1 
else_jump @WOF_7812 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ with_offset -0.3059 -0.9385 0.4225 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 4@ with_offset -0.0298 -0.0515 0.7929 
0460: set_camera_transverse_delay 0.0 time 6000 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 1)
5@ += 1 

:WOF_7812
return 

:WOF_7814
if 
  25@ == 4 
else_jump @WOF_7846 
6@ = 0 
5@ += 1 

:WOF_7846
return 

:WOF_7848
if 
  6@ == 0 
else_jump @WOF_9049 
0087: 8@ = 21@ // (float) 
8@ -= 3.333333 
if 
  0.0 > 8@ 
else_jump @WOF_7915 
8@ += 360.0 

:WOF_7915
8@ /= 6.666667 
0090: $9336 = float 8@ to_integer 
$9336 += 1 
gosub @WOF_11803 
10@ = 0 
$9338 = 0 
if 
  $9337 == 1 
else_jump @WOF_8012 
if 
  $9327[2] > 0 
else_jump @WOF_8012 
$9338 = 2 
0068: $9338 *= $9327[2] // (int) 

:WOF_8012
if 
  $9337 == 2 
else_jump @WOF_8063 
if 
  $9327[4] > 0 
else_jump @WOF_8063 
$9338 = 3 
0068: $9338 *= $9327[4] // (int) 

:WOF_8063
if 
  $9337 == 5 
else_jump @WOF_8114 
if 
  $9327[1] > 0 
else_jump @WOF_8114 
$9338 = 6 
0068: $9338 *= $9327[1] // (int) 

:WOF_8114
if 
  $9337 == 10 
else_jump @WOF_8165 
if 
  $9327[3] > 0 
else_jump @WOF_8165 
$9338 = 11 
0068: $9338 *= $9327[3] // (int) 

:WOF_8165
if 
  $9337 == 20 
else_jump @WOF_8216 
if 
  $9327[0] > 0 
else_jump @WOF_8216 
$9338 = 21 
0068: $9338 *= $9327[0] // (int) 

:WOF_8216
if 
  $9337 == 40 
else_jump @WOF_8267 
if 
  $9327[5] > 0 
else_jump @WOF_8267 
$9338 = 41 
0068: $9338 *= $9327[5] // (int) 

:WOF_8267
32@ = 0 
008B: 10@ = $9338 // (int) 
0064: 10@ -= $9438 // (int) 
Player.Money($PLAYER_CHAR) += $9338
if 
  10@ > 0 
else_jump @WOF_8330 
0623: add 10@ to_integer_stat 37 
jump @WOF_8330 

:WOF_8330
create_thread @CASHWIN 10@ 3000 
08F8: display_stat_update_box 0 
if 
  10@ > 0 
else_jump @WOF_9003 
0627: update_integer_stat 38 to 10@ 
0093: 8@ = integer 10@ to_float 
0093: 9@ = integer 19@ to_float 
0073: 8@ /= 9@ // (float) 
$9325 += 1 
if 
  3 > $9325 
else_jump @WOF_8832 
if 
  8@ > 0.9 
else_jump @WOF_8654 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_8647 
if 
   not Actor.Dead(7@)
else_jump @WOF_8647 
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 4 default_jump 1 @WOF_8633 jumps 0 @WOF_8547 1 @WOF_8570 2 @WOF_8593 3 @WOF_8616 -1 @WOF_8647 -1 @WOF_8647 -1 @WOF_8647 

:WOF_8547
09D6: set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8647 

:WOF_8570
09D6: set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8647 

:WOF_8593
09D6: set_actor 7@ sound 43650 flags 1 1 0 
jump @WOF_8647 

:WOF_8616
0947: unknown_actor $PLAYER_ACTOR play_audio_event 100 store_to 10@ 
jump @WOF_8647 

:WOF_8633
gosub @WOF_9227 
jump @WOF_8647 

:WOF_8647
jump @WOF_8825 

:WOF_8654
if 
   not Actor.Dead(7@)
else_jump @WOF_8825 
0209: 10@ = random_int_in_ranges 0 10 
0871: init_jump_table 10@ total_jumps 3 default_jump 1 @WOF_8811 jumps 0 @WOF_8742 1 @WOF_8765 2 @WOF_8788 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 -1 @WOF_8825 

:WOF_8742
09D6: set_actor 7@ sound 43648 flags 1 1 0 
jump @WOF_8825 

:WOF_8765
09D6: set_actor 7@ sound 43649 flags 1 1 0 
jump @WOF_8825 

:WOF_8788
09D6: set_actor 7@ sound 43650 flags 1 1 0 
jump @WOF_8825 

:WOF_8811
gosub @WOF_9227 
jump @WOF_8825 

:WOF_8825
jump @WOF_8996 

:WOF_8832
if 
   not Actor.Dead(7@)
else_jump @WOF_8989 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_8989 jumps 0 @WOF_8920 1 @WOF_8943 2 @WOF_8966 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 -1 @WOF_8989 

:WOF_8920
09D6: set_actor 7@ sound 43662 flags 1 1 0 
jump @WOF_8989 

:WOF_8943
09D6: set_actor 7@ sound 43663 flags 1 1 0 
jump @WOF_8989 

:WOF_8966
09D6: set_actor 7@ sound 43664 flags 1 1 0 
jump @WOF_8989 

:WOF_8989
$9325 = 0 

:WOF_8996
jump @WOF_9038 

:WOF_9003
10@ *= -1 
0627: update_integer_stat 39 to 10@ 
10@ *= -1 
gosub @WOF_9227 
$9325 = 0 

:WOF_9038
08F8: display_stat_update_box 1 
6@ += 1 

:WOF_9049
if 
  6@ == 1 
else_jump @WOF_9100 
if 
  3000 > 32@ 
else_jump @WOF_9093 
jump @WOF_9100 

:WOF_9093
6@ += 1 

:WOF_9100
if 
  6@ == 2 
else_jump @WOF_9193 
0512: show_permanent_text_box 'WOF_09'  // Press ~k~~PED_SPRINT~ to continue.
10@ = 0 

:WOF_9136
if 
  6 > 10@ 
else_jump @WOF_9179 
$9327(10@,6i) = 0 
10@ += 1 
jump @WOF_9136 

:WOF_9179
32@ = 0 
6@ = 99 

:WOF_9193
if 
  6@ == 99 
else_jump @WOF_9225 
32@ = 0 
5@ += 1 

:WOF_9225
return 

:WOF_9227
if 
   not Actor.Dead(7@)
else_jump @WOF_9494 
0871: init_jump_table $9337 total_jumps 6 default_jump 0 @WOF_9494 jumps 1 @WOF_9306 2 @WOF_9329 5 @WOF_9352 10 @WOF_9375 20 @WOF_9398 40 @WOF_9421 -1 @WOF_9494 

:WOF_9306
09D6: set_actor 7@ sound 43655 flags 1 1 0 
jump @WOF_9494 

:WOF_9329
09D6: set_actor 7@ sound 43656 flags 1 1 0 
jump @WOF_9494 

:WOF_9352
09D6: set_actor 7@ sound 43657 flags 1 1 0 
jump @WOF_9494 

:WOF_9375
09D6: set_actor 7@ sound 43658 flags 1 1 0 
jump @WOF_9494 

:WOF_9398
09D6: set_actor 7@ sound 43659 flags 1 1 0 
jump @WOF_9494 

:WOF_9421
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_9471 
09D6: set_actor 7@ sound 43660 flags 1 1 0 
jump @WOF_9487 

:WOF_9471
09D6: set_actor 7@ sound 43661 flags 1 1 0 

:WOF_9487
jump @WOF_9494 

:WOF_9494
return 

:WOF_9496
if 
00E1:   player 0 pressed_key 16 
else_jump @WOF_9538 
16@ = -1 
00BE: text_clear_all 
03E6: remove_text_box 
5@ = 1 
6@ = 0 

:WOF_9538
return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
return 

:WOF_9892
0871: init_jump_table 25@ total_jumps 5 default_jump 0 @WOF_10591 jumps 0 @WOF_9955 1 @WOF_9991 2 @WOF_10050 3 @WOF_10220 4 @WOF_10584 -1 @WOF_10591 -1 @WOF_10591 

:WOF_9955
0208: 24@ = random_float_in_ranges 0.1 0.15 
33@ = 0 
25@ += 1 
jump @WOF_10591 

:WOF_9991
007B: 23@ += unknown_float * 24@ // (float) 
007B: 22@ += unknown_float * 23@ // (float) 
if 
  33@ > 500 
else_jump @WOF_10043 
24@ = -0.005 
25@ += 1 

:WOF_10043
jump @WOF_10591 

:WOF_10050
007B: 23@ += unknown_float * 24@ // (float) 
007B: 22@ += unknown_float * 23@ // (float) 
if 
  0.3 > 23@ 
else_jump @WOF_10213 
0087: 21@ = 22@ // (float) 
0087: 8@ = 21@ // (float) 
8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
8@ += -1.0 
8@ *= -1.0 
8@ *= 6.666667 
005B: 21@ += 8@ // (float) 
if 
  21@ > 360.0 
else_jump @WOF_10206 
21@ += -360.0 

:WOF_10206
25@ += 1 

:WOF_10213
jump @WOF_10591 

:WOF_10220
0087: 8@ = 22@ // (float) 
0063: 8@ -= 21@ // (float) 
if 
  -180.0 > 8@ 
else_jump @WOF_10267 
8@ += 360.0 

:WOF_10267
if 
  8@ > 180.0 
else_jump @WOF_10298 
8@ += -360.0 

:WOF_10298
if 
  23@ > 0.01 
else_jump @WOF_10416 
if 
  8@ > 3.333333 
else_jump @WOF_10409 
0087: 22@ = 21@ // (float) 
22@ += 3.333333 
if 
  22@ > 360.0 
else_jump @WOF_10389 
22@ += -360.0 

:WOF_10389
23@ *= -1.0 
24@ *= -1.0 

:WOF_10409
jump @WOF_10561 

:WOF_10416
if 
  -0.01 > 23@ 
else_jump @WOF_10534 
if 
  -3.333333 > 8@ 
else_jump @WOF_10527 
0087: 22@ = 21@ // (float) 
22@ -= 3.333333 
if 
  0.0 > 22@ 
else_jump @WOF_10507 
22@ += 360.0 

:WOF_10507
23@ *= -1.0 
24@ *= -1.0 

:WOF_10527
jump @WOF_10561 

:WOF_10534
23@ = 0.0 
24@ = 0.0 
25@ += 1 

:WOF_10561
007B: 23@ += unknown_float * 24@ // (float) 
007B: 22@ += unknown_float * 23@ // (float) 
jump @WOF_10591 

:WOF_10584
jump @WOF_10591 

:WOF_10591
if 
   not 23@ == 0.0 
else_jump @WOF_10690 
if 
  22@ > 360.0 
else_jump @WOF_10643 
22@ += -360.0 

:WOF_10643
if 
  0.0 > 22@ 
else_jump @WOF_10674 
22@ += 360.0 

:WOF_10674
0453: set_object 0@ XY_rotation 0.0 22@ angle 20@ 

:WOF_10690
if 
03CA:   object 1@ exists 
else_jump @WOF_11173 
if 
  23@ > 0.2 
else_jump @WOF_11095 
if 
  0.8 > 23@ 
else_jump @WOF_11032 
0087: 8@ = 22@ // (float) 
8@ += 3.33333 
8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
8@ += -1.0 
8@ *= -1.0 
8@ *= 6.666667 
if 
  8@ > 5.0 
else_jump @WOF_10959 
8@ += -5.0 
8@ /= 1.66667 
8@ += -1.0 
8@ *= -1.0 
8@ *= 5.0 
0087: 26@ = 8@ // (float) 
26@ *= -1.0 
if 
   not 27@ == 1 
else_jump @WOF_10952 
097B: play_audio_at_object 1@ event 1027 
27@ = 1 

:WOF_10952
jump @WOF_11025 

:WOF_10959
0079: 26@ += unknown_float * 0.5 // (float) 
if 
  26@ > 0.0 
else_jump @WOF_11000 
26@ = 0.0 

:WOF_11000
if 
   not 27@ == 0 
else_jump @WOF_11025 
27@ = 0 

:WOF_11025
jump @WOF_11088 

:WOF_11032
if 
  26@ == -5.0 
else_jump @WOF_11078 
26@ = -2.0 
097B: play_audio_at_object 1@ event 1027 
jump @WOF_11088 

:WOF_11078
26@ = -5.0 

:WOF_11088
jump @WOF_11157 

:WOF_11095
if 
  0.0 > 26@ 
else_jump @WOF_11157 
0079: 26@ += unknown_float * 0.5 // (float) 
if 
  26@ > 0.0 
else_jump @WOF_11157 
26@ = 0.0 

:WOF_11157
0453: set_object 1@ XY_rotation 0.0 26@ angle 20@ 

:WOF_11173
return 

:WOF_11175
09BD: unknown_flag 0 
13@ = 0 
5@ = 0 
6@ = 0 
if 
  $9439 > 0 
else_jump @WOF_11226 
Player.Money($PLAYER_CHAR) += $9439

:WOF_11226
$9439 = 0 
if 
   not Actor.Dead(7@)
else_jump @WOF_11315 
0209: 10@ = random_int_in_ranges 0 2 
if 
  10@ == 0 
else_jump @WOF_11299 
09D6: set_actor 7@ sound 43653 flags 1 1 0 
jump @WOF_11315 

:WOF_11299
09D6: set_actor 7@ sound 43654 flags 1 1 0 

:WOF_11315
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WOF_11338 
Player.CanMove($PLAYER_CHAR) = True

:WOF_11338
end_thread_named 'CASHWIN' 
03F0: enable_text_draw 0 
0581: enable_radar 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
10@ = 0 

:WOF_11368
if 
  6 > 10@ 
else_jump @WOF_11472 
Object.Destroy($9339(10@,6i))
Object.Destroy($9345(10@,6i))
Object.Destroy($9351(10@,6i))
Object.Destroy($9357(10@,6i))
Object.Destroy($9363(10@,6i))
Object.Destroy($9369(10@,6i))
Object.Destroy($9375(10@,6i))
Object.Destroy($9381(10@,6i))
10@ += 1 
jump @WOF_11368 

:WOF_11472
Object.Destroy($9436)
08DA: remove_panel $9437 
if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
else_jump @WOF_11539 
03E6: remove_text_box 

:WOF_11539
return 

:WOF_11541
0653: 8@ = float_stat 81 
if 
  1.0 > 8@ 
else_jump @WOF_11583 
$MAX_WAGER = 100 
jump @WOF_11703 

:WOF_11583
if 
  10.0 > 8@ 
else_jump @WOF_11619 
$MAX_WAGER = 1000 
jump @WOF_11703 

:WOF_11619
if 
  100.0 > 8@ 
else_jump @WOF_11655 
$MAX_WAGER = 10000 
jump @WOF_11703 

:WOF_11655
if 
  1000.0 > 8@ 
else_jump @WOF_11693 
$MAX_WAGER = 100000 
jump @WOF_11703 

:WOF_11693
$MAX_WAGER = 1000000 

:WOF_11703
return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: unknown_text_draw_flag 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
return 

:WOF_11748
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: enable_text_draw_align_right 0 
0341: unknown_text_draw_flag 0 
0342: enable_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
return 

:WOF_11803
if 
  $9336 == 1 
else_jump @WOF_11835 
$9337 = 40 
jump @WOF_13531 

:WOF_11835
if 
  $9336 == 2 
else_jump @WOF_11867 
$9337 = 2 
jump @WOF_13531 

:WOF_11867
if 
  $9336 == 3 
else_jump @WOF_11899 
$9337 = 10 
jump @WOF_13531 

:WOF_11899
if 
  $9336 == 4 
else_jump @WOF_11931 
$9337 = 1 
jump @WOF_13531 

:WOF_11931
if 
  $9336 == 5 
else_jump @WOF_11963 
$9337 = 2 
jump @WOF_13531 

:WOF_11963
if 
  $9336 == 6 
else_jump @WOF_11995 
$9337 = 1 
jump @WOF_13531 

:WOF_11995
if 
  $9336 == 7 
else_jump @WOF_12027 
$9337 = 5 
jump @WOF_13531 

:WOF_12027
if 
  $9336 == 8 
else_jump @WOF_12059 
$9337 = 1 
jump @WOF_13531 

:WOF_12059
if 
  $9336 == 9 
else_jump @WOF_12091 
$9337 = 2 
jump @WOF_13531 

:WOF_12091
if 
  $9336 == 10 
else_jump @WOF_12123 
$9337 = 10 
jump @WOF_13531 

:WOF_12123
if 
  $9336 == 11 
else_jump @WOF_12155 
$9337 = 1 
jump @WOF_13531 

:WOF_12155
if 
  $9336 == 12 
else_jump @WOF_12187 
$9337 = 2 
jump @WOF_13531 

:WOF_12187
if 
  $9336 == 13 
else_jump @WOF_12219 
$9337 = 1 
jump @WOF_13531 

:WOF_12219
if 
  $9336 == 14 
else_jump @WOF_12251 
$9337 = 5 
jump @WOF_13531 

:WOF_12251
if 
  $9336 == 15 
else_jump @WOF_12283 
$9337 = 2 
jump @WOF_13531 

:WOF_12283
if 
  $9336 == 16 
else_jump @WOF_12315 
$9337 = 1 
jump @WOF_13531 

:WOF_12315
if 
  $9336 == 17 
else_jump @WOF_12347 
$9337 = 20 
jump @WOF_13531 

:WOF_12347
if 
  $9336 == 18 
else_jump @WOF_12379 
$9337 = 1 
jump @WOF_13531 

:WOF_12379
if 
  $9336 == 19 
else_jump @WOF_12411 
$9337 = 2 
jump @WOF_13531 

:WOF_12411
if 
  $9336 == 20 
else_jump @WOF_12443 
$9337 = 5 
jump @WOF_13531 

:WOF_12443
if 
  $9336 == 21 
else_jump @WOF_12475 
$9337 = 10 
jump @WOF_13531 

:WOF_12475
if 
  $9336 == 22 
else_jump @WOF_12507 
$9337 = 1 
jump @WOF_13531 

:WOF_12507
if 
  $9336 == 23 
else_jump @WOF_12539 
$9337 = 2 
jump @WOF_13531 

:WOF_12539
if 
  $9336 == 24 
else_jump @WOF_12571 
$9337 = 1 
jump @WOF_13531 

:WOF_12571
if 
  $9336 == 25 
else_jump @WOF_12603 
$9337 = 5 
jump @WOF_13531 

:WOF_12603
if 
  $9336 == 26 
else_jump @WOF_12635 
$9337 = 1 
jump @WOF_13531 

:WOF_12635
if 
  $9336 == 27 
else_jump @WOF_12667 
$9337 = 2 
jump @WOF_13531 

:WOF_12667
if 
  $9336 == 28 
else_jump @WOF_12699 
$9337 = 1 
jump @WOF_13531 

:WOF_12699
if 
  $9336 == 29 
else_jump @WOF_12731 
$9337 = 40 
jump @WOF_13531 

:WOF_12731
if 
  $9336 == 30 
else_jump @WOF_12763 
$9337 = 2 
jump @WOF_13531 

:WOF_12763
if 
  $9336 == 31 
else_jump @WOF_12795 
$9337 = 1 
jump @WOF_13531 

:WOF_12795
if 
  $9336 == 32 
else_jump @WOF_12827 
$9337 = 2 
jump @WOF_13531 

:WOF_12827
if 
  $9336 == 33 
else_jump @WOF_12859 
$9337 = 1 
jump @WOF_13531 

:WOF_12859
if 
  $9336 == 34 
else_jump @WOF_12891 
$9337 = 2 
jump @WOF_13531 

:WOF_12891
if 
  $9336 == 35 
else_jump @WOF_12923 
$9337 = 5 
jump @WOF_13531 

:WOF_12923
if 
  $9336 == 36 
else_jump @WOF_12955 
$9337 = 1 
jump @WOF_13531 

:WOF_12955
if 
  $9336 == 37 
else_jump @WOF_12987 
$9337 = 2 
jump @WOF_13531 

:WOF_12987
if 
  $9336 == 38 
else_jump @WOF_13019 
$9337 = 1 
jump @WOF_13531 

:WOF_13019
if 
  $9336 == 39 
else_jump @WOF_13051 
$9337 = 5 
jump @WOF_13531 

:WOF_13051
if 
  $9336 == 40 
else_jump @WOF_13083 
$9337 = 1 
jump @WOF_13531 

:WOF_13083
if 
  $9336 == 41 
else_jump @WOF_13115 
$9337 = 20 
jump @WOF_13531 

:WOF_13115
if 
  $9336 == 42 
else_jump @WOF_13147 
$9337 = 1 
jump @WOF_13531 

:WOF_13147
if 
  $9336 == 43 
else_jump @WOF_13179 
$9337 = 10 
jump @WOF_13531 

:WOF_13179
if 
  $9336 == 44 
else_jump @WOF_13211 
$9337 = 1 
jump @WOF_13531 

:WOF_13211
if 
  $9336 == 45 
else_jump @WOF_13243 
$9337 = 2 
jump @WOF_13531 

:WOF_13243
if 
  $9336 == 46 
else_jump @WOF_13275 
$9337 = 1 
jump @WOF_13531 

:WOF_13275
if 
  $9336 == 47 
else_jump @WOF_13307 
$9337 = 5 
jump @WOF_13531 

:WOF_13307
if 
  $9336 == 48 
else_jump @WOF_13339 
$9337 = 1 
jump @WOF_13531 

:WOF_13339
if 
  $9336 == 49 
else_jump @WOF_13371 
$9337 = 2 
jump @WOF_13531 

:WOF_13371
if 
  $9336 == 50 
else_jump @WOF_13403 
$9337 = 1 
jump @WOF_13531 

:WOF_13403
if 
  $9336 == 51 
else_jump @WOF_13435 
$9337 = 5 
jump @WOF_13531 

:WOF_13435
if 
  $9336 == 52 
else_jump @WOF_13467 
$9337 = 1 
jump @WOF_13531 

:WOF_13467
if 
  $9336 == 53 
else_jump @WOF_13499 
$9337 = 2 
jump @WOF_13531 

:WOF_13499
if 
  $9336 == 54 
else_jump @WOF_13531 
$9337 = 1 
jump @WOF_13531 

:WOF_13531
return 

:WOF_13533
if 
0736:   NOP_false 85 
else_jump @WOF_13575 
$9387 += 0.001 
0664: NOP "CHIP_SET_Z" $9387 

:WOF_13575
if 
0736:   NOP_false 74 
else_jump @WOF_13617 
$9387 += -0.001 
0664: NOP "CHIP_SET_Z" $9387 

:WOF_13617
10@ = 0 

:WOF_13624
if 
  6 > 10@ 
else_jump @WOF_15503 
008B: 12@ = $9327(10@,6i) // (int) 
0093: 8@ = integer 12@ to_float 
8@ /= 1.0 
if 
  8@ > 10.0 
else_jump @WOF_13703 
8@ = 10.0 

:WOF_13703
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_13757 
9@ += 0.03 

:WOF_13757
0086: $9388(10@,6f) = $9387 // (float) 
005F: $9388(10@,6f) += 9@ // (float) 
11@ *= -1 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9339(10@,6i) exists 
else_jump @WOF_13883 
Object.StorePos($9339(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9388(10@,6f) 
Object.PutAt($9339(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_13883
0093: 8@ = integer 12@ to_float 
8@ /= 5.0 
if 
  8@ > 10.0 
else_jump @WOF_13932 
8@ = 10.0 

:WOF_13932
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_13986 
9@ += 0.03 

:WOF_13986
0086: $9394(10@,6f) = $9387 // (float) 
005F: $9394(10@,6f) += 9@ // (float) 
11@ *= -5 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9345(10@,6i) exists 
else_jump @WOF_14112 
Object.StorePos($9345(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9394(10@,6f) 
Object.PutAt($9345(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14112
0093: 8@ = integer 12@ to_float 
8@ /= 10.0 
if 
  8@ > 10.0 
else_jump @WOF_14161 
8@ = 10.0 

:WOF_14161
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14215 
9@ += 0.03 

:WOF_14215
0086: $9400(10@,6f) = $9387 // (float) 
005F: $9400(10@,6f) += 9@ // (float) 
11@ *= -10 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9351(10@,6i) exists 
else_jump @WOF_14341 
Object.StorePos($9351(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9400(10@,6f) 
Object.PutAt($9351(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14341
0093: 8@ = integer 12@ to_float 
8@ /= 50.0 
if 
  8@ > 10.0 
else_jump @WOF_14390 
8@ = 10.0 

:WOF_14390
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14444 
9@ += 0.03 

:WOF_14444
0086: $9406(10@,6f) = $9387 // (float) 
005F: $9406(10@,6f) += 9@ // (float) 
11@ *= -50 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9357(10@,6i) exists 
else_jump @WOF_14570 
Object.StorePos($9357(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9406(10@,6f) 
Object.PutAt($9357(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14570
0093: 8@ = integer 12@ to_float 
8@ /= 100.0 
if 
  8@ > 10.0 
else_jump @WOF_14619 
8@ = 10.0 

:WOF_14619
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14673 
9@ += 0.03 

:WOF_14673
0086: $9412(10@,6f) = $9387 // (float) 
005F: $9412(10@,6f) += 9@ // (float) 
11@ *= -100 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9363(10@,6i) exists 
else_jump @WOF_14799 
Object.StorePos($9363(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9412(10@,6f) 
Object.PutAt($9363(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_14799
0093: 8@ = integer 12@ to_float 
8@ /= 200.0 
if 
  8@ > 10.0 
else_jump @WOF_14848 
8@ = 10.0 

:WOF_14848
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_14902 
9@ += 0.03 

:WOF_14902
0086: $9418(10@,6f) = $9387 // (float) 
005F: $9418(10@,6f) += 9@ // (float) 
11@ *= -200 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9369(10@,6i) exists 
else_jump @WOF_15029 
Object.StorePos($9369(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9418(10@,6f) 
Object.PutAt($9369(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_15029
0093: 8@ = integer 12@ to_float 
8@ /= 500.0 
if 
  8@ > 10.0 
else_jump @WOF_15078 
8@ = 10.0 

:WOF_15078
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_15132 
9@ += 0.03 

:WOF_15132
0086: $9424(10@,6f) = $9387 // (float) 
005F: $9424(10@,6f) += 9@ // (float) 
11@ *= -500 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9375(10@,6i) exists 
else_jump @WOF_15259 
Object.StorePos($9375(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9424(10@,6f) 
Object.PutAt($9375(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_15259
0093: 8@ = integer 12@ to_float 
8@ /= 1000.0 
if 
  8@ > 10.0 
else_jump @WOF_15308 
8@ = 10.0 

:WOF_15308
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
9@ *= 0.0126 
if 
  11@ > 0 
else_jump @WOF_15362 
9@ += 0.03 

:WOF_15362
0086: $9430(10@,6f) = $9387 // (float) 
005F: $9430(10@,6f) += 9@ // (float) 
11@ *= -1000 
005A: 12@ += 11@ // (int) 
if 
03CA:   object $9381(10@,6i) exists 
else_jump @WOF_15489 
Object.StorePos($9381(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0400: store_coords_to 8@ 8@ $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 $9430(10@,6f) 
Object.PutAt($9381(10@,6i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:WOF_15489
10@ += 1 
jump @WOF_13624 

:WOF_15503
return 

:WOF_15505
if 
03CA:   object 0@ exists 
else_jump @WOF_15865 
0653: 8@ = float_stat 81 
if 
  $9450 == 0 
else_jump @WOF_15715 
if 
  1.0 > 8@ 
else_jump @WOF_15581 
19@ = 100 
jump @WOF_15701 

:WOF_15581
if 
  10.0 > 8@ 
else_jump @WOF_15617 
19@ = 1000 
jump @WOF_15701 

:WOF_15617
if 
  100.0 > 8@ 
else_jump @WOF_15653 
19@ = 10000 
jump @WOF_15701 

:WOF_15653
if 
  1000.0 > 8@ 
else_jump @WOF_15691 
19@ = 100000 
jump @WOF_15701 

:WOF_15691
19@ = 1000000 

:WOF_15701
$9450 += 1 
jump @WOF_15865 

:WOF_15715
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @WOF_15865 jumps 0 @WOF_15787 1 @WOF_15801 2 @WOF_15816 3 @WOF_15831 4 @WOF_15848 -1 @WOF_15865 -1 @WOF_15865 

:WOF_15787
19@ = 100 
jump @WOF_15865 

:WOF_15801
19@ = 1000 
jump @WOF_15865 

:WOF_15816
19@ = 10000 
jump @WOF_15865 

:WOF_15831
19@ = 100000 
jump @WOF_15865 

:WOF_15848
19@ = 1000000 
jump @WOF_15865 

:WOF_15865
return 
0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
03CA:   object 4@ exists 
else_jump @WOF_15916 
Object.StorePos(4@, $9441, $9442, $9443)
$TEMPVAR_ANGLE = Object.Angle(4@)

:WOF_15916
$TEMPVAR_ANGLE *= -1.0 
02F7: 8@ = sine $TEMPVAR_ANGLE // (float) 
02F6: 9@ = cosine $TEMPVAR_ANGLE // (float) 
0086: $9444 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: NOP 
05B6: 210 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: NOP $9447 
03A8: NOP $9448 
03A8: NOP $9446 
0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0086: $9444 = $TEMPVAR_FLOAT_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $TEMPVAR_FLOAT_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $TEMPVAR_FLOAT_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: NOP 
05B6: 211 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: NOP $9447 
03A8: NOP $9448 
03A8: NOP $9446 
return 
end_thread 

//-------------External script 19 (DEALER)---------------

:DEALER
thread 'DEALER' 
13@ = 0 
if 
  13@ == 1 
else_jump @DEALER_60 
0@ = Actor.Create(Dealer, #NULL, 0.0, 0.0, 0.0)

:DEALER_60
1@ = 0 
2@ = 0 
11@ = -1 
14@ = 0 
if and
   not Actor.Dead(0@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DEALER_338 
Actor.StorePos(0@, 3@, 4@, 5@)
08F1: get_zone_at 3@ 4@ 5@ nameB_to s$9451 // 8-byte string 
05AA: 17@s = s$9451 
0978: copy_decision_maker 65539 to $9453 
060B: set_actor 0@ decision_maker_to $9453 
03FE: set_actor 0@ money 2000 
0717: assign_actor 0@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78  // You want some stuff? // Take it easy man. // Fuck you man!
0652: 13@ = integer_stat 64 
if 
  13@ >= 500 
else_jump @DEALER_271 
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 75  // Fuck you man!
jump @DEALER_297 

:DEALER_271
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 80  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 76  // Fuck you man!

:DEALER_297
09FB: 13@ = current_language 
if 
04A4:   13@ == 0 // @ == any 
else_jump @DEALER_329 
0A47: set_dialogue_mode_enabled_without_GXT 
jump @DEALER_331 

:DEALER_329
0719: enable_dialogue_mode 

:DEALER_331
jump @DEALER_345 

:DEALER_338
gosub @DEALER_3913 

:DEALER_345
wait 0 
if 
   not Actor.Dead(0@)
else_jump @DEALER_471 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DEALER_457 
if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
else_jump @DEALER_429 
gosub @DEALER_641 
gosub @DEALER_3368 
jump @DEALER_450 

:DEALER_429
gosub @DEALER_846 
gosub @DEALER_485 
gosub @DEALER_931 

:DEALER_450
jump @DEALER_464 

:DEALER_457
gosub @DEALER_3913 

:DEALER_464
jump @DEALER_478 

:DEALER_471
gosub @DEALER_3913 

:DEALER_478
jump @DEALER_345 

:DEALER_485
if 
  11@ == -1 
else_jump @DEALER_604 
if 
  32@ > 15000 
else_jump @DEALER_597 
Actor.StorePos(0@, 3@, 4@, 5@)
089E: get_actor_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ // versionB 
if 
   not 11@ == -1 
else_jump @DEALER_597 
if 
   Actor.Driving(11@)
else_jump @DEALER_597 
03C0: 12@ = actor 11@ car 

:DEALER_597
jump @DEALER_639 

:DEALER_604
if or
   Actor.Dead(11@)
856D:   not actor 11@ defined 
074F:   actor 0@ ped_event == 36 
else_jump @DEALER_639 
11@ = -1 

:DEALER_639
return 

:DEALER_641
Actor.RemoveReferences(11@)
if 
   not Actor.Dead(11@)
else_jump @DEALER_709 
if 
   not Car.Wrecked(12@)
else_jump @DEALER_709 
if 
8495:   not car 12@ burning 
else_jump @DEALER_709 
05D2: AS_actor 11@ run_to_and_hijack_car 12@ max_search_radius 20.0 traffic_behavior 2 

:DEALER_709
32@ = 0 
11@ = -1 
return 

:DEALER_725
if 
   not Actor.Dead(0@)
else_jump @DEALER_844 
if 
   not Actor.Dead(11@)
else_jump @DEALER_844 
Actor.StorePos(0@, 3@, 4@, 5@)
Actor.StorePos(11@, 6@, 7@, 8@)
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
if 
  9@ > 2.0 
else_jump @DEALER_837 
13@ = 1 
jump @DEALER_844 

:DEALER_837
13@ = 0 

:DEALER_844
return 

:DEALER_846
if 
   Model.Available(#COLT45)
else_jump @DEALER_929 
if 
   not Actor.HasWeapon(0@, 22)
else_jump @DEALER_929 
01B2: give_actor 0@ weapon 22 ammo 1000 // Load the weapon model before using this 
if 
   not 15@ == 1 
else_jump @DEALER_922 
01B9: set_actor 0@ armed_weapon_to 0 
jump @DEALER_929 

:DEALER_922
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_929
return 

:DEALER_931
0871: init_jump_table 1@ total_jumps 4 default_jump 1 @DEALER_1285 jumps 0 @DEALER_994 1 @DEALER_1151 2 @DEALER_1211 3 @DEALER_1271 -1 @DEALER_1299 -1 @DEALER_1299 -1 @DEALER_1299 

:DEALER_994
if 
089B:   unknown_actor_check 0@ 
else_jump @DEALER_1038 
2@ = 0 
1@ = 3 
gosub @DEALER_2884 
jump @DEALER_1144 

:DEALER_1038
if 
  11@ > -1 
else_jump @DEALER_1137 
gosub @DEALER_725 
if 
  13@ == 0 
else_jump @DEALER_1109 
2@ = 0 
1@ = 2 
gosub @DEALER_2636 
jump @DEALER_1130 

:DEALER_1109
2@ = 0 
1@ = 1 
gosub @DEALER_1793 

:DEALER_1130
jump @DEALER_1144 

:DEALER_1137
gosub @DEALER_1301 

:DEALER_1144
jump @DEALER_1299 

:DEALER_1151
if 
  11@ > -1 
else_jump @DEALER_1183 
gosub @DEALER_1793 
jump @DEALER_1204 

:DEALER_1183
1@ = 0 
2@ = 0 
gosub @DEALER_1301 

:DEALER_1204
jump @DEALER_1299 

:DEALER_1211
if 
  11@ > -1 
else_jump @DEALER_1243 
gosub @DEALER_2636 
jump @DEALER_1264 

:DEALER_1243
1@ = 0 
2@ = 0 
gosub @DEALER_1301 

:DEALER_1264
jump @DEALER_1299 

:DEALER_1271
gosub @DEALER_2884 
jump @DEALER_1299 

:DEALER_1285
gosub @DEALER_3913 
jump @DEALER_1299 

:DEALER_1299
return 

:DEALER_1301
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_1791 jumps 0 @DEALER_1364 1 @DEALER_1488 2 @DEALER_1758 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 -1 @DEALER_1791 

:DEALER_1364
if 
874F:   not actor 0@ ped_event == 36 
else_jump @DEALER_1481 
089C: unknown_actor 0@ unknown_check 1 
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1481 
0605: actor 0@ perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 1 0 0 0 time -1 // versionA 
33@ = 0 
14@ = 3000 
2@ += 1 

:DEALER_1481
jump @DEALER_1791 

:DEALER_1488
if 
002D:   33@ >= 14@ // (int) 
else_jump @DEALER_1751 
09B6: unknown_actor 0@ flag 0 
0209: 13@ = random_int_in_ranges 1 15 
if 
  13@ > 5 
else_jump @DEALER_1659 
if 
  13@ > 10 
else_jump @DEALER_1610 
062E: unknown_get_actor 0@ task 1481 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1603 
05C9: AS_actor 0@ on_guard -1 ms 
14@ = 2000 

:DEALER_1603
jump @DEALER_1652 

:DEALER_1610
062E: unknown_get_actor 0@ task 1502 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1652 
05DE: AS_actor 0@ walk_around_ped_path 
14@ = 1500 

:DEALER_1652
jump @DEALER_1737 

:DEALER_1659
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_1737 
0605: actor 0@ perform_animation_sequence "DEALER_IDLE" IFP_file "DEALER" 4.0 loop 1 0 0 0 time -1 // versionA 
14@ = 3000 

:DEALER_1737
33@ = 0 
2@ += 1 

:DEALER_1751
jump @DEALER_1791 

:DEALER_1758
if 
002D:   33@ >= 14@ // (int) 
else_jump @DEALER_1784 
2@ = 1 

:DEALER_1784
jump @DEALER_1791 

:DEALER_1791
return 

:DEALER_1793
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @DEALER_2634 jumps 0 @DEALER_1856 1 @DEALER_1907 2 @DEALER_2044 3 @DEALER_2074 4 @DEALER_2295 5 @DEALER_2505 -1 @DEALER_2634 

:DEALER_1856
089C: unknown_actor 0@ unknown_check 0 
05C9: AS_actor 0@ on_guard -1 ms 
05D9: AS_actor 11@ run_to_actor 0@ timelimit 20000 stop_within_radius 1.0 
33@ = 0 
2@ += 1 
jump @DEALER_2634 

:DEALER_1907
Actor.StorePos(0@, 3@, 4@, 5@)
Actor.StorePos(11@, 6@, 7@, 8@)
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
if 
  1.8 >= 9@ 
else_jump @DEALER_1997 
2@ += 1 
jump @DEALER_2037 

:DEALER_1997
if 
  33@ > 20000 
else_jump @DEALER_2037 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2037
jump @DEALER_2634 

:DEALER_2044
0639: AS_actor 11@ rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor 11@ 
2@ += 1 
jump @DEALER_2634 

:DEALER_2074
062E: unknown_get_actor 11@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2139 
062E: unknown_get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2139 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2139
062E: unknown_get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2288 
062E: unknown_get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2204 
05BA: AS_actor 0@ move_mouth -1 ms 

:DEALER_2204
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2288 
0947: unknown_actor 11@ play_audio_event 83 store_to 13@ 
0605: actor 11@ perform_animation_sequence "SHOP_PAY" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
2@ += 1 

:DEALER_2288
jump @DEALER_2634 

:DEALER_2295
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2498 
0647: unknown_actor 0@ look_task 
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2404 
0605: actor 11@ perform_animation_sequence "DRUGS_BUY" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
09B6: unknown_actor 11@ flag 1 

:DEALER_2404
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2498 
0947: unknown_actor 0@ play_audio_event 84 store_to 13@ 
0605: actor 0@ perform_animation_sequence "DEALER_DEAL" IFP_file "DEALER" 4.0 loop 0 0 0 0 time -1 // versionA 
09B6: unknown_actor 0@ flag 1 
2@ += 1 

:DEALER_2498
jump @DEALER_2634 

:DEALER_2505
062E: unknown_get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2570 
062E: unknown_get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2570 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_2570
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2627 
09A7: unknown_actor 11@ flag 1 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2627
jump @DEALER_2634 

:DEALER_2634
return 

:DEALER_2636
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_2882 jumps 0 @DEALER_2699 1 @DEALER_2769 2 @DEALER_2825 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 -1 @DEALER_2882 

:DEALER_2699
089C: unknown_actor 0@ unknown_check 0 
Actor.StorePos(0@, 3@, 4@, 5@)
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
0850: AS_actor 0@ follow_actor 11@ 
0947: unknown_actor 0@ play_audio_event 84 store_to 13@ 
33@ = 0 
2@ += 1 
jump @DEALER_2882 

:DEALER_2769
if 
  33@ > 6000 
else_jump @DEALER_2818 
0647: unknown_actor 0@ look_task 
05F5: AS_actor 0@ goto_point 3@ 4@ 5@ mode 4 -2 ms // versionB 
2@ += 1 

:DEALER_2818
jump @DEALER_2882 

:DEALER_2825
062E: unknown_get_actor 0@ task 1525 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_2875 
gosub @DEALER_641 
2@ = 0 
1@ = 0 

:DEALER_2875
jump @DEALER_2882 

:DEALER_2882
return 

:DEALER_2884
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @DEALER_3366 jumps 0 @DEALER_2947 1 @DEALER_2976 2 @DEALER_3178 3 @DEALER_3312 -1 @DEALER_3366 -1 @DEALER_3366 -1 @DEALER_3366 

:DEALER_2947
33@ = 0 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
2@ += 1 
jump @DEALER_3366 

:DEALER_2976
if 
88FE:   not text_box_displayed 
else_jump @DEALER_3039 
if and
871A:   not actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
871A:   not actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
else_jump @DEALER_3039 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:DEALER_3039
062E: unknown_get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_3128 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: unknown_get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @DEALER_3114 
05BA: AS_actor 0@ move_mouth -2 ms 

:DEALER_3114
2@ += 1 
jump @DEALER_3171 

:DEALER_3128
if or
889B:   not unknown_actor_check 0@ 
  33@ > 15000 
else_jump @DEALER_3171 
0647: unknown_actor 0@ look_task 
2@ = 0 
1@ = 0 

:DEALER_3171
jump @DEALER_3366 

:DEALER_3178
if and
071A:   actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
  33@ > 9000 
else_jump @DEALER_3220 
03E6: remove_text_box 
gosub @DEALER_3368 

:DEALER_3220
if and
071A:   actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
  33@ > 9000 
else_jump @DEALER_3262 
03E6: remove_text_box 
gosub @DEALER_3595 

:DEALER_3262
if or
889B:   not unknown_actor_check 0@ 
  33@ > 15000 
else_jump @DEALER_3305 
0647: unknown_actor 0@ look_task 
2@ = 0 
1@ = 0 

:DEALER_3305
jump @DEALER_3366 

:DEALER_3312
if 
  33@ > 2000 
else_jump @DEALER_3359 
0708: reset_decision_maker $9453 event 37 
01B9: set_actor 0@ armed_weapon_to 0 
2@ = 0 
1@ = 0 

:DEALER_3359
jump @DEALER_3366 

:DEALER_3366
return 

:DEALER_3368
03E6: remove_text_box 
0647: unknown_actor 0@ look_task 
089C: unknown_actor 0@ unknown_check 0 
if 
   Actor.HasWeapon(0@, 22)
else_jump @DEALER_3407 
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_3407
if 
   not 15@ == 1 
else_jump @DEALER_3593 
15@ = 1 
0652: 13@ = integer_stat 64 
if 
  13@ > 500 
else_jump @DEALER_3529 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 927 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
2@ = 0 
1@ = 0 
jump @DEALER_3593 

:DEALER_3529
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
2@ = 0 
1@ = 0 

:DEALER_3593
return 

:DEALER_3595
03E6: remove_text_box 
0647: unknown_actor 0@ look_task 
089C: unknown_actor 0@ unknown_check 0 
0652: 13@ = integer_stat 68 
if 
   not 15@ == 2 
else_jump @DEALER_3868 
15@ = 2 
if 
  13@ > 500 
else_jump @DEALER_3738 
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
01B9: set_actor 0@ armed_weapon_to 0 
0708: reset_decision_maker $9453 event 37 
0709: set_decision_maker $9453 on_event 37 taskID 927 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
2@ = 0 
1@ = 0 
jump @DEALER_3868 

:DEALER_3738
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 37 
if 
   Actor.HasWeapon(0@, 22)
else_jump @DEALER_3820 
01B9: set_actor 0@ armed_weapon_to 22 
0709: set_decision_maker $9453 on_event 37 taskID 1020 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
jump @DEALER_3854 

:DEALER_3820
0709: set_decision_maker $9453 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 

:DEALER_3854
33@ = 0 
2@ += 1 

:DEALER_3868
return 

:DEALER_3870
076B: get_zone 17@s pedgroup_wealth_to 16@ 
if 
  16@ > 0 
else_jump @DEALER_3903 
16@ -= 1 

:DEALER_3903
076A: set_zone 17@s pedgroup_wealth_to 16@ 
return 

:DEALER_3913
if 
  15@ == 1 
else_jump @DEALER_3938 
gosub @DEALER_3870 

:DEALER_3938
08ED: remove_actor 0@ from_dialogue_mode 
if 
  11@ > -1 
else_jump @DEALER_3966 
Actor.RemoveReferences(11@)

:DEALER_3966
065C: release_decision_maker $9453 
end_thread 
return 
0663: NOP "PEDSTATE" 1@ 
0663: NOP "SUBSTATESTATUS" 2@ 
0663: NOP "TIMER_B" 33@ 
0663: NOP "TIMER_A" 32@ 
return 
end_thread 

//-------------External script 20 (HOME_BRAINS)---------------

:HMLES
thread 'HMLES' 
$9454 = 0 
$9456 = 0 
$9455 = 0 
2@ = 0 
12@ = 0 
13@ = 0 
14@ = 0 
11@ = 0 
if 
  $9454 == 1 
else_jump @HMLES_109 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:HMLES_109
0209: $9455 = random_int_in_ranges 0 4 
$9455 = 3 
if 
   not $1787 == 0 
else_jump @HMLES_159 
12@ = 1 
end_thread 
jump @HMLES_236 

:HMLES_159
if 
056D:   actor 0@ defined 
else_jump @HMLES_229 
if 
   not Actor.Dead(0@)
else_jump @HMLES_229 
0792: disembark_instantly_actor 0@ 
if 
  $9455 == 2 
else_jump @HMLES_229 
0245: set_actor 0@ walk_style_to "DRUNKMAN" 

:HMLES_229
$1787 = 1 

:HMLES_236
wait 0 
if and
056D:   actor 0@ defined 
  12@ == 0 
else_jump @HMLES_3525 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead(0@)
else_jump @HMLES_3518 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HMLES_322 
03C0: 1@ = actor $PLAYER_ACTOR car 
2@ = 1 
jump @HMLES_329 

:HMLES_322
2@ = 0 

:HMLES_329
if 
  $9454 == 0 
else_jump @HMLES_1945 
if 
  $9455 == 0 
else_jump @HMLES_463 
if 
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 10.0 10.0 3.0 sphere 0 
else_jump @HMLES_463 
if 
0364:   actor 0@ spotted_actor $PLAYER_ACTOR 
else_jump @HMLES_463 
0947: unknown_actor 0@ play_audio_event 27 store_to 17@ 
if 
  2@ == 0 
else_jump @HMLES_456 
0859: AS_unknown_actor 0@ unknown_actor $PLAYER_ACTOR 

:HMLES_456
$9454 = 1 

:HMLES_463
if 
  $9455 == 1 
else_jump @HMLES_1012 
if 
  $9456 == 0 
else_jump @HMLES_518 
04ED: load_animation "SUNBATHE" 
$9456 = 1 

:HMLES_518
if 
  $9456 == 1 
else_jump @HMLES_573 
if 
04EE:   animation "SUNBATHE" loaded 
else_jump @HMLES_573 
$9456 = 2 
jump @HMLES_573 

:HMLES_573
if 
  $9456 == 2 
else_jump @HMLES_1012 
if 
04EE:   animation "SUNBATHE" loaded 
else_jump @HMLES_1000 
Actor.StorePos(0@, 7@, 8@, 9@)
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IN" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEA" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEB" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_IDLEC" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PARKSIT_M_OUT" IFP_file "SUNBATHE" 4.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
11@ = 0 
$9454 = 1 
$9456 = 3 
jump @HMLES_1012 

:HMLES_1000
04ED: load_animation "SUNBATHE" 

:HMLES_1012
if 
  $9455 == 2 
else_jump @HMLES_1610 
if 
  $9456 == 0 
else_jump @HMLES_1079 
04ED: load_animation "FOOD" 
04ED: load_animation "VENDING" 
Model.Load(#CJ_JUICE_CAN)
$9456 = 1 

:HMLES_1079
if 
  $9456 == 1 
else_jump @HMLES_1185 
if and
04EE:   animation "FOOD" loaded 
04EE:   animation "VENDING" loaded 
   Model.Available(#CJ_JUICE_CAN)
else_jump @HMLES_1185 
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.3 0.0 
19@ = Object.Create(#CJ_JUICE_CAN, 7@, 8@, 9@)
$9456 = 2 

:HMLES_1185
if 
  $9456 == 2 
else_jump @HMLES_1610 
if 
04EE:   animation "VENDING" loaded 
else_jump @HMLES_1599 
if 
04EE:   animation "FOOD" loaded 
else_jump @HMLES_1584 
Actor.StorePos(0@, 7@, 8@, 9@)
0615: define_AS_pack_begin 3@ 
070A: AS_actor -1 attach_to_object 19@ offset 0.1 0.1 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WALK_DRUNK" IFP_file "PED" 1004.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "VEND_DRINK_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "WALK_DRUNK" IFP_file "PED" 1004.0 loop 0 1 1 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "VEND_DRINK2_P" IFP_file "VENDING" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "EAT_VOMIT_P" IFP_file "FOOD" 1004.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
$9454 = 1 
$9456 = 3 
jump @HMLES_1592 

:HMLES_1584
04ED: load_animation "FOOD" 

:HMLES_1592
jump @HMLES_1610 

:HMLES_1599
04ED: load_animation "VENDING" 

:HMLES_1610
if 
  $9455 == 3 
else_jump @HMLES_1945 
if 
  $9456 == 0 
else_jump @HMLES_1665 
04ED: load_animation "PAULNMAC" 
$9456 = 1 

:HMLES_1665
if 
  $9456 == 1 
else_jump @HMLES_1713 
if 
04EE:   animation "PAULNMAC" loaded 
else_jump @HMLES_1713 
$9456 = 2 

:HMLES_1713
if 
  $9456 == 2 
else_jump @HMLES_1945 
if 
04EE:   animation "PAULNMAC" loaded 
else_jump @HMLES_1933 
Actor.StorePos(0@, 7@, 8@, 9@)
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation_sequence "PISS_IN" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PISS_LOOP" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "PISS_OUT" IFP_file "PAULNMAC" 4.0 loop 0 0 0 0 time -1 // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
$9454 = 1 
$9456 = 3 
jump @HMLES_1945 

:HMLES_1933
04ED: load_animation "PAULNMAC" 

:HMLES_1945
if 
  $9454 == 1 
else_jump @HMLES_2069 
if 
  $9455 == 0 
else_jump @HMLES_1992 
0947: unknown_actor 0@ play_audio_event 192 store_to 17@ 

:HMLES_1992
if 
  $9455 == 1 
else_jump @HMLES_2021 
0947: unknown_actor 0@ play_audio_event 192 store_to 17@ 

:HMLES_2021
if 
  $9455 == 2 
else_jump @HMLES_2039 

:HMLES_2039
if 
  $9455 == 3 
else_jump @HMLES_2057 

:HMLES_2057
01BD: 4@ = current_time_in_ms 
$9454 = 2 

:HMLES_2069
if 
  $9454 == 2 
else_jump @HMLES_2717 
if 
  $9455 == 0 
else_jump @HMLES_2217 
if 
876F:   not text_priority_displayed 
else_jump @HMLES_2217 
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
if and
  6@ > 8000 
  10000 > 6@ 
else_jump @HMLES_2206 
0947: unknown_actor 0@ play_audio_event 198 store_to 17@ 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
$1787 = 0 
12@ = 1 
jump @HMLES_2217 

:HMLES_2206
0947: unknown_actor 0@ play_audio_event 192 store_to 17@ 

:HMLES_2217
if 
  $9455 == 1 
else_jump @HMLES_2381 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_2381 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
if 
  16@ > 6 
else_jump @HMLES_2381 
if 
  11@ == 0 
else_jump @HMLES_2327 
11@ = 1 
01BD: 4@ = current_time_in_ms 
jump @HMLES_2381 

:HMLES_2327
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
if 
  6@ > 15000 
else_jump @HMLES_2381 
$9454 = 0 
$9456 = 0 

:HMLES_2381
if 
  $9455 == 2 
else_jump @HMLES_2553 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_2553 
if 
   Actor.Animation(0@) == "EAT_VOMIT_P"
else_jump @HMLES_2553 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.355 -0.116 0.048 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 
064B: 15@ = create_particle "PUKE" at 7@ 8@ 9@ type 1 
10@ = 0.0 
11@ = 0 
$9454 = 3 

:HMLES_2553
if 
  $9455 == 3 
else_jump @HMLES_2717 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_2717 
if 
   Actor.Animation(0@) == "PISS_IN"
else_jump @HMLES_2717 
0613: 10@ = actor 0@ animation "PISS_IN" time 
066A: 15@ = attach_particle "PETROLCAN" to_actor 0@ with_offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 flag 1 
10@ = 0.0 
11@ = 0 
$9454 = 3 

:HMLES_2717
if 
  $9454 == 3 
else_jump @HMLES_3468 
if 
  $9455 == 0 
else_jump @HMLES_2753 

:HMLES_2753
if 
  $9455 == 1 
else_jump @HMLES_2771 

:HMLES_2771
if 
  $9455 == 2 
else_jump @HMLES_2993 
if 
   not 10@ == 1.0 
else_jump @HMLES_2969 
if 
   not Actor.Dead(0@)
else_jump @HMLES_2883 
if 
   Actor.Animation(0@) == "EAT_VOMIT_P"
else_jump @HMLES_2876 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 

:HMLES_2876
jump @HMLES_2893 

:HMLES_2883
10@ = 1.0 

:HMLES_2893
if 
  11@ == 0 
else_jump @HMLES_2962 
if 
  10@ >= 0.5 
else_jump @HMLES_2962 
if 
   not 15@ == -1 
else_jump @HMLES_2955 
064C: make_particle 15@ visible 

:HMLES_2955
11@ = 1 

:HMLES_2962
jump @HMLES_2993 

:HMLES_2969
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
$1787 = 0 
12@ = 1 

:HMLES_2993
if 
  $9455 == 3 
else_jump @HMLES_3468 
if 
  2 > 11@ 
else_jump @HMLES_3199 
062E: unknown_get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
if 
04A4:   16@ == 7 // @ == any 
else_jump @HMLES_3114 
if 
  11@ == 1 
else_jump @HMLES_3093 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3093
$1787 = 0 
12@ = 1 
jump @HMLES_3199 

:HMLES_3114
if 
04A4:   16@ == 1 // @ == any 
else_jump @HMLES_3182 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
if 
  16@ > 2 
else_jump @HMLES_3175 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3175
jump @HMLES_3199 

:HMLES_3182
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3199
if 
  11@ == 0 
else_jump @HMLES_3368 
if 
   not Actor.Dead(0@)
else_jump @HMLES_3282 
if 
   Actor.Animation(0@) == "PISS_IN"
else_jump @HMLES_3275 
0613: 10@ = actor 0@ animation "PISS_IN" time 

:HMLES_3275
jump @HMLES_3292 

:HMLES_3282
10@ = 1.0 

:HMLES_3292
if 
  11@ == 0 
else_jump @HMLES_3361 
if 
  10@ >= 0.6 
else_jump @HMLES_3361 
if 
   not 15@ == -1 
else_jump @HMLES_3354 
064C: make_particle 15@ visible 

:HMLES_3354
11@ = 1 

:HMLES_3361
jump @HMLES_3468 

:HMLES_3368
if 
  11@ == 1 
else_jump @HMLES_3468 
if 
   Actor.Animation(0@) == "PISS_OUT"
else_jump @HMLES_3468 
0613: 10@ = actor 0@ animation "PISS_OUT" time 
if 
  10@ >= 0.42 
else_jump @HMLES_3468 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
11@ = 2 

:HMLES_3468
if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 30.0 30.0 20.0 sphere 0 
else_jump @HMLES_3518 
$1787 = 0 
12@ = 1 

:HMLES_3518
jump @HMLES_3539 

:HMLES_3525
$1787 = 0 
12@ = 1 

:HMLES_3539
if 
   Actor.Dead(0@)
else_jump @HMLES_3569 
12@ = 1 
$1787 = 0 

:HMLES_3569
if 
  12@ == 1 
else_jump @HMLES_3694 
if 
056D:   actor 0@ defined 
else_jump @HMLES_3624 
if 
   not Actor.Dead(0@)
else_jump @HMLES_3624 
05DE: AS_actor 0@ walk_around_ped_path 

:HMLES_3624
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
Actor.RemoveReferences(0@)
Model.Destroy(#CJ_JUICE_CAN)
Object.RemoveReferences(19@)
04EF: release_animation "FOOD" 
04EF: release_animation "VENDING" 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
end_thread 

:HMLES_3694
jump @HMLES_236 
end_thread 

//-------------External script 21 (POOL_SCRIPT)---------------

:POOL
thread 'POOL' 
if 
  $9462 == 0 
else_jump @POOL_84 
if 
  $ONMISSION == 0 
else_jump @POOL_75 
$9462 = 1 
$9457 = 0 
$9458 = 0 
jump @POOL_77 

:POOL_75
end_thread 

:POOL_77
jump @POOL_86 

:POOL_84
end_thread 

:POOL_86
3@ = 0 

:POOL_93
wait 0 
if 
  3@ == -1 
else_jump @POOL_251 
0@ = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)
1@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
2@ = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)
$9458 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
$9457 = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)
$9459 = Object.Create(#K_POOLTABLESM, 0.0, 0.0, 0.0)

:POOL_251
if 
  3@ == 0 
else_jump @POOL_474 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_467 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @POOL_453 
if 
88B4:   not test $390 bit 1 
else_jump @POOL_439 
0209: 5@ = random_int_in_ranges 0 2 
if 
  5@ == 0 
else_jump @POOL_360 
04AF: 7@ = 66 // @ = any 
jump @POOL_367 

:POOL_360
04AF: 7@ = 67 // @ = any 

:POOL_367
Model.Load(7@)
04ED: load_animation "POOL" 
Model.Load(#POOLCUE)

:POOL_385
if or
   not Model.Available(7@)
84EE:   not animation "POOL" loaded 
   not Model.Available(#POOLCUE)
else_jump @POOL_425 
wait 0 
jump @POOL_385 

:POOL_425
3@ += 1 
jump @POOL_446 

:POOL_439
gosub @POOL_2110 

:POOL_446
jump @POOL_460 

:POOL_453
gosub @POOL_2110 

:POOL_460
jump @POOL_474 

:POOL_467
gosub @POOL_2110 

:POOL_474
if 
  3@ == 1 
else_jump @POOL_1183 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1176 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @POOL_1162 
if 
88B4:   not test $390 bit 1 
else_jump @POOL_1148 
if 
03CA:   object 0@ exists 
else_jump @POOL_1134 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0219 -1.1236 0.5363 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
856D:   not actor 1@ defined 
else_jump @POOL_804 
if 
856D:   not actor $9458 defined 
else_jump @POOL_688 
1@ = Actor.Create(CivMale, 7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
Model.Destroy(7@)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE
jump @POOL_797 

:POOL_688
if 
   not Actor.Dead($9458)
else_jump @POOL_749 
008B: 1@ = $9458 // (int) 
Actor.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE
jump @POOL_797 

:POOL_749
1@ = Actor.Create(CivMale, 7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
060B: set_actor 1@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
Model.Destroy(7@)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE

:POOL_797
jump @POOL_850 

:POOL_804
if 
   not Actor.Dead(1@)
else_jump @POOL_850 
Actor.PutAt(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle(0@)
Actor.Angle(1@) = $TEMPVAR_ANGLE

:POOL_850
if 
83CA:   not object 2@ exists 
else_jump @POOL_888 
2@ = Object.Create(#K_POOLQ, 0.0, 0.0, 0.0)

:POOL_888
if 
   not Actor.Dead(1@)
else_jump @POOL_964 
if 
8737:   not actor 1@ lifting_object 2@ 
else_jump @POOL_964 
070A: AS_actor 1@ attach_to_object 2@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL_964
0615: define_AS_pack_begin 6@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP_file "POOL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1035 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 9000 ms 

:POOL_1035
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP_file "POOL" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 10000 // versionB 
0643: set_AS_pack 6@ loop 1 
0616: define_AS_pack_end 6@ 
if 
   not Actor.Dead(1@)
else_jump @POOL_1115 
0618: assign_actor 1@ to_AS_pack 6@ 

:POOL_1115
061B: remove_references_to_AS_pack 6@ 
3@ += 1 
jump @POOL_1141 

:POOL_1134
gosub @POOL_2110 

:POOL_1141
jump @POOL_1155 

:POOL_1148
gosub @POOL_2110 

:POOL_1155
jump @POOL_1169 

:POOL_1162
gosub @POOL_2110 

:POOL_1169
jump @POOL_1183 

:POOL_1176
gosub @POOL_2110 

:POOL_1183
if 
  3@ == 2 
else_jump @POOL_1721 
if 
  $ONMISSION == 0 
else_jump @POOL_1693 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1679 
if 
  $9470 == 0 
else_jump @POOL_1644 
if 
03CA:   object 0@ exists 
else_jump @POOL_1630 
if 
   not Actor.Dead(1@)
else_jump @POOL_1616 
if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
else_jump @POOL_1364 
0687: clear_actor 1@ task 
070B: set_actor 1@ onbone_attached_object_operation 0 
Object.Destroy(2@)
01B2: give_actor 1@ weapon 7 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
03E6: remove_text_box 
4@ = 0 
jump @POOL_2001 
jump @POOL_1609 

:POOL_1364
if 
0105:   actor 1@ near_actor $PLAYER_ACTOR radius 1.5 1.5 1.5 sphere 0 on_foot 
else_jump @POOL_1582 
if 
00E1:   player 0 pressed_key 15 
else_jump @POOL_1539 
5@ = Player.Money($PLAYER_CHAR)
if 
  50 > 5@ 
else_jump @POOL_1466 
00BC: show_text_highpriority GXT 'NOCASH' time 3000 flag 1  // You don't have enough cash to play here.
jump @POOL_1532 

:POOL_1466
if 
  4@ == 1 
else_jump @POOL_1494 
03E6: remove_text_box 
008B: 4@ = $ONMISSION // (int) 

:POOL_1494
008A: $9457 = 0@ // (int) 
008A: $9458 = 1@ // (int) 
008A: $9459 = 2@ // (int) 
$VIDEO_GAME = 5 
3@ += 1 

:POOL_1532
jump @POOL_1575 

:POOL_1539
if 
  4@ == 0 
else_jump @POOL_1575 
0512: show_permanent_text_box 'POOL_A'  // Press ~k~~VEHICLE_ENTER_EXIT~ to play pool.
4@ = 1 

:POOL_1575
jump @POOL_1609 

:POOL_1582
if 
  4@ == 1 
else_jump @POOL_1609 
03E6: remove_text_box 
4@ = 0 

:POOL_1609
jump @POOL_1623 

:POOL_1616
jump @POOL_2001 

:POOL_1623
jump @POOL_1637 

:POOL_1630
jump @POOL_2001 

:POOL_1637
jump @POOL_1672 

:POOL_1644
if 
   not Actor.Dead(1@)
else_jump @POOL_1665 
0687: clear_actor 1@ task 

:POOL_1665
jump @POOL_2001 

:POOL_1672
jump @POOL_1686 

:POOL_1679
jump @POOL_2001 

:POOL_1686
jump @POOL_1721 

:POOL_1693
if 
   not Actor.Dead(1@)
else_jump @POOL_1714 
0687: clear_actor 1@ task 

:POOL_1714
jump @POOL_2001 

:POOL_1721
if 
  3@ == 3 
else_jump @POOL_1764 
if 
  $ONMISSION == 1 
else_jump @POOL_1764 
3@ += 1 

:POOL_1764
if 
  3@ == 4 
else_jump @POOL_1896 
if 
  $ONMISSION == 0 
else_jump @POOL_1896 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1896 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @POOL_1896 
if 
88B4:   not test $390 bit 1 
else_jump @POOL_1896 
if 
03CA:   object 0@ exists 
else_jump @POOL_1896 
if 
   not Actor.Dead(1@)
else_jump @POOL_1896 
3@ = 1 
jump @POOL_474 

:POOL_1896
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_1987 
if 
03CA:   object 0@ exists 
else_jump @POOL_1973 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 flag 0 
else_jump @POOL_1966 
jump @POOL_2001 

:POOL_1966
jump @POOL_1980 

:POOL_1973
jump @POOL_2001 

:POOL_1980
jump @POOL_1994 

:POOL_1987
jump @POOL_2001 

:POOL_1994
jump @POOL_93 

:POOL_2001
if 
   Player.Defined($PLAYER_CHAR)
else_jump @POOL_2092 
if 
03CA:   object 0@ exists 
else_jump @POOL_2078 
if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 flag 0 
else_jump @POOL_2071 
gosub @POOL_2110 

:POOL_2071
jump @POOL_2085 

:POOL_2078
gosub @POOL_2110 

:POOL_2085
jump @POOL_2099 

:POOL_2092
gosub @POOL_2110 

:POOL_2099
wait 0 
jump @POOL_2001 

:POOL_2110
if 
  4@ == 1 
else_jump @POOL_2130 
03E6: remove_text_box 

:POOL_2130
03D5: remove_text 'NOCASH'  // You don't have enough cash to play here.
Actor.RemoveReferences(1@)
Object.Destroy(2@)
Model.Destroy(7@)
04EF: release_animation "POOL" 
Model.Destroy(#POOLCUE)
$9462 = 0 
$9457 = 0 
$9458 = 0 
end_thread 
return 
end_thread 

//-------------External script 22 (LOWR_CONT)---------------

:LOWRCON
thread 'LOWRCON' 
1@ = 0 
if 
  1@ == -1 
else_jump @LOWRCON_83 
0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
4@ = Car.Create(#PONY, 0.0, 0.0, 0.0)

:LOWRCON_83
2@ = 0 

:LOWRCON_90
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1747 
if or
  $ONMISSION == 0 
  2@ == 1 
else_jump @LOWRCON_1733 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point 1812.369 -1929.922 radius 100.0 100.0 
else_jump @LOWRCON_1719 
if 
056D:   actor 0@ defined 
else_jump @LOWRCON_212 
if 
   Actor.Dead(0@)
else_jump @LOWRCON_212 
jump @LOWRCON_1761 

:LOWRCON_212
0871: init_jump_table 1@ total_jumps 10 default_jump 0 @LOWRCON_1712 jumps 0 @LOWRCON_340 1 @LOWRCON_480 2 @LOWRCON_726 3 @LOWRCON_787 4 @LOWRCON_902 5 @LOWRCON_1123 6 @LOWRCON_1219 
0872: jump_table_jumps 7 @LOWRCON_1334 8 @LOWRCON_1500 9 @LOWRCON_1640 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 -1 @LOWRCON_1712 

:LOWRCON_340
Model.Load(#WMYMECH)

:LOWRCON_344
if 
   not Model.Available(#WMYMECH)
else_jump @LOWRCON_370 
wait 0 
jump @LOWRCON_344 

:LOWRCON_370
07E5: copy_decision_maker 65542 to 3@ 
0@ = Actor.Create(Mission1, #WMYMECH, 1812.369, -1929.922, 12.5486)
Actor.Angle(0@) = 270.0
02A9: set_actor 0@ immune_to_nonplayer 1 
060B: set_actor 0@ decision_maker_to 3@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_455 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_455
Model.Destroy(#WMYMECH)
Actor.LockInCurrentPosition(0@) = True
1@ += 1 
jump @LOWRCON_1712 

:LOWRCON_480
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_719 
if 
00FF:   actor 0@ sphere 0 in_sphere 1813.369 -1929.922 12.5486 radius 1.2 1.2 2.0 on_foot 
else_jump @LOWRCON_719 
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_589 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 0@ with_offset 0.0 1.0 0.0 

:LOWRCON_589
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_639 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @LOWRCON_639 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
jump @LOWRCON_1761 

:LOWRCON_639
if 
0102:   actor $PLAYER_ACTOR in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.7 0.7 1.2 sphere 1 stopped_on_foot 
else_jump @LOWRCON_719 
Player.CanMove($PLAYER_CHAR) = False
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_712 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 

:LOWRCON_712
1@ += 1 

:LOWRCON_719
jump @LOWRCON_1712 

:LOWRCON_726
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_780 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_768 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_768
0687: clear_actor 0@ task 
1@ += 1 

:LOWRCON_780
jump @LOWRCON_1712 

:LOWRCON_787
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_840 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time 2000 // versionA 

:LOWRCON_840
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_HI'  // ~z~You looking for the lowrider meet?
04AE: $ACTOR_SPEECH_WAV_FILE = 26007 // $ = any 
create_thread @AUDIOL 0@ 0 1 1 0 
32@ = 0 
1@ += 1 
jump @LOWRCON_1712 

:LOWRCON_902
if 
  32@ > 1000 
else_jump @LOWRCON_1116 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @LOWRCON_1116 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
if 
00E1:   player 0 pressed_key 11 
else_jump @LOWRCON_1040 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO'  // ~z~Yeah, go on.
04AE: $ACTOR_SPEECH_WAV_FILE = 39072 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
32@ = 0 
2@ = 1 
1@ += 1 
jump @LOWRCON_1116 

:LOWRCON_1040
if 
00E1:   player 0 pressed_key 10 
else_jump @LOWRCON_1116 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE1N'  // ~z~Nah, maybe I'll catch you later.
04AE: $ACTOR_SPEECH_WAV_FILE = 21444 // $ = any 
create_thread @AUDIOL $PLAYER_ACTOR 0 1 1 0 
03E6: remove_text_box 
32@ = 0 
Camera.Restore
1@ += 2 

:LOWRCON_1116
jump @LOWRCON_1712 

:LOWRCON_1123
if 
  32@ > 1000 
else_jump @LOWRCON_1212 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @LOWRCON_1212 
fade 0 150 

:LOWRCON_1167
if 
fading 
else_jump @LOWRCON_1191 
wait 0 
jump @LOWRCON_1167 

:LOWRCON_1191
$1906 = 0 
$VIDEO_GAME = 6 
1@ += 2 

:LOWRCON_1212
jump @LOWRCON_1712 

:LOWRCON_1219
if 
  32@ > 1000 
else_jump @LOWRCON_1327 
if 
  $AUDIO_LINE_IS_ACTIVE == 0 
else_jump @LOWRCON_1327 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1279 
Player.CanMove($PLAYER_CHAR) = True

:LOWRCON_1279
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_N'  // ~z~Didn't think you were...
04AE: $ACTOR_SPEECH_WAV_FILE = 26008 // $ = any 
create_thread @AUDIOL 0@ 1 1 1 0 
jump @LOWRCON_1761 

:LOWRCON_1327
jump @LOWRCON_1712 

:LOWRCON_1334
if 
  $1906 == 1 
else_jump @LOWRCON_1493 
Camera.SetPosition(1815.894, -1932.708, 15.2576, 0.0, 0.0, 0.0)
Camera.PointAt(1815.094, -1932.212, 14.9195, 2)
02A3: enable_widescreen 1 
fade 1 150 

:LOWRCON_1414
if 
fading 
else_jump @LOWRCON_1438 
wait 0 
jump @LOWRCON_1414 

:LOWRCON_1438
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_Y'  // ~z~They're just over there, you blind?
04AE: $ACTOR_SPEECH_WAV_FILE = 26009 // $ = any 
create_thread @AUDIOL 0@ 0 1 1 0 
32@ = 0 
1@ += 1 

:LOWRCON_1493
jump @LOWRCON_1712 

:LOWRCON_1500
if 
  32@ > 1000 
else_jump @LOWRCON_1633 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1633 
0925: restore_camera_to_user_defined 
0936: set_camera 1815.894 -1932.708 15.2576 position_to 1813.444 -1932.063 18.552 time 3000 drop_mode 1 
0920: point_camera 1815.094 -1932.212 14.9195 transverse_to 1812.689 -1931.438 18.3523 time 3000 mode 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
32@ = 0 
1@ += 1 

:LOWRCON_1633
jump @LOWRCON_1712 

:LOWRCON_1640
if or
  32@ > 5000 
00E1:   player 0 pressed_key 16 
else_jump @LOWRCON_1705 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @LOWRCON_1705 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
jump @LOWRCON_1761 

:LOWRCON_1705
jump @LOWRCON_1712 

:LOWRCON_1712
jump @LOWRCON_1726 

:LOWRCON_1719
jump @LOWRCON_1761 

:LOWRCON_1726
jump @LOWRCON_1740 

:LOWRCON_1733
jump @LOWRCON_1761 

:LOWRCON_1740
jump @LOWRCON_1754 

:LOWRCON_1747
jump @LOWRCON_1761 

:LOWRCON_1754
jump @LOWRCON_90 

:LOWRCON_1761
if 
   not Actor.Dead(0@)
else_jump @LOWRCON_1794 
Actor.LockInCurrentPosition(0@) = False
0647: unknown_actor 0@ look_task 
05DE: AS_actor 0@ walk_around_ped_path 

:LOWRCON_1794
Actor.RemoveReferences(0@)
Car.RemoveReferences(4@)
04EF: release_animation "GANGS" 
Model.Destroy(#WMYMECH)
2@ = 0 
065C: release_decision_maker 3@ 
end_thread 
end_thread 

//-------------External script 23 (BURG_BRAINS)---------------

:BURGLAR
thread 'BURGLAR' 
1@ = 0 
5@ = 0 
4@ = 0 
7@ = 0 
8@ = 0 
14@ = 0 
15@ = 0 
if 
  1@ == 1 
else_jump @BURGLAR_132 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
0978: copy_decision_maker 65542 to $5350 
0978: copy_decision_maker 65542 to $5351 
0978: copy_decision_maker 65542 to $5352 

:BURGLAR_132
0209: 2@ = random_int_in_ranges 0 6 
if 
  2@ == 2 
else_jump @BURGLAR_168 
0209: 3@ = random_int_in_ranges 0 6 

:BURGLAR_168
wait 0 
if and
056D:   actor 0@ defined 
  5@ == 0 
else_jump @BURGLAR_5624 
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead(0@)
else_jump @BURGLAR_5610 
if 
  15@ == 0 
else_jump @BURGLAR_550 
089F: get_actor 0@ pedtype_to 13@ 
14@ = 1 
if 
84A4:   not  13@ == 7 // @ == any 
else_jump @BURGLAR_527 
if 
84A4:   not  13@ == 9 // @ == any 
else_jump @BURGLAR_504 
if 
84A4:   not  13@ == 10 // @ == any 
else_jump @BURGLAR_481 
if 
84A4:   not  13@ == 11 // @ == any 
else_jump @BURGLAR_458 
if 
84A4:   not  13@ == 12 // @ == any 
else_jump @BURGLAR_435 
if 
84A4:   not  13@ == 13 // @ == any 
else_jump @BURGLAR_412 
if 
84A4:   not  13@ == 14 // @ == any 
else_jump @BURGLAR_389 
14@ = 0 
jump @BURGLAR_405 

:BURGLAR_389
09D5: unknown_get_actor 0@ unknown 7 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_405
jump @BURGLAR_428 

:BURGLAR_412
09D5: unknown_get_actor 0@ unknown 5 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_428
jump @BURGLAR_451 

:BURGLAR_435
09D5: unknown_get_actor 0@ unknown 6 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_451
jump @BURGLAR_474 

:BURGLAR_458
09D5: unknown_get_actor 0@ unknown 8 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_474
jump @BURGLAR_497 

:BURGLAR_481
09D5: unknown_get_actor 0@ unknown 2 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_497
jump @BURGLAR_520 

:BURGLAR_504
09D5: unknown_get_actor 0@ unknown 3 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_520
jump @BURGLAR_543 

:BURGLAR_527
09D5: unknown_get_actor 0@ unknown 1 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_543
15@ = 1 

:BURGLAR_550
if 
8737:   not actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_2056 
if 
   not 8@ == 1 
else_jump @BURGLAR_2049 
if 
  14@ == 0 
else_jump @BURGLAR_1686 
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_1221 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
if 
   not $5350 == -1 
else_jump @BURGLAR_661 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_661
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 unknown 0.0 100.0 chance 70.0 unknown 70.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 unknown 0.0 100.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
jump @BURGLAR_1679 

:BURGLAR_1221
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
if 
   not $5351 == -1 
else_jump @BURGLAR_1262 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_1262
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 unknown 0.0 100.0 chance 60.0 unknown 60.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 

:BURGLAR_1679
jump @BURGLAR_2042 

:BURGLAR_1686
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
if 
   not $5352 == -1 
else_jump @BURGLAR_1727 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_1727
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5352 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 unknown 0.0 100.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 

:BURGLAR_2042
8@ = 1 

:BURGLAR_2049
jump @BURGLAR_3571 

:BURGLAR_2056
if 
   not 8@ == 2 
else_jump @BURGLAR_3571 
if 
  14@ == 0 
else_jump @BURGLAR_3208 
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_2743 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
if 
   not $5350 == -1 
else_jump @BURGLAR_2149 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_2149
0709: set_decision_maker $5350 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 unknown 0.0 100.0 chance 40.0 unknown 40.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 unknown 0.0 100.0 chance 60.0 unknown 60.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 unknown 0.0 100.0 chance 50.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 9 taskID 251 unknown 0.0 100.0 chance 100.0 unknown 0.0 1 1 // see *.ped files 
jump @BURGLAR_3201 

:BURGLAR_2743
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
if 
   not $5351 == -1 
else_jump @BURGLAR_2784 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_2784
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 unknown 0.0 100.0 chance 50.0 unknown 50.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 

:BURGLAR_3201
jump @BURGLAR_3564 

:BURGLAR_3208
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
if 
   not $5352 == -1 
else_jump @BURGLAR_3249 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_3249
0709: set_decision_maker $5352 on_event 37 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 unknown 0.0 100.0 chance 10.0 unknown 10.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 unknown 0.0 100.0 chance 30.0 unknown 30.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 unknown 0.0 100.0 chance 50.0 unknown 0.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 unknown 0.0 100.0 chance 20.0 unknown 20.0 1 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 unknown 0.0 100.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:BURGLAR_3564
8@ = 2 

:BURGLAR_3571
if or
074F:   actor 0@ ped_event == 36 
074F:   actor 0@ ped_event == 15 
074F:   actor 0@ ped_event == 9 
074F:   actor 0@ ped_event == 37 
  $BURGLARY_NOISE_I == 100 
else_jump @BURGLAR_4393 
if 
  $BURGLARY_DETECTED_FLAG == 0 
else_jump @BURGLAR_4393 
if and
  2@ == 4 
  14@ == 0 
else_jump @BURGLAR_3753 
if 
   not Model.Available(#CELLPHONE)
else_jump @BURGLAR_3688 
Model.Load(#CELLPHONE)
jump @BURGLAR_3746 

:BURGLAR_3688
if 
   not Actor.Dead(0@)
else_jump @BURGLAR_3711 
0729: AS_actor 0@ hold_cellphone 1 

:BURGLAR_3711
09D5: unknown_get_actor 0@ unknown 120 flags 1 0 0 store_to 13@ // extended 0947 
01BD: 9@ = current_time_in_ms 
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_3746
jump @BURGLAR_4393 

:BURGLAR_3753
if 
  2@ == 2 
else_jump @BURGLAR_4379 
if 
02D8:   actor 0@ current_weapon == 0 
else_jump @BURGLAR_4305 
if 
  3@ == 1 
else_jump @BURGLAR_3925 
if 
   not Model.Available(#BAT)
else_jump @BURGLAR_3835 
Model.Load(#BAT)
jump @BURGLAR_3918 

:BURGLAR_3835
01B2: give_actor 0@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 5 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_3904 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3904
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_3918
jump @BURGLAR_4298 

:BURGLAR_3925
if 
  3@ == 3 
else_jump @BURGLAR_4078 
if 
   not Model.Available(#COLT45)
else_jump @BURGLAR_3971 
Model.Load(#COLT45)
jump @BURGLAR_4071 

:BURGLAR_3971
01B2: give_actor 0@ weapon 22 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 22 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4040 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4040
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 
09D5: unknown_get_actor 0@ unknown 176 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4071
jump @BURGLAR_4298 

:BURGLAR_4078
if 
  3@ == 5 
else_jump @BURGLAR_4231 
if 
   not Model.Available(#SAWNOFF)
else_jump @BURGLAR_4124 
Model.Load(#SAWNOFF)
jump @BURGLAR_4224 

:BURGLAR_4124
01B2: give_actor 0@ weapon 26 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 26 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4193 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4193
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 
09D5: unknown_get_actor 0@ unknown 182 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4224
jump @BURGLAR_4298 

:BURGLAR_4231
09D5: unknown_get_actor 0@ unknown 89 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4284 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4284
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_4298
jump @BURGLAR_4372 

:BURGLAR_4305
09D5: unknown_get_actor 0@ unknown 89 flags 1 0 0 store_to 13@ // extended 0947 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4358 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_4358
7@ = 1 
$BURGLARY_DETECTED_FLAG = 1 

:BURGLAR_4372
jump @BURGLAR_4393 

:BURGLAR_4379
$BURGLARY_DETECTED_FLAG = 1 
7@ = 1 

:BURGLAR_4393
if or
  7@ == 1 
  7@ == 2 
else_jump @BURGLAR_5603 
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_5196 
if and
874F:   not actor 0@ ped_event == 36 
874F:   not actor 0@ ped_event == 15 
874F:   not actor 0@ ped_event == 9 
874F:   not actor 0@ ped_event == 37 
else_jump @BURGLAR_5196 
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5092 jumps 0 @BURGLAR_4549 1 @BURGLAR_4608 2 @BURGLAR_4709 3 @BURGLAR_4769 4 @BURGLAR_4828 -1 @BURGLAR_5196 -1 @BURGLAR_5196 

:BURGLAR_4549
062E: unknown_get_actor 0@ task 1477 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4601 
05C5: AS_actor 0@ cower -2 ms 
09D5: unknown_get_actor 0@ unknown 85 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4601
jump @BURGLAR_5196 

:BURGLAR_4608
062E: unknown_get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4702 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_4686 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_4702 

:BURGLAR_4686
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4702
jump @BURGLAR_5196 

:BURGLAR_4709
062E: unknown_get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4762 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4762
jump @BURGLAR_5196 

:BURGLAR_4769
062E: unknown_get_actor 0@ task 1466 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_4821 
05BA: AS_actor 0@ move_mouth -2 ms 
09D5: unknown_get_actor 0@ unknown 114 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4821
jump @BURGLAR_5196 

:BURGLAR_4828
if 
  $ONMISSION_BURGLARY == 1 
else_jump @BURGLAR_5085 
if 
  7@ == 1 
else_jump @BURGLAR_4991 
01BD: 10@ = current_time_in_ms 
0085: 11@ = 10@ // (int) 
0062: 11@ -= 9@ // (int) 
if 
  11@ > 8000 
else_jump @BURGLAR_4984 
if 
   not Actor.Dead(0@)
else_jump @BURGLAR_4984 
062E: unknown_get_actor 0@ task 1833 status_store_to 12@ // ret 7 if not found 
if 
84A4:   not  12@ == 7 // @ == any 
else_jump @BURGLAR_4956 
0729: AS_actor 0@ hold_cellphone 0 

:BURGLAR_4956
Model.Destroy(#CELLPHONE)
7@ = 2 
09D5: unknown_get_actor 0@ unknown 44 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_4984
jump @BURGLAR_5085 

:BURGLAR_4991
062E: unknown_get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BURGLAR_5085 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5069 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5085 

:BURGLAR_5069
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5085
jump @BURGLAR_5196 

:BURGLAR_5092
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5134 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5134
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5173 
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5189 

:BURGLAR_5173
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5189
jump @BURGLAR_5196 

:BURGLAR_5196
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_5499 jumps 0 @BURGLAR_5259 1 @BURGLAR_5282 2 @BURGLAR_5347 3 @BURGLAR_5370 4 @BURGLAR_5393 -1 @BURGLAR_5603 -1 @BURGLAR_5603 

:BURGLAR_5259
09D5: unknown_get_actor 0@ unknown 85 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5282
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5324 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5340 

:BURGLAR_5324
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5340
jump @BURGLAR_5603 

:BURGLAR_5347
09D5: unknown_get_actor 0@ unknown 20 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5370
09D5: unknown_get_actor 0@ unknown 114 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5603 

:BURGLAR_5393
if 
  7@ == 1 
else_jump @BURGLAR_5434 
09D5: unknown_get_actor 0@ unknown 44 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5434
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5476 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5492 

:BURGLAR_5476
09D5: unknown_get_actor 0@ unknown 115 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5492
jump @BURGLAR_5603 

:BURGLAR_5499
if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
else_jump @BURGLAR_5541 
09D5: unknown_get_actor 0@ unknown 145 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5541
if 
03A3:   actor 0@ male 
else_jump @BURGLAR_5580 
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 
jump @BURGLAR_5596 

:BURGLAR_5580
09D5: unknown_get_actor 0@ unknown 110 flags 1 0 0 store_to 13@ // extended 0947 

:BURGLAR_5596
jump @BURGLAR_5603 

:BURGLAR_5603
jump @BURGLAR_5617 

:BURGLAR_5610
5@ = 1 

:BURGLAR_5617
jump @BURGLAR_5666 

:BURGLAR_5624
065C: release_decision_maker $5350 
065C: release_decision_maker $5351 
065C: release_decision_maker $5352 
Actor.RemoveReferences(0@)
Model.Destroy(#CELLPHONE)
Model.Destroy(#BAT)
Model.Destroy(#COLT45)
Model.Destroy(#SAWNOFF)
end_thread 

:BURGLAR_5666
jump @BURGLAR_168 
end_thread 

//-------------External script 24 (GF_MEETING)---------------

:GFMEET
thread 'GFMEET' 
5@ = 0 
6@ = 0 
7@ = 0 
if 
  7@ > 0 
else_jump @GFMEET_106 
15@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
17@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
18@ = Marker.CreateAboveActor(15@)

:GFMEET_106
gosub @GFMEET_3912 
gosub @GFMEET_2883 

:GFMEET_120
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFMEET_325 
if and
   not Actor.Dead(15@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 100.0 100.0 20.0 
else_jump @GFMEET_311 
if 
051A:   actor 15@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFMEET_227 
08BD: set 7@ bit 2 
5@ = 6 
6@ = 0 

:GFMEET_227
if 
  8@ == 1 
else_jump @GFMEET_290 
if or
   Actor.Dead(17@)
051A:   actor 17@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFMEET_290 
08BD: set 7@ bit 2 
5@ = 6 
6@ = 0 

:GFMEET_290
gosub @GFMEET_339 
gosub @GFMEET_4873 
jump @GFMEET_318 

:GFMEET_311
gosub @GFMEET_5627 

:GFMEET_318
jump @GFMEET_332 

:GFMEET_325
gosub @GFMEET_5627 

:GFMEET_332
jump @GFMEET_120 

:GFMEET_339
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @GFMEET_486 jumps 1 @GFMEET_402 2 @GFMEET_416 3 @GFMEET_430 4 @GFMEET_444 5 @GFMEET_458 6 @GFMEET_472 -1 @GFMEET_486 

:GFMEET_402
gosub @GFMEET_488 
jump @GFMEET_486 

:GFMEET_416
gosub @GFMEET_822 
jump @GFMEET_486 

:GFMEET_430
gosub @GFMEET_1353 
jump @GFMEET_486 

:GFMEET_444
gosub @GFMEET_1710 
jump @GFMEET_486 

:GFMEET_458
gosub @GFMEET_1989 
jump @GFMEET_486 

:GFMEET_472
gosub @GFMEET_2399 
jump @GFMEET_486 

:GFMEET_486
return 

:GFMEET_488
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_820 jumps 0 @GFMEET_551 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 -1 @GFMEET_820 

:GFMEET_551
if 
089B:   unknown_actor_check 15@ 
else_jump @GFMEET_813 
if 
88B6:   not test $GIRLS_GIFTS_BITMASK bit 0@ 
else_jump @GFMEET_742 
if 
00F3:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 on_foot 
else_jump @GFMEET_742 
gosub @GFMEET_3967 
if 
  13@ == 1 
else_jump @GFMEET_703 
089C: unknown_actor 15@ unknown_check 1 
if 
071A:   actor 15@ current_dialogue_text == 19@s 
else_jump @GFMEET_689 
5@ = 2 
6@ = 0 
jump @GFMEET_696 

:GFMEET_689
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_696
jump @GFMEET_742 

:GFMEET_703
if 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_742 
5@ = 3 
6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_742
062E: unknown_get_actor 15@ task 1655 status_store_to 13@ // ret 7 if not found 
062E: unknown_get_actor 17@ task 1655 status_store_to 14@ // ret 7 if not found 
if and
04A4:   13@ == 7 // @ == any 
04A4:   14@ == 7 // @ == any 
else_jump @GFMEET_813 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_813
jump @GFMEET_820 

:GFMEET_820
return 

:GFMEET_822
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1351 jumps 0 @GFMEET_885 1 @GFMEET_973 2 @GFMEET_1073 3 @GFMEET_1304 -1 @GFMEET_1351 -1 @GFMEET_1351 -1 @GFMEET_1351 

:GFMEET_885
33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
if and
  8@ == 1 
   not Actor.Dead(17@)
else_jump @GFMEET_959 
062E: unknown_get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_959 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_959
6@ += 1 
jump @GFMEET_1351 

:GFMEET_973
062E: unknown_get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1066 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: unknown_get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1048 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1048
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
6@ += 1 

:GFMEET_1066
jump @GFMEET_1351 

:GFMEET_1073
if 
071A:   actor 15@ current_dialogue_text == 23@s 
else_jump @GFMEET_1175 
03E6: remove_text_box 
if 
  33@ > 9000 
else_jump @GFMEET_1175 
$GIRL_PROGRESS(0@,6i) = 0 
08C2: clear $GIRLS_GIFTS_BITMASK bit 0@ 
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_1153 
Marker.Disable(18@)

:GFMEET_1153
03E6: remove_text_box 
0647: unknown_actor 15@ look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1175
if 
071A:   actor 15@ current_dialogue_text == 21@s 
else_jump @GFMEET_1251 
03E6: remove_text_box 
if 
88B6:   not test $GIRLS_GIFTS_BITMASK bit 0@ 
else_jump @GFMEET_1223 
08BC: set $GIRLS_GIFTS_BITMASK bit 0@ 

:GFMEET_1223
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_1244 
Marker.Disable(18@)

:GFMEET_1244
6@ += 1 

:GFMEET_1251
if and
889B:   not unknown_actor_check 15@ 
  33@ > 9000 
else_jump @GFMEET_1297 
03E6: remove_text_box 
0647: unknown_actor 15@ look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1297
jump @GFMEET_1351 

:GFMEET_1304
if 
876F:   not text_priority_displayed 
else_jump @GFMEET_1344 
gosub @GFMEET_3773 
0647: unknown_actor 15@ look_task 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1344
jump @GFMEET_1351 

:GFMEET_1351
return 

:GFMEET_1353
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_1708 jumps 0 @GFMEET_1416 1 @GFMEET_1504 2 @GFMEET_1593 3 @GFMEET_1655 -1 @GFMEET_1708 -1 @GFMEET_1708 -1 @GFMEET_1708 

:GFMEET_1416
33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
if and
  8@ == 1 
   not Actor.Dead(17@)
else_jump @GFMEET_1490 
062E: unknown_get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1490 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_1490
6@ += 1 
jump @GFMEET_1708 

:GFMEET_1504
062E: unknown_get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1586 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: unknown_get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1579 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_1579
6@ += 1 

:GFMEET_1586
jump @GFMEET_1708 

:GFMEET_1593
if 
08B7:   test 7@ bit 3 
else_jump @GFMEET_1633 
04AE: $1233 = 317 // $ = any 
08C3: clear 7@ bit 3 
jump @GFMEET_1641 

:GFMEET_1633
04AE: $1233 = 316 // $ = any 

:GFMEET_1641
6@ += 1 
jump @GFMEET_1708 

:GFMEET_1655
if 
  33@ > 6000 
else_jump @GFMEET_1701 
0647: unknown_actor 15@ look_task 
08BD: set 7@ bit 1 
6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_1701
jump @GFMEET_1708 

:GFMEET_1708
return 

:GFMEET_1710
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_1987 jumps 0 @GFMEET_1773 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 -1 @GFMEET_1987 

:GFMEET_1773
if 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 3.0 3.0 0 
else_jump @GFMEET_1929 
gosub @GFMEET_3967 
if 
  13@ == 1 
else_jump @GFMEET_1890 
089C: unknown_actor 15@ unknown_check 1 
if 
071A:   actor 15@ current_dialogue_text == 19@s 
else_jump @GFMEET_1876 
5@ = 2 
6@ = 0 
jump @GFMEET_1883 

:GFMEET_1876
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1883
jump @GFMEET_1929 

:GFMEET_1890
if 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_1929 
5@ = 3 
6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_1929
062E: unknown_get_actor 15@ task 1640 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_1980 
0668: AS_actor 15@ rotate_and_shoot_at 264.0 -155.0 5.0 -1 ms 

:GFMEET_1980
jump @GFMEET_1987 

:GFMEET_1987
return 

:GFMEET_1989
0871: init_jump_table 6@ total_jumps 3 default_jump 0 @GFMEET_2397 jumps 0 @GFMEET_2052 1 @GFMEET_2133 2 @GFMEET_2323 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 -1 @GFMEET_2397 

:GFMEET_2052
062E: unknown_get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2126 
0605: actor 15@ perform_animation_sequence "TAI_CHI_IN" IFP_file "PARK" 4.0 loop 0 0 0 0 time -1 // versionA 
6@ += 1 

:GFMEET_2126
jump @GFMEET_2397 

:GFMEET_2133
062E: unknown_get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2205 
0605: actor 15@ perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 0 0 0 0 time 1215752191 // versionA 

:GFMEET_2205
if and
089B:   unknown_actor_check 15@ 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 
071A:   actor 15@ current_dialogue_text == 19@s 
88B7:   not test 7@ bit 1 
else_jump @GFMEET_2309 
0605: actor 15@ perform_animation_sequence "TAI_CHI_OUT" IFP_file "PARK" 4.0 loop 0 0 0 0 time -1 // versionA 
6@ += 1 
jump @GFMEET_2316 

:GFMEET_2309
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_2316
jump @GFMEET_2397 

:GFMEET_2323
gosub @GFMEET_3967 
if 
  13@ == 1 
else_jump @GFMEET_2376 
089C: unknown_actor 15@ unknown_check 1 
5@ = 2 
6@ = 0 
jump @GFMEET_2390 

:GFMEET_2376
5@ = 3 
6@ = 0 

:GFMEET_2390
jump @GFMEET_2397 

:GFMEET_2397
return 

:GFMEET_2399
0871: init_jump_table 6@ total_jumps 2 default_jump 0 @GFMEET_2881 jumps 0 @GFMEET_2462 1 @GFMEET_2769 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 -1 @GFMEET_2881 

:GFMEET_2462
if 
08B7:   test 7@ bit 2 
else_jump @GFMEET_2762 
$GIRL_PROGRESS(0@,6i) = 0 
if 
  0@ == 1 
else_jump @GFMEET_2526 
060B: set_actor 15@ decision_maker_to 65543 
jump @GFMEET_2536 

:GFMEET_2526
060B: set_actor 15@ decision_maker_to 65539 

:GFMEET_2536
if 
   not Actor.Dead(17@)
else_jump @GFMEET_2562 
060B: set_actor 17@ decision_maker_to 65543 

:GFMEET_2562
if 
   Actor.HasWeapon(15@, 22)
else_jump @GFMEET_2631 
01B9: set_actor 15@ armed_weapon_to 22 
062E: unknown_get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2624 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2624
jump @GFMEET_2667 

:GFMEET_2631
062E: unknown_get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2667 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2667
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_2688 
Marker.Disable(18@)

:GFMEET_2688
07D0: 13@ = weekday 
13@ += 1 
if 
  13@ > 7 
else_jump @GFMEET_2725 
13@ = 1 

:GFMEET_2725
13@ += 22 
08BC: set $383(0@,6i) bit 13@ 
08BA: set $383(0@,6i) bit 31 
6@ += 1 

:GFMEET_2762
jump @GFMEET_2881 

:GFMEET_2769
if 
   Actor.HasWeapon(15@, 22)
else_jump @GFMEET_2838 
01B9: set_actor 15@ armed_weapon_to 22 
062E: unknown_get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2831 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_2831
jump @GFMEET_2874 

:GFMEET_2838
062E: unknown_get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @GFMEET_2874 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_2874
jump @GFMEET_2881 

:GFMEET_2881
return 

:GFMEET_2883
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3401 jumps 1 @GFMEET_2946 2 @GFMEET_3042 3 @GFMEET_3170 4 @GFMEET_3298 -1 @GFMEET_3401 -1 @GFMEET_3401 -1 @GFMEET_3401 

:GFMEET_2946
if 
   not Model.Available(#MECGRL3)
else_jump @GFMEET_2978 
Model.Load(#MECGRL3)
wait 0 
jump @GFMEET_2946 

:GFMEET_2978
04AF: 13@ = 192 // @ = any 
05AA: 19@s = 'GF_1A'  // ~z~Hi there, I'm Michelle. Can I get your number?
05AA: 21@s = 'GF_1C'  // ~z~Cool! I'll call you, we should hang out sometime!
05AA: 23@s = 'GF_1B'  // ~z~Whatever, your loss, asshole!
8@ = 1 
jump @GFMEET_3401 

:GFMEET_3042
if 
   not Model.Available(#GUNGRL3)
else_jump @GFMEET_3074 
Model.Load(#GUNGRL3)
wait 0 
jump @GFMEET_3042 

:GFMEET_3074
if 
   not Model.Available(#COLT45)
else_jump @GFMEET_3106 
Model.Load(#COLT45)
wait 0 
jump @GFMEET_3074 

:GFMEET_3106
04AF: 13@ = 191 // @ = any 
05AA: 19@s = 'GF_2A'  // ~z~Err, you want to go out sometime, buddy?
05AA: 21@s = 'GF_2C'  // ~z~Yeah, sure, I'd like to go out with you!
05AA: 23@s = 'GF_2B'  // ~z~Oh, get out of here you awful nuisance!
8@ = 4 
jump @GFMEET_3401 

:GFMEET_3170
if 
   not Model.Available(#COPGRL3)
else_jump @GFMEET_3202 
Model.Load(#COPGRL3)
wait 0 
jump @GFMEET_3170 

:GFMEET_3202
if 
   not Model.Available(#COLT45)
else_jump @GFMEET_3234 
Model.Load(#COLT45)
wait 0 
jump @GFMEET_3202 

:GFMEET_3234
04AF: 13@ = 190 // @ = any 
05AA: 19@s = 'GF_3A'  // ~z~Hi, I'm divorced with two kids, you still interested?
05AA: 21@s = 'GF_3C'  // ~z~Great, I'll give you a call. My name's Barbara by the way.
05AA: 23@s = 'GF_3B'  // ~z~Another useless bastard!
8@ = 1 
jump @GFMEET_3401 

:GFMEET_3298
if 
   not Model.Available(#NURGRL3)
else_jump @GFMEET_3330 
Model.Load(#NURGRL3)
wait 0 
jump @GFMEET_3298 

:GFMEET_3330
04AF: 13@ = 193 // @ = any 
05AA: 19@s = 'GF_4A'  // ~z~Hey, I'm Katie. Wanna go out sometime?
05AA: 21@s = 'GF_4C'  // ~z~Oh great! I'll call you later!
05AA: 23@s = 'GF_4B'  // ~z~Suit yourself, it's your loss, asshole!
8@ = 5 
6@ = 0 
jump @GFMEET_3401 

:GFMEET_3401
15@ = Actor.Create(CivFemale, 13@, 1@, 2@, 3@)
Actor.Angle(15@) = 4@
if 
  0@ == 2 
else_jump @GFMEET_3465 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
Actor.WeaponAccuracy(15@) = 100

:GFMEET_3465
if 
  0@ == 3 
else_jump @GFMEET_3509 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
01B9: set_actor 15@ armed_weapon_to 0 
Actor.WeaponAccuracy(15@) = 100

:GFMEET_3509
0350: set_actor 15@ maintain_position_when_attacked 1 
0446: set_actor 15@ immune_to_headshots 0 
0568: set_actor 15@ targetable 1 
Actor.SetImmunities(15@, 0, 0, 1, 1, 0)
Actor.Health(15@) = 200
05BA: AS_actor 15@ move_mouth -1 ms 
0961: unknown_actor 15@ flag 1 
0717: assign_actor 15@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 19@s answer_Y_GXT 21@s answer_N_GXT 23@s question_WAV 318 answer_Y_WAV 249 answer_N_WAV 250 
09AA: set_dialogue_classB_end_GXT 21@s WAV 320 
09AA: set_dialogue_classB_end_GXT 23@s WAV 319 
0719: enable_dialogue_mode 
089C: unknown_actor 15@ unknown_check 0 
18@ = Marker.CreateAboveActor(15@)
07E0: set_marker 18@ type_to 1 
018B: set_marker 18@ radar_mode 1 
if 
  8@ == 1 
else_jump @GFMEET_3756 
04C4: store_coords_to 9@ 10@ 11@ from_actor 15@ with_offset 0.5 1.0 0.0 
02CE: 11@ = ground_z_at 9@ 10@ 11@ 
0376: 17@ = create_random_actor_at 9@ 10@ 11@ 
4@ += 180.0 
Actor.Angle(17@) = 4@
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_3756
0085: 5@ = 8@ // (int) 
6@ = 0 
return 

:GFMEET_3773
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3910 jumps 1 @GFMEET_3838 2 @GFMEET_3856 3 @GFMEET_3874 4 @GFMEET_3892 -1 @GFMEET_3910 -1 @GFMEET_3910 -1 @GFMEET_3910 

:GFMEET_3838
03E5: show_text_box 'GF_H001'  // Michelle is your girlfriend now.~N~Michelle can fix your car at her place Downtown for free.
jump @GFMEET_3910 

:GFMEET_3856
03E5: show_text_box 'GF_H002'  // Helena is your girlfriend now.~N~Helena has a hidden stock of 'tools' you might like back at her place up at Flint Range.
jump @GFMEET_3910 

:GFMEET_3874
03E5: show_text_box 'GF_H003'  // Barbara is your girlfriend now.~N~Barbara will get you out of jail for free. You can pick her up from the cop station in El Quebradas.
jump @GFMEET_3910 

:GFMEET_3892
03E5: show_text_box 'GF_H004'  // Katie is your girlfriend now.~N~Katie will get you out of hospital for free. You can pick her up for dates from her place in Paradiso.
jump @GFMEET_3910 

:GFMEET_3910
return 

:GFMEET_3912
04ED: load_animation "PARK" 

:GFMEET_3920
wait 0 
if 
04EE:   animation "PARK" loaded 
else_jump @GFMEET_3952 
return 
jump @GFMEET_3967 

:GFMEET_3952
04ED: load_animation "PARK" 
jump @GFMEET_3920 

:GFMEET_3967
13@ = 0 
0652: 13@ = integer_stat 25 
13@ /= 10 
0652: 14@ = integer_stat 21 
14@ /= 10 
14@ /= 2 
if 
  14@ >= 25 
else_jump @GFMEET_4093 
if 
08B4:   test $371(0@,6i) bit 2 
else_jump @GFMEET_4064 
005A: 13@ += 14@ // (int) 
jump @GFMEET_4086 

:GFMEET_4064
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 

:GFMEET_4086
jump @GFMEET_4199 

:GFMEET_4093
if 
08B4:   test $371(0@,6i) bit 2 
else_jump @GFMEET_4144 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 10 
jump @GFMEET_4199 

:GFMEET_4144
if 
08B4:   test $371(0@,6i) bit 3 
else_jump @GFMEET_4199 
if 
  14@ == 0 
else_jump @GFMEET_4191 
14@ = 5 

:GFMEET_4191
005A: 13@ += 14@ // (int) 

:GFMEET_4199
0652: 14@ = integer_stat 23 
14@ /= 10 
14@ /= 2 
if 
  14@ >= 20 
else_jump @GFMEET_4326 
if 
08B4:   test $371(0@,6i) bit 1 
else_jump @GFMEET_4275 
005A: 13@ += 14@ // (int) 
jump @GFMEET_4319 

:GFMEET_4275
if 
08B4:   test $371(0@,6i) bit 3 
else_jump @GFMEET_4319 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 12 

:GFMEET_4319
jump @GFMEET_4432 

:GFMEET_4326
if 
08B4:   test $371(0@,6i) bit 1 
else_jump @GFMEET_4377 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 
jump @GFMEET_4432 

:GFMEET_4377
if 
08B4:   test $371(0@,6i) bit 3 
else_jump @GFMEET_4432 
if 
  14@ == 0 
else_jump @GFMEET_4424 
14@ = 5 

:GFMEET_4424
005A: 13@ += 14@ // (int) 

:GFMEET_4432
if 
002F:   13@ >= $GIRL_DESIRED_SEXAPPEAL(0@,6i) // (int) 
else_jump @GFMEET_4487 
$GIRL_PROGRESS(0@,6i) = 15 
gosub @GFMEET_4496 
13@ = 1 
jump @GFMEET_4494 

:GFMEET_4487
13@ = -1 

:GFMEET_4494
return 

:GFMEET_4496
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_4871 jumps 0 @GFMEET_4559 1 @GFMEET_4611 2 @GFMEET_4663 3 @GFMEET_4715 4 @GFMEET_4767 5 @GFMEET_4819 -1 @GFMEET_4871 

:GFMEET_4559
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4592 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4592
0629: change_integer_stat 252 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4611
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4644 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4644
0629: change_integer_stat 253 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4663
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4696 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4696
0629: change_integer_stat 254 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4715
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4748 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4748
0629: change_integer_stat 255 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4767
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4800 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4800
0629: change_integer_stat 256 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4819
if 
  $GIRL_PROGRESS(0@,6i) > 100 
else_jump @GFMEET_4852 
$GIRL_PROGRESS(0@,6i) = 100 

:GFMEET_4852
0629: change_integer_stat 257 to $GIRL_PROGRESS(0@,6i) 
jump @GFMEET_4871 

:GFMEET_4871
return 

:GFMEET_4873
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFMEET_5405 jumps 0 @GFMEET_4936 1 @GFMEET_4968 2 @GFMEET_4980 3 @GFMEET_4994 4 @GFMEET_5263 5 @GFMEET_5363 6 @GFMEET_5172 

:GFMEET_4936
if 
  $1233 > 0 
else_jump @GFMEET_4961 
$1232 = 3 

:GFMEET_4961
jump @GFMEET_5405 

:GFMEET_4968
094F: unknown_actor 15@ 
jump @GFMEET_5405 

:GFMEET_4980
094E: set_actor 15@ unknown_flag 0 
jump @GFMEET_5405 

:GFMEET_4994
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5165 
if 
  $1233 > 0 
else_jump @GFMEET_5105 
09D5: unknown_get_actor 15@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFMEET_5407 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFMEET_5091 
$1232 = 6 
jump @GFMEET_5098 

:GFMEET_5091
$1232 = 0 

:GFMEET_5098
jump @GFMEET_5165 

:GFMEET_5105
if 
  $1233 == -2 
else_jump @GFMEET_5144 
$1233 = -1 
$1232 = 6 
jump @GFMEET_5165 

:GFMEET_5144
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFMEET_5165
jump @GFMEET_5405 

:GFMEET_5172
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5256 
if 
  $1234 > 0 
else_jump @GFMEET_5249 
09D5: unknown_get_actor $PLAYER_ACTOR unknown $1234 flags 0 1 0 store_to $1235 // extended 0947 
$1234 = -1 
$1232 = 0 
jump @GFMEET_5256 

:GFMEET_5249
$1232 = 0 

:GFMEET_5256
jump @GFMEET_5405 

:GFMEET_5263
094E: set_actor 15@ unknown_flag 0 
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5356 
if 
  $1233 > 0 
else_jump @GFMEET_5349 
09D5: unknown_get_actor 15@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFMEET_5407 
$1233 = -1 
$1232 = 5 
jump @GFMEET_5356 

:GFMEET_5349
$1232 = 0 

:GFMEET_5356
jump @GFMEET_5405 

:GFMEET_5363
if 
894D:   not actor 15@ mutally_active 
else_jump @GFMEET_5398 
094F: unknown_actor 15@ 
$1233 = -1 
$1232 = 0 

:GFMEET_5398
jump @GFMEET_5405 

:GFMEET_5405
return 

:GFMEET_5407
0871: init_jump_table $1233 total_jumps 2 default_jump 0 @GFMEET_5625 jumps 316 @GFMEET_5602 317 @GFMEET_5472 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 -1 @GFMEET_5625 

:GFMEET_5472
if 
08B7:   test 7@ bit 10 
else_jump @GFMEET_5513 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
jump @GFMEET_5625 

:GFMEET_5513
if 
08B7:   test 7@ bit 11 
else_jump @GFMEET_5554 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
jump @GFMEET_5625 

:GFMEET_5554
if 
08B7:   test 7@ bit 12 
else_jump @GFMEET_5595 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
jump @GFMEET_5625 

:GFMEET_5595
jump @GFMEET_5625 

:GFMEET_5602
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
jump @GFMEET_5625 

:GFMEET_5625
return 

:GFMEET_5627
Actor.RemoveReferences(15@)
Actor.RemoveReferences(17@)
04EF: release_animation "PARK" 
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_5782 jumps 0 @GFMEET_5710 1 @GFMEET_5722 2 @GFMEET_5734 3 @GFMEET_5746 4 @GFMEET_5758 5 @GFMEET_5770 -1 @GFMEET_5782 

:GFMEET_5710
Model.Destroy(#GANGRL3)
jump @GFMEET_5782 

:GFMEET_5722
Model.Destroy(#MECGRL3)
jump @GFMEET_5782 

:GFMEET_5734
Model.Destroy(#GUNGRL3)
jump @GFMEET_5782 

:GFMEET_5746
Model.Destroy(#COPGRL3)
jump @GFMEET_5782 

:GFMEET_5758
Model.Destroy(#NURGRL3)
jump @GFMEET_5782 

:GFMEET_5770
Model.Destroy(#CROGRL3)
jump @GFMEET_5782 

:GFMEET_5782
08ED: remove_actor 15@ from_dialogue_mode 
if 
075C:   marker 18@ enabled 
else_jump @GFMEET_5808 
Marker.Disable(18@)

:GFMEET_5808
08C0: clear $390 bit 20 
end_thread 
return 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0663: NOP "GF_LIKES_PLAYER" $GIRL_PROGRESS(0@,6i) 
0663: NOP "DESIRED_SEX_APPEAL" $GIRL_DESIRED_SEXAPPEAL(0@,6i) 
0663: NOP "ISUBSTATESTATUS" 6@ 
0871: init_jump_table 5@ total_jumps 5 default_jump 1 @GFMEET_6106 jumps 0 @GFMEET_6011 1 @GFMEET_6030 2 @GFMEET_6049 3 @GFMEET_6068 4 @GFMEET_6087 -1 @GFMEET_6135 -1 @GFMEET_6135 

:GFMEET_6011
0662: NOP "STATE0__" 
jump @GFMEET_6135 

:GFMEET_6030
0662: NOP "STATE1__" 
jump @GFMEET_6135 

:GFMEET_6049
0662: NOP "STATE2__" 
jump @GFMEET_6135 

:GFMEET_6068
0662: NOP "STATE3__" 
jump @GFMEET_6135 

:GFMEET_6087
0662: NOP "STATE4__" 
jump @GFMEET_6135 

:GFMEET_6106
0662: NOP "UNTRAPPED_STATE___" 
jump @GFMEET_6135 

:GFMEET_6135
0662: NOP "I__________________________I" 
return 
end_thread 

//-------------External script 25 (GF_DATE)---------------

:GFDATE
thread 'GFDATE' 
1@ = 0 
2@ = 0 
3@ = 0 
24@ = 0 
30@ = -1 
29@ = -1 
$9467 = 30 
$9468 = 30.0 
if 
  3@ > 0 
else_jump @GFDATE_120 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
03C0: 28@ = actor 0@ car 

:GFDATE_120
gosub @GFDATE_24076 
08BD: set 3@ bit 1 

:GFDATE_134
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 
else_jump @GFDATE_260 
if 
   not Actor.Dead(0@)
else_jump @GFDATE_244 
gosub @GFDATE_26752 
gosub @GFDATE_24246 
gosub @GFDATE_283 
gosub @GFDATE_3688 
if 
08B4:   test $390 bit 22 
else_jump @GFDATE_230 
gosub @GFDATE_27210 

:GFDATE_230
gosub @GFDATE_30455 
jump @GFDATE_253 

:GFDATE_244
03E6: remove_text_box 
gosub @GFDATE_32517 

:GFDATE_253
jump @GFDATE_276 

:GFDATE_260
03E6: remove_text_box 
08BD: set 3@ bit 9 
gosub @GFDATE_32517 

:GFDATE_276
jump @GFDATE_134 

:GFDATE_283
if 
88B7:   not test 3@ bit 1 
else_jump @GFDATE_3686 
if 
08B4:   test $390 bit 26 
else_jump @GFDATE_342 
08BA: set $390 bit 2 
1@ = 3 
2@ = 0 
return 

:GFDATE_342
gosub @GFDATE_20055 
if 
  24@ > -1 
else_jump @GFDATE_462 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_414 
gosub @GFDATE_32407 
fade 0 0 
1@ = 2 
2@ = 0 
return 

:GFDATE_414
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_455 
gosub @GFDATE_32407 
1@ = 10 
2@ = 0 
return 

:GFDATE_455
jump @GFDATE_503 

:GFDATE_462
if 
  24@ == -2 
else_jump @GFDATE_503 
gosub @GFDATE_32407 
1@ = 3 
2@ = 0 
return 

:GFDATE_503
0871: init_jump_table $1211 total_jumps 17 default_jump 0 @GFDATE_3686 jumps 0 @GFDATE_696 1 @GFDATE_887 2 @GFDATE_1089 3 @GFDATE_1375 4 @GFDATE_1479 5 @GFDATE_1585 6 @GFDATE_1698 
0872: jump_table_jumps 7 @GFDATE_1811 8 @GFDATE_1869 9 @GFDATE_1986 10 @GFDATE_2069 11 @GFDATE_2373 12 @GFDATE_2583 13 @GFDATE_2720 14 @GFDATE_3163 15 @GFDATE_3337 
0872: jump_table_jumps 16 @GFDATE_3544 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 -1 @GFDATE_3686 

:GFDATE_696
gosub @GFDATE_23696 
if 
  25@ > 0 
else_jump @GFDATE_873 
if 
00E1:   player 0 pressed_key 4 
else_jump @GFDATE_866 
if and
  1@ == 1 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 26 
88B4:   not test $390 bit 22 
else_jump @GFDATE_859 
if 
88B7:   not test 3@ bit 3 
else_jump @GFDATE_859 
08BD: set 3@ bit 3 
if 
  25@ == 2 
else_jump @GFDATE_843 
1@ = 11 
2@ = 0 
return 
jump @GFDATE_859 

:GFDATE_843
1@ = 6 
2@ = 0 
return 

:GFDATE_859
jump @GFDATE_873 

:GFDATE_866
08C3: clear 3@ bit 3 

:GFDATE_873
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_887
if 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_1075 
if or
08B4:   test $377($GIRLFRIEND,6i) bit 21 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
else_jump @GFDATE_1075 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
08F1: get_zone_at 4@ 7@ 10@ nameB_to s$404 // 8-byte string 
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B4:   not test $390 bit 12 
else_jump @GFDATE_1075 
041A: 25@ = actor 0@ weapon 28 ammo 
if 
  25@ == 0 
else_jump @GFDATE_1075 
Actor.SetCarWeapon(0@, 28, 60)
04AE: $1233 = 280 // $ = any 
08BA: set $390 bit 2 
gosub @GFDATE_32407 
gosub @GFDATE_19460 
08BD: set 3@ bit 27 
08BD: set 3@ bit 2 

:GFDATE_1075
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1089
if 
   Actor.Driving(0@)
else_jump @GFDATE_1327 
if and
08B4:   test $390 bit 15 
   not 1@ == 8 
else_jump @GFDATE_1146 
1@ = 8 
2@ = 0 
return 

:GFDATE_1146
if 
   not 1@ == 4 
else_jump @GFDATE_1187 
1@ = 4 
2@ = 0 
return 
jump @GFDATE_1320 

:GFDATE_1187
if 
88B4:   not test $390 bit 12 
else_jump @GFDATE_1253 
if and
  0 > 29@ 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_1253 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_1253
if and
08B7:   test 3@ bit 5 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 6 
847A:   not actor $PLAYER_ACTOR driving_bike 
88B7:   not test 3@ bit 30 
88B4:   not test $390 bit 22 
else_jump @GFDATE_1320 
1@ = 7 
2@ = 0 
return 

:GFDATE_1320
jump @GFDATE_1361 

:GFDATE_1327
if 
   not 1@ == 1 
else_jump @GFDATE_1361 
1@ = 1 
2@ = 0 
return 

:GFDATE_1361
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1375
if and
  32@ > 10000 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
88B4:   not test $390 bit 22 
else_jump @GFDATE_1465 
if or
  1@ == 1 
  1@ == 4 
else_jump @GFDATE_1465 
08BD: set 3@ bit 7 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'GF_H017'  // You've abandoned your girlfriend. Your date is over.
gosub @GFDATE_32517 
return 

:GFDATE_1465
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1479
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @GFDATE_1571 
if 
8184:   not actor 0@ health >= 498 
else_jump @GFDATE_1558 
08BD: set 3@ bit 15 
03E5: show_text_box 'GF_H018'  // You've abused your girlfriend. Your date is over!
1@ = 9 
2@ = 0 
return 
jump @GFDATE_1571 

:GFDATE_1558
04AE: $1233 = 313 // $ = any 
054E: clear_actor 0@ damage 

:GFDATE_1571
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1585
if and
  32@ > 120000 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_1684 
if or
  $GIRLFRIEND == 3 
  $GIRLFRIEND == 2 
else_jump @GFDATE_1675 
if 
  32@ > 240000 
else_jump @GFDATE_1668 
gosub @GFDATE_23580 
return 

:GFDATE_1668
jump @GFDATE_1684 

:GFDATE_1675
gosub @GFDATE_23580 
return 

:GFDATE_1684
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1698
if and
  32@ > 180000 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_1797 
if or
  $GIRLFRIEND == 3 
  $GIRLFRIEND == 2 
else_jump @GFDATE_1788 
if 
  32@ > 300000 
else_jump @GFDATE_1781 
gosub @GFDATE_23680 
return 

:GFDATE_1781
jump @GFDATE_1797 

:GFDATE_1788
gosub @GFDATE_23680 
return 

:GFDATE_1797
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1811
if and
  32@ > 360000 
08B7:   test 3@ bit 7 
else_jump @GFDATE_1855 
1@ = 9 
2@ = 0 
return 

:GFDATE_1855
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1869
if 
8184:   not actor 0@ health >= 10 
else_jump @GFDATE_1913 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
0762: AS_actor 0@ dies 
gosub @GFDATE_32517 
return 

:GFDATE_1913
if and
   Player.WantedLevel($PLAYER_CHAR) > 2
88B4:   not test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_1972 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_1972
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_1986
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_2055 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_2055 
if and
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_2055 
gosub @GFDATE_25145 

:GFDATE_2055
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_2069
if and
08B7:   test 3@ bit 2 
88B7:   not test 3@ bit 12 
88B7:   not test 3@ bit 15 
   not $1236 == -1 
else_jump @GFDATE_2295 
0652: 25@ = integer_stat 184 
if 
  25@ > 1 
else_jump @GFDATE_2288 
077E: get_active_interior_to 25@ 
if 
  25@ == 0 
else_jump @GFDATE_2281 
if or
  1@ == 1 
  1@ == 4 
else_jump @GFDATE_2281 
if and
88B4:   not test $390 bit 22 
  32@ > 7000 
else_jump @GFDATE_2281 
0209: 25@ = random_int_in_ranges 0 100 
if 
  50 >= 25@ 
else_jump @GFDATE_2256 
$1236 = 0 
08BA: set $390 bit 22 
jump @GFDATE_2281 

:GFDATE_2256
if 
88B4:   not test $390 bit 25 
else_jump @GFDATE_2281 
$1236 = -1 

:GFDATE_2281
jump @GFDATE_2295 

:GFDATE_2288
$1236 = -1 

:GFDATE_2295
if and
08B4:   test $390 bit 12 
  32@ >= 30000 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_2349 
$1211 += 1 
jump @GFDATE_3686 
jump @GFDATE_2359 

:GFDATE_2349
$9469 = 0.0 

:GFDATE_2359
$1211 = 0 
jump @GFDATE_3686 

:GFDATE_2373
if and
08B4:   test $377($GIRLFRIEND,6i) bit 27 
  1@ == 6 
else_jump @GFDATE_2447 
if 
  2@ == 0 
else_jump @GFDATE_2437 
$9469 += 1.5 
jump @GFDATE_2447 

:GFDATE_2437
$9469 += 1E-05 

:GFDATE_2447
if and
08B4:   test $377($GIRLFRIEND,6i) bit 28 
  1@ == 7 
else_jump @GFDATE_2521 
if 
  2@ == 0 
else_jump @GFDATE_2511 
$9469 += 1.5 
jump @GFDATE_2521 

:GFDATE_2511
$9469 += 1E-05 

:GFDATE_2521
if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
else_jump @GFDATE_2569 
if 
02E0:   actor 0@ aggressive 
else_jump @GFDATE_2569 
$9469 += 4.0 

:GFDATE_2569
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_2583
if 
   Actor.Driving(0@)
else_jump @GFDATE_2706 
25@ = Car.Health(28@)
if 
001D:   29@ > 25@ // (int) 
else_jump @GFDATE_2706 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 24 
else_jump @GFDATE_2688 
if 
051D:   car 28@ damaged_by_car -1 
else_jump @GFDATE_2681 
$9469 += 1.5 
054F: clear_car 28@ damage 

:GFDATE_2681
jump @GFDATE_2698 

:GFDATE_2688
$9469 -= 1.0 

:GFDATE_2698
0085: 29@ = 25@ // (int) 

:GFDATE_2706
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_2720
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_3149 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_3149 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 11 
else_jump @GFDATE_2846 
if and
  $1340 == 1 
88B7:   not test 3@ bit 17 
else_jump @GFDATE_2821 
$9469 += 1.5 
08BD: set 3@ bit 17 

:GFDATE_2821
if 
  $1340 == 0 
else_jump @GFDATE_2846 
08C3: clear 3@ bit 17 

:GFDATE_2846
02E3: 14@ = car 28@ speed 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 12 
else_jump @GFDATE_2963 
if 
  14@ > 22.0 
else_jump @GFDATE_2921 
$9469 += 1.5 
08C3: clear 3@ bit 19 
jump @GFDATE_2963 

:GFDATE_2921
if 
88B7:   not test 3@ bit 19 
else_jump @GFDATE_2953 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // $ = any 

:GFDATE_2953
$9469 -= 2.5 

:GFDATE_2963
if 
08B4:   test $377($GIRLFRIEND,6i) bit 13 
else_jump @GFDATE_3149 
if and
  14@ > 8.0 
  20.0 > 14@ 
else_jump @GFDATE_3047 
$9469 += 0.5 
08C3: clear 3@ bit 19 
08C3: clear 3@ bit 18 
jump @GFDATE_3149 

:GFDATE_3047
if 
  8.0 >= 14@ 
else_jump @GFDATE_3107 
if 
88B7:   not test 3@ bit 19 
else_jump @GFDATE_3100 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // $ = any 

:GFDATE_3100
jump @GFDATE_3139 

:GFDATE_3107
if 
88B7:   not test 3@ bit 18 
else_jump @GFDATE_3139 
08BD: set 3@ bit 18 
04AE: $1233 = 32 // $ = any 

:GFDATE_3139
$9469 -= 2.5 

:GFDATE_3149
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_3163
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_3275 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_3275 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_3275 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
else_jump @GFDATE_3275 
gosub @GFDATE_23458 
if 
  25@ > 0 
else_jump @GFDATE_3275 
$9469 += 0.5 

:GFDATE_3275
if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
else_jump @GFDATE_3323 
if 
02E0:   actor 0@ aggressive 
else_jump @GFDATE_3323 
$9469 += 4.0 

:GFDATE_3323
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_3337
if and
   Actor.Driving(0@)
   not Car.Wrecked(28@)
else_jump @GFDATE_3523 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_3523 
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 14 
else_jump @GFDATE_3523 
if or
04A4:   26@ == 10 // @ == any 
04A4:   26@ == 3 // @ == any 
else_jump @GFDATE_3523 
00C1: 26@ = get_minutes_left_to_time_hours 6 time_minutes 0 
if or
  30 >= 25@ 
  25@ >= 1380 
else_jump @GFDATE_3478 
$9469 += 4.0 
jump @GFDATE_3523 

:GFDATE_3478
00C1: 26@ = get_minutes_left_to_time_hours 20 time_minutes 0 
if or
  30 >= 25@ 
  25@ >= 1380 
else_jump @GFDATE_3523 
$9469 += 4.0 

:GFDATE_3523
gosub @GFDATE_25027 
$1211 += 1 
jump @GFDATE_3686 

:GFDATE_3544
if and
  $9467 >= 100 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_3607 
08BA: set $390 bit 2 
04AE: $1233 = 280 // $ = any 
08BD: set 3@ bit 2 
gosub @GFDATE_32407 
return 
jump @GFDATE_3662 

:GFDATE_3607
if and
  0 >= $9467 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_3662 
08C0: clear $390 bit 2 
08BD: set 3@ bit 7 
1@ = 5 
2@ = 0 
return 

:GFDATE_3662
$9469 = 0.0 
$1211 = 0 
jump @GFDATE_3686 

:GFDATE_3686
return 

:GFDATE_3688
0871: init_jump_table 1@ total_jumps 12 default_jump 0 @GFDATE_3984 jumps 0 @GFDATE_3816 1 @GFDATE_3830 2 @GFDATE_3844 3 @GFDATE_3858 4 @GFDATE_3872 5 @GFDATE_3886 6 @GFDATE_3900 
0872: jump_table_jumps 7 @GFDATE_3914 8 @GFDATE_3928 9 @GFDATE_3942 10 @GFDATE_3956 11 @GFDATE_3970 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 -1 @GFDATE_3984 

:GFDATE_3816
gosub @GFDATE_3986 
jump @GFDATE_3984 

:GFDATE_3830
gosub @GFDATE_4788 
jump @GFDATE_3984 

:GFDATE_3844
gosub @GFDATE_5087 
jump @GFDATE_3984 

:GFDATE_3858
gosub @GFDATE_5819 
jump @GFDATE_3984 

:GFDATE_3872
gosub @GFDATE_6976 
jump @GFDATE_3984 

:GFDATE_3886
gosub @GFDATE_7695 
jump @GFDATE_3984 

:GFDATE_3900
gosub @GFDATE_7817 
jump @GFDATE_3984 

:GFDATE_3914
gosub @GFDATE_11047 
jump @GFDATE_3984 

:GFDATE_3928
gosub @GFDATE_12450 
jump @GFDATE_3984 

:GFDATE_3942
gosub @GFDATE_14647 
jump @GFDATE_3984 

:GFDATE_3956
gosub @GFDATE_14897 
jump @GFDATE_3984 

:GFDATE_3970
gosub @GFDATE_15244 
jump @GFDATE_3984 

:GFDATE_3984
return 

:GFDATE_3986
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @GFDATE_4786 jumps 0 @GFDATE_4049 1 @GFDATE_4328 2 @GFDATE_4584 3 @GFDATE_4664 -1 @GFDATE_4786 -1 @GFDATE_4786 -1 @GFDATE_4786 

:GFDATE_4049
08BD: set 3@ bit 1 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
08B4:   test $390 bit 14 
else_jump @GFDATE_4130 
08BD: set 3@ bit 9 
08BA: set $390 bit 2 
08BA: set $390 bit 3 
1@ = 3 
2@ = 0 
jump @GFDATE_4786 

:GFDATE_4130
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ radius 2.0 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)
0905: set_door $GIRLDOORS($GIRLFRIEND,7i) openable 0 
gosub @GFDATE_16680 
if 
  25@ == -1 
else_jump @GFDATE_4285 
08BD: set 3@ bit 16 
05D9: AS_actor 0@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.5 
jump @GFDATE_4307 

:GFDATE_4285
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_4307
33@ = 0 
2@ += 1 
jump @GFDATE_4786 

:GFDATE_4328
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Actor.StorePos(0@, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  33@ >= 6000 
else_jump @GFDATE_4442 
02C0: store_to 5@ 8@ 11@ ped_path_coords_closest_to 5@ 8@ 11@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = 1.0 

:GFDATE_4442
if 
  3.0 >= 13@ 
else_jump @GFDATE_4577 
Camera.PointAt(4@, 7@, 10@, 1)
0905: set_door $GIRLDOORS($GIRLFRIEND,7i) openable 1 
if 
08B7:   test 3@ bit 16 
else_jump @GFDATE_4547 
02A9: set_actor 0@ immune_to_nonplayer 0 
08BD: set 3@ bit 9 
1@ = 3 
2@ = 3 
jump @GFDATE_4786 
jump @GFDATE_4577 

:GFDATE_4547
04AE: $1233 = 298 // $ = any 
04AE: $1234 = 240 // $ = any 
33@ = 0 
2@ += 1 

:GFDATE_4577
jump @GFDATE_4786 

:GFDATE_4584
if 
  33@ >= 3000 
else_jump @GFDATE_4657 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
2@ += 1 

:GFDATE_4657
jump @GFDATE_4786 

:GFDATE_4664
gosub @GFDATE_17450 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_4700 
03E5: show_text_box 'GF_0036'  // Pick a place that your girl might like and take her there. Choose between fast-food, restaurant, bar or diner, as indicated on the map.

:GFDATE_4700
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_4729 
03E5: show_text_box 'GF_0037'  // Take your girl through areas she might like and watch your speed.

:GFDATE_4729
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_4758 
03E5: show_text_box 'GF_0038'  // Take your girl to a club and impress her with your dancing. Check the map to see where the closest club is located.

:GFDATE_4758
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 
jump @GFDATE_4786 

:GFDATE_4786
return 

:GFDATE_4788
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @GFDATE_5085 jumps 0 @GFDATE_4851 1 @GFDATE_4879 2 @GFDATE_4965 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 -1 @GFDATE_5085 

:GFDATE_4851
08C3: clear 3@ bit 5 
08C3: clear 3@ bit 6 
2@ += 1 
jump @GFDATE_5085 

:GFDATE_4879
if 
08B4:   test $377($GIRLFRIEND,6i) bit 21 
else_jump @GFDATE_4951 
if and
88B7:   not test 3@ bit 7 
874F:   not actor 0@ ped_event == 36 
else_jump @GFDATE_4951 
if 
02D8:   actor 0@ current_weapon == 28 
else_jump @GFDATE_4951 
01B9: set_actor 0@ armed_weapon_to 0 

:GFDATE_4951
2@ += 1 
jump @GFDATE_5085 

:GFDATE_4965
if 
88B4:   not test $390 bit 22 
else_jump @GFDATE_5071 
if and
08B7:   test 3@ bit 29 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_5057 
if 
  33@ > 25000 
else_jump @GFDATE_5050 
04AE: $1233 = 273 // $ = any 
04AE: $1234 = 242 // $ = any 
08C3: clear 3@ bit 29 

:GFDATE_5050
jump @GFDATE_5071 

:GFDATE_5057
33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_5071
2@ = 0 
jump @GFDATE_5085 

:GFDATE_5085
return 

:GFDATE_5087
0871: init_jump_table 2@ total_jumps 10 default_jump 0 @GFDATE_5817 jumps 0 @GFDATE_5215 1 @GFDATE_5253 2 @GFDATE_5320 3 @GFDATE_5347 4 @GFDATE_5385 5 @GFDATE_5399 6 @GFDATE_5435 
0872: jump_table_jumps 7 @GFDATE_5595 8 @GFDATE_5686 9 @GFDATE_5754 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 -1 @GFDATE_5817 

:GFDATE_5215
08BD: set 3@ bit 1 
fade 0 0 
gosub @GFDATE_32407 
00BE: text_clear_all 
03E6: remove_text_box 
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5253
if 
   not fading 
else_jump @GFDATE_5313 
Player.MakeSafe($PLAYER_CHAR)
01B9: set_actor 0@ armed_weapon_to 0 
0619: enable_actor 0@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
gosub @GFDATE_20351 
gosub @GFDATE_20578 
2@ += 1 

:GFDATE_5313
jump @GFDATE_5817 

:GFDATE_5320
if 
06B9:   cutscene_data_loaded 
else_jump @GFDATE_5340 
2@ += 1 

:GFDATE_5340
jump @GFDATE_5817 

:GFDATE_5347
0244: set_cutscene_pos 4@ 7@ 10@ 
fade 1 1000 
03AD: NOP 0 
02E7: start_cutscene 
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5385
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5399
if 
02E9:   cutscene_reached_end 
else_jump @GFDATE_5428 
fade 0 1000 
00BE: text_clear_all 
2@ += 1 

:GFDATE_5428
jump @GFDATE_5817 

:GFDATE_5435
if 
   not fading 
else_jump @GFDATE_5588 
02EA: end_cutscene 
04FA: reset_interior 0 colors 
gosub @GFDATE_19460 
select_interior 0 
0860: link_actor 0@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
0395: clear_area 1 at 4@ 7@ 10@ radius 2.0 
Camera.SetAtPos(4@, 7@, 10@)
04E4: unknown_refresh_game_renderer_at 4@ 7@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 0@ 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_5581 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_5581
2@ += 1 

:GFDATE_5588
jump @GFDATE_5817 

:GFDATE_5595
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0619: enable_actor 0@ collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03AD: NOP 1 
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
fade 1 500 
2@ += 1 
jump @GFDATE_5817 

:GFDATE_5686
if 
   not fading 
else_jump @GFDATE_5747 
if 
08B4:   test $390 bit 2 
else_jump @GFDATE_5732 
04AE: $1233 = 277 // $ = any 
jump @GFDATE_5740 

:GFDATE_5732
04AE: $1233 = 278 // $ = any 

:GFDATE_5740
2@ += 1 

:GFDATE_5747
jump @GFDATE_5817 

:GFDATE_5754
if and
  $1233 == -1 
876F:   not text_priority_displayed 
else_jump @GFDATE_5810 
04AE: $1233 = 280 // $ = any 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
1@ = 1 
2@ = 0 

:GFDATE_5810
jump @GFDATE_5817 

:GFDATE_5817
return 

:GFDATE_5819
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @GFDATE_6974 jumps 0 @GFDATE_5947 1 @GFDATE_5975 2 @GFDATE_6163 3 @GFDATE_6184 4 @GFDATE_6669 5 @GFDATE_6732 6 @GFDATE_6874 
0872: jump_table_jumps 7 @GFDATE_6921 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 -1 @GFDATE_6974 

:GFDATE_5947
08BD: set 3@ bit 1 
fade 0 500 
2@ += 1 
jump @GFDATE_6974 

:GFDATE_5975
08BD: set 3@ bit 1 
if 
   not fading 
else_jump @GFDATE_6156 
gosub @GFDATE_32407 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_6040 
06C9: remove_actor 0@ from_group 

:GFDATE_6040
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
gosub @GFDATE_22751 
0395: clear_area 1 at 6@ 9@ 12@ radius 1.0 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)
0792: disembark_instantly_actor 0@ 
Actor.PutAt(0@, 6@, 9@, 12@)
05D4: AS_actor 0@ rotate_angle 13@ 
2@ += 1 

:GFDATE_6156
jump @GFDATE_6974 

:GFDATE_6163
fade 1 1000 
2@ += 1 
jump @GFDATE_6974 

:GFDATE_6184
if 
   not fading 
else_jump @GFDATE_6662 
if 
08B7:   test 3@ bit 9 
else_jump @GFDATE_6414 
if 
08B4:   test $390 bit 14 
else_jump @GFDATE_6270 
04AE: $1233 = 269 // $ = any 
33@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_6974 

:GFDATE_6270
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
else_jump @GFDATE_6326 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -100 
04AE: $1233 = 314 // $ = any 
08C1: clear $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 
jump @GFDATE_6385 

:GFDATE_6326
if 
08B7:   test 3@ bit 16 
else_jump @GFDATE_6385 
if 
08B7:   test 3@ bit 23 
else_jump @GFDATE_6377 
04AE: $1233 = 317 // $ = any 
jump @GFDATE_6385 

:GFDATE_6377
04AE: $1233 = 316 // $ = any 

:GFDATE_6385
33@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_6662 

:GFDATE_6414
if 
08B7:   test 3@ bit 7 
else_jump @GFDATE_6469 
04AE: $1233 = 296 // $ = any 
33@ = 0 
25@ = 5000 
2@ = 6 
jump @GFDATE_6662 

:GFDATE_6469
if 
08B4:   test $390 bit 2 
else_jump @GFDATE_6595 
if 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_6550 
04AE: $1233 = 282 // $ = any 
33@ = 0 
25@ = 0 
2@ += 1 
jump @GFDATE_6588 

:GFDATE_6550
04AE: $1233 = 292 // $ = any 
04AE: $1234 = 241 // $ = any 
33@ = 0 
25@ = 5000 
2@ = 6 

:GFDATE_6588
jump @GFDATE_6662 

:GFDATE_6595
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFDATE_6632 
04AE: $1233 = 314 // $ = any 
jump @GFDATE_6640 

:GFDATE_6632
04AE: $1233 = 296 // $ = any 

:GFDATE_6640
33@ = 0 
25@ = 5000 
2@ = 6 

:GFDATE_6662
jump @GFDATE_6974 

:GFDATE_6669
if 
  33@ >= 5000 
else_jump @GFDATE_6725 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
if 
  33@ > 5100 
else_jump @GFDATE_6725 
2@ += 1 

:GFDATE_6725
jump @GFDATE_6974 

:GFDATE_6732
if 
00E1:   player 0 pressed_key 11 
else_jump @GFDATE_6803 
00BE: text_clear_all 
03E6: remove_text_box 
08BA: set $390 bit 3 
$1233 = -2 
04AE: $1234 = 46 // $ = any 
33@ = 0 
25@ = 3500 
2@ += 1 
jump @GFDATE_6867 

:GFDATE_6803
if 
00E1:   player 0 pressed_key 10 
else_jump @GFDATE_6867 
00BE: text_clear_all 
03E6: remove_text_box 
08C0: clear $390 bit 3 
$1233 = -2 
04AE: $1234 = 47 // $ = any 
33@ = 0 
25@ = 3500 
2@ += 1 

:GFDATE_6867
jump @GFDATE_6974 

:GFDATE_6874
if 
002D:   33@ >= 25@ // (int) 
else_jump @GFDATE_6914 
08BA: set $390 bit 6 
fade 0 1000 
2@ += 1 

:GFDATE_6914
jump @GFDATE_6974 

:GFDATE_6921
if 
   not fading 
else_jump @GFDATE_6967 
02A3: enable_widescreen 0 
0581: enable_radar 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @GFDATE_32517 

:GFDATE_6967
jump @GFDATE_6974 

:GFDATE_6974
return 

:GFDATE_6976
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_7693 jumps 0 @GFDATE_7039 1 @GFDATE_7196 2 @GFDATE_7330 3 @GFDATE_7479 4 @GFDATE_7579 -1 @GFDATE_7693 -1 @GFDATE_7693 

:GFDATE_7039
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_7182 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_7182 
if 
88B7:   not test 3@ bit 27 
else_jump @GFDATE_7182 
gosub @GFDATE_23458 
if 
  25@ > 0 
else_jump @GFDATE_7182 
if and
876F:   not text_priority_displayed 
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_7182 
04AE: $1233 = 306 // $ = any 
04AE: $1234 = 244 // $ = any 
2@ = 4 
jump @GFDATE_7693 

:GFDATE_7182
2@ += 1 
jump @GFDATE_7693 

:GFDATE_7196
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_7302 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_7281 
if and
88B7:   not test 3@ bit 5 
88B4:   not test $390 bit 22 
else_jump @GFDATE_7274 
33@ = 0 
2@ = 3 
jump @GFDATE_7693 

:GFDATE_7274
jump @GFDATE_7295 

:GFDATE_7281
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7295
jump @GFDATE_7316 

:GFDATE_7302
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_7316
2@ += 1 
jump @GFDATE_7693 

:GFDATE_7330
if 
08B7:   test 3@ bit 29 
else_jump @GFDATE_7433 
if 
88B4:   not test $390 bit 22 
else_jump @GFDATE_7426 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_7426 
if 
  33@ > 25000 
else_jump @GFDATE_7426 
04AE: $1233 = 273 // $ = any 
04AE: $1234 = 242 // $ = any 
08C3: clear 3@ bit 29 

:GFDATE_7426
jump @GFDATE_7465 

:GFDATE_7433
if 
88B4:   not test $390 bit 22 
else_jump @GFDATE_7465 
33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_7465
2@ = 0 
jump @GFDATE_7693 

:GFDATE_7479
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_7565 
if 
81C1:   not car 28@ stopped 
else_jump @GFDATE_7525 
2@ = 0 
jump @GFDATE_7558 

:GFDATE_7525
if 
  33@ > 10000 
else_jump @GFDATE_7558 
08BD: set 3@ bit 5 
2@ = 0 

:GFDATE_7558
jump @GFDATE_7572 

:GFDATE_7565
2@ = 0 

:GFDATE_7572
jump @GFDATE_7693 

:GFDATE_7579
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
88B7:   not test 3@ bit 2 
else_jump @GFDATE_7679 
if 
82D8:   not actor 0@ current_weapon == 28 
else_jump @GFDATE_7633 
01B9: set_actor 0@ armed_weapon_to 28 

:GFDATE_7633
gosub @GFDATE_23458 
if 
  0 >= 25@ 
else_jump @GFDATE_7672 
01B9: set_actor 0@ armed_weapon_to 0 
2@ = 0 

:GFDATE_7672
jump @GFDATE_7686 

:GFDATE_7679
2@ = 0 

:GFDATE_7686
jump @GFDATE_7693 

:GFDATE_7693
return 

:GFDATE_7695
0871: init_jump_table 2@ total_jumps 1 default_jump 0 @GFDATE_7815 jumps 0 @GFDATE_7758 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 -1 @GFDATE_7815 

:GFDATE_7758
08C0: clear $390 bit 2 
08BD: set 3@ bit 2 
08BD: set 3@ bit 7 
04AE: $1233 = 281 // $ = any 
gosub @GFDATE_32407 
gosub @GFDATE_19605 
$5297 = 1 
jump @GFDATE_7815 

:GFDATE_7815
return 

:GFDATE_7817
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @GFDATE_11045 jumps 0 @GFDATE_7880 1 @GFDATE_8060 2 @GFDATE_8568 3 @GFDATE_9197 4 @GFDATE_9623 5 @GFDATE_9870 6 @GFDATE_10069 

:GFDATE_7880
08BD: set 3@ bit 1 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
33@ = 0 
2@ += 1 
jump @GFDATE_11045 

:GFDATE_8060
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: unknown_get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // @ == any 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_8398 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
Actor.StorePos(0@, 6@, 9@, 12@)
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0 
Actor.Angle(0@) = 13@
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_8370 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)

:GFDATE_8370
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor 0@ move_mouth -1 ms 
2@ += 1 
jump @GFDATE_8561 

:GFDATE_8398
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8463 
062E: unknown_get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8463 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_8463
062E: unknown_get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8528 
062E: unknown_get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_8528 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_8528
if 
  33@ > 6000 
else_jump @GFDATE_8561 
2@ = 6 
jump @GFDATE_11045 

:GFDATE_8561
jump @GFDATE_11045 

:GFDATE_8568
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
008F: 13@ = integer $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) to_float 
13@ /= 1.2 
008F: 14@ = integer $GIRL_PROGRESS($GIRLFRIEND,6i) to_float 
if 
0035:   13@ >= 14@ // (float) 
else_jump @GFDATE_8738 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_01" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_01" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
2@ = 6 
jump @GFDATE_9190 

:GFDATE_8738
if 
002C:   $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) >= $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_8868 
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_02" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_02" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
2@ = 6 
jump @GFDATE_9190 

:GFDATE_8868
0605: actor $PLAYER_ACTOR perform_animation_sequence "PLAYA_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GRLFRD_KISS_03" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
Actor.StorePos(0@, 4@, 7@, 10@)
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
if 
  27@ == -1 
else_jump @GFDATE_9067 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_9046 
2@ += 1 
jump @GFDATE_9060 

:GFDATE_9046
08BD: set 3@ bit 25 
2@ = 6 

:GFDATE_9060
jump @GFDATE_9190 

:GFDATE_9067
Actor.RemoveReferences(27@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_9183 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_9169 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_9148 
2@ += 1 
jump @GFDATE_9162 

:GFDATE_9148
08BD: set 3@ bit 25 
2@ = 6 

:GFDATE_9162
jump @GFDATE_9176 

:GFDATE_9169
2@ = 6 

:GFDATE_9176
jump @GFDATE_9190 

:GFDATE_9183
2@ = 6 

:GFDATE_9190
jump @GFDATE_11045 

:GFDATE_9197
2@ = 6 
jump @GFDATE_11045 
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_9616 
if 
88B7:   not test 3@ bit 25 
else_jump @GFDATE_9609 
062E: unknown_get_actor 0@ task 1541 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_9602 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 2.5 -1.2 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.1 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_9409 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)

:GFDATE_9409
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0 
Actor.Angle(0@) = 13@
0605: actor $PLAYER_ACTOR perform_animation_sequence "ASDFRTYUIPOIUYTR" IFP_file "ABCDFETS" 4.0 loop 0 0 0 1 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "ASDFRTYUIPOIUYTR" IFP_file "ABCDFETS" 4.0 loop 0 0 0 1 time 0 // versionA 
08BD: set 3@ bit 25 
2@ += 1 

:GFDATE_9602
jump @GFDATE_9616 

:GFDATE_9609
2@ = 6 

:GFDATE_9616
jump @GFDATE_11045 

:GFDATE_9623
2@ = 6 
jump @GFDATE_11045 
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_9863 
if 
   Actor.Animation($PLAYER_ACTOR) == "ASDFRTYUIPOIUYTR"
else_jump @GFDATE_9856 
0613: 13@ = actor $PLAYER_ACTOR animation "ASDFRTYUIPOIUYTR" time 
if 
  13@ == 1.0 
else_jump @GFDATE_9849 
0605: actor $PLAYER_ACTOR perform_animation_sequence "ASDFRTYUIPOIUYT" IFP_file "ABCDFETS" 4.0 loop 1 0 0 1 time 6000 // versionA 
0605: actor 0@ perform_animation_sequence "ASDFRTYUIPOIUYT" IFP_file "ABCDFETS" 4.0 loop 1 0 0 1 time 6000 // versionA 
04AE: $1233 = 285 // $ = any 
33@ = 0 
2@ += 1 

:GFDATE_9849
jump @GFDATE_9863 

:GFDATE_9856
2@ = 6 

:GFDATE_9863
jump @GFDATE_11045 

:GFDATE_9870
2@ = 6 
jump @GFDATE_11045 
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_10062 
if 
   Actor.Animation($PLAYER_ACTOR) == "ASDFRTYUIPOIUYT"
else_jump @GFDATE_10055 
if 
  33@ > 6000 
else_jump @GFDATE_10048 
0605: actor $PLAYER_ACTOR perform_animation_sequence "ASDFRTYUIPOIUY" IFP_file "ABCDFETS" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "ASDFRTYUIPOIUY" IFP_file "ABCDFETS" 4.0 loop 0 0 0 0 time 0 // versionA 
2@ += 1 

:GFDATE_10048
jump @GFDATE_10062 

:GFDATE_10055
2@ = 6 

:GFDATE_10062
jump @GFDATE_11045 

:GFDATE_10069
if 
88B7:   not test 3@ bit 24 
else_jump @GFDATE_10334 
08BD: set 3@ bit 24 
if and
001E:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 25@ // (int) 
001C:   $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) > $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_10201 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_10183 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
jump @GFDATE_10194 

:GFDATE_10183
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 

:GFDATE_10194
jump @GFDATE_10334 

:GFDATE_10201
if and
001E:   $GIRL_PROGRESS($GIRLFRIEND,6i) > 25@ // (int) 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_10334 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_10323 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_10316 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 

:GFDATE_10316
jump @GFDATE_10334 

:GFDATE_10323
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 1 

:GFDATE_10334
13@ = -1.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "BJ_STAND_END_P"
else_jump @GFDATE_10400 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_END_P" time 

:GFDATE_10400
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_01"
else_jump @GFDATE_10454 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_01" time 

:GFDATE_10454
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_02"
else_jump @GFDATE_10508 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:GFDATE_10508
if 
   Actor.Animation($PLAYER_ACTOR) == "PLAYA_KISS_03"
else_jump @GFDATE_10562 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time 

:GFDATE_10562
if 
  13@ > -1.0 
else_jump @GFDATE_10798 
if 
  13@ == 1.0 
else_jump @GFDATE_10791 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_10791
jump @GFDATE_11038 

:GFDATE_10798
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_11017 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_11017
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_11038
jump @GFDATE_11045 

:GFDATE_11045
return 

:GFDATE_11047
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @GFDATE_12448 jumps 0 @GFDATE_11110 1 @GFDATE_11470 2 @GFDATE_11585 3 @GFDATE_11718 4 @GFDATE_11957 5 @GFDATE_12105 -1 @GFDATE_12448 

:GFDATE_11110
if 
  $GF_CENSORE_FLAG == 1 
else_jump @GFDATE_11170 
08BD: set 3@ bit 30 
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 
jump @GFDATE_12448 
jump @GFDATE_11463 

:GFDATE_11170
08BD: set 3@ bit 1 
if and
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
   not Car.Wrecked(28@)
8431:   not car 28@ passenger_seat_free 0 
else_jump @GFDATE_11435 
0432: 27@ = get_actor_handle_from_car 28@ passenger_seat 0 
if 
003B:   27@ == 0@ // (int) 
else_jump @GFDATE_11400 
Actor.StorePos(0@, 4@, 7@, 10@)
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
if 
  27@ == -1 
else_jump @GFDATE_11316 
2@ += 1 
jump @GFDATE_11393 

:GFDATE_11316
Actor.RemoveReferences(27@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_11357 
2@ += 1 
jump @GFDATE_11393 

:GFDATE_11357
04AE: $1233 = 302 // $ = any 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11393
jump @GFDATE_11428 

:GFDATE_11400
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11428
jump @GFDATE_11463 

:GFDATE_11435
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
1@ = 4 
2@ = 0 

:GFDATE_11463
jump @GFDATE_12448 

:GFDATE_11470
08BD: set 3@ bit 6 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_11571 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 0.0 2 

:GFDATE_11571
2@ += 1 
jump @GFDATE_12448 

:GFDATE_11585
2@ = 5 
jump @GFDATE_12448 
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_11711 
0812: AS_actor $PLAYER_ACTOR perform_animation "ASDFGHJKLPOIUY" IFP_file "QWERTYUI" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 0@ perform_animation "ASDFGHJKLPOIUY" IFP_file "QWERTYUI" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
2@ += 1 

:GFDATE_11711
jump @GFDATE_12448 

:GFDATE_11718
2@ = 5 
jump @GFDATE_12448 
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_11950 
if 
   Actor.Animation($PLAYER_ACTOR) == "ASDFGHJKLPOIUY"
else_jump @GFDATE_11943 
0613: 13@ = actor $PLAYER_ACTOR animation "ASDFGHJKLPOIUY" time 
if 
  13@ == 1.0 
else_jump @GFDATE_11936 
0812: AS_actor $PLAYER_ACTOR perform_animation "ASDFREWQZXCVF" IFP_file "QWERTYUI" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 0@ perform_animation "ASDFREWQZXCVF" IFP_file "QWERTYUI" 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // $ = any 
33@ = 0 
2@ += 1 

:GFDATE_11936
jump @GFDATE_11950 

:GFDATE_11943
2@ = 5 

:GFDATE_11950
jump @GFDATE_12448 

:GFDATE_11957
2@ = 5 
jump @GFDATE_12448 
if 
08D0:   cutscene_skipped 
else_jump @GFDATE_12098 
if 
  33@ > 6000 
else_jump @GFDATE_12098 
0812: AS_actor $PLAYER_ACTOR perform_animation "LKJHGFDSAQWE" IFP_file "QWERTYUI" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 0@ perform_animation "LKJHGFDSAQWE" IFP_file "QWERTYUI" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
2@ += 1 

:GFDATE_12098
jump @GFDATE_12448 

:GFDATE_12105
if 
002C:   $GIRL_PROGRESS($GIRLFRIEND,6i) >= $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_12186 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_12186 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 

:GFDATE_12186
if 
   Actor.Animation($PLAYER_ACTOR) == "BJ_CAR_END_P"
else_jump @GFDATE_12327 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_END_P" time 
if 
  13@ == 1.0 
else_jump @GFDATE_12320 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 

:GFDATE_12320
jump @GFDATE_12441 

:GFDATE_12327
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_12420 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_12420
08C3: clear 3@ bit 1 
1@ = 4 
2@ = 0 

:GFDATE_12441
jump @GFDATE_12448 

:GFDATE_12448
return 

:GFDATE_12450
0871: init_jump_table 2@ total_jumps 12 default_jump 0 @GFDATE_14645 jumps 0 @GFDATE_12578 1 @GFDATE_12825 2 @GFDATE_12952 3 @GFDATE_13023 4 @GFDATE_13166 5 @GFDATE_13314 6 @GFDATE_13375 
0872: jump_table_jumps 7 @GFDATE_13683 9 @GFDATE_14114 10 @GFDATE_14241 11 @GFDATE_14363 12 @GFDATE_14460 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 -1 @GFDATE_14645 

:GFDATE_12578
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_12780 
if and
847A:   not actor 0@ driving_bike 
84C8:   not actor 0@ driving_flying_vehicle 
else_jump @GFDATE_12735 
01EA: 25@ = car 28@ max_passengers 
if 
  25@ > 0 
else_jump @GFDATE_12690 
if and
0449:   actor $PLAYER_ACTOR in_a_car 
0449:   actor 0@ in_a_car 
else_jump @GFDATE_12683 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08BD: set 3@ bit 1 
2@ += 1 

:GFDATE_12683
jump @GFDATE_12728 

:GFDATE_12690
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_12728 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_12728
jump @GFDATE_12773 

:GFDATE_12735
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_12773 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_12773
jump @GFDATE_12818 

:GFDATE_12780
if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
else_jump @GFDATE_12818 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_12818
jump @GFDATE_14645 

:GFDATE_12825
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_12914 
Car.SetMaxSpeed(28@, 0.0)
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 0.0 2 

:GFDATE_12914
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_12938 
06C9: remove_actor 0@ from_group 

:GFDATE_12938
2@ += 1 
jump @GFDATE_14645 

:GFDATE_12952
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_13016 
if 
8431:   not car 28@ passenger_seat_free 0 
else_jump @GFDATE_13001 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
jump @GFDATE_13009 

:GFDATE_13001
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_13009
2@ += 1 

:GFDATE_13016
jump @GFDATE_14645 

:GFDATE_13023
062E: unknown_get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13159 
062E: unknown_get_actor 0@ task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13159 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GFDATE_13124 
03C0: 28@ = actor $PLAYER_ACTOR car 
05CA: AS_actor 0@ enter_car 28@ passenger_seat 0 -1 ms 
jump @GFDATE_13152 

:GFDATE_13124
03C0: 28@ = actor 0@ car 
0676: AS_actor 0@ in_car 28@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 28@ passenger_seat 0 -1 ms 

:GFDATE_13152
2@ += 1 

:GFDATE_13159
jump @GFDATE_14645 

:GFDATE_13166
062E: unknown_get_actor $PLAYER_ACTOR task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13307 
062E: unknown_get_actor 0@ task 1482 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_13307 
046C: 27@ = car 28@ driver 
if 
07D6:   27@ == $PLAYER_ACTOR // integer vars 
else_jump @GFDATE_13272 
2@ = 2 
jump @GFDATE_14645 
jump @GFDATE_13307 

:GFDATE_13272
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
03CC: enable_car 28@ stuck_check_distance_to 1.0 time_to 1000 
2@ += 1 

:GFDATE_13307
jump @GFDATE_14645 

:GFDATE_13314
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_13368 
Camera.OnVehicle(28@, 14, 2)
093D: lock_camera_on_cinematic_view 1 
03E5: show_text_box 'GF_RAD'  // Use ~k~~VEHICLE_RADIO_STATION_UP~ and ~k~~VEHICLE_RADIO_STATION_DOWN~ to change radio station.
08BD: set 3@ bit 13 
2@ += 1 

:GFDATE_13368
jump @GFDATE_14645 

:GFDATE_13375
if 
   not fading 
else_jump @GFDATE_13676 
if 
03CE:   car 28@ stuck 
else_jump @GFDATE_13425 
fade 0 500 
2@ = 9 
jump @GFDATE_14645 

:GFDATE_13425
if 
00E1:   player 0 pressed_key 8 
else_jump @GFDATE_13484 
051E: 25@ = get_current_radio_station 
25@ += 1 
if 
  25@ > 10 
else_jump @GFDATE_13479 
25@ = 0 

:GFDATE_13479
041E: set_radio_station 25@ 

:GFDATE_13484
if 
00E1:   player 0 pressed_key 9 
else_jump @GFDATE_13543 
051E: 25@ = get_current_radio_station 
25@ -= 1 
if 
  0 > 25@ 
else_jump @GFDATE_13538 
25@ = 10 

:GFDATE_13538
041E: set_radio_station 25@ 

:GFDATE_13543
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_13606 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_13599 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_14645 

:GFDATE_13599
jump @GFDATE_13613 

:GFDATE_13606
08C3: clear 3@ bit 12 

:GFDATE_13613
if 
  32@ > 60000 
else_jump @GFDATE_13676 
gosub @GFDATE_19768 
05D1: AS_actor 0@ drive_car 28@ to 4@ 7@ 10@ speed 30.0 0 model #NULL 2 
2@ += 1 

:GFDATE_13676
jump @GFDATE_14645 

:GFDATE_13683
if 
03CE:   car 28@ stuck 
else_jump @GFDATE_13720 
fade 0 500 
2@ = 9 
jump @GFDATE_14645 

:GFDATE_13720
if 
00E1:   player 0 pressed_key 8 
else_jump @GFDATE_13779 
051E: 25@ = get_current_radio_station 
25@ += 1 
if 
  25@ > 10 
else_jump @GFDATE_13774 
25@ = 0 

:GFDATE_13774
041E: set_radio_station 25@ 

:GFDATE_13779
if 
00E1:   player 0 pressed_key 9 
else_jump @GFDATE_13838 
051E: 25@ = get_current_radio_station 
25@ -= 1 
if 
  0 > 25@ 
else_jump @GFDATE_13833 
25@ = 10 

:GFDATE_13833
041E: set_radio_station 25@ 

:GFDATE_13838
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_13901 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_13894 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_14645 

:GFDATE_13894
jump @GFDATE_13908 

:GFDATE_13901
08C3: clear 3@ bit 12 

:GFDATE_13908
if 
00E1:   player 0 pressed_key 15 
else_jump @GFDATE_13971 
if 
88B7:   not test 3@ bit 12 
else_jump @GFDATE_13964 
2@ = 10 
08BD: set 3@ bit 12 
jump @GFDATE_14645 

:GFDATE_13964
jump @GFDATE_13978 

:GFDATE_13971
08C3: clear 3@ bit 12 

:GFDATE_13978
062E: unknown_get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_14107 
03E6: remove_text_box 
093D: lock_camera_on_cinematic_view 0 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_14034 
03CD: disable_car 28@ stuck_check 

:GFDATE_14034
08BA: set $390 bit 2 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_14082 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_14082
$GIRL_PROGRESS($GIRLFRIEND,6i) += 5 
1@ = 3 
2@ = 0 

:GFDATE_14107
jump @GFDATE_14645 

:GFDATE_14114
if 
   not fading 
else_jump @GFDATE_14234 
Car.StorePos(28@, 4@, 7@, 10@)
04D3: get_nearest_car_path_coords_from 4@ 7@ 10@ type 2 store_to 5@ 8@ 11@ 
Car.PutAt(28@, 5@, 8@, 11@)
fade 1 2000 
062E: unknown_get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 1 // @ == any 
else_jump @GFDATE_14227 
2@ = 7 
jump @GFDATE_14234 

:GFDATE_14227
2@ = 6 

:GFDATE_14234
jump @GFDATE_14645 

:GFDATE_14241
03E6: remove_text_box 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_14349 
Car.SetToNormalDriver(28@)
093D: lock_camera_on_cinematic_view 0 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_14289 
03CD: disable_car 28@ stuck_check 

:GFDATE_14289
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 0.0 2 
02A3: enable_widescreen 1 
2@ += 1 
jump @GFDATE_14356 

:GFDATE_14349
2@ += 1 

:GFDATE_14356
jump @GFDATE_14645 

:GFDATE_14363
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_14446 
if 
01C1:   car 28@ stopped 
else_jump @GFDATE_14439 
062E: unknown_get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_14439 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
2@ += 1 

:GFDATE_14439
jump @GFDATE_14453 

:GFDATE_14446
2@ += 1 

:GFDATE_14453
jump @GFDATE_14645 

:GFDATE_14460
062E: unknown_get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_14638 
03C0: 28@ = actor 0@ car 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_14559 
Car.SetImmunities(28@, 0, 0, 0, 0, 0)
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
04AE: $1233 = 310 // $ = any 
04AE: $1234 = 246 // $ = any 

:GFDATE_14559
0687: clear_actor $PLAYER_ACTOR task 
03E6: remove_text_box 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08BD: set 3@ bit 7 
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
1@ = 9 
2@ = 1 

:GFDATE_14638
jump @GFDATE_14645 

:GFDATE_14645
return 

:GFDATE_14647
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_14895 jumps 0 @GFDATE_14710 1 @GFDATE_14799 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 -1 @GFDATE_14895 

:GFDATE_14710
gosub @GFDATE_32407 
08BD: set 3@ bit 1 
08C0: clear $390 bit 2 
06C9: remove_actor 0@ from_group 
0792: disembark_instantly_actor 0@ 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 36000000 unknown 0 0 0 away_radius 30.0 
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
2@ += 1 
jump @GFDATE_14895 

:GFDATE_14799
if 
8184:   not actor 0@ health >= 5 
else_jump @GFDATE_14843 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
05BE: AS_kill_actor 0@ 
gosub @GFDATE_32517 
return 

:GFDATE_14843
if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 70.0 70.0 8.0 sphere 0 
else_jump @GFDATE_14888 
gosub @GFDATE_32517 
return 

:GFDATE_14888
jump @GFDATE_14895 

:GFDATE_14895
return 

:GFDATE_14897
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_15242 jumps 0 @GFDATE_14960 1 @GFDATE_15010 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 -1 @GFDATE_15242 

:GFDATE_14960
08BD: set 3@ bit 1 
008A: $1231 = 0@ // (int) 
$9472 = 0 
$5297 = 0 
08BA: set $5295 bit 31 
2@ += 1 
jump @GFDATE_15242 

:GFDATE_15010
if 
88B4:   not test $5295 bit 31 
else_jump @GFDATE_15167 
$5297 = 1 
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_15076 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_15076
if 
  $DANCE_SCORE >= 3000 
else_jump @GFDATE_15117 
08BA: set $390 bit 2 
04AE: $1233 = 279 // $ = any 
jump @GFDATE_15132 

:GFDATE_15117
08C0: clear $390 bit 2 
04AE: $1233 = 278 // $ = any 

:GFDATE_15132
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
1@ = 1 
2@ = 0 
jump @GFDATE_15235 

:GFDATE_15167
09E8: 24@ = actor $PLAYER_ACTOR active_interior 
if 
  24@ == 0 
else_jump @GFDATE_15228 
08C3: clear 3@ bit 1 
08C0: clear $5295 bit 31 
1@ = 1 
2@ = 0 
jump @GFDATE_15235 

:GFDATE_15228
08BD: set 3@ bit 13 

:GFDATE_15235
jump @GFDATE_15242 

:GFDATE_15242
return 

:GFDATE_15244
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_16678 jumps 0 @GFDATE_15307 1 @GFDATE_15473 2 @GFDATE_15934 3 @GFDATE_16048 4 @GFDATE_16115 -1 @GFDATE_16678 -1 @GFDATE_16678 

:GFDATE_15307
08BD: set 3@ bit 1 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
2@ += 1 
jump @GFDATE_16678 

:GFDATE_15473
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: unknown_get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
if and
04A4:   25@ == 7 // @ == any 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_15797 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
Actor.StorePos(0@, 6@, 9@, 12@)
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
Actor.PutAt(0@, 5@, 8@, 11@)
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0 
Actor.Angle(0@) = 13@
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
else_jump @GFDATE_15783 
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(5@, 8@, 11@, 2)

:GFDATE_15783
2@ += 1 
jump @GFDATE_15927 

:GFDATE_15797
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15862 
062E: unknown_get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15862 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_15862
062E: unknown_get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15927 
062E: unknown_get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
if 
04A4:   25@ == 7 // @ == any 
else_jump @GFDATE_15927 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_15927
jump @GFDATE_16678 

:GFDATE_15934
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation_sequence "GIFT_GIVE" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
0605: actor 0@ perform_animation_sequence "GIFT_GET" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 
33@ = 0 
2@ += 1 
jump @GFDATE_16678 

:GFDATE_16048
if 
  33@ >= 3966 
else_jump @GFDATE_16108 
0470: 25@ = actor $PLAYER_ACTOR current_weapon 
0555: remove_weapon 25@ from_actor $PLAYER_ACTOR 
01B2: give_actor 0@ weapon 25@ ammo 0 // Load the weapon model before using this 
04AE: $1233 = 303 // $ = any 
2@ = 4 

:GFDATE_16108
jump @GFDATE_16678 

:GFDATE_16115
13@ = -1.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "GIFT_GIVE"
else_jump @GFDATE_16171 
0613: 13@ = actor $PLAYER_ACTOR animation "GIFT_GIVE" time 

:GFDATE_16171
if 
  13@ > -1.0 
else_jump @GFDATE_16427 
if 
  13@ == 1.0 
else_jump @GFDATE_16420 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0470: 25@ = actor 0@ current_weapon 
0555: remove_weapon 25@ from_actor 0@ 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_16420
jump @GFDATE_16671 

:GFDATE_16427
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
$GIRL_PROGRESS($GIRLFRIEND,6i) += 1 
Actor.PutAt(0@, 6@, 9@, 12@)
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
Player.CanMove($PLAYER_CHAR) = True
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_16650 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: unknown_player $PLAYER_CHAR flag 1 

:GFDATE_16650
08C3: clear 3@ bit 1 
1@ = 1 
2@ = 0 

:GFDATE_16671
jump @GFDATE_16678 

:GFDATE_16678
return 

:GFDATE_16680
if 
  -15 >= $GIRL_PROGRESS($GIRLFRIEND,6i) 
else_jump @GFDATE_16713 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -99 

:GFDATE_16713
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) == -99 
else_jump @GFDATE_16744 
25@ = -1 
return 

:GFDATE_16744
if 
08B4:   test $390 bit 14 
else_jump @GFDATE_16771 
25@ = 1 
return 

:GFDATE_16771
0652: 25@ = integer_stat 25 
25@ /= 10 
0871: init_jump_table $GIRLFRIEND total_jumps 2 default_jump 0 @GFDATE_16933 jumps 2 @GFDATE_16848 3 @GFDATE_16891 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 -1 @GFDATE_16933 

:GFDATE_16848
if 
0500:   player $PLAYER_CHAR skin == "COUNTRYTR" on_bodypart 17 
else_jump @GFDATE_16884 
25@ += 25 

:GFDATE_16884
jump @GFDATE_16933 

:GFDATE_16891
if 
0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17 
else_jump @GFDATE_16926 
25@ += 25 

:GFDATE_16926
jump @GFDATE_16933 

:GFDATE_16933
0652: 26@ = integer_stat 21 
26@ /= 10 
26@ /= 2 
if 
  26@ >= 25 
else_jump @GFDATE_17038 
if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_17009 
005A: 25@ += 26@ // (int) 
jump @GFDATE_17031 

:GFDATE_17009
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 

:GFDATE_17031
jump @GFDATE_17144 

:GFDATE_17038
if 
08B4:   test $371($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_17089 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 20 
jump @GFDATE_17144 

:GFDATE_17089
if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_17144 
if 
  26@ == 0 
else_jump @GFDATE_17136 
26@ = 5 

:GFDATE_17136
005A: 25@ += 26@ // (int) 

:GFDATE_17144
0652: 26@ = integer_stat 23 
26@ /= 10 
26@ /= 2 
if 
  26@ >= 20 
else_jump @GFDATE_17271 
if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_17220 
005A: 25@ += 26@ // (int) 
jump @GFDATE_17264 

:GFDATE_17220
if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_17264 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 22 

:GFDATE_17264
jump @GFDATE_17377 

:GFDATE_17271
if 
08B4:   test $371($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_17322 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 
jump @GFDATE_17377 

:GFDATE_17322
if 
08B4:   test $371($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_17377 
if 
  26@ == 0 
else_jump @GFDATE_17369 
26@ = 5 

:GFDATE_17369
005A: 25@ += 26@ // (int) 

:GFDATE_17377
008B: 26@ = $GIRL_PROGRESS($GIRLFRIEND,6i) // (int) 
26@ /= 2 
005A: 25@ += 26@ // (int) 
if 
002F:   25@ >= $GIRL_DESIRED_SEXAPPEAL($GIRLFRIEND,6i) // (int) 
else_jump @GFDATE_17441 
25@ = 1 
jump @GFDATE_17448 

:GFDATE_17441
25@ = -1 

:GFDATE_17448
return 

:GFDATE_17450
0209: 25@ = random_int_in_ranges 0 100 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_17557 
if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_17526 
04AE: $1233 = 263 // $ = any 
jump @GFDATE_17534 

:GFDATE_17526
04AE: $1233 = 264 // $ = any 

:GFDATE_17534
04AE: $1234 = 10 // $ = any 
gosub @GFDATE_18725 
gosub @GFDATE_17816 
return 

:GFDATE_17557
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_17657 
if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_17624 
04AE: $1233 = 265 // $ = any 
jump @GFDATE_17632 

:GFDATE_17624
04AE: $1233 = 266 // $ = any 

:GFDATE_17632
04AE: $1234 = 10 // $ = any 
03C4: set_status_text $9467 type 1 GXT 'GF_0029' // global_variable  // Fun:
return 

:GFDATE_17657
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_17755 
if and
001C:   $GIRL_PROGRESS($GIRLFRIEND,6i) > $GIRL_DESIRED_PROGRESS_TO_INVITE($GIRLFRIEND,6i) // (int) 
  25@ > 50 
else_jump @GFDATE_17724 
04AE: $1233 = 267 // $ = any 
jump @GFDATE_17732 

:GFDATE_17724
04AE: $1233 = 268 // $ = any 

:GFDATE_17732
04AE: $1234 = 10 // $ = any 
gosub @GFDATE_18725 
gosub @GFDATE_17816 
return 

:GFDATE_17755
if 
08B4:   test $390 bit 15 
else_jump @GFDATE_17814 
04AE: $1233 = 309 // $ = any 
04AE: $1234 = 245 // $ = any 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_17812 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 

:GFDATE_17812
return 

:GFDATE_17814
return 

:GFDATE_17816
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_18723 
gosub @GFDATE_32407 
0842: 25@ = player $PLAYER_CHAR town_number 
if 
04A4:   25@ == 1 // @ == any 
else_jump @GFDATE_18033 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_17993 
15@ = Marker.CreateIconWithoutSphere(17, 2862.0, -1439.0, 10.0)
16@ = Marker.CreateIconWithoutSphere(49, 2317.0, -1645.0, 13.0)
17@ = Marker.CreateIconWithoutSphere(49, 1837.0, -1682.0, 14.0)
18@ = Marker.CreateIconWithoutSphere(50, 415.3947, -1431.017, 31.5057)
19@ = Marker.CreateIconWithoutSphere(17, 384.6615, -1819.529, 6.8414)

:GFDATE_17993
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18033 
15@ = Marker.CreateIconWithoutSphere(48, 1837.0, -1682.0, 14.0)

:GFDATE_18033
if 
04A4:   25@ == 2 // @ == any 
else_jump @GFDATE_18241 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_18201 
15@ = Marker.CreateIconWithoutSphere(50, -2463.0, 132.0, 34.0)
16@ = Marker.CreateIconWithoutSphere(50, -1885.0, 747.0, 44.0)
17@ = Marker.CreateIconWithoutSphere(17, -1699.0, 1380.0, 6.0)
18@ = Marker.CreateIconWithoutSphere(17, -2524.0, 1216.0, 37.0)
19@ = Marker.CreateIconWithoutSphere(49, -2241.0, -88.0, 35.0)
20@ = Marker.CreateIconWithoutSphere(49, -2551.115, 193.657, 5.2)

:GFDATE_18201
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18241 
15@ = Marker.CreateIconWithoutSphere(48, -2551.115, 193.657, 5.2)

:GFDATE_18241
if 
04A4:   25@ == 3 // @ == any 
else_jump @GFDATE_18427 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_18387 
15@ = Marker.CreateIconWithoutSphere(49, 2441.145, 2065.145, 9.847)
16@ = Marker.CreateIconWithoutSphere(50, 1693.0, 2208.0, 9.8)
17@ = Marker.CreateIconWithoutSphere(50, 2490.666, 2065.145, 9.847)
18@ = Marker.CreateIconWithoutSphere(17, 1376.892, 2327.792, 9.822)
19@ = Marker.CreateIconWithoutSphere(17, 2368.058, 1983.185, 10.003)

:GFDATE_18387
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18427 
15@ = Marker.CreateIconWithoutSphere(48, 2507.44, 1242.31, 9.833)

:GFDATE_18427
if 
04A4:   25@ == 0 // @ == any 
else_jump @GFDATE_18723 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_18639 
15@ = Marker.CreateIconWithoutSphere(49, 292.865, -195.47, 0.852)
16@ = Marker.CreateIconWithoutSphere(17, 681.544, -473.494, 15.592)
17@ = Marker.CreateIconWithoutSphere(17, -1941.516, 2379.672, 48.4922)
18@ = Marker.CreateIconWithoutSphere(50, -857.14, 1537.277, 21.587)
19@ = Marker.CreateIconWithoutSphere(49, -85.2583, 1378.991, 9.2812)
20@ = Marker.CreateIconWithoutSphere(17, -53.867, 1189.297, 18.414)
21@ = Marker.CreateIconWithoutSphere(49, 2317.0, -1645.0, 13.0)
22@ = Marker.CreateIconWithoutSphere(50, 415.3947, -1431.017, 31.5057)

:GFDATE_18639
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_18723 
15@ = Marker.CreateIconWithoutSphere(48, 1837.0, -1682.0, 14.0)
16@ = Marker.CreateIconWithoutSphere(48, -2551.115, 193.657, 5.2)
17@ = Marker.CreateIconWithoutSphere(48, 2507.44, 1242.31, 9.833)

:GFDATE_18723
return 

:GFDATE_18725
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_19023 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 1  // Pizza Stack
098E: unknown_set_interior 'FDBURG' bitmask 512 flag 1  // Burger Shot
098E: unknown_set_interior 'FDCHICK' bitmask 512 flag 1  // Cluckin' Bell
098E: unknown_set_interior 'UFOBAR' bitmask 512 flag 1  // Lil' Probe Inn
098E: unknown_set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: unknown_set_interior 'FDREST1' bitmask 512 flag 1  // World of Coq
098E: unknown_set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: unknown_set_interior 'DINER2' bitmask 512 flag 1  // Diner
098E: unknown_set_interior 'TSDINER' bitmask 512 flag 1  // Truck Stop
098E: unknown_set_interior 'BAR1' bitmask 512 flag 1  // Club
098E: unknown_set_interior 'BAR2' bitmask 512 flag 1  // Bar
jump @GFDATE_19073 

:GFDATE_19023
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_19073 
098E: unknown_set_interior 'BAR1' bitmask 256 flag 1  // Club
098E: unknown_set_interior 'BAR2' bitmask 256 flag 1  // Bar

:GFDATE_19073
return 

:GFDATE_19075
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Lil' Probe Inn
098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: unknown_set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: unknown_set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: unknown_set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: unknown_set_interior 'FDREST1' bitmask 512 flag 0  // World of Coq
098E: unknown_set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: unknown_set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: unknown_set_interior 'DINER2' bitmask 512 flag 0  // Diner
098E: unknown_set_interior 'TSDINER' bitmask 512 flag 0  // Truck Stop
098E: unknown_set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: unknown_set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: unknown_set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
098E: unknown_set_interior 'BAR1' bitmask 256 flag 0  // Club
098E: unknown_set_interior 'BAR2' bitmask 256 flag 0  // Bar
return 

:GFDATE_19460
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'BAR1' access 0  // Club
07FB: set_interior 'BAR2' access 0  // Bar
07FB: set_interior 'UFOBAR' access 0  // Lil' Probe Inn
return 

:GFDATE_19605
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: unknown_set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: unknown_set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: unknown_set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: unknown_set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: unknown_set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
return 

:GFDATE_19768
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_20053 jumps 0 @GFDATE_19831 1 @GFDATE_19942 2 @GFDATE_19905 3 @GFDATE_19868 4 @GFDATE_19979 5 @GFDATE_20016 -1 @GFDATE_20053 

:GFDATE_19831
4@ = 2402.012 
7@ = -1719.648 
10@ = 12.6219 
jump @GFDATE_20053 

:GFDATE_19868
4@ = -1398.101 
7@ = 2636.873 
10@ = 54.7031 
jump @GFDATE_20053 

:GFDATE_19905
4@ = -377.3978 
7@ = -1438.692 
10@ = 24.7209 
jump @GFDATE_20053 

:GFDATE_19942
4@ = -1796.952 
7@ = 1197.376 
10@ = 24.1094 
jump @GFDATE_20053 

:GFDATE_19979
4@ = -2576.808 
7@ = 1144.744 
10@ = 54.8547 
jump @GFDATE_20053 

:GFDATE_20016
4@ = 2035.362 
7@ = 2732.411 
10@ = 9.8203 
jump @GFDATE_20053 

:GFDATE_20053
return 

:GFDATE_20055
if 
08B7:   test 3@ bit 2 
else_jump @GFDATE_20150 
gosub @GFDATE_19768 
if 
0101:   actor 0@ in_sphere 4@ 7@ 10@ radius 3.0 3.0 3.0 sphere 1 stopped 
else_jump @GFDATE_20136 
24@ = -2 
jump @GFDATE_20143 

:GFDATE_20136
24@ = -1 

:GFDATE_20143
jump @GFDATE_20349 

:GFDATE_20150
077E: get_active_interior_to 24@ 
if 
   not 24@ == 0 
else_jump @GFDATE_20342 
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_20247 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
gosub @GFDATE_22371 
if 
  25@ > -1 
else_jump @GFDATE_20233 
return 
jump @GFDATE_20240 

:GFDATE_20233
24@ = -1 

:GFDATE_20240
jump @GFDATE_20335 

:GFDATE_20247
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_20328 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
gosub @GFDATE_22371 
if 
  25@ == 8 
else_jump @GFDATE_20314 
08BD: set 3@ bit 13 
return 
jump @GFDATE_20321 

:GFDATE_20314
24@ = -1 

:GFDATE_20321
jump @GFDATE_20335 

:GFDATE_20328
24@ = -1 

:GFDATE_20335
jump @GFDATE_20349 

:GFDATE_20342
24@ = -1 

:GFDATE_20349
return 

:GFDATE_20351
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_20576 jumps 0 @GFDATE_20414 1 @GFDATE_20495 2 @GFDATE_20468 3 @GFDATE_20441 4 @GFDATE_20522 5 @GFDATE_20549 -1 @GFDATE_20576 

:GFDATE_20414
08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20441
08F0: set_cutscene_model 'COPGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20468
08F0: set_cutscene_model 'GUNGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20495
08F0: set_cutscene_model 'MECGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20522
08F0: set_cutscene_model 'NURGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20549
08F0: set_cutscene_model 'CROGRL3' texture 'GFRIEND' // 8-byte strings 
jump @GFDATE_20576 

:GFDATE_20576
return 

:GFDATE_20578
gosub @GFDATE_22371 
0871: init_jump_table 25@ total_jumps 11 default_jump 0 @GFDATE_22369 jumps 1 @GFDATE_21201 2 @GFDATE_21337 3 @GFDATE_20713 4 @GFDATE_20929 5 @GFDATE_21065 6 @GFDATE_21825 7 @GFDATE_22097 
0872: jump_table_jumps 8 @GFDATE_21553 9 @GFDATE_21689 10 @GFDATE_22233 11 @GFDATE_21961 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 -1 @GFDATE_22369 

:GFDATE_20713
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 370.0 
7@ = -125.0 
10@ = 1001.52 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_20864 
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
jump @GFDATE_20922 

:GFDATE_20864
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_20922
jump @GFDATE_22369 

:GFDATE_20929
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 445.381 
7@ = -14.147 
10@ = 1001.731 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
else_jump @GFDATE_21040 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
jump @GFDATE_21058 

:GFDATE_21040
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21058
jump @GFDATE_22369 

:GFDATE_21065
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 441.871 
7@ = -60.839 
10@ = 1000.675 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 5 
else_jump @GFDATE_21176 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
jump @GFDATE_21194 

:GFDATE_21176
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_21194
jump @GFDATE_22369 

:GFDATE_21201
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 374.478 
7@ = -8.415 
10@ = 1002.86 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_21312 
02E4: load_cutscene_data 'DATE2A' 
08BA: set $390 bit 2 
jump @GFDATE_21330 

:GFDATE_21312
02E4: load_cutscene_data 'DATE2B' 
08C0: clear $390 bit 2 

:GFDATE_21330
jump @GFDATE_22369 

:GFDATE_21337
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 367.891 
7@ = -67.591 
10@ = 1001.516 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 1 
else_jump @GFDATE_21488 
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
jump @GFDATE_21546 

:GFDATE_21488
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_21546
jump @GFDATE_22369 

:GFDATE_21553
04F9: set_interior 5 color_to 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = 498.536 
7@ = -18.2 
10@ = 1000.651 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_21664 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
jump @GFDATE_21682 

:GFDATE_21664
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21682
jump @GFDATE_22369 

:GFDATE_21689
04F9: set_interior 6 color_to 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = 490.718 
7@ = -79.168 
10@ = 998.76 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_21800 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
jump @GFDATE_21818 

:GFDATE_21800
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_21818
jump @GFDATE_22369 

:GFDATE_21825
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 449.41 
7@ = -86.72 
10@ = 1000.53 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_21936 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
jump @GFDATE_21954 

:GFDATE_21936
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_21954
jump @GFDATE_22369 

:GFDATE_21961
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 678.028 
7@ = -452.9 
10@ = -24.444 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_22072 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
jump @GFDATE_22090 

:GFDATE_22072
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_22090
jump @GFDATE_22369 

:GFDATE_22097
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
4@ = 449.41 
7@ = -108.24 
10@ = 1000.528 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 2 
else_jump @GFDATE_22208 
02E4: load_cutscene_data 'DATE4A' 
08BA: set $390 bit 2 
jump @GFDATE_22226 

:GFDATE_22208
02E4: load_cutscene_data 'DATE4B' 
08C0: clear $390 bit 2 

:GFDATE_22226
jump @GFDATE_22369 

:GFDATE_22233
04F9: set_interior 4 color_to 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
4@ = -226.249 
7@ = 1405.448 
10@ = 27.7 
Camera.SetAtPos(4@, 7@, 10@)
if 
08B4:   test $377($GIRLFRIEND,6i) bit 3 
else_jump @GFDATE_22344 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
jump @GFDATE_22362 

:GFDATE_22344
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_22362
jump @GFDATE_22369 

:GFDATE_22369
return 

:GFDATE_22371
25@ = -1 
if 
08F9:   v$9463 == "FDCHICK" 
else_jump @GFDATE_22412 
25@ = 1 
return 

:GFDATE_22412
if 
08F9:   v$9463 == "FDBURG" 
else_jump @GFDATE_22445 
25@ = 2 
return 

:GFDATE_22445
if 
08F9:   v$9463 == "FDPIZA" 
else_jump @GFDATE_22478 
25@ = 3 
return 

:GFDATE_22478
if 
08F9:   v$9463 == "FDREST1" 
else_jump @GFDATE_22512 
25@ = 4 
return 

:GFDATE_22512
if 
08F9:   v$9463 == "REST2" 
else_jump @GFDATE_22544 
25@ = 5 
return 

:GFDATE_22544
if 
08F9:   v$9463 == "DINER1" 
else_jump @GFDATE_22577 
25@ = 6 
return 

:GFDATE_22577
if 
08F9:   v$9463 == "DINER2" 
else_jump @GFDATE_22610 
25@ = 7 
return 

:GFDATE_22610
if 
08F9:   v$9463 == "BAR1" 
else_jump @GFDATE_22641 
25@ = 8 
return 

:GFDATE_22641
if 
08F9:   v$9463 == "BAR2" 
else_jump @GFDATE_22672 
25@ = 9 
return 

:GFDATE_22672
if 
08F9:   v$9463 == "UFOBAR" 
else_jump @GFDATE_22705 
25@ = 10 
return 

:GFDATE_22705
if 
08F9:   v$9463 == "TSDINER" 
else_jump @GFDATE_22739 
25@ = 11 
return 

:GFDATE_22739
06D1: v$9463 = "NIL" // v$ = string 
return 

:GFDATE_22751
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_23456 jumps 0 @GFDATE_22814 1 @GFDATE_23028 2 @GFDATE_23135 3 @GFDATE_22921 4 @GFDATE_23242 5 @GFDATE_23349 -1 @GFDATE_23456 

:GFDATE_22814
4@ = 2394.408 
7@ = -1728.215 
10@ = 14.2715 
5@ = 2395.066 
8@ = -1727.465 
11@ = 14.2063 
6@ = 2401.91 
9@ = -1715.633 
12@ = 13.0848 
13@ = 180.0 
jump @GFDATE_23456 

:GFDATE_22921
4@ = -1401.494 
7@ = 2640.099 
10@ = 59.3883 
5@ = -1400.704 
8@ = 2639.641 
11@ = 58.9806 
6@ = -1390.6 
9@ = 2638.349 
12@ = 54.9965 
13@ = 90.0 
jump @GFDATE_23456 

:GFDATE_23028
4@ = -1799.737 
7@ = 1192.863 
10@ = 29.6868 
5@ = -1799.472 
8@ = 1193.683 
11@ = 29.1813 
6@ = -1799.81 
9@ = 1200.602 
12@ = 24.1194 
13@ = 197.0 
jump @GFDATE_23456 

:GFDATE_23135
4@ = -383.3153 
7@ = -1435.266 
10@ = 26.695 
5@ = -382.5756 
8@ = -1435.887 
11@ = 26.4366 
6@ = -382.0961 
9@ = -1438.207 
12@ = 24.7209 
13@ = 269.3417 
jump @GFDATE_23456 

:GFDATE_23242
4@ = -2582.293 
7@ = 1147.762 
10@ = 59.6235 
5@ = -2581.406 
8@ = 1147.768 
11@ = 59.1605 
6@ = -2574.045 
9@ = 1152.397 
12@ = 54.7422 
13@ = 151.7896 
jump @GFDATE_23456 

:GFDATE_23349
4@ = 2032.235 
7@ = 2734.541 
10@ = 13.3226 
5@ = 2032.744 
8@ = 2733.714 
11@ = 13.0817 
6@ = 2037.401 
9@ = 2723.283 
12@ = 9.8352 
13@ = 8.0 
jump @GFDATE_23456 

:GFDATE_23456
return 

:GFDATE_23458
076D: get_zone s$404 gang 0 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23488 
return 

:GFDATE_23488
076D: get_zone s$404 gang 7 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23518 
return 

:GFDATE_23518
076D: get_zone s$404 gang 2 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23548 
return 

:GFDATE_23548
076D: get_zone s$404 gang 3 density_to 25@ 
if 
  25@ > 0 
else_jump @GFDATE_23578 
return 

:GFDATE_23578
return 

:GFDATE_23580
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_23638 
if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_23631 
04AE: $1233 = 272 // $ = any 

:GFDATE_23631
jump @GFDATE_23671 

:GFDATE_23638
if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
else_jump @GFDATE_23671 
04AE: $1233 = 271 // $ = any 

:GFDATE_23671
08BD: set 3@ bit 26 
return 

:GFDATE_23680
1@ = 5 
2@ = 0 
return 

:GFDATE_23696
25@ = 0 
if 
88B7:   not test 3@ bit 7 
else_jump @GFDATE_24074 
if and
   not Actor.Driving(0@)
8A0C:   not player $PLAYER_CHAR on_jetpack 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
else_jump @GFDATE_24074 
if 
   Actor.Stopped(0@)
else_jump @GFDATE_24074 
04C4: store_coords_to 4@ 7@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
if 
0102:   actor $PLAYER_ACTOR in_sphere 4@ 7@ 10@ radius 1.3 1.3 1.0 sphere 0 stopped_on_foot 
else_jump @GFDATE_24074 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Actor.StorePos(0@, 5@, 8@, 11@)
0087: 13@ = 11@ // (float) 
13@ -= 0.02 
0087: 14@ = 11@ // (float) 
14@ += 0.02 
if and
0025:   10@ > 13@ // (float) 
0025:   14@ > 10@ // (float) 
else_jump @GFDATE_24074 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
else_jump @GFDATE_24027 
if and
88B7:   not test 3@ bit 28 
88FE:   not text_box_displayed 
else_jump @GFDATE_24011 
03E5: show_text_box 'GF_H013'  // Press ~k~~PED_ANSWER_PHONE~ to give the gift
08BD: set 3@ bit 28 

:GFDATE_24011
25@ = 2 
return 
jump @GFDATE_24074 

:GFDATE_24027
if and
88B7:   not test 3@ bit 4 
88FE:   not text_box_displayed 
else_jump @GFDATE_24065 
03E5: show_text_box 'GF_0021'  // Press ~k~~PED_ANSWER_PHONE~ to kiss.
08BD: set 3@ bit 4 

:GFDATE_24065
25@ = 1 
return 

:GFDATE_24074
return 

:GFDATE_24076
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_24106 
04ED: load_animation "ABCDFETS" 

:GFDATE_24106
04ED: load_animation "KISSING" 

:GFDATE_24117
wait 0 
if 
04EE:   animation "KISSING" loaded 
else_jump @GFDATE_24228 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_24219 
if 
04EE:   animation "ABCDFETS" loaded 
else_jump @GFDATE_24193 
return 
jump @GFDATE_24212 

:GFDATE_24193
04ED: load_animation "ABCDFETS" 
jump @GFDATE_24117 

:GFDATE_24212
jump @GFDATE_24221 

:GFDATE_24219
return 

:GFDATE_24221
jump @GFDATE_24246 

:GFDATE_24228
04ED: load_animation "KISSING" 
jump @GFDATE_24117 

:GFDATE_24246
if 
08B7:   test 3@ bit 13 
else_jump @GFDATE_24318 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24297 
32@ = 30000 
jump @GFDATE_24304 

:GFDATE_24297
32@ = 0 

:GFDATE_24304
08C3: clear 3@ bit 13 
jump @GFDATE_25025 

:GFDATE_24318
if 
08B7:   test 3@ bit 8 
else_jump @GFDATE_24416 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24369 
32@ = 30000 
jump @GFDATE_24402 

:GFDATE_24369
if 
  30@ == -1 
else_jump @GFDATE_24395 
0085: 30@ = 32@ // (int) 

:GFDATE_24395
32@ = 0 

:GFDATE_24402
08C3: clear 3@ bit 8 
jump @GFDATE_25025 

:GFDATE_24416
0871: init_jump_table 1@ total_jumps 9 default_jump 0 @GFDATE_25025 jumps 1 @GFDATE_24544 2 @GFDATE_24625 3 @GFDATE_24639 4 @GFDATE_24653 5 @GFDATE_24734 6 @GFDATE_24748 7 @GFDATE_24843 
0872: jump_table_jumps 10 @GFDATE_24938 11 @GFDATE_24952 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 -1 @GFDATE_25025 

:GFDATE_24544
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ aggressive 
88B4:   not test $390 bit 12 
else_jump @GFDATE_24585 
32@ = 0 

:GFDATE_24585
if 
  30@ > 0 
else_jump @GFDATE_24618 
0085: 32@ = 30@ // (int) 
30@ = -1 

:GFDATE_24618
jump @GFDATE_25025 

:GFDATE_24625
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24639
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24653
if and
08B4:   test $377($GIRLFRIEND,6i) bit 21 
02E0:   actor 0@ aggressive 
88B4:   not test $390 bit 12 
else_jump @GFDATE_24694 
32@ = 0 

:GFDATE_24694
if 
  30@ > 0 
else_jump @GFDATE_24727 
0085: 32@ = 30@ // (int) 
30@ = -1 

:GFDATE_24727
jump @GFDATE_25025 

:GFDATE_24734
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24748
if 
08B4:   test $377($GIRLFRIEND,6i) bit 27 
else_jump @GFDATE_24836 
if 
  30@ == -1 
else_jump @GFDATE_24796 
0085: 30@ = 32@ // (int) 

:GFDATE_24796
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24829 
32@ = 30000 
jump @GFDATE_24836 

:GFDATE_24829
32@ = 0 

:GFDATE_24836
jump @GFDATE_25025 

:GFDATE_24843
if 
08B4:   test $377($GIRLFRIEND,6i) bit 28 
else_jump @GFDATE_24931 
if 
  30@ == -1 
else_jump @GFDATE_24891 
0085: 30@ = 32@ // (int) 

:GFDATE_24891
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_24924 
32@ = 30000 
jump @GFDATE_24931 

:GFDATE_24924
32@ = 0 

:GFDATE_24931
jump @GFDATE_25025 

:GFDATE_24938
32@ = 0 
jump @GFDATE_25025 

:GFDATE_24952
if 
  30@ == -1 
else_jump @GFDATE_24978 
0085: 30@ = 32@ // (int) 

:GFDATE_24978
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_25011 
32@ = 30000 
jump @GFDATE_25018 

:GFDATE_25011
32@ = 0 

:GFDATE_25018
jump @GFDATE_25025 

:GFDATE_25025
return 

:GFDATE_25027
if 
  0.0 >= $9469 
else_jump @GFDATE_25058 
$9469 -= 0.5 

:GFDATE_25058
0059: $9468 += $9469 // (float) 
if 
  0.0 > $9468 
else_jump @GFDATE_25097 
$9468 = 0.0 

:GFDATE_25097
if 
  $9468 > 100.0 
else_jump @GFDATE_25128 
$9468 = 100.0 

:GFDATE_25128
008C: $9467 = float $9468 to_integer 
08BD: set 3@ bit 8 
return 

:GFDATE_25145
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
0871: init_jump_table 26@ total_jumps 20 default_jump 0 @GFDATE_26510 jumps 0 @GFDATE_25385 1 @GFDATE_25878 2 @GFDATE_26352 3 @GFDATE_25957 4 @GFDATE_25464 5 @GFDATE_25371 6 @GFDATE_25378 
0872: jump_table_jumps 7 @GFDATE_26431 8 @GFDATE_25720 9 @GFDATE_26115 10 @GFDATE_25622 11 @GFDATE_25343 12 @GFDATE_26273 13 @GFDATE_26194 14 @GFDATE_26036 15 @GFDATE_25543 
0872: jump_table_jumps 16 @GFDATE_25357 17 @GFDATE_25799 18 @GFDATE_25350 19 @GFDATE_25364 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 -1 @GFDATE_26510 

:GFDATE_25343
jump @GFDATE_26510 

:GFDATE_25350
jump @GFDATE_26510 

:GFDATE_25357
jump @GFDATE_26510 

:GFDATE_25364
jump @GFDATE_26510 

:GFDATE_25371
jump @GFDATE_26510 

:GFDATE_25378
jump @GFDATE_26510 

:GFDATE_25385
if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
else_jump @GFDATE_25450 
if 
  32@ >= 30000 
else_jump @GFDATE_25436 
$9469 += 0.5 

:GFDATE_25436
gosub @GFDATE_26512 
jump @GFDATE_25457 

:GFDATE_25450
gosub @GFDATE_26632 

:GFDATE_25457
jump @GFDATE_26510 

:GFDATE_25464
if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
else_jump @GFDATE_25529 
if 
  32@ >= 30000 
else_jump @GFDATE_25515 
$9469 += 0.5 

:GFDATE_25515
gosub @GFDATE_26512 
jump @GFDATE_25536 

:GFDATE_25529
gosub @GFDATE_26632 

:GFDATE_25536
jump @GFDATE_26510 

:GFDATE_25543
if 
08B4:   test $377($GIRLFRIEND,6i) bit 15 
else_jump @GFDATE_25608 
if 
  32@ >= 30000 
else_jump @GFDATE_25594 
$9469 += 0.5 

:GFDATE_25594
gosub @GFDATE_26512 
jump @GFDATE_25615 

:GFDATE_25608
gosub @GFDATE_26632 

:GFDATE_25615
jump @GFDATE_26510 

:GFDATE_25622
if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
else_jump @GFDATE_25706 
if 
  32@ >= 30000 
else_jump @GFDATE_25692 
if 
  32@ >= 30000 
else_jump @GFDATE_25692 
$9469 += 0.5 

:GFDATE_25692
gosub @GFDATE_26512 
jump @GFDATE_25713 

:GFDATE_25706
gosub @GFDATE_26632 

:GFDATE_25713
jump @GFDATE_26510 

:GFDATE_25720
if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
else_jump @GFDATE_25785 
if 
  32@ >= 30000 
else_jump @GFDATE_25771 
$9469 += 0.5 

:GFDATE_25771
gosub @GFDATE_26512 
jump @GFDATE_25792 

:GFDATE_25785
gosub @GFDATE_26632 

:GFDATE_25792
jump @GFDATE_26510 

:GFDATE_25799
if 
08B4:   test $377($GIRLFRIEND,6i) bit 17 
else_jump @GFDATE_25864 
if 
  32@ >= 30000 
else_jump @GFDATE_25850 
$9469 += 0.5 

:GFDATE_25850
gosub @GFDATE_26512 
jump @GFDATE_25871 

:GFDATE_25864
gosub @GFDATE_26632 

:GFDATE_25871
jump @GFDATE_26510 

:GFDATE_25878
if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
else_jump @GFDATE_25943 
if 
  32@ >= 30000 
else_jump @GFDATE_25929 
$9469 += 0.5 

:GFDATE_25929
gosub @GFDATE_26512 
jump @GFDATE_25950 

:GFDATE_25943
gosub @GFDATE_26632 

:GFDATE_25950
jump @GFDATE_26510 

:GFDATE_25957
if 
08B4:   test $377($GIRLFRIEND,6i) bit 18 
else_jump @GFDATE_26022 
if 
  32@ >= 30000 
else_jump @GFDATE_26008 
$9469 += 0.5 

:GFDATE_26008
gosub @GFDATE_26512 
jump @GFDATE_26029 

:GFDATE_26022
gosub @GFDATE_26632 

:GFDATE_26029
jump @GFDATE_26510 

:GFDATE_26036
if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
else_jump @GFDATE_26101 
if 
  32@ >= 30000 
else_jump @GFDATE_26087 
$9469 += 0.5 

:GFDATE_26087
gosub @GFDATE_26512 
jump @GFDATE_26108 

:GFDATE_26101
gosub @GFDATE_26632 

:GFDATE_26108
jump @GFDATE_26510 

:GFDATE_26115
if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
else_jump @GFDATE_26180 
if 
  32@ >= 30000 
else_jump @GFDATE_26166 
$9469 += 0.5 

:GFDATE_26166
gosub @GFDATE_26512 
jump @GFDATE_26187 

:GFDATE_26180
gosub @GFDATE_26632 

:GFDATE_26187
jump @GFDATE_26510 

:GFDATE_26194
if 
08B4:   test $377($GIRLFRIEND,6i) bit 19 
else_jump @GFDATE_26259 
if 
  32@ >= 30000 
else_jump @GFDATE_26245 
$9469 += 0.5 

:GFDATE_26245
gosub @GFDATE_26512 
jump @GFDATE_26266 

:GFDATE_26259
gosub @GFDATE_26632 

:GFDATE_26266
jump @GFDATE_26510 

:GFDATE_26273
if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
else_jump @GFDATE_26338 
if 
  32@ >= 30000 
else_jump @GFDATE_26324 
$9469 += 0.5 

:GFDATE_26324
gosub @GFDATE_26512 
jump @GFDATE_26345 

:GFDATE_26338
gosub @GFDATE_26632 

:GFDATE_26345
jump @GFDATE_26510 

:GFDATE_26352
if 
08B4:   test $377($GIRLFRIEND,6i) bit 20 
else_jump @GFDATE_26417 
if 
  32@ >= 30000 
else_jump @GFDATE_26403 
$9469 += 0.5 

:GFDATE_26403
gosub @GFDATE_26512 
jump @GFDATE_26424 

:GFDATE_26417
gosub @GFDATE_26632 

:GFDATE_26424
jump @GFDATE_26510 

:GFDATE_26431
if 
08B4:   test $377($GIRLFRIEND,6i) bit 16 
else_jump @GFDATE_26496 
if 
  32@ >= 30000 
else_jump @GFDATE_26482 
$9469 += 0.5 

:GFDATE_26482
gosub @GFDATE_26512 
jump @GFDATE_26503 

:GFDATE_26496
gosub @GFDATE_26632 

:GFDATE_26503
jump @GFDATE_26510 

:GFDATE_26510
return 

:GFDATE_26512
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
803B:   not  26@ == 31@ // (int) 
else_jump @GFDATE_26630 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_26595 
if 
  $9467 > 0 
else_jump @GFDATE_26588 
04AE: $1233 = 312 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26588
jump @GFDATE_26630 

:GFDATE_26595
if 
  32@ >= 30000 
else_jump @GFDATE_26630 
04AE: $1233 = 312 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26630
return 

:GFDATE_26632
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
if 
803B:   not  26@ == 31@ // (int) 
else_jump @GFDATE_26750 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_26715 
if 
  $9467 > 0 
else_jump @GFDATE_26708 
04AE: $1233 = 311 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26708
jump @GFDATE_26750 

:GFDATE_26715
if 
  32@ >= 30000 
else_jump @GFDATE_26750 
04AE: $1233 = 311 // $ = any 
0085: 31@ = 26@ // (int) 

:GFDATE_26750
return 

:GFDATE_26752
if 
   Actor.Driving(0@)
else_jump @GFDATE_26817 
03C0: 28@ = actor 0@ car 
25@ = Car.Health(28@)
if 
  29@ == -1 
else_jump @GFDATE_26810 
0085: 29@ = 25@ // (int) 

:GFDATE_26810
jump @GFDATE_26831 

:GFDATE_26817
28@ = -1 
29@ = -1 

:GFDATE_26831
return 
0871: init_jump_table $GIRLFRIEND total_jumps 6 default_jump 0 @GFDATE_27208 jumps 0 @GFDATE_26896 1 @GFDATE_26948 2 @GFDATE_27000 3 @GFDATE_27052 4 @GFDATE_27104 5 @GFDATE_27156 -1 @GFDATE_27208 

:GFDATE_26896
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_26929 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_26929
0629: change_integer_stat 252 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_26948
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_26981 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_26981
0629: change_integer_stat 253 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27000
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27033 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27033
0629: change_integer_stat 254 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27052
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27085 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27085
0629: change_integer_stat 255 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27104
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27137 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27137
0629: change_integer_stat 256 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27156
if 
  $GIRL_PROGRESS($GIRLFRIEND,6i) > 100 
else_jump @GFDATE_27189 
$GIRL_PROGRESS($GIRLFRIEND,6i) = 100 

:GFDATE_27189
0629: change_integer_stat 257 to $GIRL_PROGRESS($GIRLFRIEND,6i) 
jump @GFDATE_27208 

:GFDATE_27208
return 

:GFDATE_27210
0871: init_jump_table $1236 total_jumps 16 default_jump 0 @GFDATE_30453 jumps -1 @GFDATE_27338 0 @GFDATE_27352 1 @GFDATE_27613 2 @GFDATE_27665 3 @GFDATE_27924 4 @GFDATE_28078 5 @GFDATE_28238 
0872: jump_table_jumps 6 @GFDATE_28294 7 @GFDATE_28494 8 @GFDATE_28727 9 @GFDATE_28831 10 @GFDATE_29048 11 @GFDATE_29445 12 @GFDATE_29716 13 @GFDATE_29969 99 @GFDATE_30105 

:GFDATE_27338
08C0: clear $390 bit 22 
jump @GFDATE_30453 

:GFDATE_27352
0209: $1239 = random_int_in_ranges 0 6 
if and
  6 > $1239 
08B5:   test $GIRLS_GIFTS_BITMASK bit $1239 
803A:   not  $1239 == $GIRLFRIEND // (int) 
else_jump @GFDATE_27606 
if 
  $1239 == 0 
else_jump @GFDATE_27429 
04AE: $1239 = 195 // $ = any 
04AE: $1240 = 545 // $ = any 

:GFDATE_27429
if 
  $1239 == 1 
else_jump @GFDATE_27463 
04AE: $1239 = 192 // $ = any 
04AE: $1240 = 557 // $ = any 

:GFDATE_27463
if 
  $1239 == 3 
else_jump @GFDATE_27497 
04AE: $1239 = 190 // $ = any 
04AE: $1240 = 599 // $ = any 

:GFDATE_27497
if 
  $1239 == 2 
else_jump @GFDATE_27531 
04AE: $1239 = 191 // $ = any 
04AE: $1240 = 568 // $ = any 

:GFDATE_27531
if 
  $1239 == 4 
else_jump @GFDATE_27565 
04AE: $1239 = 193 // $ = any 
04AE: $1240 = 442 // $ = any 

:GFDATE_27565
if 
  $1239 == 5 
else_jump @GFDATE_27599 
04AE: $1239 = 194 // $ = any 
04AE: $1240 = 533 // $ = any 

:GFDATE_27599
$1236 = 1 

:GFDATE_27606
jump @GFDATE_30453 

:GFDATE_27613
if and
   Model.Available($1240)
   Model.Available($1239)
else_jump @GFDATE_27648 
$1236 = 2 
jump @GFDATE_27658 

:GFDATE_27648
Model.Load($1240)
Model.Load($1239)

:GFDATE_27658
jump @GFDATE_30453 

:GFDATE_27665
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 25.0 0.0 
if 
03D3: get_route_nearest_for 4@ 7@ 10@ store_to 5@ 8@ 11@ Z_angle_to 13@ 
else_jump @GFDATE_27910 
0395: clear_area 1 at 5@ 8@ 11@ radius 5.0 
$1238 = Car.Create($1240, 5@, 8@, 11@)
072F: enable_car $1238 stuck_check_distance 1.0 time 1000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 
if 
04A3:   $1240 == 545 // $ == any 
else_jump @GFDATE_27812 
0229: set_car $1238 primary_color_to 83 secondary_color_to 1 

:GFDATE_27812
if 
04A3:   $1240 == 442 // $ == any 
else_jump @GFDATE_27840 
0229: set_car $1238 primary_color_to 1 secondary_color_to 1 

:GFDATE_27840
if 
04A3:   $1240 == 533 // $ == any 
else_jump @GFDATE_27868 
0229: set_car $1238 primary_color_to 126 secondary_color_to 1 

:GFDATE_27868
0129: $1237 = create_actor_pedtype 5 model $1239 in_car $1238 driverseat 
039E: set_actor $1237 locked 1 while_in_car 
Car.Angle($1238) = 13@
$1236 = 3 
jump @GFDATE_27917 

:GFDATE_27910
$1236 = 99 

:GFDATE_27917
jump @GFDATE_30453 

:GFDATE_27924
00BE: text_clear_all 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
if and
   not Car.Wrecked($1238)
   not Actor.Dead($1237)
else_jump @GFDATE_28064 
067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2 
0812: AS_actor $1237 perform_animation "GF_CARSPOT" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
03E5: show_text_box 'GF_H014'  // You've been spotted by another girlfriend. Quick, shake her off your tail!
$1236 = 4 
jump @GFDATE_28071 

:GFDATE_28064
$1236 = 99 

:GFDATE_28071
jump @GFDATE_30453 

:GFDATE_28078
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28224 
062E: unknown_get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_28217 
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_28180 
if and
0431:   car 28@ passenger_seat_free 0 
   Actor.InCar($PLAYER_ACTOR, 28@)
else_jump @GFDATE_28180 
072B: put_actor 0@ into_car 28@ passengerseat 0 

:GFDATE_28180
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$1241 = Marker.CreateAboveCar($1238)
$1236 = 5 

:GFDATE_28217
jump @GFDATE_28231 

:GFDATE_28224
$1236 = 99 

:GFDATE_28231
jump @GFDATE_30453 

:GFDATE_28238
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28280 
Car.SetDriverBehaviour($1238, 3)
$1236 = 6 
jump @GFDATE_28287 

:GFDATE_28280
$1236 = 99 

:GFDATE_28287
jump @GFDATE_30453 

:GFDATE_28294
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28480 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Car.StorePos($1238, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  6.0 >= 13@ 
else_jump @GFDATE_28429 
Car.SetDriverBehaviour($1238, Nowhere)
Car.LockInCurrentPosition($1238) = True
Player.CanMove($PLAYER_CHAR) = False
fade 0 500 
$1236 = 8 
jump @GFDATE_28473 

:GFDATE_28429
if 
  13@ > 200.0 
else_jump @GFDATE_28473 
0085: 26@ = 32@ // (int) 
26@ += 20000 
$1236 = 7 

:GFDATE_28473
jump @GFDATE_28487 

:GFDATE_28480
$1236 = 99 

:GFDATE_28487
jump @GFDATE_30453 

:GFDATE_28494
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28713 
Actor.StorePos($PLAYER_ACTOR, 4@, 7@, 10@)
Car.StorePos($1238, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if 
  13@ > 180.0 
else_jump @GFDATE_28699 
if 
001D:   32@ > 26@ // (int) 
else_jump @GFDATE_28692 
if 
075C:   marker $1241 enabled 
else_jump @GFDATE_28627 
Marker.Disable($1241)

:GFDATE_28627
Actor.DestroyInstantly($1237)
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_28674 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_28669 
03CD: disable_car $1238 stuck_check 

:GFDATE_28669
Car.Destroy($1238)

:GFDATE_28674
03E5: show_text_box 'GF_H016'  // You've managed to lose the jealous girlfriend. Well done.
$1236 = 12 

:GFDATE_28692
jump @GFDATE_28706 

:GFDATE_28699
$1236 = 6 

:GFDATE_28706
jump @GFDATE_28720 

:GFDATE_28713
$1236 = 99 

:GFDATE_28720
jump @GFDATE_30453 

:GFDATE_28727
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_28817 
if 
   not fading 
else_jump @GFDATE_28810 
00BE: text_clear_all 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
03C8: rotate_player-180-degrees 
fade 1 500 
33@ = 0 
$1236 = 9 

:GFDATE_28810
jump @GFDATE_28824 

:GFDATE_28817
$1236 = 99 

:GFDATE_28824
jump @GFDATE_30453 

:GFDATE_28831
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29034 
if 
   not fading 
else_jump @GFDATE_29027 
068D: get_camera_position_to 4@ 7@ 10@ 
Actor.StorePos($1237, 5@, 8@, 11@)
Camera.SetPosition(4@, 7@, 10@, 0.0, 0.0, 1.0)
Camera.PointAt(5@, 8@, 11@, 1)
Actor.SetImmunities($1237, 1, 1, 1, 1, 1)
Car.SetImmunities($1238, 1, 1, 1, 1, 1)
0812: AS_actor $1237 perform_animation "GF_CARARGUE_01" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
$1232 = 7 
04AE: $1233 = 293 // $ = any 
$1236 = 10 

:GFDATE_29027
jump @GFDATE_29041 

:GFDATE_29034
$1236 = 99 

:GFDATE_29041
jump @GFDATE_30453 

:GFDATE_29048
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29431 
062E: unknown_get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29424 
if 
   Actor.Driving(0@)
else_jump @GFDATE_29224 
Actor.StorePos(0@, 5@, 8@, 11@)
Camera.PointAt(5@, 8@, 11@, 1)
Actor.SetImmunities(0@, 1, 1, 1, 1, 1)
0812: AS_actor 0@ perform_animation "GF_CARARGUE_02" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // $ = any 
$1236 = 11 
jump @GFDATE_29424 

:GFDATE_29224
Actor.StorePos(0@, 4@, 7@, 10@)
Actor.StorePos($PLAYER_ACTOR, 5@, 8@, 11@)
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
if or
  5.0 > 13@ 
  33@ > 6000 
else_jump @GFDATE_29417 
Actor.StorePos(0@, 5@, 8@, 11@)
Camera.PointAt(5@, 8@, 11@, 1)
Actor.SetImmunities(0@, 1, 1, 1, 1, 1)
0812: AS_actor 0@ perform_animation "GF_STREETARGUE_02" IFP_file "KISSING" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // $ = any 
$1236 = 11 
jump @GFDATE_29424 

:GFDATE_29417
jump @GFDATE_30453 

:GFDATE_29424
jump @GFDATE_29438 

:GFDATE_29431
$1236 = 99 

:GFDATE_29438
jump @GFDATE_30453 

:GFDATE_29445
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29702 
062E: unknown_get_actor 0@ task 2066 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29695 
062E: unknown_get_actor $1237 task 1490 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29546 
Car.LockInCurrentPosition($1238) = False
05D2: AS_actor $1237 run_to_and_hijack_car $1238 max_search_radius 30.0 traffic_behavior 3 

:GFDATE_29546
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_29681 
if 
   Actor.InCar(0@, 28@)
else_jump @GFDATE_29625 
062E: unknown_get_actor 0@ task 1485 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29618 
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_29618
jump @GFDATE_29681 

:GFDATE_29625
062E: unknown_get_actor 0@ task 1873 status_store_to 26@ // ret 7 if not found 
if 
04A4:   26@ == 7 // @ == any 
else_jump @GFDATE_29681 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 5000 unknown 0 0 0 away_radius 30.0 

:GFDATE_29681
33@ = 0 
$1236 = 12 

:GFDATE_29695
jump @GFDATE_29709 

:GFDATE_29702
$1236 = 99 

:GFDATE_29709
jump @GFDATE_30453 

:GFDATE_29716
if and
   not Actor.Dead($1237)
   not Car.Wrecked($1238)
else_jump @GFDATE_29955 
if 
  33@ > 5000 
else_jump @GFDATE_29948 
fade 0 1000 
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 4 
if 
04A3:   $1239 == 195 // $ == any 
else_jump @GFDATE_29800 
26@ = 0 

:GFDATE_29800
if 
04A3:   $1239 == 192 // $ == any 
else_jump @GFDATE_29826 
26@ = 1 

:GFDATE_29826
if 
04A3:   $1239 == 190 // $ == any 
else_jump @GFDATE_29852 
26@ = 3 

:GFDATE_29852
if 
04A3:   $1239 == 191 // $ == any 
else_jump @GFDATE_29878 
26@ = 2 

:GFDATE_29878
if 
04A3:   $1239 == 193 // $ == any 
else_jump @GFDATE_29904 
26@ = 4 

:GFDATE_29904
if 
04A3:   $1239 == 194 // $ == any 
else_jump @GFDATE_29930 
26@ = 5 

:GFDATE_29930
$GIRL_PROGRESS(26@,6i) -= 4 
$1236 = 13 

:GFDATE_29948
jump @GFDATE_29962 

:GFDATE_29955
$1236 = 99 

:GFDATE_29962
jump @GFDATE_30453 

:GFDATE_29969
if 
   not fading 
else_jump @GFDATE_30098 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08BD: set 3@ bit 7 
Actor.DestroyInstantly($1237)
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_30058 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_30053 
03CD: disable_car $1238 stuck_check 

:GFDATE_30053
Car.Destroy($1238)

:GFDATE_30058
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)
fade 1 1500 
03E5: show_text_box 'GF_H015'  // You have been discovered two-timing. Your date is over.
gosub @GFDATE_32517 

:GFDATE_30098
jump @GFDATE_30453 

:GFDATE_30105
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
   not Actor.Dead(0@)
else_jump @GFDATE_30151 
Actor.SetImmunities(0@, 0, 0, 0, 0, 0)

:GFDATE_30151
if 
   not Actor.Dead($1237)
else_jump @GFDATE_30182 
Actor.SetImmunities($1237, 0, 0, 0, 0, 0)

:GFDATE_30182
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_30219 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_30219 
03CD: disable_car $1238 stuck_check 

:GFDATE_30219
if 
075C:   marker $1241 enabled 
else_jump @GFDATE_30240 
Marker.Disable($1241)

:GFDATE_30240
if and
   Actor.Dead($1237)
051A:   actor $1237 damaged_by_actor $PLAYER_ACTOR 
else_jump @GFDATE_30432 
if 
04A3:   $1239 == 195 // $ == any 
else_jump @GFDATE_30290 
26@ = 0 

:GFDATE_30290
if 
04A3:   $1239 == 192 // $ == any 
else_jump @GFDATE_30316 
26@ = 1 

:GFDATE_30316
if 
04A3:   $1239 == 190 // $ == any 
else_jump @GFDATE_30342 
26@ = 3 

:GFDATE_30342
if 
04A3:   $1239 == 191 // $ == any 
else_jump @GFDATE_30368 
26@ = 2 

:GFDATE_30368
if 
04A3:   $1239 == 193 // $ == any 
else_jump @GFDATE_30394 
26@ = 4 

:GFDATE_30394
if 
04A3:   $1239 == 194 // $ == any 
else_jump @GFDATE_30420 
26@ = 5 

:GFDATE_30420
$GIRL_PROGRESS(26@,6i) = -999 

:GFDATE_30432
08C0: clear $390 bit 22 
$1236 = -1 
jump @GFDATE_30453 

:GFDATE_30453
return 

:GFDATE_30455
0871: init_jump_table $1232 total_jumps 8 default_jump 0 @GFDATE_31285 jumps 0 @GFDATE_30583 1 @GFDATE_30654 2 @GFDATE_30666 3 @GFDATE_30680 4 @GFDATE_30949 5 @GFDATE_31049 6 @GFDATE_30858 
0872: jump_table_jumps 7 @GFDATE_31091 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 -1 @GFDATE_31285 

:GFDATE_30583
if 
  $1233 > 0 
else_jump @GFDATE_30615 
$1232 = 3 
jump @GFDATE_30647 

:GFDATE_30615
if and
  $1233 == -2 
  $1234 > 0 
else_jump @GFDATE_30647 
$1232 = 3 

:GFDATE_30647
jump @GFDATE_31285 

:GFDATE_30654
094F: unknown_actor 0@ 
jump @GFDATE_31285 

:GFDATE_30666
094E: set_actor 0@ unknown_flag 0 
jump @GFDATE_31285 

:GFDATE_30680
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_30851 
if 
  $1233 > 0 
else_jump @GFDATE_30791 
09D5: unknown_get_actor 0@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFDATE_31287 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFDATE_30777 
$1232 = 6 
jump @GFDATE_30784 

:GFDATE_30777
$1232 = 0 

:GFDATE_30784
jump @GFDATE_30851 

:GFDATE_30791
if 
  $1233 == -2 
else_jump @GFDATE_30830 
$1233 = -1 
$1232 = 6 
jump @GFDATE_30851 

:GFDATE_30830
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFDATE_30851
jump @GFDATE_31285 

:GFDATE_30858
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_30942 
if 
  $1234 > 0 
else_jump @GFDATE_30935 
09D5: unknown_get_actor $PLAYER_ACTOR unknown $1234 flags 0 1 0 store_to $1235 // extended 0947 
$1234 = -1 
$1232 = 0 
jump @GFDATE_30942 

:GFDATE_30935
$1232 = 0 

:GFDATE_30942
jump @GFDATE_31285 

:GFDATE_30949
094E: set_actor 0@ unknown_flag 0 
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31042 
if 
  $1233 > 0 
else_jump @GFDATE_31035 
09D5: unknown_get_actor 0@ unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFDATE_31287 
$1233 = -1 
$1232 = 5 
jump @GFDATE_31042 

:GFDATE_31035
$1232 = 0 

:GFDATE_31042
jump @GFDATE_31285 

:GFDATE_31049
if 
894D:   not actor 0@ mutally_active 
else_jump @GFDATE_31084 
094F: unknown_actor 0@ 
$1233 = -1 
$1232 = 0 

:GFDATE_31084
jump @GFDATE_31285 

:GFDATE_31091
if 
   not Actor.Dead($1237)
else_jump @GFDATE_31278 
if 
894D:   not actor $1237 mutally_active 
else_jump @GFDATE_31278 
if 
  $1233 > 0 
else_jump @GFDATE_31218 
09D5: unknown_get_actor $1237 unknown $1233 flags 0 1 0 store_to $1235 // extended 0947 
gosub @GFDATE_31287 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFDATE_31204 
$1232 = 6 
jump @GFDATE_31211 

:GFDATE_31204
$1232 = 0 

:GFDATE_31211
jump @GFDATE_31278 

:GFDATE_31218
if 
  $1233 == -2 
else_jump @GFDATE_31257 
$1233 = -1 
$1232 = 6 
jump @GFDATE_31278 

:GFDATE_31257
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFDATE_31278
jump @GFDATE_31285 

:GFDATE_31285
return 

:GFDATE_31287
0871: init_jump_table $1233 total_jumps 29 default_jump 0 @GFDATE_32405 jumps 32 @GFDATE_32359 39 @GFDATE_32382 264 @GFDATE_31572 266 @GFDATE_31579 268 @GFDATE_31586 269 @GFDATE_31639 270 @GFDATE_31616 
0872: jump_table_jumps 271 @GFDATE_31685 272 @GFDATE_31831 277 @GFDATE_31877 278 @GFDATE_31900 279 @GFDATE_32244 280 @GFDATE_31662 281 @GFDATE_32198 282 @GFDATE_32122 292 @GFDATE_32145 
0872: jump_table_jumps 296 @GFDATE_32099 298 @GFDATE_31854 299 @GFDATE_32168 302 @GFDATE_32313 306 @GFDATE_32175 309 @GFDATE_31593 310 @GFDATE_32221 311 @GFDATE_32290 312 @GFDATE_32267 
0872: jump_table_jumps 313 @GFDATE_32336 314 @GFDATE_31923 316 @GFDATE_32076 317 @GFDATE_31946 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 -1 @GFDATE_32405 

:GFDATE_31572
jump @GFDATE_32405 

:GFDATE_31579
jump @GFDATE_32405 

:GFDATE_31586
jump @GFDATE_32405 

:GFDATE_31593
00BC: show_text_highpriority GXT 'GF_0045' time 5000 flag 1  // You better let her drive or she'll sulk all through the date...
jump @GFDATE_32405 

:GFDATE_31616
00BC: show_text_highpriority GXT 'GF_0061' time 5000 flag 1  // She wants to get naked with you!
jump @GFDATE_32405 

:GFDATE_31639
00BC: show_text_highpriority GXT 'GF_0044' time 5000 flag 1  // Here we go with the kinky shit...
jump @GFDATE_32405 

:GFDATE_31662
00BC: show_text_highpriority GXT 'GF_0022' time 5000 flag 1  // She wants you to drive her home! This could be it...
jump @GFDATE_32405 

:GFDATE_31685
if 
08B4:   test $390 bit 11 
else_jump @GFDATE_31726 
00BC: show_text_highpriority GXT 'GF_0077' time 5000 flag 1  // Oh no, she is not enjoying herself! Quick, get her something to eat, or maybe a drink...
jump @GFDATE_31824 

:GFDATE_31726
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_31767 
00BC: show_text_highpriority GXT 'GF_0078' time 5000 flag 1  // She is getting bored. Try harder to find an area she likes!
jump @GFDATE_31824 

:GFDATE_31767
if 
08B4:   test $390 bit 13 
else_jump @GFDATE_31808 
00BC: show_text_highpriority GXT 'GF_0079' time 5000 flag 1  // She is losing her patience. Hardly a surprise, all she wants to do is go dancing!
jump @GFDATE_31824 

:GFDATE_31808
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!

:GFDATE_31824
jump @GFDATE_32405 

:GFDATE_31831
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!
jump @GFDATE_32405 

:GFDATE_31854
00BC: show_text_highpriority GXT 'GF_0004' time 3000 flag 1  // Hi Carl!
jump @GFDATE_32405 

:GFDATE_31877
00BC: show_text_highpriority GXT 'GF_0007' time 5000 flag 1  // She seemed to have a good time, but she looks tired. You better take her home.
jump @GFDATE_32405 

:GFDATE_31900
00BC: show_text_highpriority GXT 'GF_0066' time 5000 flag 1  // Oh dear, it doesn't sound like she had a good time...
jump @GFDATE_32405 

:GFDATE_31923
00BC: show_text_highpriority GXT 'GF_0011' time 5000 flag 1  // Way to go, Casanova, she's dumped you! Oh well, there are plenty more fish in the sea.
jump @GFDATE_32405 

:GFDATE_31946
if 
08B7:   test 3@ bit 20 
else_jump @GFDATE_31987 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
jump @GFDATE_32405 

:GFDATE_31987
if 
08B7:   test 3@ bit 21 
else_jump @GFDATE_32028 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
jump @GFDATE_32405 

:GFDATE_32028
if 
08B7:   test 3@ bit 22 
else_jump @GFDATE_32069 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
jump @GFDATE_32405 

:GFDATE_32069
jump @GFDATE_32405 

:GFDATE_32076
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
jump @GFDATE_32405 

:GFDATE_32099
00BC: show_text_highpriority GXT 'GF_0034' time 5000 flag 1  // You have no idea how to treat a lady!
jump @GFDATE_32405 

:GFDATE_32122
00BC: show_text_highpriority GXT 'GF_0014' time 5000 flag 1  // This is it, she's inviting you in for coffee! Gird your loins for love...
jump @GFDATE_32405 

:GFDATE_32145
00BC: show_text_highpriority GXT 'GF_0033' time 5000 flag 1  // Yes, she wants another date! Soon she will be powerless to resist...
jump @GFDATE_32405 

:GFDATE_32168
jump @GFDATE_32405 

:GFDATE_32175
00BC: show_text_highpriority GXT 'GF_0024' time 5000 flag 1  // She wants to do a drive-by? This is one dangerous lady!
jump @GFDATE_32405 

:GFDATE_32198
00BC: show_text_highpriority GXT 'GF_0032' time 5000 flag 1  // Ah. There you go, you see. You bored her legs shut!
jump @GFDATE_32405 

:GFDATE_32221
00BC: show_text_highpriority GXT 'GF_0047' time 5000 flag 1  // She stole your car! You two have so much in common...
jump @GFDATE_32405 

:GFDATE_32244
00BC: show_text_highpriority GXT 'GF_0054' time 5000 flag 1  // You danced her socks off! Take her home and see what unfolds...
jump @GFDATE_32405 

:GFDATE_32267
00BC: show_text_highpriority GXT 'GF_0050' time 5000 flag 1  // This area seems to suit her...
jump @GFDATE_32405 

:GFDATE_32290
00BC: show_text_highpriority GXT 'GF_0051' time 5000 flag 1  // Sounds like she doesn't like this area...
jump @GFDATE_32405 

:GFDATE_32313
00BC: show_text_highpriority GXT 'GF_0070' time 5000 flag 1  // What were you thinking? this place is a dump!
jump @GFDATE_32405 

:GFDATE_32336
00BC: show_text_highpriority GXT 'GF_0072' time 5000 flag 1  // Oh man. RULE No.2: Try not to make your girl bleed on a date!
jump @GFDATE_32405 

:GFDATE_32359
00BC: show_text_highpriority GXT 'GF_0073' time 2500 flag 1  // You are driving too fast!
jump @GFDATE_32405 

:GFDATE_32382
00BC: show_text_highpriority GXT 'GF_0076' time 2500 flag 1  // You are driving too slowly!
jump @GFDATE_32405 

:GFDATE_32405
return 

:GFDATE_32407
26@ = 0 

:GFDATE_32414
if 
075C:   marker 15@(26@,9i) enabled 
else_jump @GFDATE_32443 
Marker.Disable(15@(26@,9i))

:GFDATE_32443
26@ += 1 
  26@ >= 9 
else_jump @GFDATE_32414 
if 
075C:   marker $1241 enabled 
else_jump @GFDATE_32485 
Marker.Disable($1241)

:GFDATE_32485
0151: remove_status_text $9467 
if 
08B4:   test $390 bit 12 
else_jump @GFDATE_32508 

:GFDATE_32508
08C3: clear 3@ bit 11 
return 

:GFDATE_32517
gosub @GFDATE_32407 
gosub @GFDATE_19075 
00BE: text_clear_all 
if 
   not Actor.Dead(0@)
else_jump @GFDATE_32573 
if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
else_jump @GFDATE_32573 
06C9: remove_actor 0@ from_group 

:GFDATE_32573
if 
   not Car.Wrecked(28@)
else_jump @GFDATE_32610 
if 
06FC:   car 28@ stuck_check_enabled 
else_jump @GFDATE_32610 
03CD: disable_car 28@ stuck_check 

:GFDATE_32610
if 
  $1236 > 0 
else_jump @GFDATE_32658 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_32658 
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:GFDATE_32658
if 
   not Car.Wrecked($1238)
else_jump @GFDATE_32695 
if 
06FC:   car $1238 stuck_check_enabled 
else_jump @GFDATE_32695 
03CD: disable_car $1238 stuck_check 

:GFDATE_32695
Model.Destroy($1240)
Model.Destroy($1239)
Actor.RemoveReferences($1237)
Car.RemoveReferences($1238)
04EF: release_animation "KISSING" 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFDATE_32756 
04EF: release_animation "ABCDFETS" 

:GFDATE_32756
if 
   Actor.Dead(0@)
else_jump @GFDATE_32816 
08C0: clear $390 bit 2 
if 
08B7:   test 3@ bit 15 
else_jump @GFDATE_32809 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 

:GFDATE_32809
jump @GFDATE_32889 

:GFDATE_32816
if 
08B7:   test 3@ bit 15 
else_jump @GFDATE_32889 
08C0: clear $390 bit 2 
if 
8184:   not actor 0@ health >= 10 
else_jump @GFDATE_32878 
$GIRL_PROGRESS($GIRLFRIEND,6i) = -999 
jump @GFDATE_32889 

:GFDATE_32878
$GIRL_PROGRESS($GIRLFRIEND,6i) -= 10 

:GFDATE_32889
if 
08B7:   test 3@ bit 7 
else_jump @GFDATE_32914 
08C0: clear $390 bit 2 

:GFDATE_32914
$5297 = 0 
$1231 = -1 
if 
08B7:   test 3@ bit 9 
else_jump @GFDATE_32978 
if 
88B4:   not test $390 bit 14 
else_jump @GFDATE_32971 
08BA: set $390 bit 8 

:GFDATE_32971
jump @GFDATE_32985 

:GFDATE_32978
08BA: set $390 bit 21 

:GFDATE_32985
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFDATE_33033 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
0A20: unknown_player $PLAYER_CHAR flag 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:GFDATE_33033
08F8: display_stat_update_box 1 
08C0: clear $390 bit 1 
08BB: set $1210 bit $GIRLFRIEND 
end_thread 
return 
0663: NOP "IGF_TT_STATUS" $1236 
0663: NOP v$9463 24@ 
0663: NOP "ICURRENTCARHEALTH" 29@ 
0664: NOP "FTEMP1_SPEED" 14@ 
0664: NOP "FUN_TEMP" $9469 
0663: NOP "TIMERB" 33@ 
0663: NOP "DATE_TIMER" 32@ 
0663: NOP "SUBSTATESTATUS" 2@ 
0871: init_jump_table 1@ total_jumps 11 default_jump 1 @GFDATE_33651 jumps 0 @GFDATE_33321 1 @GFDATE_33349 2 @GFDATE_33380 3 @GFDATE_33411 4 @GFDATE_33442 5 @GFDATE_33472 6 @GFDATE_33502 
0872: jump_table_jumps 7 @GFDATE_33533 8 @GFDATE_33566 9 @GFDATE_33596 10 @GFDATE_33626 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 -1 @GFDATE_33683 

:GFDATE_33321
0662: NOP "STATE0__DATE_INIT" 
jump @GFDATE_33683 

:GFDATE_33349
0662: NOP "STATE1__IDLE_ON_FOOT" 
jump @GFDATE_33683 

:GFDATE_33380
0662: NOP "STATE2__REACHED_DEST" 
jump @GFDATE_33683 

:GFDATE_33411
0662: NOP "STATE3__REACHED_HOME" 
jump @GFDATE_33683 

:GFDATE_33442
0662: NOP "STATE4__IDLE_IN_CAR" 
jump @GFDATE_33683 

:GFDATE_33472
0662: NOP "STATE5__DUMP_PLAYER" 
jump @GFDATE_33683 

:GFDATE_33502
0662: NOP "STATE6__KISS_ON_FOOT" 
jump @GFDATE_33683 

:GFDATE_33533
0662: NOP "STATE7__BLOWJOB_IN_CAR" 
jump @GFDATE_33683 

:GFDATE_33566
0662: NOP "STATE8__GIRL_DRIVES" 
jump @GFDATE_33683 

:GFDATE_33596
0662: NOP "STATE9__FLEE_PLAYER" 
jump @GFDATE_33683 

:GFDATE_33626
0662: NOP "STATE10__DANCE" 
jump @GFDATE_33683 

:GFDATE_33651
0663: NOP "UNTRAPPED_STATE___" 1@ 
jump @GFDATE_33683 

:GFDATE_33683
0662: NOP "I__________________________I" 
return 
end_thread 

//-------------External script 26 (GF_SEX)---------------

:GFSEX
thread 'GFSEX' 
09BD: unknown_flag 1 
7@ = 0 
8@ = 0 
if 
  1@ > 0 
else_jump @GFSEX_61 
$GFSEX_EXCITEMENT = 40 
jump @GFSEX_68 

:GFSEX_61
$GFSEX_EXCITEMENT = 50 

:GFSEX_68
$GFSEX_POWER = 1 
9@ = 0 
if 
  9@ > 0 
else_jump @GFSEX_124 
24@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:GFSEX_124
gosub @GFSEX_2185 
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFSEX_156 
gosub @GFSEX_2661 

:GFSEX_156
wait 0 
if and
   not Actor.Dead($PLAYER_ACTOR)
   not Actor.Dead(24@)
   not $GIRL_PROGRESS(0@,6i) == -999 
   not $GIRL_PROGRESS(0@,6i) == -100 
   not $GIRL_PROGRESS(0@,6i) == -99 
else_jump @GFSEX_243 
gosub @GFSEX_257 
gosub @GFSEX_514 
gosub @GFSEX_4586 
jump @GFSEX_250 

:GFSEX_243
gosub @GFSEX_5748 

:GFSEX_250
jump @GFSEX_156 

:GFSEX_257
if 
88B7:   not test 9@ bit 1 
else_jump @GFSEX_512 
if 
  $GF_CENSORE_FLAG == 1 
else_jump @GFSEX_316 
08BD: set 9@ bit 1 
7@ = 9 
8@ = 0 
return 

:GFSEX_316
if 
00E1:   player 0 pressed_key 17 
else_jump @GFSEX_372 
if 
88B7:   not test 9@ bit 2 
else_jump @GFSEX_365 
gosub @GFSEX_3782 
08BD: set 9@ bit 2 

:GFSEX_365
jump @GFSEX_379 

:GFSEX_372
08C3: clear 9@ bit 2 

:GFSEX_379
if 
00E1:   player 0 pressed_key 14 
else_jump @GFSEX_435 
if 
88B7:   not test 9@ bit 3 
else_jump @GFSEX_428 
gosub @GFSEX_4560 
08BD: set 9@ bit 3 

:GFSEX_428
jump @GFSEX_442 

:GFSEX_435
08C3: clear 9@ bit 3 

:GFSEX_442
if 
00E1:   player 0 pressed_key 15 
else_jump @GFSEX_505 
if 
88B7:   not test 9@ bit 4 
else_jump @GFSEX_498 
7@ = 2 
8@ = 0 
08BD: set 9@ bit 4 

:GFSEX_498
jump @GFSEX_512 

:GFSEX_505
08C3: clear 9@ bit 4 

:GFSEX_512
return 

:GFSEX_514
0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GFSEX_782 jumps 0 @GFSEX_642 1 @GFSEX_656 2 @GFSEX_670 3 @GFSEX_684 4 @GFSEX_698 5 @GFSEX_712 6 @GFSEX_726 
0872: jump_table_jumps 7 @GFSEX_740 8 @GFSEX_754 9 @GFSEX_768 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 -1 @GFSEX_782 

:GFSEX_642
gosub @GFSEX_784 
jump @GFSEX_782 

:GFSEX_656
gosub @GFSEX_958 
jump @GFSEX_782 

:GFSEX_670
gosub @GFSEX_974 
jump @GFSEX_782 

:GFSEX_684
gosub @GFSEX_1280 
jump @GFSEX_782 

:GFSEX_698
gosub @GFSEX_1296 
jump @GFSEX_782 

:GFSEX_712
gosub @GFSEX_1312 
jump @GFSEX_782 

:GFSEX_726
gosub @GFSEX_1328 
jump @GFSEX_782 

:GFSEX_740
gosub @GFSEX_1344 
jump @GFSEX_782 

:GFSEX_754
gosub @GFSEX_1360 
jump @GFSEX_782 

:GFSEX_768
gosub @GFSEX_1376 
jump @GFSEX_782 

:GFSEX_782
return 

:GFSEX_784
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_956 jumps 0 @GFSEX_847 1 @GFSEX_874 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 -1 @GFSEX_956 

:GFSEX_847
08BD: set 9@ bit 1 
fade 0 0 
8@ += 1 
jump @GFSEX_956 

:GFSEX_874
if 
   not fading 
else_jump @GFSEX_949 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 24@ all_weapons_hidden 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
gosub @GFSEX_2761 
0085: 7@ = 21@ // (int) 
8@ = 0 

:GFSEX_949
jump @GFSEX_956 

:GFSEX_956
return 

:GFSEX_958
7@ = 2 
8@ = 0 
return 

:GFSEX_974
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_1278 jumps 0 @GFSEX_1037 1 @GFSEX_1058 2 @GFSEX_1251 -1 @GFSEX_1278 -1 @GFSEX_1278 -1 @GFSEX_1278 -1 @GFSEX_1278 

:GFSEX_1037
fade 0 1000 
8@ += 1 
jump @GFSEX_1278 

:GFSEX_1058
if 
   not fading 
else_jump @GFSEX_1244 
gosub @GFSEX_3347 
if 
08B7:   test 9@ bit 13 
else_jump @GFSEX_1108 
0151: remove_status_text $GFSEX_EXCITEMENT 
08C3: clear 9@ bit 13 

:GFSEX_1108
if 
08B7:   test 9@ bit 9 
else_jump @GFSEX_1138 
0151: remove_status_text $GFSEX_POWER 
08C3: clear 9@ bit 9 

:GFSEX_1138
03E6: remove_text_box 
02A3: enable_widescreen 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
else_jump @GFSEX_1205 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
Player.Build($PLAYER_CHAR)

:GFSEX_1205
if 
  $GF_CENSORE_FLAG == 0 
else_jump @GFSEX_1230 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GFSEX_1230
fade 1 1000 
8@ += 1 

:GFSEX_1244
jump @GFSEX_1278 

:GFSEX_1251
if 
   not fading 
else_jump @GFSEX_1271 
gosub @GFSEX_5748 

:GFSEX_1271
jump @GFSEX_1278 

:GFSEX_1278
return 

:GFSEX_1280
7@ = 2 
8@ = 0 
return 

:GFSEX_1296
7@ = 2 
8@ = 0 
return 

:GFSEX_1312
7@ = 2 
8@ = 0 
return 

:GFSEX_1328
7@ = 2 
8@ = 0 
return 

:GFSEX_1344
7@ = 2 
8@ = 0 
return 

:GFSEX_1360
7@ = 2 
8@ = 0 
return 

:GFSEX_1376
0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GFSEX_2183 jumps 0 @GFSEX_1504 1 @GFSEX_1585 2 @GFSEX_1856 3 @GFSEX_1898 4 @GFSEX_1946 5 @GFSEX_2033 6 @GFSEX_2081 
0872: jump_table_jumps 7 @GFSEX_2129 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 -1 @GFSEX_2183 

:GFSEX_1504
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @GFSEX_1550 
03C0: 25@ = actor $PLAYER_ACTOR car 
Car.SetImmunities(25@, 1, 1, 1, 1, 1)
jump @GFSEX_1565 

:GFSEX_1550
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:GFSEX_1565
fade 0 0 
8@ += 1 
jump @GFSEX_2183 

:GFSEX_1585
if 
   not fading 
else_jump @GFSEX_1849 
select_interior 0 
0860: link_actor 24@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @GFSEX_1654 
Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
Actor.Angle($PLAYER_ACTOR) = 6@

:GFSEX_1654
Camera.SetAtPos(3@, 4@, 5@)
04E4: unknown_refresh_game_renderer_at 3@ 4@ 
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
gosub @GFSEX_5281 
Actor.PutAt(24@, 10@, 12@, 14@)
0619: enable_actor 24@ collision_detection 0 
0337: set_actor 24@ visibility 0 
Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
Camera.PointAt(11@, 13@, 15@, 2)
00BF: 20@ = current_time_hours, 21@ = current_time_minutes 
21@ += 30 
if 
  21@ > 60 
else_jump @GFSEX_1827 
21@ -= 60 
20@ += 1 

:GFSEX_1827
00C0: set_current_time_hours_to 20@ minutes_to 21@ 
fade 1 1000 
8@ += 1 

:GFSEX_1849
jump @GFSEX_2183 

:GFSEX_1856
if 
   not fading 
else_jump @GFSEX_1891 
04AE: $1233 = 284 // $ = any 
33@ = 0 
8@ += 1 

:GFSEX_1891
jump @GFSEX_2183 

:GFSEX_1898
if 
  33@ > 3000 
else_jump @GFSEX_1939 
04AE: $1233 = 284 // $ = any 
33@ = 0 
8@ += 1 

:GFSEX_1939
jump @GFSEX_2183 

:GFSEX_1946
if 
  33@ > 3000 
else_jump @GFSEX_2026 
$1233 = -2 
if 
  1@ > 0 
else_jump @GFSEX_2005 
04AE: $1234 = 239 // $ = any 
jump @GFSEX_2012 

:GFSEX_2005
04AE: $1234 = 117 // $ = any 

:GFSEX_2012
33@ = 0 
8@ += 1 

:GFSEX_2026
jump @GFSEX_2183 

:GFSEX_2033
if 
  33@ > 3000 
else_jump @GFSEX_2074 
04AE: $1233 = 287 // $ = any 
33@ = 0 
8@ += 1 

:GFSEX_2074
jump @GFSEX_2183 

:GFSEX_2081
if 
  33@ > 4000 
else_jump @GFSEX_2122 
04AE: $1233 = 290 // $ = any 
33@ = 0 
8@ += 1 

:GFSEX_2122
jump @GFSEX_2183 

:GFSEX_2129
if 
  33@ > 3000 
else_jump @GFSEX_2176 
08BA: set $390 bit 2 
08BA: set $390 bit 4 
7@ = 2 
8@ = 0 

:GFSEX_2176
jump @GFSEX_2183 

:GFSEX_2183
return 

:GFSEX_2185
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_2632 jumps 0 @GFSEX_2248 1 @GFSEX_2312 2 @GFSEX_2376 3 @GFSEX_2440 4 @GFSEX_2504 5 @GFSEX_2568 -1 @GFSEX_2632 

:GFSEX_2248
if 
   not Model.Available(#GANGRL3)
else_jump @GFSEX_2280 
Model.Load(#GANGRL3)
wait 0 
jump @GFSEX_2248 

:GFSEX_2280
24@ = Actor.Create(CivFemale, #GANGRL3, 0.0, 0.0, 0.0)
jump @GFSEX_2632 

:GFSEX_2312
if 
   not Model.Available(#MECGRL3)
else_jump @GFSEX_2344 
Model.Load(#MECGRL3)
wait 0 
jump @GFSEX_2312 

:GFSEX_2344
24@ = Actor.Create(CivFemale, #MECGRL3, 0.0, 0.0, 0.0)
jump @GFSEX_2632 

:GFSEX_2376
if 
   not Model.Available(#GUNGRL3)
else_jump @GFSEX_2408 
Model.Load(#GUNGRL3)
wait 0 
jump @GFSEX_2376 

:GFSEX_2408
24@ = Actor.Create(CivFemale, #GUNGRL3, 0.0, 0.0, 0.0)
jump @GFSEX_2632 

:GFSEX_2440
if 
   not Model.Available(#COPGRL3)
else_jump @GFSEX_2472 
Model.Load(#COPGRL3)
wait 0 
jump @GFSEX_2440 

:GFSEX_2472
24@ = Actor.Create(CivFemale, #COPGRL3, 0.0, 0.0, 0.0)
jump @GFSEX_2632 

:GFSEX_2504
if 
   not Model.Available(#NURGRL3)
else_jump @GFSEX_2536 
Model.Load(#NURGRL3)
wait 0 
jump @GFSEX_2504 

:GFSEX_2536
24@ = Actor.Create(CivFemale, #NURGRL3, 0.0, 0.0, 0.0)
jump @GFSEX_2632 

:GFSEX_2568
if 
   not Model.Available(#CROGRL3)
else_jump @GFSEX_2600 
Model.Load(#CROGRL3)
wait 0 
jump @GFSEX_2568 

:GFSEX_2600
24@ = Actor.Create(CivFemale, #CROGRL3, 0.0, 0.0, 0.0)
jump @GFSEX_2632 

:GFSEX_2632
Actor.SetImmunities(24@, 1, 1, 1, 1, 1)
0619: enable_actor 24@ collision_detection 0 
Actor.RemoveFromMissionCleanupList(24@)
return 

:GFSEX_2661
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 

:GFSEX_2684
wait 0 
if and
04EE:   animation "BLOWJOBZ" loaded 
04EE:   animation "KISSING" loaded 
else_jump @GFSEX_2731 
return 
jump @GFSEX_2761 

:GFSEX_2731
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
jump @GFSEX_2684 

:GFSEX_2761
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3190 jumps 0 @GFSEX_2824 1 @GFSEX_2885 2 @GFSEX_2946 3 @GFSEX_3007 4 @GFSEX_3068 5 @GFSEX_3129 -1 @GFSEX_3190 

:GFSEX_2824
10@ = 245.6252 
12@ = 304.1411 
14@ = 998.32 
16@ = 0.0 
20@ = 1 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_2885
10@ = 306.1999 
12@ = 305.1225 
14@ = 1002.297 
16@ = 90.0 
20@ = 4 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_2946
10@ = 288.7753 
12@ = 308.4772 
14@ = 998.1641 
16@ = 213.8029 
20@ = 3 
21@ = 7 
jump @GFSEX_3190 

:GFSEX_3007
10@ = 324.6405 
12@ = 307.4622 
14@ = 998.1558 
16@ = 175.0 
20@ = 5 
21@ = 7 
jump @GFSEX_3190 

:GFSEX_3068
10@ = 271.4699 
12@ = 307.2668 
14@ = 998.32 
16@ = 265.0 
20@ = 2 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_3129
10@ = 345.6252 
12@ = 304.1411 
14@ = 998.25 
16@ = 0.0 
20@ = 6 
21@ = 1 
jump @GFSEX_3190 

:GFSEX_3190
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0619: enable_actor 24@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.PutAt($PLAYER_ACTOR, 10@, 12@, 14@)
Actor.Angle($PLAYER_ACTOR) = 16@
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
16@ = Actor.Angle($PLAYER_ACTOR)
16@ += 180.0 
Actor.PutAt(24@, 10@, 12@, 14@)
Actor.Angle(24@) = 16@
select_interior 20@ 
0860: link_actor 24@ to_interior 20@ 
0860: link_actor $PLAYER_ACTOR to_interior 20@ 
Camera.SetAtPos(10@, 12@, 14@)
04E4: unknown_refresh_game_renderer_at 10@ 12@ 
return 

:GFSEX_3347
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0395: clear_area 1 at 3@ 4@ 5@ radius 3.0 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @GFSEX_3414 
Actor.PutAt($PLAYER_ACTOR, 3@, 4@, 5@)
Actor.Angle($PLAYER_ACTOR) = 6@

:GFSEX_3414
04E4: unknown_refresh_game_renderer_at 3@ 4@ 
Camera.SetAtPos(3@, 4@, 5@)
return 
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3780 jumps 0 @GFSEX_3498 1 @GFSEX_3592 2 @GFSEX_3639 3 @GFSEX_3545 4 @GFSEX_3686 5 @GFSEX_3733 -1 @GFSEX_3780 

:GFSEX_3498
10@ = 245.617 
12@ = 301.507 
14@ = 999.046 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3545
10@ = 318.4 
12@ = 311.85 
14@ = 998.8 
16@ = 110.0 
jump @GFSEX_3780 

:GFSEX_3592
10@ = 308.8862 
12@ = 301.9657 
14@ = 1003.0 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3639
10@ = 282.5775 
12@ = 307.7573 
14@ = 1002.391 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3686
10@ = 270.12 
12@ = 307.737 
14@ = 999.0204 
16@ = 180.0 
jump @GFSEX_3780 

:GFSEX_3733
10@ = 345.617 
12@ = 301.507 
14@ = 998.8 
16@ = 0.0 
jump @GFSEX_3780 

:GFSEX_3780
return 

:GFSEX_3782
0871: init_jump_table 23@ total_jumps 5 default_jump 1 @GFSEX_4386 jumps -1 @GFSEX_3845 0 @GFSEX_3910 1 @GFSEX_4029 2 @GFSEX_4148 3 @GFSEX_4267 -1 @GFSEX_4512 -1 @GFSEX_4512 

:GFSEX_3845
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 2.9 0.353 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 1.0 0.8701 0.1828 
jump @GFSEX_4512 

:GFSEX_3910
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
if 
  7@ == 3 
else_jump @GFSEX_3993 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1 
jump @GFSEX_4022 

:GFSEX_3993
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_4022
jump @GFSEX_4512 

:GFSEX_4029
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044 
if 
  7@ == 3 
else_jump @GFSEX_4112 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2 
jump @GFSEX_4141 

:GFSEX_4112
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904 

:GFSEX_4141
jump @GFSEX_4512 

:GFSEX_4148
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511 
if 
  7@ == 3 
else_jump @GFSEX_4231 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01 
jump @GFSEX_4260 

:GFSEX_4231
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279 

:GFSEX_4260
jump @GFSEX_4512 

:GFSEX_4267
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208 
if 
  7@ == 3 
else_jump @GFSEX_4350 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2 
jump @GFSEX_4379 

:GFSEX_4350
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726 

:GFSEX_4379
jump @GFSEX_4512 

:GFSEX_4386
23@ = 0 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
if 
  7@ == 3 
else_jump @GFSEX_4476 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0 
jump @GFSEX_4505 

:GFSEX_4476
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_4505
jump @GFSEX_4512 

:GFSEX_4512
Camera.SetPosition(10@, 12@, 14@, 0.0, 0.0, 0.0)
Camera.PointAt(11@, 13@, 15@, 2)
23@ += 1 
return 

:GFSEX_4560
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 
return 

:GFSEX_4586
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFSEX_5118 jumps 0 @GFSEX_4649 1 @GFSEX_4681 2 @GFSEX_4693 3 @GFSEX_4707 4 @GFSEX_4976 5 @GFSEX_5076 6 @GFSEX_4885 

:GFSEX_4649
if 
  $1233 > 0 
else_jump @GFSEX_4674 
$1232 = 3 

:GFSEX_4674
jump @GFSEX_5118 

:GFSEX_4681
094F: unknown_actor 24@ 
jump @GFSEX_5118 

:GFSEX_4693
094E: set_actor 24@ unknown_flag 0 
jump @GFSEX_5118 

:GFSEX_4707
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_4878 
if 
  $1233 > 0 
else_jump @GFSEX_4818 
09D5: unknown_get_actor 24@ unknown $1233 flags 1 1 1 store_to $1235 // extended 0947 
gosub @GFSEX_5120 
$1233 = -1 
if 
  $1234 > 0 
else_jump @GFSEX_4804 
$1232 = 6 
jump @GFSEX_4811 

:GFSEX_4804
$1232 = 0 

:GFSEX_4811
jump @GFSEX_4878 

:GFSEX_4818
if 
  $1233 == -2 
else_jump @GFSEX_4857 
$1233 = -1 
$1232 = 6 
jump @GFSEX_4878 

:GFSEX_4857
$1233 = -1 
$1234 = -1 
$1232 = 0 

:GFSEX_4878
jump @GFSEX_5118 

:GFSEX_4885
if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_4969 
if 
  $1234 > 0 
else_jump @GFSEX_4962 
09D5: unknown_get_actor $PLAYER_ACTOR unknown $1234 flags 1 1 1 store_to $1235 // extended 0947 
$1234 = -1 
$1232 = 0 
jump @GFSEX_4969 

:GFSEX_4962
$1232 = 0 

:GFSEX_4969
jump @GFSEX_5118 

:GFSEX_4976
094E: set_actor 24@ unknown_flag 0 
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_5069 
if 
  $1233 > 0 
else_jump @GFSEX_5062 
09D5: unknown_get_actor 24@ unknown $1233 flags 1 1 1 store_to $1235 // extended 0947 
gosub @GFSEX_5120 
$1233 = -1 
$1232 = 5 
jump @GFSEX_5069 

:GFSEX_5062
$1232 = 0 

:GFSEX_5069
jump @GFSEX_5118 

:GFSEX_5076
if 
894D:   not actor 24@ mutally_active 
else_jump @GFSEX_5111 
094F: unknown_actor 24@ 
$1233 = -1 
$1232 = 0 

:GFSEX_5111
jump @GFSEX_5118 

:GFSEX_5118
return 

:GFSEX_5120
0871: init_jump_table $1233 total_jumps 4 default_jump 0 @GFSEX_5279 jumps 286 @GFSEX_5187 288 @GFSEX_5210 289 @GFSEX_5233 291 @GFSEX_5256 -1 @GFSEX_5279 -1 @GFSEX_5279 -1 @GFSEX_5279 

:GFSEX_5187
00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1  // That's the spot! Remember; nice guys finish last!
jump @GFSEX_5279 

:GFSEX_5210
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
jump @GFSEX_5279 

:GFSEX_5233
00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1  // You the man! Oh yeah! You the man!
jump @GFSEX_5279 

:GFSEX_5256
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
jump @GFSEX_5279 

:GFSEX_5279
return 

:GFSEX_5281
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_5746 jumps 0 @GFSEX_5344 1 @GFSEX_5478 2 @GFSEX_5545 3 @GFSEX_5411 4 @GFSEX_5612 5 @GFSEX_5679 -1 @GFSEX_5746 

:GFSEX_5344
10@ = 2394.408 
12@ = -1728.215 
14@ = 14.2715 
11@ = 2395.066 
13@ = -1727.465 
15@ = 14.2063 
jump @GFSEX_5746 

:GFSEX_5411
10@ = -1401.494 
12@ = 2640.099 
14@ = 59.3883 
11@ = -1400.704 
13@ = 2639.641 
15@ = 58.9806 
jump @GFSEX_5746 

:GFSEX_5478
10@ = -1799.737 
12@ = 1192.863 
14@ = 29.6868 
11@ = -1799.472 
13@ = 1193.683 
15@ = 29.1813 
jump @GFSEX_5746 

:GFSEX_5545
10@ = -383.3153 
12@ = -1435.266 
14@ = 26.695 
11@ = -382.5756 
13@ = -1435.887 
15@ = 26.4366 
jump @GFSEX_5746 

:GFSEX_5612
10@ = -2582.293 
12@ = 1147.762 
14@ = 59.6235 
11@ = -2581.406 
13@ = 1147.768 
15@ = 59.1605 
jump @GFSEX_5746 

:GFSEX_5679
10@ = 2032.235 
12@ = 2734.541 
14@ = 13.3226 
11@ = 2032.744 
13@ = 2733.714 
15@ = 13.0817 
jump @GFSEX_5746 

:GFSEX_5746
return 

:GFSEX_5748
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "KISSING" 
Actor.DestroyInstantly(24@)
if 
   not Car.Wrecked(25@)
else_jump @GFSEX_5812 
Car.SetImmunities(25@, 0, 0, 0, 0, 0)
Car.RemoveReferences(25@)

:GFSEX_5812
if 
   Player.Defined($PLAYER_CHAR)
else_jump @GFSEX_5866 
0337: set_actor $PLAYER_ACTOR visibility 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0687: clear_actor $PLAYER_ACTOR task 
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 

:GFSEX_5866
0581: enable_radar 1 
08BA: set $390 bit 21 
08C0: clear $390 bit 5 
09BD: unknown_flag 0 
end_thread 
return 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0664: NOP "STICK_POSITION" 17@ 
0663: NOP "SHAGGIN_POSITION" 22@ 
0663: NOP "I_EXCITEMENT" $GFSEX_EXCITEMENT 
0664: NOP "ANIM_TIME" $GF_ANIM_TIME 
0663: NOP "SUBSTATESTATUS" 8@ 
0871: init_jump_table 7@ total_jumps 5 default_jump 1 @GFSEX_6192 jumps 0 @GFSEX_6097 1 @GFSEX_6116 2 @GFSEX_6135 3 @GFSEX_6154 4 @GFSEX_6173 -1 @GFSEX_6221 -1 @GFSEX_6221 

:GFSEX_6097
0662: NOP "STATE0__" 
jump @GFSEX_6221 

:GFSEX_6116
0662: NOP "STATE1__" 
jump @GFSEX_6221 

:GFSEX_6135
0662: NOP "STATE2__" 
jump @GFSEX_6221 

:GFSEX_6154
0662: NOP "STATE3__" 
jump @GFSEX_6221 

:GFSEX_6173
0662: NOP "STATE4__" 
jump @GFSEX_6221 

:GFSEX_6192
0662: NOP "UNTRAPPED_STATE___" 
jump @GFSEX_6221 

:GFSEX_6221
0662: NOP "I__________________________I" 
return 
end_thread 

//-------------External script 27 (CASINO_AMBIENCE)---------------

:CASAMB
thread 'CASAMB' 
if 
  $ONMISSION == 0 
else_jump @CASAMB_43 
$9470 = 0 
$9471 = 0 

:CASAMB_43
1@ = 1 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_91 
Model.Load(#VMAFF1)
Model.Load(#VMAFF3)
Model.Load(#VMAFF2)
Model.Load(#VWFYWAI)

:CASAMB_91
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_130 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYWA2)

:CASAMB_130
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @CASAMB_170 
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)

:CASAMB_170
04ED: load_animation "BAR" 

:CASAMB_177
if 
84EE:   not animation "BAR" loaded 
else_jump @CASAMB_206 
wait 0 
jump @CASAMB_177 

:CASAMB_206
0615: define_AS_pack_begin 2@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 2@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 3@ 
0615: define_AS_pack_begin 4@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 4@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASAMB_1779 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_928 
061D: create_AS_origin_at 1953.774 1018.197 991.4766 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1952.286 1025.58 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1952.3 1010.296 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1952.25 1017.92 991.4766 Z_angle 90.0 unknown_angle 260.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 1948.073 1016.505 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 1948.564 1022.182 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 1949.246 1013.613 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 1949.0 1015.8 991.4766 Z_angle 275.0 unknown_angle 85.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 2.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1966.539 984.8237 993.4688 Z_angle 270.0 unknown_angle 270.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 1932.395 1033.886 993.4688 Z_angle 60.0 unknown_angle 300.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 1959.094 993.7656 991.4766 Z_angle 240.0 unknown_angle 240.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_928
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_1474 
061D: create_AS_origin_at 2195.73 1600.786 1004.063 Z_angle 206.0 unknown_angle -206.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 2197.012 1602.852 1004.063 Z_angle 253.0 unknown_angle -253.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 2195.786 1606.363 1004.063 Z_angle 349.0 unknown_angle -349.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 2196.137 1603.521 1004.063 Z_angle 98.0 unknown_angle -98.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 2191.592 1601.286 1004.063 Z_angle 151.0 unknown_angle -151.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 2191.176 1604.874 1004.063 Z_angle 58.0 unknown_angle -58.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 2192.425 1606.971 1004.063 Z_angle 40.0 unknown_angle -40.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 2192.954 1605.687 1004.069 Z_angle 207.0 unknown_angle -207.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 3.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 3.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 2247.869 1624.467 1007.367 Z_angle 152.0 unknown_angle -152.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 2247.349 1583.257 1007.366 Z_angle 358.0 unknown_angle -358.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 2164.643 1582.151 1007.359 Z_angle 13.0 unknown_angle -13.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_1474
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @CASAMB_1779 
061D: create_AS_origin_at 1141.206 -5.9198 999.6719 Z_angle 81.0 unknown_angle -81.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1141.831 -8.994 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1141.161 1.224 999.6719 Z_angle 110.0 unknown_angle -110.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1141.159 -3.9906 999.6797 Z_angle 93.0 unknown_angle -93.0 AS_pack 3@ handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.0  
08A9: load_external_script 38 (BAR_STAFF) 
9@ = -1 
10@ = -1 
11@ = -1 
12@ = -1 
061D: create_AS_origin_at 1143.677 6.4929 999.6797 Z_angle 71.0 unknown_angle -71.0 AS_pack 4@ handle_as 13@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 
14@ = -1 
15@ = -1 

:CASAMB_1779
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CASAMB_3006 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @CASAMB_1835 
jump @CASAMB_3017 

:CASAMB_1835
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @CASAMB_1865 
$9470 = 1 
$9471 = 1 

:CASAMB_1865
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
if 
  0@ > 0 
else_jump @CASAMB_1898 
$9471 = 1 

:CASAMB_1898
if 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @CASAMB_1924 
$9471 = 1 

:CASAMB_1924
0@ = 0 

:CASAMB_1931
if 
   not Actor.Dead(16@(0@,11i))
else_jump @CASAMB_2039 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,11i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @CASAMB_2002 
$9470 = 1 
$9471 = 1 
jump @CASAMB_2039 

:CASAMB_2002
if 
051A:   actor 16@(0@,11i) damaged_by_actor $PLAYER_ACTOR 
else_jump @CASAMB_2039 
$9470 = 1 
$9471 = 1 

:CASAMB_2039
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_1931 
if 
  $9470 == 1 
else_jump @CASAMB_2144 
$9471 = 1 
08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @CASAMB_2144 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:CASAMB_2144
if 
  $9471 == 1 
else_jump @CASAMB_3006 
if and
   Actor.Dead(18@)
   not 13@ == -1 
else_jump @CASAMB_2480 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_2239 
27@ = 1966.539 
28@ = 984.8237 
29@ = 993.4688 

:CASAMB_2239
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2293 
27@ = 2247.869 
28@ = 1624.467 
29@ = 1007.367 

:CASAMB_2293
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "CASINO2" 
else_jump @CASAMB_2348 
27@ = 1143.677 
28@ = 6.4929 
29@ = 999.6797 

:CASAMB_2348
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_2480 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2452 
0621: create_actor_pedtype 4 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
jump @CASAMB_2468 

:CASAMB_2452
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 

:CASAMB_2468
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2480
if and
   Actor.Dead(19@)
   not 14@ == -1 
else_jump @CASAMB_2743 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_2557 
27@ = 1932.395 
28@ = 1033.886 
29@ = 993.4688 

:CASAMB_2557
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2611 
27@ = 2247.349 
28@ = 1583.257 
29@ = 1007.366 

:CASAMB_2611
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_2743 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2715 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
jump @CASAMB_2731 

:CASAMB_2715
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 

:CASAMB_2731
0913: run_external_script 39 (BOUNCER) 19@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_2743
if and
   Actor.Dead(20@)
   not 15@ == -1 
else_jump @CASAMB_3006 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "TRICAS" 
else_jump @CASAMB_2820 
27@ = 1959.094 
28@ = 993.7656 
29@ = 991.4766 

:CASAMB_2820
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2874 
27@ = 2164.643 
28@ = 1582.151 
29@ = 1007.359 

:CASAMB_2874
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
else_jump @CASAMB_3006 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "MAFCAS" 
else_jump @CASAMB_2978 
0621: create_actor_pedtype 4 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
jump @CASAMB_2994 

:CASAMB_2978
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 

:CASAMB_2994
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3006
wait 0 
jump @CASAMB_1779 

:CASAMB_3017
0@ = 0 

:CASAMB_3024
Actor.RemoveReferences(16@(0@,11i))
Actor.DestroyInstantly(16@(0@,11i))
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_3024 
0@ = 0 

:CASAMB_3070
if 
   not 5@(0@,11i) == -1 
else_jump @CASAMB_3101 
061E: remove_references_to_AS_origin 5@(0@,11i) 

:CASAMB_3101
0@ += 1 
  0@ >= 11 
else_jump @CASAMB_3070 
04EF: release_animation "BAR" 
Model.Destroy(#VWFYWAI)
Model.Destroy(#VWFYWA2)
Model.Destroy(#VWFYCRP)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
Model.Destroy(#VMAFF1)
Model.Destroy(#VMAFF2)
Model.Destroy(#VMAFF3)
061B: remove_references_to_AS_pack 2@ 
061B: remove_references_to_AS_pack 3@ 
061B: remove_references_to_AS_pack 4@ 
end_thread 
end_thread 

//-------------External script 28 (BAR_AMBIENCE)---------------

:BAR
thread 'BAR' 
if and
  $ONMISSION == 0 
88B4:   not test $390 bit 1 
else_jump @BAR_50 
$9472 = 0 
$5297 = 0 

:BAR_50
0@ = 0 
if 
  0@ > 0 
else_jump @BAR_99 
$1231 = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:BAR_99
1@ = 1 
2@ = 0 
0652: 0@ = integer_stat 156 
if 
  0@ >= 7500 
else_jump @BAR_154 
15@ = 3 
jump @BAR_161 

:BAR_154
15@ = 0 

:BAR_161
gosub @BAR_2146 
0615: define_AS_pack_begin 4@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 4@ 
0615: define_AS_pack_begin 5@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 5@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BAR_944 
094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BAR_534 
061D: create_AS_origin_at 502.2242 -19.8799 999.6797 Z_angle 107.0 unknown_angle -107.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 502.0665 -24.1488 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 502.0757 -17.2798 999.6719 Z_angle 85.0 unknown_angle -85.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 502.3116 -19.8236 999.6797 Z_angle 278.6 unknown_angle -278.6 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_534
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR2" 
else_jump @BAR_738 
061D: create_AS_origin_at 497.9362 -78.0533 997.7651 Z_angle 1.0 unknown_angle -1.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 493.9349 -77.9233 997.7651 Z_angle 100.5 unknown_angle -100.5 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 501.2002 -77.739 997.7651 Z_angle 19.0 unknown_angle -19.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 496.5553 -78.7725 997.7651 Z_angle 194.5 unknown_angle -194.5 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_738
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "UFOBAR" 
else_jump @BAR_944 
061D: create_AS_origin_at -223.2594 1405.634 26.7656 Z_angle 86.9 unknown_angle 262.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at -223.26 1402.984 26.7656 Z_angle 145.4 unknown_angle 327.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at -223.2956 1407.486 26.7656 Z_angle 26.0 unknown_angle 184.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at -222.6826 1405.787 26.7656 Z_angle 275.7 unknown_angle 97.0 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_944
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BAR_2139 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @BAR_1004 
jump @BAR_2225 

:BAR_1004
if and
  $5297 == 0 
  $ONMISSION == 0 
  2@ == 0 
else_jump @BAR_1462 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BAR_1455 
if 
0102:   actor $PLAYER_ACTOR in_sphere 488.0048 -14.0754 999.6797 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
else_jump @BAR_1455 
03E6: remove_text_box 
00BE: text_clear_all 
if 
08B4:   test $390 bit 1 
else_jump @BAR_1286 
0652: 0@ = integer_stat 156 
if 
  0@ >= 3500 
else_jump @BAR_1169 
3@ = 3 
jump @BAR_1244 

:BAR_1169
if 
  0@ >= 6000 
else_jump @BAR_1202 
3@ = 4 
jump @BAR_1244 

:BAR_1202
if 
  0@ >= 7500 
else_jump @BAR_1237 
0209: 3@ = random_int_in_ranges 1 5 
jump @BAR_1244 

:BAR_1237
3@ = 2 

:BAR_1244
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ $1231  
08A9: load_external_script 35 (DANCE) 
jump @BAR_1441 

:BAR_1286
0871: init_jump_table 15@ total_jumps 4 default_jump 0 @BAR_1407 jumps 0 @BAR_1349 1 @BAR_1363 2 @BAR_1377 3 @BAR_1391 -1 @BAR_1407 -1 @BAR_1407 -1 @BAR_1407 

:BAR_1349
3@ = 2 
jump @BAR_1407 

:BAR_1363
3@ = 3 
jump @BAR_1407 

:BAR_1377
3@ = 4 
jump @BAR_1407 

:BAR_1391
0209: 3@ = random_int_in_ranges 1 5 
jump @BAR_1407 

:BAR_1407
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ 0  
08A9: load_external_script 35 (DANCE) 

:BAR_1441
2@ = 1 
16@ = 0 

:BAR_1455
jump @BAR_1884 

:BAR_1462
if and
  $5297 == 0 
  $ONMISSION == 0 
  2@ == 1 
else_jump @BAR_1884 
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BAR_1884 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 488.0048 -14.0754 999.6797 radius 2.5 2.5 2.5 on_foot 
else_jump @BAR_1578 
2@ = 0 
jump @BAR_1884 

:BAR_1578
if and
89BE:   not unknown_check_09BD 
88B4:   not test $390 bit 1 
  16@ == 0 
else_jump @BAR_1884 
0871: init_jump_table 15@ total_jumps 3 default_jump 0 @BAR_1884 jumps 0 @BAR_1668 1 @BAR_1740 2 @BAR_1812 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 -1 @BAR_1884 

:BAR_1668
if 
  $DANCE_SCORE >= 3500 
else_jump @BAR_1733 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
16@ = 1 
15@ += 1 

:BAR_1733
jump @BAR_1884 

:BAR_1740
if 
  $DANCE_SCORE >= 6000 
else_jump @BAR_1805 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
16@ = 1 
15@ += 1 

:BAR_1805
jump @BAR_1884 

:BAR_1812
if 
  $DANCE_SCORE >= 7500 
else_jump @BAR_1877 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P3' time 10000 flag 1  // ~s~All the tracks are available now, and you can dance to beat your highest score.
16@ = 1 
15@ += 1 

:BAR_1877
jump @BAR_1884 

:BAR_1884
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @BAR_1907 
$9472 = 1 

:BAR_1907
if 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @BAR_1933 
$9472 = 1 

:BAR_1933
0@ = 0 

:BAR_1940
if 
   not Actor.Dead(10@(0@,2i))
else_jump @BAR_2034 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 10@(0@,2i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @BAR_2004 
$9472 = 1 
jump @BAR_2034 

:BAR_2004
if 
051A:   actor 10@(0@,2i) damaged_by_actor $PLAYER_ACTOR 
else_jump @BAR_2034 
$9472 = 1 

:BAR_2034
0@ += 1 
  0@ >= 2 
else_jump @BAR_1940 
if 
  $9472 == 1 
else_jump @BAR_2139 
$5297 = 1 
08E5: get_actor_in_sphere 12@ 13@ 14@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @BAR_2139 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:BAR_2139
jump @BAR_944 

:BAR_2146
Model.Load(#VWFYCRP)
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
if and
   Model.Available(#VWFYCRP)
04EE:   animation "BAR" loaded 
04EE:   animation "DANCING" loaded 
else_jump @BAR_2212 
return 
jump @BAR_2223 

:BAR_2212
wait 0 
jump @BAR_2146 

:BAR_2223
return 

:BAR_2225
0@ = 0 

:BAR_2232
Actor.RemoveReferences(10@(0@,2i))
Actor.DestroyInstantly(10@(0@,2i))
0@ += 1 
  0@ >= 2 
else_jump @BAR_2232 
0@ = 0 

:BAR_2278
if 
   not 6@(0@,4i) == -1 
else_jump @BAR_2309 
061E: remove_references_to_AS_origin 6@(0@,4i) 

:BAR_2309
0@ += 1 
  0@ >= 4 
else_jump @BAR_2278 
Model.Destroy(#VWFYCRP)
061B: remove_references_to_AS_pack 4@ 
061B: remove_references_to_AS_pack 5@ 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
end_thread 
end_thread 

//-------------External script 29 (FOODBRAINS)---------------

:PSHOP
thread 'PSHOP' 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
0871: init_jump_table 0@ total_jumps 3 default_jump 0 @PSHOP_552 jumps 0 @PSHOP_81 1 @PSHOP_238 2 @PSHOP_395 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 -1 @PSHOP_552 

:PSHOP_81
3@ = 377.3 
4@ = -117.182 
5@ = 1000.637 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 155 // @ = any 
Model.Load(11@)
Model.Load(#PIZZAHIGH)
Model.Load(#CJ_PIZZA_2)

:PSHOP_152
if 
   not Model.Available(11@)
else_jump @PSHOP_179 
wait 0 
jump @PSHOP_152 

:PSHOP_179
if 
   not Model.Available(#PIZZAHIGH)
else_jump @PSHOP_205 
wait 0 
jump @PSHOP_179 

:PSHOP_205
if 
   not Model.Available(#CJ_PIZZA_2)
else_jump @PSHOP_231 
wait 0 
jump @PSHOP_205 

:PSHOP_231
jump @PSHOP_552 

:PSHOP_238
3@ = 371.5365 
4@ = -4.4935 
5@ = 1000.859 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 167 // @ = any 
Model.Load(11@)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_2)

:PSHOP_309
if 
   not Model.Available(11@)
else_jump @PSHOP_336 
wait 0 
jump @PSHOP_309 

:PSHOP_336
if 
   not Model.Available(#BURGERHIGH)
else_jump @PSHOP_362 
wait 0 
jump @PSHOP_336 

:PSHOP_362
if 
   not Model.Available(#CJ_BURG_2)
else_jump @PSHOP_388 
wait 0 
jump @PSHOP_362 

:PSHOP_388
jump @PSHOP_552 

:PSHOP_395
3@ = 378.4146 
4@ = -65.8567 
5@ = 1000.508 
6@ = 180.0 
7@ = 360.0 
04AF: 11@ = 205 // @ = any 
Model.Load(11@)
Model.Load(#BURGERHIGH)
Model.Load(#CJ_BURG_2)

:PSHOP_466
if 
   not Model.Available(11@)
else_jump @PSHOP_493 
wait 0 
jump @PSHOP_466 

:PSHOP_493
if 
   not Model.Available(#BURGERHIGH)
else_jump @PSHOP_519 
wait 0 
jump @PSHOP_493 

:PSHOP_519
if 
   not Model.Available(#CJ_BURG_2)
else_jump @PSHOP_545 
wait 0 
jump @PSHOP_519 

:PSHOP_545
jump @PSHOP_552 

:PSHOP_552
0615: define_AS_pack_begin 8@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 8@ 
061D: create_AS_origin_at 3@ 4@ 5@ Z_angle 6@ unknown_angle 7@ AS_pack 8@ handle_as 9@ 
0621: create_actor_pedtype 4 model 11@ at_AS_origin 9@ task 1466 handle_as 10@ 
0913: run_external_script 36 (SHOPKEEPER) 10@ 9@  
08A9: load_external_script 36 (SHOPKEEPER) 

:PSHOP_628
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PSHOP_873 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @PSHOP_684 
gosub @PSHOP_884 

:PSHOP_684
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @PSHOP_707 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:PSHOP_707
if 
   not Actor.Dead(10@)
else_jump @PSHOP_782 
if 
0457:   player $PLAYER_CHAR aiming_at_actor 10@ 
else_jump @PSHOP_756 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @PSHOP_782 

:PSHOP_756
if 
051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PSHOP_782 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:PSHOP_782
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @PSHOP_873 
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
08E5: get_actor_in_sphere 3@ 4@ 5@ radius 20.0 handle_as 1@ 
if 
  1@ > -1 
else_jump @PSHOP_873 
2@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 1@ 2@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:PSHOP_873
wait 0 
jump @PSHOP_628 

:PSHOP_884
$FOOD_PLAYER_AGGRESSIVE_FLAG = 0 
Actor.RemoveReferences(10@)
Model.Destroy(#WMYPIZZ)
Model.Destroy(#WMYBELL)
Model.Destroy(#WFYBURG)
Model.Destroy(#PIZZAHIGH)
Model.Destroy(#BURGERHIGH)
Model.Destroy(#CJ_PIZZA_2)
Model.Destroy(#CJ_BURG_2)
Actor.DestroyInstantly(10@)
061E: remove_references_to_AS_origin 9@ 
061B: remove_references_to_AS_pack 8@ 
end_thread 
end_thread 

//-------------External script 30 (OTB_AMBIENCE)---------------

:OTBSHP
thread 'OTBSHP' 
if 
  $ONMISSION == 0 
else_jump @OTBSHP_36 
$2881 = 0 

:OTBSHP_36
1@ = 1 
Model.Load(#VBFYCRP)
Model.Load(#VWFYCRP)

:OTBSHP_52
if 
   not Model.Available(#VWFYCRP)
else_jump @OTBSHP_79 
wait 0 
jump @OTBSHP_52 

:OTBSHP_79
if 
   not Model.Available(#VBFYCRP)
else_jump @OTBSHP_105 
wait 0 
jump @OTBSHP_79 

:OTBSHP_105
0615: define_AS_pack_begin 2@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 2@ 
061D: create_AS_origin_at 820.3698 -0.3935 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 3@ 
061D: create_AS_origin_at 820.133 4.2015 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 4@ 
061D: create_AS_origin_at 820.3185 6.4021 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 820.0 2.0 1003.0 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 3@ task 1466 handle_as 7@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 4@ task 1466 handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 9@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 40 (OTB_STAFF) 7@ 3@  
0913: run_external_script 40 (OTB_STAFF) 8@ 4@  
0913: run_external_script 40 (OTB_STAFF) 9@ 5@  
0913: run_external_script 40 (OTB_STAFF) 10@ 6@  
08A9: load_external_script 40 (OTB_STAFF) 

:OTBSHP_369
if 
   Player.Defined($PLAYER_CHAR)
else_jump @OTBSHP_655 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @OTBSHP_425 
jump @OTBSHP_666 

:OTBSHP_425
if or
02E0:   actor $PLAYER_ACTOR aggressive 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @OTBSHP_456 
$2881 = 1 

:OTBSHP_456
0@ = 0 

:OTBSHP_463
if 
   not Actor.Dead(7@(0@,4i))
else_jump @OTBSHP_557 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 7@(0@,4i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @OTBSHP_527 
$2881 = 1 
jump @OTBSHP_557 

:OTBSHP_527
if 
051A:   actor 7@(0@,4i) damaged_by_actor $PLAYER_ACTOR 
else_jump @OTBSHP_557 
$2881 = 1 

:OTBSHP_557
0@ += 1 
  0@ >= 4 
else_jump @OTBSHP_463 
if 
  $2881 == 1 
else_jump @OTBSHP_655 
08E5: get_actor_in_sphere 11@ 12@ 13@ radius 20.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @OTBSHP_655 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:OTBSHP_655
wait 0 
jump @OTBSHP_369 

:OTBSHP_666
0@ = 0 

:OTBSHP_673
Actor.RemoveReferences(7@(0@,4i))
Actor.DestroyInstantly(7@(0@,4i))
061E: remove_references_to_AS_origin 3@(0@,4i) 
0@ += 1 
  0@ >= 4 
else_jump @OTBSHP_673 
Model.Destroy(#VWFYCRP)
Model.Destroy(#VBFYCRP)
061B: remove_references_to_AS_pack 2@ 
end_thread 
end_thread 

//-------------External script 31 (STRIP_AMBIENCE)---------------

:STRIP
thread 'STRIP' 
if 
  $ONMISSION == 0 
else_jump @STRIP_43 
$9473 = 0 
$9471 = 0 

:STRIP_43
0@ = 0 
if 
  0@ == 1 
else_jump @STRIP_114 
$9477 = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
$9478 = Object.Create(#NULL, 0.0, 0.0, 0.0)

:STRIP_114
1@ = 1 
$9475 = 0 
$9474 = 0 
gosub @STRIP_2509 
0615: define_AS_pack_begin 7@ 
0605: actor -1 perform_animation_sequence "BARSERVE_IN" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "BARSERVE_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 10000 // versionA 
0616: define_AS_pack_end 7@ 
0615: define_AS_pack_begin 8@ 
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 0 0 0 0 time -1 // versionA 
0616: define_AS_pack_end 8@ 
0615: define_AS_pack_begin 9@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 9@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIP_881 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_650 
061D: create_AS_origin_at 1214.859 -15.4637 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 10@ 
061D: create_AS_origin_at 1217.084 -15.4657 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 11@ 
061D: create_AS_origin_at 1213.234 -15.4087 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 12@ 
061D: create_AS_origin_at 1214.085 -15.4395 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 10@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 10@ 11@ 12@ 13@ 2.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1220.042 -15.3365 999.9219 Z_angle 341.7 unknown_angle -341.7 AS_pack 9@ handle_as 14@ 
061D: create_AS_origin_at 1222.008 4.4324 999.9219 Z_angle 93.3 unknown_angle -93.3 AS_pack 9@ handle_as 15@ 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 17@  
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_650
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_881 
10@ = -1 
061D: create_AS_origin_at 1206.2 -30.6012 999.9531 Z_angle 180.0 unknown_angle 0.0 AS_pack 7@ handle_as 11@ 
12@ = -1 
061D: create_AS_origin_at 1206.2 -29.1414 999.9531 Z_angle 270.0 unknown_angle 0.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 11@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 11@ 11@ 11@ 13@ 1.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1216.871 -24.1246 999.9531 Z_angle 146.8 unknown_angle -146.8 AS_pack 9@ handle_as 14@ 
15@ = -1 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
18@ = -1 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_881
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIP_2502 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @STRIP_941 
jump @STRIP_2586 

:STRIP_941
if 
  4@ > 0 
else_jump @STRIP_973 
gosub @STRIP_2766 
jump @STRIP_881 

:STRIP_973
if 
   not $9475 == 0 
else_jump @STRIP_1042 
if 
   not Actor.Dead($9477)
else_jump @STRIP_1021 
gosub @STRIP_5426 
jump @STRIP_1042 

:STRIP_1021
Player.CanMove($PLAYER_CHAR) = True
$9475 = 0 
$9477 = -1 

:STRIP_1042
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_1326 
if and
  $9473 == 0 
  $9471 == 0 
else_jump @STRIP_1326 
if 
0102:   actor $PLAYER_ACTOR in_sphere 1204.85 11.8 999.9219 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
else_jump @STRIP_1312 
if 
   Player.Money($PLAYER_CHAR) > 99
else_jump @STRIP_1298 
if 
  2@ == 0 
else_jump @STRIP_1291 
3@ = 1 
if 
00E1:   player 0 pressed_key 15 
else_jump @STRIP_1291 
Player.Money($PLAYER_CHAR) += -100
0624: add 100.0 to_float_stat 54 
2@ = 1 
3@ = 0 
19@ = 1204.326 
20@ = 17.709 
21@ = 998.925 
22@ = 0.0 
fade 0 500 
4@ = 1 
gosub @STRIP_2766 

:STRIP_1291
jump @STRIP_1305 

:STRIP_1298
3@ = 2 

:STRIP_1305
jump @STRIP_1326 

:STRIP_1312
3@ = 0 
2@ = 0 

:STRIP_1326
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_1624 
if and
  $9473 == 0 
  $9471 == 0 
else_jump @STRIP_1624 
if 
0102:   actor $PLAYER_ACTOR in_sphere 1207.59 -40.646 999.9531 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
else_jump @STRIP_1610 
if 
   Player.Money($PLAYER_CHAR) > 99
else_jump @STRIP_1596 
if 
  2@ == 0 
else_jump @STRIP_1589 
3@ = 1 
if 
00E1:   player 0 pressed_key 15 
else_jump @STRIP_1589 
Player.Money($PLAYER_CHAR) += -100
0653: 22@ = float_stat 54 
22@ += 100.0 
0653: 22@ = float_stat 54 
2@ = 1 
3@ = 0 
19@ = 1207.366 
20@ = -43.595 
21@ = 998.925 
22@ = 0.0 
fade 0 500 
4@ = 1 
gosub @STRIP_2766 

:STRIP_1589
jump @STRIP_1603 

:STRIP_1596
3@ = 2 

:STRIP_1603
jump @STRIP_1624 

:STRIP_1610
3@ = 0 
2@ = 0 

:STRIP_1624
if and
  $9473 == 0 
  $9471 == 0 
else_jump @STRIP_1784 
if 
  3@ == 1 
else_jump @STRIP_1685 
0512: show_permanent_text_box 'STR_01'  // ~k~~VEHICLE_ENTER_EXIT~ To get a private dance: $100
jump @STRIP_1777 

:STRIP_1685
if 
  3@ == 2 
else_jump @STRIP_1721 
0512: show_permanent_text_box 'STR_03'  // You need at least $100 for a private dance.
jump @STRIP_1777 

:STRIP_1721
if 
  $9474 > 0 
else_jump @STRIP_1757 
0512: show_permanent_text_box 'STR_00'  // ~k~~VEHICLE_ENTER_EXIT~ To throw money to stripper: $20
jump @STRIP_1777 

:STRIP_1757
if 
  4@ == 0 
else_jump @STRIP_1777 
03E6: remove_text_box 

:STRIP_1777
jump @STRIP_1786 

:STRIP_1784
03E6: remove_text_box 

:STRIP_1786
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @STRIP_1816 
$9473 = 1 
$9471 = 1 

:STRIP_1816
if 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @STRIP_1849 
$9473 = 1 
$9471 = 1 

:STRIP_1849
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
if 
  0@ > 0 
else_jump @STRIP_1882 
$9471 = 1 

:STRIP_1882
0@ = 0 

:STRIP_1889
if 
   not Actor.Dead(16@(0@,3i))
else_jump @STRIP_1997 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,3i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @STRIP_1960 
$9473 = 1 
$9471 = 1 
jump @STRIP_1997 

:STRIP_1960
if 
051A:   actor 16@(0@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @STRIP_1997 
$9473 = 1 
$9471 = 1 

:STRIP_1997
0@ += 1 
  0@ >= 3 
else_jump @STRIP_1889 
if 
  $9473 == 1 
else_jump @STRIP_2102 
$9471 = 1 
08E5: get_actor_in_sphere 19@ 20@ 21@ radius 50.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @STRIP_2102 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:STRIP_2102
if 
  $9471 == 1 
else_jump @STRIP_2502 
if and
   Actor.Dead(17@)
   not 14@ == -1 
else_jump @STRIP_2338 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_2198 
19@ = 1220.042 
20@ = -15.3365 
21@ = 999.9219 

:STRIP_2198
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_2252 
19@ = 1216.871 
20@ = -24.1246 
21@ = 999.9531 

:STRIP_2252
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
else_jump @STRIP_2338 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2338
if and
   Actor.Dead(18@)
   not 15@ == -1 
else_jump @STRIP_2502 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_2416 
19@ = 1222.008 
20@ = 4.4324 
21@ = 999.9219 

:STRIP_2416
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
else_jump @STRIP_2502 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_2502
jump @STRIP_881 

:STRIP_2509
Model.Load(#BMYBOUN)
Model.Load(#WMYBOUN)
Model.Load(#VWFYCRP)
04ED: load_animation "BAR" 
if and
   Model.Available(#BMYBOUN)
   Model.Available(#WMYBOUN)
   Model.Available(#VWFYCRP)
04EE:   animation "BAR" loaded 
else_jump @STRIP_2573 
return 
jump @STRIP_2584 

:STRIP_2573
wait 0 
jump @STRIP_2509 

:STRIP_2584
return 

:STRIP_2586
0@ = 0 

:STRIP_2593
Actor.RemoveReferences(16@(0@,3i))
Actor.DestroyInstantly(16@(0@,3i))
0@ += 1 
  0@ >= 3 
else_jump @STRIP_2593 
0@ = 0 

:STRIP_2639
if 
   not 10@(0@,6i) == -1 
else_jump @STRIP_2670 
061E: remove_references_to_AS_origin 10@(0@,6i) 

:STRIP_2670
0@ += 1 
  0@ >= 6 
else_jump @STRIP_2639 
Model.Destroy(#VWFYCRP)
Model.Destroy(#BMYBOUN)
Model.Destroy(#WMYBOUN)
061B: remove_references_to_AS_pack 7@ 
061B: remove_references_to_AS_pack 8@ 
04EF: release_animation "STRIP" 
04EF: release_animation "BAR" 
$9471 = 0 
03E6: remove_text_box 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIP_2764 
Player.CanMove($PLAYER_CHAR) = True

:STRIP_2764
end_thread 

:STRIP_2766
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @STRIP_3923 jumps 1 @STRIP_2829 2 @STRIP_3053 3 @STRIP_3194 4 @STRIP_3320 5 @STRIP_3653 6 @STRIP_3887 -1 @STRIP_3923 

:STRIP_2829
if 
   not fading 
else_jump @STRIP_3046 
03E6: remove_text_box 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 0 
0581: enable_radar 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.PutAt($PLAYER_ACTOR, 19@, 20@, 21@)
Actor.Angle($PLAYER_ACTOR) = 22@
03C8: rotate_player-180-degrees 
if 
  $9476 == 0 
else_jump @STRIP_2956 
04AF: 5@ = 256 // @ = any 
06D2: 28@v = "LAPDAN1" // @v = string 
$9476 += 1 
jump @STRIP_3039 

:STRIP_2956
if 
  $9476 == 1 
else_jump @STRIP_3010 
04AF: 5@ = 257 // @ = any 
06D2: 28@v = "LAPDAN2" // @v = string 
$9476 += 1 
jump @STRIP_3039 

:STRIP_3010
04AF: 5@ = 246 // @ = any 
06D2: 28@v = "LAPDAN3" // @v = string 
$9476 = 0 

:STRIP_3039
4@ += 1 

:STRIP_3046
jump @STRIP_3923 

:STRIP_3053
if 
84EE:   not animation 28@v loaded 
else_jump @STRIP_3081 
04ED: load_animation 28@v 
jump @STRIP_3187 

:STRIP_3081
if 
   not Model.Available(5@)
else_jump @STRIP_3109 
Model.Load(5@)
jump @STRIP_3187 

:STRIP_3109
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0 
22@ = Actor.Angle($PLAYER_ACTOR)
5@ = Actor.Create(CivFemale, 5@, 19@, 20@, 21@)
0619: enable_actor 5@ collision_detection 0 
Actor.Angle(5@) = 22@
4@ += 1 

:STRIP_3187
jump @STRIP_3923 

:STRIP_3194
0812: AS_actor $PLAYER_ACTOR perform_animation "LAPDAN_P" IFP_file 28@v 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
if 
   not Actor.Dead(5@)
else_jump @STRIP_3290 
0812: AS_actor 5@ perform_animation "LAPDAN_D" IFP_file 28@v 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
6@ = -1 
gosub @STRIP_3925 

:STRIP_3290
fade 1 1500 
33@ = 0 
03E6: remove_text_box 
4@ += 1 
jump @STRIP_3923 

:STRIP_3320
if 
   not fading 
else_jump @STRIP_3646 
if 
   not Actor.Dead(5@)
else_jump @STRIP_3639 
if 
   Actor.Animation($PLAYER_ACTOR) == "LAPDAN_P"
else_jump @STRIP_3432 
061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 
0092: 25@ = float 23@ to_integer 
25@ -= 800 
0085: 26@ = 25@ // (int) 
26@ -= 2200 
jump @STRIP_3439 

:STRIP_3432
25@ = 0 

:STRIP_3439
if and
  33@ > 2500 
  2600 > 33@ 
else_jump @STRIP_3499 
if 
8A2A:   not text_box 'STR_02' displayed  // ~k~~PED_FIREWEAPON~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.
else_jump @STRIP_3499 
03E5: show_text_box 'STR_02'  // ~k~~PED_FIREWEAPON~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.

:STRIP_3499
if 
002D:   33@ >= 25@ // (int) 
else_jump @STRIP_3539 
fade 0 500 
4@ += 1 
jump @STRIP_3923 

:STRIP_3539
if and
00E1:   player 0 pressed_key 17 
  32@ >= 500 
  33@ > 2500 
001D:   26@ > 33@ // (int) 
else_jump @STRIP_3594 
gosub @STRIP_3925 
32@ = 0 

:STRIP_3594
if 
00E1:   player 0 pressed_key 15 
else_jump @STRIP_3632 
fade 0 500 
4@ += 1 
jump @STRIP_3923 

:STRIP_3632
jump @STRIP_3646 

:STRIP_3639
4@ += 1 

:STRIP_3646
jump @STRIP_3923 

:STRIP_3653
if 
   not fading 
else_jump @STRIP_3880 
if 
   not Actor.Dead(5@)
else_jump @STRIP_3873 
03E6: remove_text_box 
0665: get_actor 5@ model_to 0@ 
Model.Destroy(0@)
04EF: release_animation 28@v 
Actor.DestroyInstantly(5@)
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 1 
0581: enable_radar 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_3798 
Actor.PutAt($PLAYER_ACTOR, 1204.991, 12.6603, 999.9219)
Actor.Angle($PLAYER_ACTOR) = 180.0

:STRIP_3798
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIP_3852 
Actor.PutAt($PLAYER_ACTOR, 1207.59, -40.646, 999.9531)
Actor.Angle($PLAYER_ACTOR) = 360.0

:STRIP_3852
fade 1 500 
4@ += 1 
jump @STRIP_3880 

:STRIP_3873
4@ += 1 

:STRIP_3880
jump @STRIP_3923 

:STRIP_3887
if 
   not fading 
else_jump @STRIP_3916 
Player.CanMove($PLAYER_CHAR) = True
4@ = 0 
return 

:STRIP_3916
jump @STRIP_3923 

:STRIP_3923
return 

:STRIP_3925
0871: init_jump_table 6@ total_jumps 5 default_jump 1 @STRIP_5173 jumps -1 @STRIP_3988 0 @STRIP_4225 1 @STRIP_4462 2 @STRIP_4699 3 @STRIP_4936 -1 @STRIP_5417 -1 @STRIP_5417 

:STRIP_3988
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4119 
19@ = 1204.562 
20@ = 15.6486 
21@ = 1001.333 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.437 
20@ = 16.5805 
21@ = 1000.992 
Camera.PointAt(19@, 20@, 21@, 2)
jump @STRIP_4218 

:STRIP_4119
19@ = 1208.32 
20@ = -45.8672 
21@ = 1001.066 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.847 
20@ = -44.9985 
21@ = 1000.919 
Camera.PointAt(19@, 20@, 21@, 2)

:STRIP_4218
jump @STRIP_5417 

:STRIP_4225
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4356 
19@ = 1202.654 
20@ = 16.7123 
21@ = 1001.302 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1203.589 
20@ = 16.9879 
21@ = 1001.08 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_4455 

:STRIP_4356
19@ = 1205.649 
20@ = -44.5486 
21@ = 1001.344 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1206.541 
20@ = -44.2188 
21@ = 1001.035 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_4455
jump @STRIP_5417 

:STRIP_4462
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4593 
19@ = 1203.529 
20@ = 18.3118 
21@ = 1001.391 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.11 
20@ = 17.5609 
21@ = 1001.078 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_4692 

:STRIP_4593
19@ = 1206.434 
20@ = -43.1812 
21@ = 1001.705 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.044 
20@ = -43.796 
21@ = 1001.204 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_4692
jump @STRIP_5417 

:STRIP_4699
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_4830 
19@ = 1204.712 
20@ = 18.3221 
21@ = 1000.941 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.409 
20@ = 17.369 
21@ = 1000.95 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_4929 

:STRIP_4830
19@ = 1207.472 
20@ = -43.1042 
21@ = 1001.054 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.325 
20@ = -44.0841 
21@ = 1000.919 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_4929
jump @STRIP_5417 

:STRIP_4936
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_5067 
19@ = 1205.856 
20@ = 17.3141 
21@ = 1002.26 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1205.096 
20@ = 17.1228 
21@ = 1001.64 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_5166 

:STRIP_5067
19@ = 1207.846 
20@ = -43.4954 
21@ = 1001.964 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.427 
20@ = -43.9585 
21@ = 1001.184 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_5166
jump @STRIP_5417 

:STRIP_5173
6@ = -1 
if 
08F9:   v$5311 == "LASTRIP" 
else_jump @STRIP_5311 
19@ = 1204.562 
20@ = 15.6486 
21@ = 1001.333 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1204.437 
20@ = 16.5805 
21@ = 1000.992 
Camera.PointAt(19@, 20@, 21@, 1)
jump @STRIP_5410 

:STRIP_5311
19@ = 1207.978 
20@ = -46.1248 
21@ = 1001.215 
Camera.SetPosition(19@, 20@, 21@, 0.0, 0.0, 0.0)
19@ = 1207.757 
20@ = -45.1702 
21@ = 1001.016 
Camera.PointAt(19@, 20@, 21@, 1)

:STRIP_5410
jump @STRIP_5417 

:STRIP_5417
6@ += 1 
return 

:STRIP_5426
0871: init_jump_table $9475 total_jumps 4 default_jump 0 @STRIP_5877 jumps 1 @STRIP_5489 2 @STRIP_5518 3 @STRIP_5598 4 @STRIP_5770 -1 @STRIP_5877 -1 @STRIP_5877 -1 @STRIP_5877 

:STRIP_5489
Player.CanMove($PLAYER_CHAR) = False
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $9477 
$9475 = 2 
jump @STRIP_5877 

:STRIP_5518
062E: unknown_get_actor $PLAYER_ACTOR task 1593 status_store_to 27@ // ret 7 if not found 
if 
04A4:   27@ == 7 // @ == any 
else_jump @STRIP_5591 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLY_CASH" IFP_file "STRIP" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
$9475 = 3 

:STRIP_5591
jump @STRIP_5877 

:STRIP_5598
if 
   Actor.Animation($PLAYER_ACTOR) == "PLY_CASH"
else_jump @STRIP_5756 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
if and
  24@ >= 0.35 
  1.0 > 24@ 
else_jump @STRIP_5749 
04C4: store_coords_to 19@ 20@ 21@ from_actor $9477 with_offset 0.0 0.5 -0.5 
$9478 = Object.Init(#MONEY, 19@, 20@, 21@)
Object.CollisionDetection($9478) = False
Player.Money($PLAYER_CHAR) += -20
0624: add 20.0 to_float_stat 54 
$9475 = 4 

:STRIP_5749
jump @STRIP_5763 

:STRIP_5756
$9475 = 4 

:STRIP_5763
jump @STRIP_5877 

:STRIP_5770
if 
   Actor.Animation($PLAYER_ACTOR) == "PLY_CASH"
else_jump @STRIP_5856 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
if 
  24@ >= 1.0 
else_jump @STRIP_5849 
Player.CanMove($PLAYER_CHAR) = True
$9475 = 0 

:STRIP_5849
jump @STRIP_5870 

:STRIP_5856
Player.CanMove($PLAYER_CHAR) = True
$9475 = 0 

:STRIP_5870
jump @STRIP_5877 

:STRIP_5877
return 
end_thread 

//-------------External script 32 (PLANES)---------------

:PLANES
thread 'PLANES' 
05A9: s$PLANES_DAYNAMES[1] = 'PLA_9'  // SUNDAY
05A9: s$PLANES_DAYNAMES[2] = 'PLA_3'  // MONDAY
05A9: s$PLANES_DAYNAMES[3] = 'PLA_4'  // TUESDAY
05A9: s$PLANES_DAYNAMES[4] = 'PLA_5'  // WEDNESDAY
05A9: s$PLANES_DAYNAMES[5] = 'PLA_6'  // THURSDAY
05A9: s$PLANES_DAYNAMES[6] = 'PLA_7'  // FRIDAY
05A9: s$PLANES_DAYNAMES[7] = 'PLA_8'  // SATURDAY
$PLANES_WEEKDAY = 0 
$PLANES_CONVERSATION_YES = 0 
$9499 = 0 
$9500 = 500 
$9501 = 0 
$9502 = 0 
$9503 = 0 
$9504 = 0 
$9505 = 0 
$9506 = 0 
$PLAINS_PLANE_FLYWAY = 0 
$9508 = 0 
$9509 = 0 
$9510 = 0 
$9511 = 0 
$9521 = 0.0 
$9513 = 0.0 
$9514 = 0.0 
$9515 = 0.0 
$9516 = 0.0 
$9517 = 0.0 
$9518 = 0.0 
$9519 = 0.0 
$9520 = 0.0 
$9512 = 0 
$9522 = 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_342 
jump @PLANES_3712 

:PLANES_342
Player.CanMove($PLAYER_CHAR) = False
set_wb_check_to 0 
0253: save_current_time 
07D0: $PLANES_WEEKDAY = weekday 
if 
  $PLANES_WEEKDAY == 7 
else_jump @PLANES_392 
$PLANES_WEEKDAY = 1 
jump @PLANES_399 

:PLANES_392
$PLANES_WEEKDAY += 1 

:PLANES_399
0652: $PLANES_STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 
gosub @PLANES_3818 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_455 
jump @PLANES_3712 

:PLANES_455
fade 0 500 

:PLANES_462
if 
fading 
else_jump @PLANES_509 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_502 
jump @PLANES_3712 

:PLANES_502
jump @PLANES_462 

:PLANES_509
0390: load_txd_dictionary 'LD_PLAN' 
038F: load_texture "AIRLOGO" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 3 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 4 // Load dictionary with 0390 first 
038B: load_requested_models 
03E6: remove_text_box 
00BE: text_clear_all 
03F0: enable_text_draw 1 
0826: enable_hud 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
fade 1 500 
gosub @PLANES_4363 

:PLANES_605
if 
fading 
else_jump @PLANES_659 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_645 
jump @PLANES_3712 

:PLANES_645
gosub @PLANES_4363 
jump @PLANES_605 

:PLANES_659
gosub @PLANES_4363 

:PLANES_666
wait 0 
gosub @PLANES_4363 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_700 
jump @PLANES_3712 

:PLANES_700
0254: restore_current_time 
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_805 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @PLANES_767 
$PLANES_CONVERSATION_YES = 0 

:PLANES_767
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @PLANES_798 
$PLANES_CONVERSATION_YES = 1 

:PLANES_798
jump @PLANES_812 

:PLANES_805
$PLANES_CONVERSATION_YES = 0 

:PLANES_812
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 0 
else_jump @PLANES_1281 
if 
  $9503 == 0 
else_jump @PLANES_879 
if 
00E1:   player 0 pressed_key 16 
else_jump @PLANES_879 
$9502 = 0 
$9503 = 1 

:PLANES_879
if 
  $9503 == 1 
else_jump @PLANES_921 
if 
80E1:   not player 0 pressed_key 16 
else_jump @PLANES_921 
$9503 = 2 

:PLANES_921
if 
  $9503 == 2 
else_jump @PLANES_1134 
$9501 = Player.Money($PLAYER_CHAR)
if 
002C:   $9501 >= $9500 // (int) 
else_jump @PLANES_1069 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1083 
gosub @PLANES_4363 
fade 0 500 

:PLANES_994
if 
fading 
else_jump @PLANES_1055 
gosub @PLANES_4363 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_1041 
jump @PLANES_3712 

:PLANES_1041
gosub @PLANES_4363 
jump @PLANES_994 

:PLANES_1055
jump @PLANES_1437 
jump @PLANES_1134 

:PLANES_1069
if 
  $9502 == 0 
else_jump @PLANES_1134 
01BD: $9504 = current_time_in_ms 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1085 
$9502 = 1 
$9503 = 0 

:PLANES_1134
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
if 
  5000 > $9506 
else_jump @PLANES_1281 
gosub @PLANES_7954 
033F: set_text_draw_letter_size 0.41 1.84 
0340: set_text_draw_RGBA 255 255 255 255 
if or
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_1260 
033E: set_draw_text_position 40.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.
jump @PLANES_1281 

:PLANES_1260
033E: set_draw_text_position 93.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.

:PLANES_1281
if 
00E1:   player 0 pressed_key 15 
else_jump @PLANES_1430 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1085 
gosub @PLANES_4363 
fade 0 500 

:PLANES_1326
if 
fading 
else_jump @PLANES_1387 
gosub @PLANES_4363 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_1373 
jump @PLANES_3712 

:PLANES_1373
gosub @PLANES_4363 
jump @PLANES_1326 

:PLANES_1387
gosub @PLANES_3818 
Actor.PutAt($PLAYER_ACTOR, $9513, $9514, $9515)
Actor.Angle($PLAYER_ACTOR) = $9516
fade 1 500 
jump @PLANES_3712 

:PLANES_1430
jump @PLANES_666 

:PLANES_1437
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_1460 
jump @PLANES_3712 

:PLANES_1460
088E: set_next_day 
Player.Money($PLAYER_CHAR) += -500
0391: release_txd_dictionary 
Model.Load(#AT400)
Model.Load(#GUN_PARA)
038B: load_requested_models 
0A48: enable_menu_access_in_widescreen_mode 1 
gosub @PLANES_3818 
04E4: unknown_refresh_game_renderer_at $9517 $9518 
0395: clear_area 1 at $9517 $9518 $9519 radius 100.0 
$9479 = Car.Create(#AT400, $9517, $9518, $9519)
Car.Angle($9479) = $9520
036A: put_actor $PLAYER_ACTOR in_car $9479 
Camera.SetAtPos($9517, $9518, $9519)
02A3: enable_widescreen 1 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @PLANES_1709 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_1650 
00C0: set_current_time_hours_to 10 minutes_to 30 
$9521 = 9500.0 
$9510 = 20000 
$9511 = 150000 
$PLAINS_PLANE_FLYWAY = 42 

:PLANES_1650
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_1709 
00C0: set_current_time_hours_to 17 minutes_to 50 
$9521 = 5000.0 
$9510 = 30000 
$9511 = 110000 
$PLAINS_PLANE_FLYWAY = 46 

:PLANES_1709
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @PLANES_1845 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_1786 
00C0: set_current_time_hours_to 11 minutes_to 20 
$9521 = 6000.0 
$9510 = 20000 
$9511 = 120000 
$PLAINS_PLANE_FLYWAY = 49 

:PLANES_1786
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_1845 
00C0: set_current_time_hours_to 14 minutes_to 40 
$9521 = 8000.0 
$9510 = 20000 
$9511 = 160000 
$PLAINS_PLANE_FLYWAY = 44 

:PLANES_1845
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @PLANES_1981 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_1922 
00C0: set_current_time_hours_to 19 minutes_to 10 
$9521 = 6600.0 
$9510 = 20000 
$9511 = 120000 
$PLAINS_PLANE_FLYWAY = 48 

:PLANES_1922
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_1981 
00C0: set_current_time_hours_to 14 minutes_to 30 
$9521 = 3800.0 
$9510 = 20000 
$9511 = 70000 
$PLAINS_PLANE_FLYWAY = 43 

:PLANES_1981
07C0: load_path $PLAINS_PLANE_FLYWAY 

:PLANES_1986
if 
87C1:   not path $PLAINS_PLANE_FLYWAY available 
else_jump @PLANES_2036 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2029 
jump @PLANES_3712 

:PLANES_2029
jump @PLANES_1986 

:PLANES_2036
01BD: $9504 = current_time_in_ms 
$9503 = 0 
fade 1 500 

:PLANES_2055
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2082 
jump @PLANES_3712 

:PLANES_2082
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2103 
Player.ClearWantedLevel($PLAYER_CHAR)

:PLANES_2103
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3705 
if 
  $9503 == 0 
else_jump @PLANES_2196 
if 
  $9506 > 2000 
else_jump @PLANES_2196 
05EB: assign_car $9479 to_path $PLAINS_PLANE_FLYWAY 
093D: lock_camera_on_cinematic_view 1 
$9503 = 1 

:PLANES_2196
if 
  $9503 > 0 
else_jump @PLANES_2343 
if 
  $9508 == 0 
else_jump @PLANES_2343 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  $TEMPVAR_Z_COORD > 150.0 
else_jump @PLANES_2343 
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
if 
  $9512 == 0 
else_jump @PLANES_2319 
00BC: show_text_highpriority GXT 'PLA_12' time 20000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
$9512 = 1 

:PLANES_2319
if 
00E1:   player 0 pressed_key 15 
else_jump @PLANES_2343 
$9503 = 2 

:PLANES_2343
if 
  $9503 > 0 
else_jump @PLANES_2467 
if 
  $9522 == 0 
else_jump @PLANES_2421 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
if 
  $TEMPVAR_Z_COORD > 150.0 
else_jump @PLANES_2421 
$9522 = 1 

:PLANES_2421
if 
  $9522 == 1 
else_jump @PLANES_2467 
if 
  150.0 > $TEMPVAR_Z_COORD 
else_jump @PLANES_2467 
$9522 = 2 

:PLANES_2467
if 
  $9503 == 1 
else_jump @PLANES_3342 
if 
  $9508 == 0 
else_jump @PLANES_3112 
if 
  150.0 >= $TEMPVAR_Z_COORD 
else_jump @PLANES_2569 
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
if 
  $9512 == 0 
else_jump @PLANES_2569 
00BC: show_text_highpriority GXT 'PLA_11' time 5000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.

:PLANES_2569
if 
  2 > $9522 
else_jump @PLANES_3112 
if 
00E1:   player 0 pressed_key 16 
else_jump @PLANES_3112 
fade 0 500 

:PLANES_2611
if 
fading 
else_jump @PLANES_2658 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_2651 
jump @PLANES_3712 

:PLANES_2651
jump @PLANES_2611 

:PLANES_2658
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3056 
if 
060E:   car $9479 assigned_to_path 
else_jump @PLANES_3056 
if 
  $9509 == 1 
else_jump @PLANES_2715 
08E6: set_plane $9479 landing_gear 0 

:PLANES_2715
0706: advance_car $9479 further_along_path -1E07 
0706: advance_car $9479 further_along_path $9521 
093D: lock_camera_on_cinematic_view 0 
if or
  $PLAINS_PLANE_FLYWAY == 48 
  $PLAINS_PLANE_FLYWAY == 49 
else_jump @PLANES_2841 
Camera.SetPosition(1774.9, -2529.3, 30.9, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($9479)
else_jump @PLANES_2819 
Camera.OnVehicle($9479, 15, 2)

:PLANES_2819
0A0B: set_rendering_origin_at_3D_coord 1774.9 -2529.3 13.9 angle 48.0 

:PLANES_2841
if or
  $PLAINS_PLANE_FLYWAY == 42 
  $PLAINS_PLANE_FLYWAY == 43 
else_jump @PLANES_2945 
Camera.SetPosition(-1268.5, 106.9, 37.1, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($9479)
else_jump @PLANES_2923 
Camera.OnVehicle($9479, 15, 2)

:PLANES_2923
0A0B: set_rendering_origin_at_3D_coord -1268.5 106.9 13.0 angle 350.0 

:PLANES_2945
if or
  $PLAINS_PLANE_FLYWAY == 46 
  $PLAINS_PLANE_FLYWAY == 44 
else_jump @PLANES_3049 
Camera.SetPosition(1396.1, 1382.3, 25.4, 0.0, 0.0, 0.0)
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3027 
Camera.OnVehicle($9479, 15, 2)

:PLANES_3027
0A0B: set_rendering_origin_at_3D_coord 1396.1 1382.3 10.0 angle 264.0 

:PLANES_3049
$9508 = 1 

:PLANES_3056
00BE: text_clear_all 
fade 1 2500 

:PLANES_3065
if 
fading 
else_jump @PLANES_3112 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3105 
jump @PLANES_3712 

:PLANES_3105
jump @PLANES_3065 

:PLANES_3112
if 
   not Car.Wrecked($9479)
else_jump @PLANES_3342 
if 
860E:   not car $9479 assigned_to_path 
else_jump @PLANES_3342 
fade 0 2000 

:PLANES_3151
if 
fading 
else_jump @PLANES_3198 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3191 
jump @PLANES_3712 

:PLANES_3191
jump @PLANES_3151 

:PLANES_3198
gosub @PLANES_3818 
093D: lock_camera_on_cinematic_view 0 
04E4: unknown_refresh_game_renderer_at $9513 $9514 
0395: clear_area 1 at $9513 $9514 $9515 radius 100.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, $9513, $9514, $9515)
Actor.Angle($PLAYER_ACTOR) = $9516
Camera.SetAtPos($9513, $9514, $9515)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 500 

:PLANES_3288
if 
fading 
else_jump @PLANES_3335 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3328 
jump @PLANES_3712 

:PLANES_3328
jump @PLANES_3288 

:PLANES_3335
jump @PLANES_3712 

:PLANES_3342
if 
  $9503 == 2 
else_jump @PLANES_3585 
fade 0 500 

:PLANES_3367
if 
fading 
else_jump @PLANES_3414 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3407 
jump @PLANES_3712 

:PLANES_3407
jump @PLANES_3367 

:PLANES_3414
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
093D: lock_camera_on_cinematic_view 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.

:PLANES_3461
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @PLANES_3511 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3504 
jump @PLANES_3712 

:PLANES_3504
jump @PLANES_3461 

:PLANES_3511
Car.Destroy($9479)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 500 

:PLANES_3531
if 
fading 
else_jump @PLANES_3578 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3571 
jump @PLANES_3712 

:PLANES_3571
jump @PLANES_3531 

:PLANES_3578
jump @PLANES_3712 

:PLANES_3585
if 
  $9508 == 0 
else_jump @PLANES_3705 
if 
  $9509 == 0 
else_jump @PLANES_3654 
if 
001C:   $9506 > $9510 // (int) 
else_jump @PLANES_3654 
08E6: set_plane $9479 landing_gear 1 
$9509 = 1 

:PLANES_3654
if 
  $9509 == 1 
else_jump @PLANES_3705 
if 
001C:   $9506 > $9511 // (int) 
else_jump @PLANES_3705 
08E6: set_plane $9479 landing_gear 0 
$9509 = 2 

:PLANES_3705
jump @PLANES_2055 

:PLANES_3712
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @PLANES_3752 
Camera.Restore_WithJumpCut

:PLANES_3752
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PLANES_3775 
Player.CanMove($PLAYER_CHAR) = True

:PLANES_3775
093D: lock_camera_on_cinematic_view 0 
0A48: enable_menu_access_in_widescreen_mode 0 
03F0: enable_text_draw 0 
Car.RemoveReferences($9479)
Model.Destroy(#AT400)
Model.Destroy(#GUN_PARA)
0391: release_txd_dictionary 
0826: enable_hud 1 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
end_thread 

:PLANES_3818
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @PLANES_3999 
$9513 = 1682.7 
$9514 = -2244.9 
$9515 = 12.5 
$9516 = 178.9 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_3934 
$9517 = 2052.0 
$9518 = -2497.5 
$9519 = 12.4 
$9520 = 89.9 

:PLANES_3934
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_3992 
$9517 = 1580.0 
$9518 = -2493.5 
$9519 = 12.4 
$9520 = 270.0 

:PLANES_3992
$9499 = 18 

:PLANES_3999
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @PLANES_4180 
$9513 = -1431.6 
$9514 = -283.9 
$9515 = 13.1 
$9516 = 149.9 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_4115 
$9517 = -1626.0 
$9518 = -137.3 
$9519 = 13.0 
$9520 = 315.6 

:PLANES_4115
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_4173 
$9517 = -1590.9 
$9518 = -103.5 
$9519 = 13.0 
$9520 = 315.3 

:PLANES_4173
$9499 = 19 

:PLANES_4180
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @PLANES_4361 
$9513 = 1669.8 
$9514 = 1422.1 
$9515 = 9.7 
$9516 = 263.9 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_4296 
$9517 = 1479.7 
$9518 = 1716.1 
$9519 = 9.7 
$9520 = 180.0 

:PLANES_4296
if 
  $PLANES_CONVERSATION_YES == 1 
else_jump @PLANES_4354 
$9517 = 1475.7 
$9518 = 1636.0 
$9519 = 9.7 
$9520 = 180.0 

:PLANES_4354
$9499 = 20 

:PLANES_4361
return 

:PLANES_4363
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 321.0 246.0 size 356.0 246.0 RGBA 160 160 160 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 326.0 84.0 size 602.0 58.0 RGBA 73 73 73 255 
gosub @PLANES_7879 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_4574 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4574
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_4625 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 327.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4625
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_4664 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4664
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_4715 
033F: set_text_draw_letter_size 0.91 3.43 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4715
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_4766 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_4766
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER == 0 
else_jump @PLANES_4987 
gosub @PLANES_7879 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_4863 
033F: set_text_draw_letter_size 1.21 6.23 
033E: set_draw_text_position 320.0 204.0 GXT 'PLA_25'  // OUT OF ORDER
jump @PLANES_4896 

:PLANES_4863
033F: set_text_draw_letter_size 1.41 6.23 
033E: set_draw_text_position 316.0 204.0 GXT 'PLA_25'  // OUT OF ORDER

:PLANES_4896
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 210.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 298.0 368.0 GXT 'PLA_21'  // EXIT
jump @PLANES_7637 

:PLANES_4987
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 144.0 GXT 'PLA_2'  // DEPARTURE
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 207.0 GXT 'PLA_13'  // DESTINATION
gosub @PLANES_7954 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 267.0 GXT 'PLA_17'  // PRICE
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_6446 
gosub @PLANES_8029 
033F: set_text_draw_letter_size 0.62 1.54 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5203 
033E: set_draw_text_position 92.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5203
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5242 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5242
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5281 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5281
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5320 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5320
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_5359 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_5359
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5419 
033E: set_draw_text_position 124.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5419
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5458 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5458
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5497 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5497
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5536 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5536
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_5575 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_5575
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5635 
033E: set_draw_text_position 252.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5635
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5674 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5674
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5713 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5713
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5752 
033E: set_draw_text_position 255.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5752
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_5791 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_5791
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_5851 
033E: set_draw_text_position 337.0 368.0 GXT 'PLA_20'  // BUY

:PLANES_5851
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_5890 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5890
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_5929 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5929
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_5968 
033E: set_draw_text_position 255.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_5968
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_6007 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_6007
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6067 
033E: set_draw_text_position 423.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6067
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_6106 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6106
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_6145 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6145
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_6184 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6184
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_6223 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_6223
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6283 
033E: set_draw_text_position 507.0 368.0 GXT 'PLA_21'  // EXIT

:PLANES_6283
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @PLANES_6322 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6322
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @PLANES_6361 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6361
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @PLANES_6400 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6400
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @PLANES_6439 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_6439
jump @PLANES_6706 

:PLANES_6446
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6513 
033E: set_draw_text_position 155.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~
jump @PLANES_6534 

:PLANES_6513
033E: set_draw_text_position 105.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_6534
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @PLANES_6601 
033E: set_draw_text_position 241.0 368.0 GXT 'PLA_20'  // BUY
jump @PLANES_6622 

:PLANES_6601
033E: set_draw_text_position 191.0 368.0 GXT 'PLA_20'  // BUY

:PLANES_6622
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 328.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
gosub @PLANES_8029 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 412.0 368.0 GXT 'PLA_21'  // EXIT

:PLANES_6706
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 92.0 167.0 GXT $PLANES_DAYNAMES($PLANES_WEEKDAY,8s) 
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 92.0 290.0 GXT 'PLA_18' number $9500  // $~1~
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @PLANES_7079 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_6855 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_6866 

:PLANES_6855
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_6866
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_15'  // SAN FIERRO
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_6983 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_6948 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_6962 

:PLANES_6948
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_6962
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VENTURAS

:PLANES_6983
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7054 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 10 30  // ~1~:~1~
jump @PLANES_7079 

:PLANES_7054
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 17 50  // ~1~:~1~

:PLANES_7079
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @PLANES_7367 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7143 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_7154 

:PLANES_7143
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_7154
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS SANTOS
if 
  $PLANES_STAT_UNLOCKED_CITIES_NUMBER > 1 
else_jump @PLANES_7271 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7236 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_7250 

:PLANES_7236
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_7250
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VENTURAS

:PLANES_7271
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7342 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 11 20  // ~1~:~1~
jump @PLANES_7367 

:PLANES_7342
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 40  // ~1~:~1~

:PLANES_7367
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @PLANES_7637 
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7431 
0340: set_text_draw_RGBA 255 255 255 255 
jump @PLANES_7442 

:PLANES_7431
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_7442
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS SANTOS
gosub @PLANES_7954 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7506 
0340: set_text_draw_RGBA 40 40 40 255 
jump @PLANES_7520 

:PLANES_7506
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_7520
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_15'  // SAN FIERRO
gosub @PLANES_7954 
0340: set_text_draw_RGBA 255 255 255 255 
if 
  $PLANES_CONVERSATION_YES == 0 
else_jump @PLANES_7612 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 19 10  // ~1~:~1~
jump @PLANES_7637 

:PLANES_7612
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 30  // ~1~:~1~

:PLANES_7637
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
return 

:PLANES_7879
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 color_RGBA 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:PLANES_7954
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.62 2.34 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 

:PLANES_8029
03E0: unknown_text_draw_flag 1 
0341: unknown_text_draw_flag 1 
03E4: enable_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: enable_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.42 2.24 
060D: draw_text_shadow 2 color_RGBA 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
return 
end_thread 

//-------------External script 33 (TRAINS)---------------

:TRAINS
thread 'TRAINS' 
$TRAINS_TRAIN_SPEED = 0.0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_44 
jump @TRAINS_768 

:TRAINS_44
set_wb_check_to 0 

:TRAINS_48
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_754 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_740 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_726 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
if 
  $TRAINS_TEXT_SHOWN == 0 
else_jump @TRAINS_181 
02E3: $TRAINS_TRAIN_SPEED = car $TRAINS_TRAIN_HANDLE speed 
if 
  $TRAINS_TRAIN_SPEED > 0.0 
else_jump @TRAINS_181 
00BC: show_text_highpriority GXT 'TRAINS' time 20000 flag 1  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
$TRAINS_TEXT_SHOWN = 1 

:TRAINS_181
if 
  $TRAINS_TEXT_SHOWN == 1 
else_jump @TRAINS_619 
if 
0A06:   train $TRAINS_TRAIN_HANDLE next_station_unlocked 
else_jump @TRAINS_429 
if 
00E1:   player 0 pressed_key 16 
else_jump @TRAINS_422 
fade 0 1000 

:TRAINS_239
if 
fading 
else_jump @TRAINS_286 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_279 
jump @TRAINS_768 

:TRAINS_279
jump @TRAINS_239 

:TRAINS_286
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_361 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_361 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_361 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

:TRAINS_361
fade 1 1000 

:TRAINS_368
if 
fading 
else_jump @TRAINS_415 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_408 
jump @TRAINS_768 

:TRAINS_408
jump @TRAINS_368 

:TRAINS_415
$TRAINS_TEXT_SHOWN = 2 

:TRAINS_422
jump @TRAINS_619 

:TRAINS_429
fade 0 1000 

:TRAINS_436
if 
fading 
else_jump @TRAINS_483 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_476 
jump @TRAINS_768 

:TRAINS_476
jump @TRAINS_436 

:TRAINS_483
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_558 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_558 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_558 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

:TRAINS_558
fade 1 1000 

:TRAINS_565
if 
fading 
else_jump @TRAINS_612 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_605 
jump @TRAINS_768 

:TRAINS_605
jump @TRAINS_565 

:TRAINS_612
$TRAINS_TEXT_SHOWN = 2 

:TRAINS_619
if 
  $TRAINS_TEXT_SHOWN == 2 
else_jump @TRAINS_719 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TRAINS_719 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
else_jump @TRAINS_719 
if 
   Actor.DrivingVehicleType($PLAYER_ACTOR, #STREAKC)
else_jump @TRAINS_719 
03C0: $TRAINS_TRAIN_HANDLE = actor $PLAYER_ACTOR car 
if 
01C1:   car $TRAINS_TRAIN_HANDLE stopped 
else_jump @TRAINS_719 
$TRAINS_TEXT_SHOWN = 0 

:TRAINS_719
jump @TRAINS_733 

:TRAINS_726
jump @TRAINS_768 

:TRAINS_733
jump @TRAINS_747 

:TRAINS_740
jump @TRAINS_768 

:TRAINS_747
jump @TRAINS_761 

:TRAINS_754
jump @TRAINS_768 

:TRAINS_761
jump @TRAINS_48 

:TRAINS_768
$TRAINS_TEXT_SHOWN = 0 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
end_thread 
end_thread 

//-------------External script 34 (ZERO_AMBIENCE)---------------

:RCSHOP
thread 'RCSHOP' 
$9526 = 0 
2@ = -2237.291 
3@ = 128.5856 
4@ = 1034.422 
5@ = 0.0 
6@ = 360.0 
04AF: 10@ = 217 // @ = any 
Model.Load(10@)

:RCSHOP_81
if 
   not Model.Available(10@)
else_jump @RCSHOP_108 
wait 0 
jump @RCSHOP_81 

:RCSHOP_108
0615: define_AS_pack_begin 7@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 7@ 
061D: create_AS_origin_at 2@ 3@ 4@ Z_angle 5@ unknown_angle 6@ AS_pack 7@ handle_as 8@ 
0621: create_actor_pedtype 4 model 10@ at_AS_origin 8@ task 1466 handle_as 9@ 

:RCSHOP_169
if 
   Player.Defined($PLAYER_CHAR)
else_jump @RCSHOP_509 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @RCSHOP_225 
gosub @RCSHOP_520 

:RCSHOP_225
if and
  $ZERO_TOTAL_PASSED_MISSIONS == 3 
  $ONMISSION == 0 
else_jump @RCSHOP_305 
if 
0102:   actor $PLAYER_ACTOR in_sphere -2219.287 133.8895 1034.641 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
else_jump @RCSHOP_305 
$VIDEO_GAME = 7 

:RCSHOP_305
if or
02E0:   actor $PLAYER_ACTOR aggressive 
   Player.WantedLevel($PLAYER_CHAR) > $PLAYER_WANTED_LEVEL
else_jump @RCSHOP_336 
$9526 = 1 

:RCSHOP_336
if 
   not Actor.Dead(9@)
else_jump @RCSHOP_418 
if and
0457:   player $PLAYER_CHAR aiming_at_actor 9@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
else_jump @RCSHOP_392 
$9526 = 1 
jump @RCSHOP_418 

:RCSHOP_392
if 
051A:   actor 9@ damaged_by_actor $PLAYER_ACTOR 
else_jump @RCSHOP_418 
$9526 = 1 

:RCSHOP_418
if 
  $9526 == 1 
else_jump @RCSHOP_509 
Actor.StorePos($PLAYER_ACTOR, 2@, 3@, 4@)
08E5: get_actor_in_sphere 2@ 3@ 4@ radius 20.0 handle_as 0@ 
if 
  0@ > -1 
else_jump @RCSHOP_509 
1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:RCSHOP_509
wait 0 
jump @RCSHOP_169 

:RCSHOP_520
$9526 = 0 
Actor.RemoveReferences(9@)
Model.Destroy(10@)
Actor.DestroyInstantly(9@)
061E: remove_references_to_AS_origin 8@ 
061B: remove_references_to_AS_pack 7@ 
end_thread 
end_thread 

//-------------External script 35 (DANCE)---------------

:DANCE
thread 'DANCE' 
08BA: set $5295 bit 31 
09BD: unknown_flag 1 
03F0: enable_text_draw 1 
09EE: set_status_text_stay_on_screen 1 
if 
  13@ > 0 
else_jump @DANCE_72 
5@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:DANCE_72
18@ = 5 
23@ = 5 
16@ = -1 
24@ = -1 
17@ = -1 
13@ = 0 
$DANCE_SCORE = 0 
$9528 = 0 
$9527 = -1 
$9529 = 1 
22@ = 5 
32@ = 10000 

:DANCE_157
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DANCE_367 
if 
  6@ > 0 
else_jump @DANCE_353 
if 
  $5298 == 1 
else_jump @DANCE_245 
if 
   not 6@ == 2 
else_jump @DANCE_245 
6@ = 2 
7@ = 0 

:DANCE_245
if 
  5@ == -1 
else_jump @DANCE_302 
if 
   not 22@ == 5 
else_jump @DANCE_288 
gosub @DANCE_9482 

:DANCE_288
gosub @DANCE_381 
jump @DANCE_346 

:DANCE_302
if 
   not Actor.Dead(5@)
else_jump @DANCE_339 
gosub @DANCE_9482 
gosub @DANCE_381 
jump @DANCE_346 

:DANCE_339
gosub @DANCE_16656 

:DANCE_346
jump @DANCE_360 

:DANCE_353
gosub @DANCE_381 

:DANCE_360
jump @DANCE_374 

:DANCE_367
gosub @DANCE_16656 

:DANCE_374
jump @DANCE_157 

:DANCE_381
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @DANCE_500 jumps 0 @DANCE_444 1 @DANCE_458 2 @DANCE_472 3 @DANCE_486 -1 @DANCE_500 -1 @DANCE_500 -1 @DANCE_500 

:DANCE_444
gosub @DANCE_502 
jump @DANCE_500 

:DANCE_458
gosub @DANCE_1090 
jump @DANCE_500 

:DANCE_472
gosub @DANCE_2086 
jump @DANCE_500 

:DANCE_486
gosub @DANCE_2412 
jump @DANCE_500 

:DANCE_500
return 

:DANCE_502
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_1088 jumps 0 @DANCE_565 1 @DANCE_646 2 @DANCE_803 3 @DANCE_948 -1 @DANCE_1088 -1 @DANCE_1088 -1 @DANCE_1088 

:DANCE_565
Player.CanMove($PLAYER_CHAR) = False
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0826: enable_hud 0 
0581: enable_radar 0 
if 
   not 5@ == -1 
else_jump @DANCE_625 
0253: save_current_time 

:DANCE_625
fade 0 500 
7@ += 1 
jump @DANCE_1088 

:DANCE_646
if 
   not fading 
else_jump @DANCE_796 
gosub @DANCE_2764 
04ED: load_animation v$DANCE_ANIM_IFP 
if 
84EE:   not animation v$DANCE_ANIM_IFP loaded 
else_jump @DANCE_694 
jump @DANCE_1088 

:DANCE_694
if 
   not 5@ == -1 
else_jump @DANCE_718 
00C0: set_current_time_hours_to 0 minutes_to 0 

:DANCE_718
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 0@ 1@ 2@ radius 1.5 
Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
Actor.Angle($PLAYER_ACTOR) = 3@
gosub @DANCE_6886 
gosub @DANCE_5831 
17@ = 0 
0952: load_soundtrack 4@ 
7@ += 1 

:DANCE_796
jump @DANCE_1088 

:DANCE_803
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 2 // @ == any 
else_jump @DANCE_941 
0954: start_playing_loaded_soundtrack 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 
if 
   not Actor.Dead(5@)
else_jump @DANCE_920 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 

:DANCE_920
fade 1 500 
33@ = 0 
7@ += 1 

:DANCE_941
jump @DANCE_1088 

:DANCE_948
if 
   not fading 
else_jump @DANCE_1081 
if 
  5@ == -1 
else_jump @DANCE_1043 
if 
  33@ >= 10000 
else_jump @DANCE_1036 
create_thread @BDISPLY 
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Score:
6@ = 1 
7@ = 1 

:DANCE_1036
jump @DANCE_1081 

:DANCE_1043
create_thread @BDISPLY 
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Score:
6@ = 1 
7@ = 1 

:DANCE_1081
jump @DANCE_1088 

:DANCE_1088
return 

:DANCE_1090
0871: init_jump_table 7@ total_jumps 1 default_jump 0 @DANCE_2084 jumps 1 @DANCE_1153 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 -1 @DANCE_2084 

:DANCE_1153
gosub @DANCE_5695 
gosub @DANCE_8071 
gosub @DANCE_5726 
gosub @DANCE_5507 
gosub @DANCE_2932 
if 
  6@ == 3 
else_jump @DANCE_1213 
jump @DANCE_2084 

:DANCE_1213
gosub @DANCE_3662 
gosub @DANCE_5370 
gosub @DANCE_5831 
gosub @DANCE_8955 
gosub @DANCE_9620 
if 
  22@ == 3 
else_jump @DANCE_1387 
if 
  99999999 > $DANCE_SCORE 
else_jump @DANCE_1341 
if 
  29@ == 2 
else_jump @DANCE_1334 
30@ = 10 
30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
jump @DANCE_1341 

:DANCE_1334
$DANCE_SCORE += 10 

:DANCE_1341
26@ += 1 
gosub @DANCE_8134 
if 
   not 31@ == -1 
else_jump @DANCE_1380 
gosub @DANCE_4116 

:DANCE_1380
jump @DANCE_2084 

:DANCE_1387
if 
  22@ == 1 
else_jump @DANCE_1526 
if 
  99999999 > $DANCE_SCORE 
else_jump @DANCE_1480 
if 
  29@ == 2 
else_jump @DANCE_1473 
30@ = 50 
30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
jump @DANCE_1480 

:DANCE_1473
$DANCE_SCORE += 50 

:DANCE_1480
28@ += 1 
gosub @DANCE_8134 
if 
   not 31@ == -1 
else_jump @DANCE_1519 
gosub @DANCE_4116 

:DANCE_1519
jump @DANCE_2084 

:DANCE_1526
if 
  22@ == 2 
else_jump @DANCE_1665 
if 
  99999999 > $DANCE_SCORE 
else_jump @DANCE_1619 
if 
  29@ == 2 
else_jump @DANCE_1612 
30@ = 20 
30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
jump @DANCE_1619 

:DANCE_1612
$DANCE_SCORE += 20 

:DANCE_1619
26@ += 1 
gosub @DANCE_8134 
if 
   not 31@ == -1 
else_jump @DANCE_1658 
gosub @DANCE_4116 

:DANCE_1658
jump @DANCE_2084 

:DANCE_1665
if 
  22@ == 0 
else_jump @DANCE_1768 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_1715 
$DANCE_SCORE -= 0 
jump @DANCE_1722 

:DANCE_1715
$DANCE_SCORE = 0 

:DANCE_1722
27@ += 1 
gosub @DANCE_8134 
if 
   not 31@ == -1 
else_jump @DANCE_1761 
gosub @DANCE_4743 

:DANCE_1761
jump @DANCE_2084 

:DANCE_1768
if 
  22@ == 4 
else_jump @DANCE_1871 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_1818 
$DANCE_SCORE -= 0 
jump @DANCE_1825 

:DANCE_1818
$DANCE_SCORE = 0 

:DANCE_1825
27@ += 1 
gosub @DANCE_8134 
if 
   not 31@ == -1 
else_jump @DANCE_1864 
gosub @DANCE_4743 

:DANCE_1864
jump @DANCE_2084 

:DANCE_1871
if 
  22@ == 10 
else_jump @DANCE_1974 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_1921 
$DANCE_SCORE -= 0 
jump @DANCE_1928 

:DANCE_1921
$DANCE_SCORE = 0 

:DANCE_1928
27@ += 1 
gosub @DANCE_8134 
if 
   not 31@ == -1 
else_jump @DANCE_1967 
gosub @DANCE_4743 

:DANCE_1967
jump @DANCE_2084 

:DANCE_1974
if 
  22@ == 11 
else_jump @DANCE_2077 
if 
  $DANCE_SCORE > 0 
else_jump @DANCE_2024 
$DANCE_SCORE -= 0 
jump @DANCE_2031 

:DANCE_2024
$DANCE_SCORE = 0 

:DANCE_2031
27@ += 1 
gosub @DANCE_8134 
if 
   not 31@ == -1 
else_jump @DANCE_2070 
gosub @DANCE_4743 

:DANCE_2070
jump @DANCE_2084 

:DANCE_2077
jump @DANCE_2084 

:DANCE_2084
return 

:DANCE_2086
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_2410 jumps 0 @DANCE_2149 1 @DANCE_2170 2 @DANCE_2222 3 @DANCE_2396 -1 @DANCE_2410 -1 @DANCE_2410 -1 @DANCE_2410 

:DANCE_2149
fade 0 500 
7@ += 1 
jump @DANCE_2410 

:DANCE_2170
if 
   not fading 
else_jump @DANCE_2215 
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 3 // @ == any 
else_jump @DANCE_2208 
0955: end_playing_loaded_soundtrack 

:DANCE_2208
7@ += 1 

:DANCE_2215
jump @DANCE_2410 

:DANCE_2222
0151: remove_status_text $DANCE_SCORE 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03F4: set_all_cars_apply_damage_rules 1 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
if 
   not Actor.Dead(5@)
else_jump @DANCE_2355 
0792: disembark_instantly_actor 5@ 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP_file v$DANCE_ANIM_IFP 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_2355
if 
   not 5@ == -1 
else_jump @DANCE_2375 
0254: restore_current_time 

:DANCE_2375
fade 1 1500 
7@ += 1 
jump @DANCE_2410 

:DANCE_2396
gosub @DANCE_16656 
jump @DANCE_2410 

:DANCE_2410
return 

:DANCE_2412
0871: init_jump_table 7@ total_jumps 2 default_jump 0 @DANCE_2762 jumps 0 @DANCE_2475 1 @DANCE_2567 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 -1 @DANCE_2762 

:DANCE_2475
0991: unknown_sounds_flag 1 
if 
   Actor.Animation($PLAYER_ACTOR) == v$DANCE_ANIM
else_jump @DANCE_2508 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 0 

:DANCE_2508
if 
   not Actor.Dead(5@)
else_jump @DANCE_2553 
if 
   Actor.Animation(5@) == v$5303
else_jump @DANCE_2553 
0612: set_actor 5@ animation v$5303 paused 0 

:DANCE_2553
7@ += 1 
jump @DANCE_2762 

:DANCE_2567
gosub @DANCE_2932 
if 
  18@ == 100 
else_jump @DANCE_2620 
$DANCE_SCORE = 0 
6@ = 2 
7@ = 0 
jump @DANCE_2762 

:DANCE_2620
if 
  18@ == 99 
else_jump @DANCE_2755 
if 
  6@ > 0 
else_jump @DANCE_2755 
0991: unknown_sounds_flag 0 
if 
   Actor.Animation($PLAYER_ACTOR) == v$DANCE_ANIM
else_jump @DANCE_2689 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 1 

:DANCE_2689
if 
   not Actor.Dead(5@)
else_jump @DANCE_2734 
if 
   Actor.Animation(5@) == v$5303
else_jump @DANCE_2734 
0612: set_actor 5@ animation v$5303 paused 1 

:DANCE_2734
6@ = 1 
7@ = 1 
jump @DANCE_2762 

:DANCE_2755
jump @DANCE_2762 

:DANCE_2762
return 

:DANCE_2764
0871: init_jump_table 4@ total_jumps 4 default_jump 1 @DANCE_2906 jumps 1 @DANCE_2827 2 @DANCE_2846 3 @DANCE_2865 4 @DANCE_2889 -1 @DANCE_2930 -1 @DANCE_2930 -1 @DANCE_2930 

:DANCE_2827
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
jump @DANCE_2930 

:DANCE_2846
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
jump @DANCE_2930 

:DANCE_2865
06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string 
jump @DANCE_2930 

:DANCE_2889
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
jump @DANCE_2930 

:DANCE_2906
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
4@ = 4 
jump @DANCE_2930 

:DANCE_2930
return 

:DANCE_2932
gosub @DANCE_16967 
0871: init_jump_table 23@ total_jumps 7 default_jump 0 @DANCE_3660 jumps 1 @DANCE_3386 2 @DANCE_3340 3 @DANCE_3294 4 @DANCE_3248 5 @DANCE_3002 99 @DANCE_3432 100 @DANCE_3615 

:DANCE_3002
if 
  $9534 == 10 
else_jump @DANCE_3041 
18@ = 4 
23@ = 4 
jump @DANCE_3660 

:DANCE_3041
if 
  $9534 == 13 
else_jump @DANCE_3080 
18@ = 3 
23@ = 3 
jump @DANCE_3660 

:DANCE_3080
if 
  $9534 == 9 
else_jump @DANCE_3119 
18@ = 2 
23@ = 2 
jump @DANCE_3660 

:DANCE_3119
if 
  $9534 == 14 
else_jump @DANCE_3158 
18@ = 1 
23@ = 1 
jump @DANCE_3660 

:DANCE_3158
if 
00E1:   player 0 pressed_key 15 
else_jump @DANCE_3203 
18@ = 99 
23@ = 99 
33@ = 0 
jump @DANCE_3660 

:DANCE_3203
if 
00E1:   player 0 pressed_key 16 
else_jump @DANCE_3241 
18@ = 100 
23@ = 100 
jump @DANCE_3660 

:DANCE_3241
jump @DANCE_3660 

:DANCE_3248
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3287 
23@ = 5 
jump @DANCE_3660 

:DANCE_3287
jump @DANCE_3660 

:DANCE_3294
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3333 
23@ = 5 
jump @DANCE_3660 

:DANCE_3333
jump @DANCE_3660 

:DANCE_3340
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3379 
23@ = 5 
jump @DANCE_3660 

:DANCE_3379
jump @DANCE_3660 

:DANCE_3386
18@ = 5 
if 
  $9534 == 0 
else_jump @DANCE_3425 
23@ = 5 
jump @DANCE_3660 

:DANCE_3425
jump @DANCE_3660 

:DANCE_3432
18@ = 5 
if 
80E1:   not player 0 pressed_key 15 
else_jump @DANCE_3477 
23@ = 5 
jump @DANCE_3660 
jump @DANCE_3608 

:DANCE_3477
if 
  5@ == -1 
else_jump @DANCE_3564 
if 
   not 22@ == 5 
else_jump @DANCE_3557 
if and
   not 6@ == 3 
  33@ >= 800 
else_jump @DANCE_3557 
03E6: remove_text_box 
6@ = 3 
7@ = 0 
return 

:DANCE_3557
jump @DANCE_3608 

:DANCE_3564
if and
   not 6@ == 3 
  33@ >= 800 
else_jump @DANCE_3608 
03E6: remove_text_box 
6@ = 3 
7@ = 0 
return 

:DANCE_3608
jump @DANCE_3660 

:DANCE_3615
18@ = 5 
if 
80E1:   not player 0 pressed_key 16 
else_jump @DANCE_3653 
23@ = 5 
jump @DANCE_3660 

:DANCE_3653
jump @DANCE_3660 

:DANCE_3660
return 

:DANCE_3662
07B1: unknown_get_audio 0 store_to 14@ 13@ 15@ 
if 
  14@ > 3000 
else_jump @DANCE_3708 
22@ = 5 
jump @DANCE_4114 

:DANCE_3708
if 
001D:   15@ > 16@ // (int) 
else_jump @DANCE_4025 
if 
  18@ == 5 
else_jump @DANCE_3788 
if 
  -132 > 14@ 
else_jump @DANCE_3781 
22@ = 0 
0085: 16@ = 15@ // (int) 
return 

:DANCE_3781
jump @DANCE_4018 

:DANCE_3788
$1043 = 1 
if 
003B:   18@ == 13@ // (int) 
else_jump @DANCE_4001 
if and
  42 >= 14@ 
  14@ >= -42 
else_jump @DANCE_3870 
22@ = 1 
$1043 = 3 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_3994 

:DANCE_3870
if and
  72 >= 14@ 
  14@ >= -72 
else_jump @DANCE_3926 
22@ = 2 
$1043 = 2 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_3994 

:DANCE_3926
if and
  132 >= 14@ 
  14@ >= -132 
else_jump @DANCE_3977 
22@ = 3 
0085: 16@ = 15@ // (int) 
return 
jump @DANCE_3994 

:DANCE_3977
22@ = 11 
0085: 16@ = 15@ // (int) 
return 

:DANCE_3994
jump @DANCE_4018 

:DANCE_4001
22@ = 10 
0085: 16@ = 15@ // (int) 
return 

:DANCE_4018
jump @DANCE_4114 

:DANCE_4025
if or
  22@ == 1 
  22@ == 2 
  22@ == 3 
else_jump @DANCE_4066 
22@ = 8 
return 

:DANCE_4066
if or
  22@ == 0 
  22@ == 4 
  22@ == 10 
  22@ == 11 
else_jump @DANCE_4114 
22@ = 9 
return 

:DANCE_4114
return 

:DANCE_4116
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4244 jumps 2 @DANCE_4273 3 @DANCE_4302 4 @DANCE_4331 5 @DANCE_4360 6 @DANCE_4389 7 @DANCE_4418 8 @DANCE_4447 
0872: jump_table_jumps 9 @DANCE_4476 10 @DANCE_4505 11 @DANCE_4535 12 @DANCE_4565 13 @DANCE_4595 14 @DANCE_4625 15 @DANCE_4655 16 @DANCE_4685 -1 @DANCE_4715 

:DANCE_4244
06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string 
17@ = 2 
jump @DANCE_4715 

:DANCE_4273
06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4302
06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4331
06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4360
06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4389
06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4418
06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4447
06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4476
06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4505
06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4535
06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4565
06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4595
06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4625
06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4655
06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4685
06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string 
17@ += 1 
jump @DANCE_4715 

:DANCE_4715
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP_file v$DANCE_ANIM_IFP 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
return 

:DANCE_4743
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_4871 jumps 2 @DANCE_4900 3 @DANCE_4929 4 @DANCE_4958 5 @DANCE_4987 6 @DANCE_5016 7 @DANCE_5045 8 @DANCE_5074 
0872: jump_table_jumps 9 @DANCE_5103 10 @DANCE_5132 11 @DANCE_5162 12 @DANCE_5192 13 @DANCE_5222 14 @DANCE_5252 15 @DANCE_5282 16 @DANCE_5312 -1 @DANCE_5342 

:DANCE_4871
06D1: v$DANCE_ANIM = "DANCE_B1" // v$ = string 
17@ = 2 
jump @DANCE_5342 

:DANCE_4900
06D1: v$DANCE_ANIM = "DANCE_B2" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_4929
06D1: v$DANCE_ANIM = "DANCE_B3" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_4958
06D1: v$DANCE_ANIM = "DANCE_B4" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_4987
06D1: v$DANCE_ANIM = "DANCE_B5" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5016
06D1: v$DANCE_ANIM = "DANCE_B6" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5045
06D1: v$DANCE_ANIM = "DANCE_B7" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5074
06D1: v$DANCE_ANIM = "DANCE_B8" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5103
06D1: v$DANCE_ANIM = "DANCE_B9" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5132
06D1: v$DANCE_ANIM = "DANCE_B10" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5162
06D1: v$DANCE_ANIM = "DANCE_B11" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5192
06D1: v$DANCE_ANIM = "DANCE_B12" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5222
06D1: v$DANCE_ANIM = "DANCE_B13" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5252
06D1: v$DANCE_ANIM = "DANCE_B14" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5282
06D1: v$DANCE_ANIM = "DANCE_B15" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5312
06D1: v$DANCE_ANIM = "DANCE_B16" // v$ = string 
17@ += 1 
jump @DANCE_5342 

:DANCE_5342
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP_file v$DANCE_ANIM_IFP 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
return 

:DANCE_5370
if 
   Actor.Animation($PLAYER_ACTOR) == v$DANCE_ANIM
else_jump @DANCE_5496 
061A: get_actor $PLAYER_ACTOR animation v$DANCE_ANIM total_time_to 12@ 
0613: 11@ = actor $PLAYER_ACTOR animation v$DANCE_ANIM time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
if 
  11@ >= 1.0 
else_jump @DANCE_5480 
31@ = 1 
return 
jump @DANCE_5489 

:DANCE_5480
31@ = -1 
return 

:DANCE_5489
jump @DANCE_5505 

:DANCE_5496
31@ = 0 
return 

:DANCE_5505
return 

:DANCE_5507
if 
  5@ > -1 
else_jump @DANCE_5693 
if 
   Actor.Animation(5@) == v$5303
else_jump @DANCE_5635 
061A: get_actor 5@ animation v$5303 total_time_to 12@ 
0613: 11@ = actor 5@ animation v$5303 time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
if 
  11@ >= 1.0 
else_jump @DANCE_5628 
gosub @DANCE_7069 
return 

:DANCE_5628
jump @DANCE_5693 

:DANCE_5635
07B1: unknown_get_audio 0 store_to 14@ 13@ 15@ 
if 
  15@ == 0 
else_jump @DANCE_5693 
if 
  25 >= 14@ 
else_jump @DANCE_5693 
gosub @DANCE_7069 
return 

:DANCE_5693
return 

:DANCE_5695
01BD: 19@ = current_time_in_ms 
0085: 21@ = 19@ // (int) 
0062: 21@ -= 20@ // (int) 
0085: 20@ = 19@ // (int) 
return 

:DANCE_5726
gosub @DANCE_5370 
if 
  31@ == 1 
else_jump @DANCE_5829 
if or
  22@ == 1 
  22@ == 2 
  22@ == 3 
  22@ == 8 
else_jump @DANCE_5813 
gosub @DANCE_4116 
31@ = -1 
return 
jump @DANCE_5829 

:DANCE_5813
gosub @DANCE_4743 
31@ = -1 
return 

:DANCE_5829
return 

:DANCE_5831
0871: init_jump_table 17@ total_jumps 5 default_jump 0 @DANCE_6884 jumps -1 @DANCE_5894 4 @DANCE_6092 8 @DANCE_6290 12 @DANCE_6488 16 @DANCE_6686 -1 @DANCE_6884 -1 @DANCE_6884 

:DANCE_5894
if and
  5@ == -1 
  $5315[0] > 0.0 
else_jump @DANCE_5968 
Camera.SetPosition($5315[0], $5320[0], $5325[0], 0.0, 0.0, 0.0)
Camera.PointAt($5330[0], $5335[0], $5340[0], 2)
jump @DANCE_6085 

:DANCE_5968
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.3176 0.9635 0.5141 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.3381 0.8235 0.6587 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6085
jump @DANCE_6884 

:DANCE_6092
if and
  5@ == -1 
  $5315[1] > 0.0 
else_jump @DANCE_6166 
Camera.SetPosition($5315[1], $5320[1], $5325[1], 0.0, 0.0, 0.0)
Camera.PointAt($5330[1], $5335[1], $5340[1], 2)
jump @DANCE_6283 

:DANCE_6166
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 3.5814 0.8987 0.6651 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.6071 0.853 0.8857 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6283
jump @DANCE_6884 

:DANCE_6290
if and
  5@ == -1 
  $5315[2] > 0.0 
else_jump @DANCE_6364 
Camera.SetPosition($5315[2], $5320[2], $5325[2], 0.0, 0.0, 0.0)
Camera.PointAt($5330[2], $5335[2], $5340[2], 2)
jump @DANCE_6481 

:DANCE_6364
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.3843 2.9502 1.8476 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.461 2.0089 1.5188 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6481
jump @DANCE_6884 

:DANCE_6488
if and
  5@ == -1 
  $5315[3] > 0.0 
else_jump @DANCE_6562 
Camera.SetPosition($5315[3], $5320[3], $5325[3], 0.0, 0.0, 0.0)
Camera.PointAt($5330[3], $5335[3], $5340[3], 2)
jump @DANCE_6679 

:DANCE_6562
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.2621 0.1226 0.6863 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.2706 0.1649 0.8096 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6679
jump @DANCE_6884 

:DANCE_6686
if and
  5@ == -1 
  $5315[4] > 0.0 
else_jump @DANCE_6760 
Camera.SetPosition($5315[4], $5320[4], $5325[4], 0.0, 0.0, 0.0)
Camera.PointAt($5330[4], $5335[4], $5340[4], 2)
jump @DANCE_6877 

:DANCE_6760
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -1.6647 1.7322 2.3217 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.8677 1.3108 1.889 
10@ -= 1.0 
2@ -= 1.0 
Camera.SetPosition(8@, 9@, 10@, 0.0, 0.0, 0.0)
Camera.PointAt(0@, 1@, 2@, 2)

:DANCE_6877
jump @DANCE_6884 

:DANCE_6884
return 

:DANCE_6886
if 
   not 5@ == -1 
else_jump @DANCE_7067 
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 1.0 1.3 0.0 
02CE: 10@ = ground_z_at 8@ 9@ 10@ 
if 
   Actor.Dead(5@)
else_jump @DANCE_6977 
gosub @DANCE_7712 
jump @DANCE_7020 

:DANCE_6977
if 
06EE:   actor 5@ in_group $PLAYER_GROUP 
else_jump @DANCE_7001 
06C9: remove_actor 5@ from_group 

:DANCE_7001
0792: disembark_instantly_actor 5@ 
Actor.PutAt(5@, 8@, 9@, 10@)

:DANCE_7020
if and
   not Actor.Dead(5@)
   not Actor.Dead($PLAYER_ACTOR)
else_jump @DANCE_7067 
11@ = Actor.Angle($PLAYER_ACTOR)
11@ += 180.0 
Actor.Angle(5@) = 11@

:DANCE_7067
return 

:DANCE_7069
0871: init_jump_table 25@ total_jumps 15 default_jump 1 @DANCE_7197 jumps 2 @DANCE_7226 3 @DANCE_7255 4 @DANCE_7284 5 @DANCE_7313 6 @DANCE_7342 7 @DANCE_7371 8 @DANCE_7400 
0872: jump_table_jumps 9 @DANCE_7429 10 @DANCE_7458 11 @DANCE_7488 12 @DANCE_7518 13 @DANCE_7548 14 @DANCE_7578 15 @DANCE_7608 16 @DANCE_7638 -1 @DANCE_7668 

:DANCE_7197
06D1: v$5303 = "DANCE_G1" // v$ = string 
25@ = 2 
jump @DANCE_7668 

:DANCE_7226
06D1: v$5303 = "DANCE_G2" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7255
06D1: v$5303 = "DANCE_G3" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7284
06D1: v$5303 = "DANCE_G4" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7313
06D1: v$5303 = "DANCE_G5" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7342
06D1: v$5303 = "DANCE_G6" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7371
06D1: v$5303 = "DANCE_G7" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7400
06D1: v$5303 = "DANCE_G8" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7429
06D1: v$5303 = "DANCE_G9" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7458
06D1: v$5303 = "DANCE_G10" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7488
06D1: v$5303 = "DANCE_G11" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7518
06D1: v$5303 = "DANCE_G12" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7548
06D1: v$5303 = "DANCE_G13" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7578
06D1: v$5303 = "DANCE_G14" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7608
06D1: v$5303 = "DANCE_G15" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7638
06D1: v$5303 = "DANCE_G16" // v$ = string 
25@ += 1 
jump @DANCE_7668 

:DANCE_7668
if 
   not Actor.Dead(5@)
else_jump @DANCE_7710 
0812: AS_actor 5@ perform_animation v$5303 IFP_file v$DANCE_ANIM_IFP 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_7710
return 

:DANCE_7712
0209: 13@ = random_int_in_ranges 1 5 
0871: init_jump_table 13@ total_jumps 5 default_jump 0 @DANCE_8069 jumps 1 @DANCE_7784 2 @DANCE_7841 3 @DANCE_7898 4 @DANCE_7955 5 @DANCE_8012 -1 @DANCE_8069 -1 @DANCE_8069 

:DANCE_7784
if 
   not Model.Available(#BFYRI)
else_jump @DANCE_7814 
Model.Load(#BFYRI)
wait 0 
jump @DANCE_7784 

:DANCE_7814
5@ = Actor.Create(CivFemale, #BFYRI, 8@, 9@, 10@)
return 
jump @DANCE_8069 

:DANCE_7841
if 
   not Model.Available(#OFYST)
else_jump @DANCE_7871 
Model.Load(#OFYST)
wait 0 
jump @DANCE_7841 

:DANCE_7871
5@ = Actor.Create(CivFemale, #OFYST, 8@, 9@, 10@)
return 
jump @DANCE_8069 

:DANCE_7898
if 
   not Model.Available(#WFYST)
else_jump @DANCE_7928 
Model.Load(#WFYST)
wait 0 
jump @DANCE_7898 

:DANCE_7928
5@ = Actor.Create(CivFemale, #WFYST, 8@, 9@, 10@)
return 
jump @DANCE_8069 

:DANCE_7955
if 
   not Model.Available(#HFYRI)
else_jump @DANCE_7985 
Model.Load(#HFYRI)
wait 0 
jump @DANCE_7955 

:DANCE_7985
5@ = Actor.Create(CivFemale, #HFYRI, 8@, 9@, 10@)
return 
jump @DANCE_8069 

:DANCE_8012
if 
   not Model.Available(#WFYRI)
else_jump @DANCE_8042 
Model.Load(#WFYRI)
wait 0 
jump @DANCE_8012 

:DANCE_8042
5@ = Actor.Create(CivFemale, #WFYRI, 8@, 9@, 10@)
return 
jump @DANCE_8069 

:DANCE_8069
return 

:DANCE_8071
if 
8846:   not string v$DANCE_ANIM empty // same as 0844 
else_jump @DANCE_8132 
07B1: unknown_get_audio 0 store_to 14@ 13@ 15@ 
if 
  13@ == 33 
else_jump @DANCE_8132 
6@ = 2 
7@ = 0 

:DANCE_8132
return 

:DANCE_8134
0871: init_jump_table 24@ total_jumps 2 default_jump 1 @DANCE_8197 jumps 2 @DANCE_8449 3 @DANCE_8701 -1 @DANCE_8953 -1 @DANCE_8953 -1 @DANCE_8953 -1 @DANCE_8953 -1 @DANCE_8953 

:DANCE_8197
if 
  22@ == 1 
else_jump @DANCE_8231 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great timing!

:DANCE_8231
if 
  22@ == 2 
else_jump @DANCE_8265 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Well done!

:DANCE_8265
if 
  22@ == 3 
else_jump @DANCE_8299 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright!

:DANCE_8299
if 
  22@ == 0 
else_jump @DANCE_8333 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Too late!

:DANCE_8333
if 
  22@ == 4 
else_jump @DANCE_8367 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Too early!

:DANCE_8367
if 
  22@ == 10 
else_jump @DANCE_8401 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong!

:DANCE_8401
if 
  22@ == 11 
else_jump @DANCE_8435 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad timing!

:DANCE_8435
24@ = 2 
jump @DANCE_8953 

:DANCE_8449
if 
  22@ == 1 
else_jump @DANCE_8483 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:DANCE_8483
if 
  22@ == 2 
else_jump @DANCE_8517 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:DANCE_8517
if 
  22@ == 3 
else_jump @DANCE_8551 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:DANCE_8551
if 
  22@ == 0 
else_jump @DANCE_8585 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:DANCE_8585
if 
  22@ == 4 
else_jump @DANCE_8619 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:DANCE_8619
if 
  22@ == 10 
else_jump @DANCE_8653 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:DANCE_8653
if 
  22@ == 11 
else_jump @DANCE_8687 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:DANCE_8687
24@ += 1 
jump @DANCE_8953 

:DANCE_8701
if 
  22@ == 1 
else_jump @DANCE_8735 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:DANCE_8735
if 
  22@ == 2 
else_jump @DANCE_8769 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:DANCE_8769
if 
  22@ == 3 
else_jump @DANCE_8803 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:DANCE_8803
if 
  22@ == 0 
else_jump @DANCE_8837 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:DANCE_8837
if 
  22@ == 4 
else_jump @DANCE_8871 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:DANCE_8871
if 
  22@ == 10 
else_jump @DANCE_8905 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:DANCE_8905
if 
  22@ == 11 
else_jump @DANCE_8939 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:DANCE_8939
24@ += 1 
jump @DANCE_8953 

:DANCE_8953
return 

:DANCE_8955
0085: 13@ = 26@ // (int) 
005A: 13@ += 27@ // (int) 
005A: 13@ += 28@ // (int) 
if 
  13@ > 0 
else_jump @DANCE_9480 
if 
  13@ >= 4 
else_jump @DANCE_9480 
if 
  28@ == 4 
else_jump @DANCE_9150 
if or
  29@ == 1 
  29@ == 2 
else_jump @DANCE_9104 
$9527 = 2 
32@ = 0 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFECT
29@ = 2 
jump @DANCE_9143 

:DANCE_9104
$9527 = 2 
32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
29@ = 1 

:DANCE_9143
jump @DANCE_9459 

:DANCE_9150
if 
001D:   26@ > 27@ // (int) 
else_jump @DANCE_9273 
if 
   not 29@ == 1 
else_jump @DANCE_9208 
$9527 = 4 
32@ = 0 
jump @DANCE_9241 

:DANCE_9208
if 
  32@ >= 10000 
else_jump @DANCE_9241 
$9527 = 4 
32@ = 0 

:DANCE_9241
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
29@ = 1 
jump @DANCE_9459 

:DANCE_9273
if 
  29@ == 2 
else_jump @DANCE_9337 
$9527 = 3 
32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
29@ = 1 
jump @DANCE_9459 

:DANCE_9337
if 
  29@ == 1 
else_jump @DANCE_9401 
$9527 = 5 
32@ = 0 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
29@ = 0 
jump @DANCE_9459 

:DANCE_9401
if 
  32@ >= 10000 
else_jump @DANCE_9434 
$9527 = 5 
32@ = 0 

:DANCE_9434
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
29@ = 0 

:DANCE_9459
28@ = 0 
26@ = 0 
27@ = 0 

:DANCE_9480
return 

:DANCE_9482
03E4: enable_text_draw_align_right 0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 1 
033F: set_text_draw_letter_size 0.5014 1.8889 
081C: draw_text_outline 2 RGBA 0 0 0 255 
if 
  6@ == 3 
else_jump @DANCE_9572 
0343: set_text_draw_linewidth 240.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H2'  // Are you sure? ~N~~k~~PED_SPRINT~ Confirm and quit.~N~~k~~VEHICLE_ENTER_EXIT~ Back to dance.
jump @DANCE_9618 

:DANCE_9572
if 
   not 6@ == 2 
else_jump @DANCE_9618 
0343: set_text_draw_linewidth 220.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H1'  // ~k~~VEHICLE_ENTER_EXIT~ Hold to quit.

:DANCE_9618
return 

:DANCE_9620
0871: init_jump_table $9528 total_jumps 6 default_jump 0 @DANCE_10046 jumps 0 @DANCE_9683 1 @DANCE_10006 6 @DANCE_9846 8 @DANCE_9886 9 @DANCE_9926 10 @DANCE_9966 -1 @DANCE_10046 

:DANCE_9683
if 
  $9527 == 2 
else_jump @DANCE_9722 
$9528 = 6 
$9527 = -1 
jump @DANCE_10046 

:DANCE_9722
if 
  $9527 == 3 
else_jump @DANCE_9761 
$9528 = 8 
$9527 = -1 
jump @DANCE_10046 

:DANCE_9761
if 
  $9527 == 4 
else_jump @DANCE_9800 
$9528 = 9 
$9527 = -1 
jump @DANCE_10046 

:DANCE_9800
if 
  $9527 == 5 
else_jump @DANCE_9839 
$9528 = 10 
$9527 = -1 
jump @DANCE_10046 

:DANCE_9839
jump @DANCE_10046 

:DANCE_9846
if 
03D2:   wav 4 ended 
else_jump @DANCE_9879 
040D: unload_wav 4 
gosub @DANCE_10048 
$9528 = 1 

:DANCE_9879
jump @DANCE_10046 

:DANCE_9886
if 
03D2:   wav 4 ended 
else_jump @DANCE_9919 
040D: unload_wav 4 
gosub @DANCE_11700 
$9528 = 1 

:DANCE_9919
jump @DANCE_10046 

:DANCE_9926
if 
03D2:   wav 4 ended 
else_jump @DANCE_9959 
040D: unload_wav 4 
gosub @DANCE_13352 
$9528 = 1 

:DANCE_9959
jump @DANCE_10046 

:DANCE_9966
if 
03D2:   wav 4 ended 
else_jump @DANCE_9999 
040D: unload_wav 4 
gosub @DANCE_15004 
$9528 = 1 

:DANCE_9999
jump @DANCE_10046 

:DANCE_10006
if 
03D0:   wav 4 loaded 
else_jump @DANCE_10039 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 
$9528 = 0 

:DANCE_10039
jump @DANCE_10046 

:DANCE_10046
return 

:DANCE_10048
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_10501 jumps 1 @DANCE_10522 2 @DANCE_10543 3 @DANCE_10564 4 @DANCE_10585 5 @DANCE_10606 6 @DANCE_10627 7 @DANCE_10648 
0872: jump_table_jumps 8 @DANCE_10669 9 @DANCE_10690 10 @DANCE_10711 11 @DANCE_10732 12 @DANCE_10753 13 @DANCE_10774 14 @DANCE_10795 15 @DANCE_10816 16 @DANCE_10837 
0872: jump_table_jumps 17 @DANCE_10858 18 @DANCE_10879 19 @DANCE_10900 20 @DANCE_10921 21 @DANCE_10942 22 @DANCE_10963 23 @DANCE_10984 24 @DANCE_11005 25 @DANCE_11026 
0872: jump_table_jumps 26 @DANCE_11047 27 @DANCE_11068 28 @DANCE_11089 29 @DANCE_11110 30 @DANCE_11131 31 @DANCE_11152 32 @DANCE_11173 33 @DANCE_11194 34 @DANCE_11215 
0872: jump_table_jumps 35 @DANCE_11236 36 @DANCE_11257 37 @DANCE_11278 38 @DANCE_11299 39 @DANCE_11320 40 @DANCE_11341 41 @DANCE_11362 42 @DANCE_11383 43 @DANCE_11404 
0872: jump_table_jumps 44 @DANCE_11425 45 @DANCE_11446 46 @DANCE_11467 47 @DANCE_11488 48 @DANCE_11509 49 @DANCE_11530 50 @DANCE_11551 51 @DANCE_11572 52 @DANCE_11593 
0872: jump_table_jumps 53 @DANCE_11614 54 @DANCE_11635 55 @DANCE_11656 56 @DANCE_11677 -1 @DANCE_11698 -1 @DANCE_11698 -1 @DANCE_11698 -1 @DANCE_11698 -1 @DANCE_11698 

:DANCE_10501
03CF: load_wav 11455 as 4 
$9529 = 1 
jump @DANCE_11698 

:DANCE_10522
03CF: load_wav 11400 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10543
03CF: load_wav 11401 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10564
03CF: load_wav 11402 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10585
03CF: load_wav 11403 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10606
03CF: load_wav 11404 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10627
03CF: load_wav 11405 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10648
03CF: load_wav 11406 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10669
03CF: load_wav 11407 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10690
03CF: load_wav 11408 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10711
03CF: load_wav 11409 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10732
03CF: load_wav 11410 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10753
03CF: load_wav 11411 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10774
03CF: load_wav 11412 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10795
03CF: load_wav 11413 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10816
03CF: load_wav 11414 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10837
03CF: load_wav 11415 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10858
03CF: load_wav 11416 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10879
03CF: load_wav 11417 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10900
03CF: load_wav 11418 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10921
03CF: load_wav 11419 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10942
03CF: load_wav 11420 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10963
03CF: load_wav 11421 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_10984
03CF: load_wav 11422 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11005
03CF: load_wav 11423 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11026
03CF: load_wav 11424 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11047
03CF: load_wav 11425 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11068
03CF: load_wav 11426 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11089
03CF: load_wav 11427 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11110
03CF: load_wav 11428 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11131
03CF: load_wav 11429 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11152
03CF: load_wav 11430 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11173
03CF: load_wav 11431 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11194
03CF: load_wav 11432 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11215
03CF: load_wav 11433 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11236
03CF: load_wav 11434 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11257
03CF: load_wav 11435 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11278
03CF: load_wav 11436 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11299
03CF: load_wav 11437 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11320
03CF: load_wav 11438 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11341
03CF: load_wav 11439 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11362
03CF: load_wav 11440 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11383
03CF: load_wav 11441 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11404
03CF: load_wav 11442 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11425
03CF: load_wav 11443 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11446
03CF: load_wav 11444 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11467
03CF: load_wav 11445 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11488
03CF: load_wav 11446 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11509
03CF: load_wav 11447 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11530
03CF: load_wav 11448 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11551
03CF: load_wav 11449 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11572
03CF: load_wav 11450 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11593
03CF: load_wav 11451 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11614
03CF: load_wav 11452 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11635
03CF: load_wav 11453 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11656
03CF: load_wav 11454 as 4 
$9529 += 1 
jump @DANCE_11698 

:DANCE_11677
03CF: load_wav 11455 as 4 
$9529 = 1 
jump @DANCE_11698 

:DANCE_11698
return 

:DANCE_11700
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_12153 jumps 1 @DANCE_12174 2 @DANCE_12195 3 @DANCE_12216 4 @DANCE_12237 5 @DANCE_12258 6 @DANCE_12279 7 @DANCE_12300 
0872: jump_table_jumps 8 @DANCE_12321 9 @DANCE_12342 10 @DANCE_12363 11 @DANCE_12384 12 @DANCE_12405 13 @DANCE_12426 14 @DANCE_12447 15 @DANCE_12468 16 @DANCE_12489 
0872: jump_table_jumps 17 @DANCE_12510 18 @DANCE_12531 19 @DANCE_12552 20 @DANCE_12573 21 @DANCE_12594 22 @DANCE_12615 23 @DANCE_12636 24 @DANCE_12657 25 @DANCE_12678 
0872: jump_table_jumps 26 @DANCE_12699 27 @DANCE_12720 28 @DANCE_12741 29 @DANCE_12762 30 @DANCE_12783 31 @DANCE_12804 32 @DANCE_12825 33 @DANCE_12846 34 @DANCE_12867 
0872: jump_table_jumps 35 @DANCE_12888 36 @DANCE_12909 37 @DANCE_12930 38 @DANCE_12951 39 @DANCE_12972 40 @DANCE_12993 41 @DANCE_13014 42 @DANCE_13035 43 @DANCE_13056 
0872: jump_table_jumps 44 @DANCE_13077 45 @DANCE_13098 46 @DANCE_13119 47 @DANCE_13140 48 @DANCE_13161 49 @DANCE_13182 50 @DANCE_13203 51 @DANCE_13224 52 @DANCE_13245 
0872: jump_table_jumps 53 @DANCE_13266 54 @DANCE_13287 55 @DANCE_13308 56 @DANCE_13329 -1 @DANCE_13350 -1 @DANCE_13350 -1 @DANCE_13350 -1 @DANCE_13350 -1 @DANCE_13350 

:DANCE_12153
03CF: load_wav 11655 as 4 
$9529 = 1 
jump @DANCE_13350 

:DANCE_12174
03CF: load_wav 11600 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12195
03CF: load_wav 11601 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12216
03CF: load_wav 11602 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12237
03CF: load_wav 11603 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12258
03CF: load_wav 11604 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12279
03CF: load_wav 11605 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12300
03CF: load_wav 11606 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12321
03CF: load_wav 11607 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12342
03CF: load_wav 11608 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12363
03CF: load_wav 11609 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12384
03CF: load_wav 11610 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12405
03CF: load_wav 11611 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12426
03CF: load_wav 11612 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12447
03CF: load_wav 11613 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12468
03CF: load_wav 11614 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12489
03CF: load_wav 11615 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12510
03CF: load_wav 11616 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12531
03CF: load_wav 11617 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12552
03CF: load_wav 11618 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12573
03CF: load_wav 11619 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12594
03CF: load_wav 11620 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12615
03CF: load_wav 11621 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12636
03CF: load_wav 11622 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12657
03CF: load_wav 11623 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12678
03CF: load_wav 11624 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12699
03CF: load_wav 11625 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12720
03CF: load_wav 11626 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12741
03CF: load_wav 11627 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12762
03CF: load_wav 11628 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12783
03CF: load_wav 11629 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12804
03CF: load_wav 11630 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12825
03CF: load_wav 11631 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12846
03CF: load_wav 11632 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12867
03CF: load_wav 11633 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12888
03CF: load_wav 11634 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12909
03CF: load_wav 11635 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12930
03CF: load_wav 11636 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12951
03CF: load_wav 11637 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12972
03CF: load_wav 11638 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_12993
03CF: load_wav 11639 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13014
03CF: load_wav 11640 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13035
03CF: load_wav 11641 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13056
03CF: load_wav 11642 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13077
03CF: load_wav 11643 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13098
03CF: load_wav 11644 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13119
03CF: load_wav 11645 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13140
03CF: load_wav 11646 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13161
03CF: load_wav 11647 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13182
03CF: load_wav 11648 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13203
03CF: load_wav 11649 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13224
03CF: load_wav 11650 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13245
03CF: load_wav 11651 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13266
03CF: load_wav 11652 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13287
03CF: load_wav 11653 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13308
03CF: load_wav 11654 as 4 
$9529 += 1 
jump @DANCE_13350 

:DANCE_13329
03CF: load_wav 11655 as 4 
$9529 = 1 
jump @DANCE_13350 

:DANCE_13350
return 

:DANCE_13352
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_13805 jumps 1 @DANCE_13826 2 @DANCE_13847 3 @DANCE_13868 4 @DANCE_13889 5 @DANCE_13910 6 @DANCE_13931 7 @DANCE_13952 
0872: jump_table_jumps 8 @DANCE_13973 9 @DANCE_13994 10 @DANCE_14015 11 @DANCE_14036 12 @DANCE_14057 13 @DANCE_14078 14 @DANCE_14099 15 @DANCE_14120 16 @DANCE_14141 
0872: jump_table_jumps 17 @DANCE_14162 18 @DANCE_14183 19 @DANCE_14204 20 @DANCE_14225 21 @DANCE_14246 22 @DANCE_14267 23 @DANCE_14288 24 @DANCE_14309 25 @DANCE_14330 
0872: jump_table_jumps 26 @DANCE_14351 27 @DANCE_14372 28 @DANCE_14393 29 @DANCE_14414 30 @DANCE_14435 31 @DANCE_14456 32 @DANCE_14477 33 @DANCE_14498 34 @DANCE_14519 
0872: jump_table_jumps 35 @DANCE_14540 36 @DANCE_14561 37 @DANCE_14582 38 @DANCE_14603 39 @DANCE_14624 40 @DANCE_14645 41 @DANCE_14666 42 @DANCE_14687 43 @DANCE_14708 
0872: jump_table_jumps 44 @DANCE_14729 45 @DANCE_14750 46 @DANCE_14771 47 @DANCE_14792 48 @DANCE_14813 49 @DANCE_14834 50 @DANCE_14855 51 @DANCE_14876 52 @DANCE_14897 
0872: jump_table_jumps 53 @DANCE_14918 54 @DANCE_14939 55 @DANCE_14960 56 @DANCE_14981 -1 @DANCE_15002 -1 @DANCE_15002 -1 @DANCE_15002 -1 @DANCE_15002 -1 @DANCE_15002 

:DANCE_13805
03CF: load_wav 11855 as 4 
$9529 = 1 
jump @DANCE_15002 

:DANCE_13826
03CF: load_wav 11800 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13847
03CF: load_wav 11801 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13868
03CF: load_wav 11802 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13889
03CF: load_wav 11803 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13910
03CF: load_wav 11804 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13931
03CF: load_wav 11805 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13952
03CF: load_wav 11806 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13973
03CF: load_wav 11807 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_13994
03CF: load_wav 11808 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14015
03CF: load_wav 11809 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14036
03CF: load_wav 11810 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14057
03CF: load_wav 11811 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14078
03CF: load_wav 11812 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14099
03CF: load_wav 11813 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14120
03CF: load_wav 11814 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14141
03CF: load_wav 11815 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14162
03CF: load_wav 11816 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14183
03CF: load_wav 11817 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14204
03CF: load_wav 11818 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14225
03CF: load_wav 11819 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14246
03CF: load_wav 11820 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14267
03CF: load_wav 11821 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14288
03CF: load_wav 11822 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14309
03CF: load_wav 11823 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14330
03CF: load_wav 11824 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14351
03CF: load_wav 11825 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14372
03CF: load_wav 11826 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14393
03CF: load_wav 11827 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14414
03CF: load_wav 11828 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14435
03CF: load_wav 11829 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14456
03CF: load_wav 11830 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14477
03CF: load_wav 11831 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14498
03CF: load_wav 11832 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14519
03CF: load_wav 11833 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14540
03CF: load_wav 11834 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14561
03CF: load_wav 11835 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14582
03CF: load_wav 11836 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14603
03CF: load_wav 11837 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14624
03CF: load_wav 11838 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14645
03CF: load_wav 11839 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14666
03CF: load_wav 11840 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14687
03CF: load_wav 11841 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14708
03CF: load_wav 11842 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14729
03CF: load_wav 11843 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14750
03CF: load_wav 11844 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14771
03CF: load_wav 11845 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14792
03CF: load_wav 11846 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14813
03CF: load_wav 11847 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14834
03CF: load_wav 11848 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14855
03CF: load_wav 11849 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14876
03CF: load_wav 11850 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14897
03CF: load_wav 11851 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14918
03CF: load_wav 11852 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14939
03CF: load_wav 11853 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14960
03CF: load_wav 11854 as 4 
$9529 += 1 
jump @DANCE_15002 

:DANCE_14981
03CF: load_wav 11855 as 4 
$9529 = 1 
jump @DANCE_15002 

:DANCE_15002
return 

:DANCE_15004
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_15457 jumps 1 @DANCE_15478 2 @DANCE_15499 3 @DANCE_15520 4 @DANCE_15541 5 @DANCE_15562 6 @DANCE_15583 7 @DANCE_15604 
0872: jump_table_jumps 8 @DANCE_15625 9 @DANCE_15646 10 @DANCE_15667 11 @DANCE_15688 12 @DANCE_15709 13 @DANCE_15730 14 @DANCE_15751 15 @DANCE_15772 16 @DANCE_15793 
0872: jump_table_jumps 17 @DANCE_15814 18 @DANCE_15835 19 @DANCE_15856 20 @DANCE_15877 21 @DANCE_15898 22 @DANCE_15919 23 @DANCE_15940 24 @DANCE_15961 25 @DANCE_15982 
0872: jump_table_jumps 26 @DANCE_16003 27 @DANCE_16024 28 @DANCE_16045 29 @DANCE_16066 30 @DANCE_16087 31 @DANCE_16108 32 @DANCE_16129 33 @DANCE_16150 34 @DANCE_16171 
0872: jump_table_jumps 35 @DANCE_16192 36 @DANCE_16213 37 @DANCE_16234 38 @DANCE_16255 39 @DANCE_16276 40 @DANCE_16297 41 @DANCE_16318 42 @DANCE_16339 43 @DANCE_16360 
0872: jump_table_jumps 44 @DANCE_16381 45 @DANCE_16402 46 @DANCE_16423 47 @DANCE_16444 48 @DANCE_16465 49 @DANCE_16486 50 @DANCE_16507 51 @DANCE_16528 52 @DANCE_16549 
0872: jump_table_jumps 53 @DANCE_16570 54 @DANCE_16591 55 @DANCE_16612 56 @DANCE_16633 -1 @DANCE_16654 -1 @DANCE_16654 -1 @DANCE_16654 -1 @DANCE_16654 -1 @DANCE_16654 

:DANCE_15457
03CF: load_wav 12055 as 4 
$9529 = 1 
jump @DANCE_16654 

:DANCE_15478
03CF: load_wav 12000 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15499
03CF: load_wav 12001 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15520
03CF: load_wav 12002 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15541
03CF: load_wav 12003 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15562
03CF: load_wav 12004 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15583
03CF: load_wav 12005 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15604
03CF: load_wav 12006 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15625
03CF: load_wav 12007 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15646
03CF: load_wav 12008 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15667
03CF: load_wav 12009 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15688
03CF: load_wav 12010 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15709
03CF: load_wav 12011 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15730
03CF: load_wav 12012 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15751
03CF: load_wav 12013 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15772
03CF: load_wav 12014 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15793
03CF: load_wav 12015 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15814
03CF: load_wav 12016 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15835
03CF: load_wav 12017 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15856
03CF: load_wav 12018 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15877
03CF: load_wav 12019 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15898
03CF: load_wav 12020 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15919
03CF: load_wav 12021 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15940
03CF: load_wav 12022 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15961
03CF: load_wav 12023 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_15982
03CF: load_wav 12024 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16003
03CF: load_wav 12025 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16024
03CF: load_wav 12026 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16045
03CF: load_wav 12027 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16066
03CF: load_wav 12028 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16087
03CF: load_wav 12029 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16108
03CF: load_wav 12030 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16129
03CF: load_wav 12031 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16150
03CF: load_wav 12032 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16171
03CF: load_wav 12033 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16192
03CF: load_wav 12034 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16213
03CF: load_wav 12035 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16234
03CF: load_wav 12036 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16255
03CF: load_wav 12037 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16276
03CF: load_wav 12038 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16297
03CF: load_wav 12039 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16318
03CF: load_wav 12040 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16339
03CF: load_wav 12041 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16360
03CF: load_wav 12042 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16381
03CF: load_wav 12043 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16402
03CF: load_wav 12044 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16423
03CF: load_wav 12045 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16444
03CF: load_wav 12046 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16465
03CF: load_wav 12047 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16486
03CF: load_wav 12048 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16507
03CF: load_wav 12049 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16528
03CF: load_wav 12050 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16549
03CF: load_wav 12051 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16570
03CF: load_wav 12052 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16591
03CF: load_wav 12053 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16612
03CF: load_wav 12054 as 4 
$9529 += 1 
jump @DANCE_16654 

:DANCE_16633
03CF: load_wav 12055 as 4 
$9529 = 1 
jump @DANCE_16654 

:DANCE_16654
return 

:DANCE_16656
$1044 = 1 
$5298 = 0 
04EF: release_animation v$DANCE_ANIM_IFP 
00BE: text_clear_all 
if 
   not Actor.Dead(5@)
else_jump @DANCE_16770 
if and
   not Actor.Model(5@) == #GANGRL3
   not Actor.Model(5@) == #MECGRL3
   not Actor.Model(5@) == #GUNGRL3
   not Actor.Model(5@) == #COPGRL3
   not Actor.Model(5@) == #NURGRL3
   not Actor.Model(5@) == #CROGRL3
else_jump @DANCE_16770 
0665: get_actor 5@ model_to 13@ 
Model.Destroy(13@)
Actor.DestroyInstantly(5@)

:DANCE_16770
0953: get_soundtrack_status_to 13@ 
if 
04A4:   13@ == 3 // @ == any 
else_jump @DANCE_16795 
0955: end_playing_loaded_soundtrack 

:DANCE_16795
13@ = 0 

:DANCE_16802
$5315(13@,5f) = 0.0 
$5320(13@,5f) = 0.0 
$5325(13@,5f) = 0.0 
$5330(13@,5f) = 0.0 
$5335(13@,5f) = 0.0 
$5340(13@,5f) = 0.0 
13@ += 1 
  13@ >= 5 
else_jump @DANCE_16802 
09EE: set_status_text_stay_on_screen 0 
03F0: enable_text_draw 0 
if 
  $DANCE_SCORE >= 0 
else_jump @DANCE_16941 
0629: change_integer_stat 156 to $DANCE_SCORE 

:DANCE_16941
040D: unload_wav 4 
Player.CanMove($PLAYER_CHAR) = True
08C0: clear $5295 bit 31 
09BD: unknown_flag 0 
end_thread 
return 

:DANCE_16967
0494: get_joystick 0 data_to $9530 $9531 $9532 $9533 
008D: $9535 = integer $9530 to_float 
0086: $9536 = $9535 // (float) 
008D: $9535 = integer $9531 to_float 
0086: $9537 = $9535 // (float) 
0509: $9535 = distance_between_XY 0.0 0.0 and_XY $9536 $9537 
$9534 = 0 
if 
  $9535 > 64.0 
else_jump @DANCE_17328 
05A4: get_angle_between_vectors_origin_to $9536 $9537 and_origin_to 0.0 -1.0 store_to $9535 
if 
  15.0 > $9535 
else_jump @DANCE_17120 
$9534 = 13 
jump @DANCE_17328 

:DANCE_17120
if 
  75.0 > $9535 
else_jump @DANCE_17187 
if 
  $9530 > 0 
else_jump @DANCE_17173 
$9534 = 11 
jump @DANCE_17180 

:DANCE_17173
$9534 = 15 

:DANCE_17180
jump @DANCE_17328 

:DANCE_17187
if 
  105.0 > $9535 
else_jump @DANCE_17254 
if 
  $9530 > 0 
else_jump @DANCE_17240 
$9534 = 10 
jump @DANCE_17247 

:DANCE_17240
$9534 = 9 

:DANCE_17247
jump @DANCE_17328 

:DANCE_17254
if 
  165.0 > $9535 
else_jump @DANCE_17321 
if 
  $9530 > 0 
else_jump @DANCE_17307 
$9534 = 16 
jump @DANCE_17314 

:DANCE_17307
$9534 = 12 

:DANCE_17314
jump @DANCE_17328 

:DANCE_17321
$9534 = 14 

:DANCE_17328
return 
0662: NOP v$DANCE_ANIM 
07B1: unknown_get_audio 1 store_to 13@ 13@ 13@ 
0663: NOP "NEXT_BEAT_NUMBER" 13@ 
return 
end_thread 

//-------------External script 36 (SHOPKEEPER)---------------

:SKBRAIN
thread 'SKBRAIN' 
2@ = 0 
if 
  2@ == 1 
else_jump @SKBRAIN_114 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
6@ = Object.Create(#NULL, 0.0, 0.0, 0.0)

:SKBRAIN_114
if 
   not Actor.Dead(0@)
else_jump @SKBRAIN_138 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:SKBRAIN_138
04ED: load_animation "FOOD" 

:SKBRAIN_146
if 
84EE:   not animation "FOOD" loaded 
else_jump @SKBRAIN_176 
wait 0 
jump @SKBRAIN_146 

:SKBRAIN_176
3@ = 1 
4@ = 0 
5@ = 0 
7@ = 0 

:SKBRAIN_204
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SKBRAIN_377 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @SKBRAIN_283 
gosub @SKBRAIN_1552 
jump @SKBRAIN_370 

:SKBRAIN_283
if or
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @SKBRAIN_331 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_331 
Object.Destroy(6@)

:SKBRAIN_331
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @SKBRAIN_363 
gosub @SKBRAIN_391 
jump @SKBRAIN_370 

:SKBRAIN_363
jump @SKBRAIN_1590 

:SKBRAIN_370
jump @SKBRAIN_384 

:SKBRAIN_377
gosub @SKBRAIN_1552 

:SKBRAIN_384
jump @SKBRAIN_204 

:SKBRAIN_391
0871: init_jump_table 3@ total_jumps 3 default_jump 0 @SKBRAIN_496 jumps 1 @SKBRAIN_454 2 @SKBRAIN_468 3 @SKBRAIN_482 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 -1 @SKBRAIN_496 

:SKBRAIN_454
gosub @SKBRAIN_498 
jump @SKBRAIN_496 

:SKBRAIN_468
gosub @SKBRAIN_841 
jump @SKBRAIN_496 

:SKBRAIN_482
gosub @SKBRAIN_1185 
jump @SKBRAIN_496 

:SKBRAIN_496
return 

:SKBRAIN_498
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @SKBRAIN_839 jumps 0 @SKBRAIN_561 1 @SKBRAIN_737 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 -1 @SKBRAIN_839 

:SKBRAIN_561
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ > -1 
else_jump @SKBRAIN_730 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -5.0 -5.0 -5.0 
6@ = Object.Create(#PIZZAHIGH, 10@, 11@, 12@)
0605: actor 0@ perform_animation_sequence "SHP_TRAY_IN" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:SKBRAIN_730
jump @SKBRAIN_839 

:SKBRAIN_737
9@ = 0.0 
if 
   Actor.Animation(0@) == "SHP_TRAY_IN"
else_jump @SKBRAIN_832 
0613: 9@ = actor 0@ animation "SHP_TRAY_IN" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_832 
4@ = 0 
3@ += 1 

:SKBRAIN_832
jump @SKBRAIN_839 

:SKBRAIN_839
return 

:SKBRAIN_841
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @SKBRAIN_1183 jumps 0 @SKBRAIN_904 1 @SKBRAIN_1044 2 @SKBRAIN_1143 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 -1 @SKBRAIN_1183 

:SKBRAIN_904
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1023 
070A: AS_actor 0@ attach_to_object 6@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor 0@ perform_animation "SHP_TRAY_LIFT" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
33@ = 0 
4@ += 1 
jump @SKBRAIN_1037 

:SKBRAIN_1023
4@ = 0 
3@ += 1 

:SKBRAIN_1037
jump @SKBRAIN_1183 

:SKBRAIN_1044
9@ = 0.0 
if 
   Actor.Animation(0@) == "SHP_TRAY_LIFT"
else_jump @SKBRAIN_1136 
0613: 9@ = actor 0@ animation "SHP_TRAY_LIFT" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_1136 
4@ += 1 

:SKBRAIN_1136
jump @SKBRAIN_1183 

:SKBRAIN_1143
if 
  33@ > 2000 
else_jump @SKBRAIN_1176 
4@ = 0 
3@ += 1 

:SKBRAIN_1176
jump @SKBRAIN_1183 

:SKBRAIN_1183
return 

:SKBRAIN_1185
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @SKBRAIN_1550 jumps 0 @SKBRAIN_1248 1 @SKBRAIN_1340 2 @SKBRAIN_1397 3 @SKBRAIN_1529 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 -1 @SKBRAIN_1550 

:SKBRAIN_1248
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ == -1 
else_jump @SKBRAIN_1333 
4@ += 1 

:SKBRAIN_1333
jump @SKBRAIN_1550 

:SKBRAIN_1340
0812: AS_actor 0@ perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
4@ += 1 
jump @SKBRAIN_1550 

:SKBRAIN_1397
9@ = 0.0 
if 
   Actor.Animation(0@) == "SHP_TRAY_RETURN"
else_jump @SKBRAIN_1522 
0613: 9@ = actor 0@ animation "SHP_TRAY_RETURN" time 
if 
  9@ == 1.0 
else_jump @SKBRAIN_1522 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1507 
Object.Destroy(6@)

:SKBRAIN_1507
074C: AS_actor 0@ goto_AS_origin 1@ 
4@ += 1 

:SKBRAIN_1522
jump @SKBRAIN_1550 

:SKBRAIN_1529
4@ = 0 
3@ = 1 
jump @SKBRAIN_1550 

:SKBRAIN_1550
return 

:SKBRAIN_1552
04EF: release_animation "FOOD" 
Object.RemoveReferences(6@)
if 
   not Actor.Dead(0@)
else_jump @SKBRAIN_1586 
0792: disembark_instantly_actor 0@ 

:SKBRAIN_1586
end_thread 
return 

:SKBRAIN_1590
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SKBRAIN_1762 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @SKBRAIN_1664 
gosub @SKBRAIN_1552 
jump @SKBRAIN_1755 

:SKBRAIN_1664
if 
   not Actor.Dead(0@)
else_jump @SKBRAIN_1755 
062E: unknown_get_actor 0@ task 1476 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @SKBRAIN_1755 
05C4: AS_actor 0@ hands_up -2 ms 
if 
0737:   actor 0@ lifting_object -1 
else_jump @SKBRAIN_1755 
if 
03CA:   object 6@ exists 
else_jump @SKBRAIN_1755 
Object.Destroy(6@)

:SKBRAIN_1755
jump @SKBRAIN_1769 

:SKBRAIN_1762
gosub @SKBRAIN_1552 

:SKBRAIN_1769
jump @SKBRAIN_1590 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 37 (CUSTOMER_PANIC)---------------

:FFPNC
thread 'FFPNC' 
2@ = 0 
if 
  2@ == 1 
else_jump @FFPNC_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:FFPNC_60
if 
   not Actor.Dead(0@)
else_jump @FFPNC_84 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 

:FFPNC_84
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @FFPNC_308 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
if or
  $1250 == 0 
  $PLAYER_IN_INTERIOR == 1 
else_jump @FFPNC_151 
gosub @FFPNC_322 

:FFPNC_151
if 
   not Actor.Dead(0@)
else_jump @FFPNC_294 
0085: 2@ = 1@ // (int) 
2@ /= 2 
2@ *= 2 
if 
001D:   1@ > 2@ // (int) 
else_jump @FFPNC_251 
062E: unknown_get_actor 0@ task 1477 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @FFPNC_244 
05C5: AS_actor 0@ cower -2 ms 

:FFPNC_244
jump @FFPNC_287 

:FFPNC_251
062E: unknown_get_actor 0@ task 1476 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @FFPNC_287 
05C4: AS_actor 0@ hands_up -2 ms 

:FFPNC_287
jump @FFPNC_301 

:FFPNC_294
gosub @FFPNC_322 

:FFPNC_301
jump @FFPNC_315 

:FFPNC_308
gosub @FFPNC_322 

:FFPNC_315
jump @FFPNC_84 

:FFPNC_322
Actor.RemoveReferences(0@)
090F: end_external_script 37 (CUSTOMER_PANIC) 
end_thread 
return 
end_thread 

//-------------External script 38 (BAR_STAFF)---------------

:BARSTAF
thread 'BARSTAF' 
8@ = 0 
if 
  8@ == 1 
else_jump @BARSTAF_212 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
8@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 2@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 3@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 4@ 

:BARSTAF_212
if 
   not Actor.Dead(0@)
else_jump @BARSTAF_236 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:BARSTAF_236
04ED: load_animation "BAR" 

:BARSTAF_243
if 
84EE:   not animation "BAR" loaded 
else_jump @BARSTAF_279 
04ED: load_animation "BAR" 
wait 0 
jump @BARSTAF_243 

:BARSTAF_279
9@ = 1 
10@ = 0 
12@ = 0 
if 
  0.0 >= 6@ 
else_jump @BARSTAF_331 
6@ = 6.0 

:BARSTAF_331
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARSTAF_540 
if 
  9@ == 2 
else_jump @BARSTAF_480 
if 
   not Actor.Dead(8@)
else_jump @BARSTAF_452 
if or
  $9470 == 1 
  $9472 == 1 
  $9473 == 1 
else_jump @BARSTAF_438 
jump @BARSTAF_2200 
jump @BARSTAF_445 

:BARSTAF_438
gosub @BARSTAF_554 

:BARSTAF_445
jump @BARSTAF_473 

:BARSTAF_452
9@ = 1 
10@ = 0 
gosub @BARSTAF_554 

:BARSTAF_473
jump @BARSTAF_533 

:BARSTAF_480
if or
  $9470 == 1 
  $9472 == 1 
  $9473 == 1 
else_jump @BARSTAF_526 
jump @BARSTAF_2200 
jump @BARSTAF_533 

:BARSTAF_526
gosub @BARSTAF_554 

:BARSTAF_533
jump @BARSTAF_547 

:BARSTAF_540
gosub @BARSTAF_2287 

:BARSTAF_547
jump @BARSTAF_331 

:BARSTAF_554
0871: init_jump_table 9@ total_jumps 3 default_jump 0 @BARSTAF_659 jumps 1 @BARSTAF_617 2 @BARSTAF_631 3 @BARSTAF_645 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 -1 @BARSTAF_659 

:BARSTAF_617
gosub @BARSTAF_661 
jump @BARSTAF_659 

:BARSTAF_631
gosub @BARSTAF_1390 
jump @BARSTAF_659 

:BARSTAF_645
gosub @BARSTAF_2085 
jump @BARSTAF_659 

:BARSTAF_659
return 

:BARSTAF_661
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BARSTAF_1388 jumps 0 @BARSTAF_724 1 @BARSTAF_767 2 @BARSTAF_974 3 @BARSTAF_1181 -1 @BARSTAF_1388 -1 @BARSTAF_1388 -1 @BARSTAF_1388 

:BARSTAF_724
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_760 
10@ += 1 

:BARSTAF_760
jump @BARSTAF_1388 

:BARSTAF_767
Actor.StorePos(0@, 14@, 15@, 16@)
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_923 
13@ = Actor.Health(8@)
if 
  13@ == 99 
else_jump @BARSTAF_866 
8@ = -1 
jump @BARSTAF_923 

:BARSTAF_866
062E: unknown_get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_916 
9@ += 1 
10@ = 0 
jump @BARSTAF_923 

:BARSTAF_916
8@ = -1 

:BARSTAF_923
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_967 
074C: AS_actor 0@ goto_AS_origin 2@ 
10@ += 1 

:BARSTAF_967
jump @BARSTAF_1388 

:BARSTAF_974
Actor.StorePos(0@, 14@, 15@, 16@)
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_1130 
13@ = Actor.Health(8@)
if 
  13@ == 99 
else_jump @BARSTAF_1073 
8@ = -1 
jump @BARSTAF_1130 

:BARSTAF_1073
062E: unknown_get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1123 
9@ += 1 
10@ = 0 
jump @BARSTAF_1130 

:BARSTAF_1123
8@ = -1 

:BARSTAF_1130
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1174 
074C: AS_actor 0@ goto_AS_origin 3@ 
10@ += 1 

:BARSTAF_1174
jump @BARSTAF_1388 

:BARSTAF_1181
Actor.StorePos(0@, 14@, 15@, 16@)
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
if 
  8@ > -1 
else_jump @BARSTAF_1337 
13@ = Actor.Health(8@)
if 
  13@ == 99 
else_jump @BARSTAF_1280 
8@ = -1 
jump @BARSTAF_1337 

:BARSTAF_1280
062E: unknown_get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1330 
9@ += 1 
10@ = 0 
jump @BARSTAF_1337 

:BARSTAF_1330
8@ = -1 

:BARSTAF_1337
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1381 
074C: AS_actor 0@ goto_AS_origin 1@ 
10@ = 0 

:BARSTAF_1381
jump @BARSTAF_1388 

:BARSTAF_1388
return 

:BARSTAF_1390
0871: init_jump_table 10@ total_jumps 8 default_jump 0 @BARSTAF_2083 jumps 0 @BARSTAF_1518 1 @BARSTAF_1577 2 @BARSTAF_1628 3 @BARSTAF_1720 4 @BARSTAF_1771 5 @BARSTAF_1873 6 @BARSTAF_1934 
0872: jump_table_jumps 7 @BARSTAF_1985 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 -1 @BARSTAF_2083 

:BARSTAF_1518
04C4: store_coords_to 14@ 15@ 16@ from_actor 8@ with_offset 0.0 5@ 0.0 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 -2 ms // versionA 
10@ += 1 
jump @BARSTAF_2083 

:BARSTAF_1577
062E: unknown_get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1621 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1621
jump @BARSTAF_2083 

:BARSTAF_1628
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1713 
Actor.Health(8@) = 99
0605: actor 0@ perform_animation_sequence "BARSERVE_ORDER" IFP_file "BAR" 4.0 loop 1 0 0 0 time 3000 // versionA 
10@ += 1 

:BARSTAF_1713
jump @BARSTAF_2083 

:BARSTAF_1720
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1764 
074C: AS_actor 0@ goto_AS_origin 4@ 
10@ += 1 

:BARSTAF_1764
jump @BARSTAF_2083 

:BARSTAF_1771
062E: unknown_get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1866 
if 
  7@ == 0 
else_jump @BARSTAF_1859 
0605: actor 0@ perform_animation_sequence "BARSERVE_GLASS" IFP_file "BAR" 4.0 loop 0 0 0 0 time 0 // versionA 

:BARSTAF_1859
10@ += 1 

:BARSTAF_1866
jump @BARSTAF_2083 

:BARSTAF_1873
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1927 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 -2 ms // versionA 
10@ += 1 

:BARSTAF_1927
jump @BARSTAF_2083 

:BARSTAF_1934
062E: unknown_get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_1978 
0639: AS_actor 0@ rotate_to_actor 8@ 
10@ += 1 

:BARSTAF_1978
jump @BARSTAF_2083 

:BARSTAF_1985
062E: unknown_get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_2076 
Actor.Health(8@) = 99
0605: actor 0@ perform_animation_sequence "BARSERVE_GIVE" IFP_file "BAR" 4.0 loop 1 0 0 0 time 3000 // versionA 
9@ += 1 
10@ = 0 

:BARSTAF_2076
jump @BARSTAF_2083 

:BARSTAF_2083
return 

:BARSTAF_2085
0871: init_jump_table 10@ total_jumps 1 default_jump 0 @BARSTAF_2198 jumps 0 @BARSTAF_2148 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 -1 @BARSTAF_2198 

:BARSTAF_2148
062E: unknown_get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
if 
04A4:   13@ == 7 // @ == any 
else_jump @BARSTAF_2191 
9@ = 1 
10@ = 0 

:BARSTAF_2191
jump @BARSTAF_2198 

:BARSTAF_2198
return 

:BARSTAF_2200
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARSTAF_2273 
062E: unknown_get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
if 
04A4:   12@ == 7 // @ == any 
else_jump @BARSTAF_2266 
05C4: AS_actor 0@ hands_up 60000 ms 

:BARSTAF_2266
jump @BARSTAF_2280 

:BARSTAF_2273
gosub @BARSTAF_2287 

:BARSTAF_2280
jump @BARSTAF_2200 

:BARSTAF_2287
04EF: release_animation "BAR" 
Actor.RemoveReferences(0@)
end_thread 
return 
0663: NOP "PEDSTATE" 9@ 
0663: NOP "SUBSTATESTATUS" 10@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 39 (BOUNCER)---------------

:BOUNCER
thread 'BOUNCER' 
2@ = 0 
if 
  2@ == 1 
else_jump @BOUNCER_60 
0@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:BOUNCER_60
if 
   not Model.Available(#COLT45)
else_jump @BOUNCER_88 
Model.Load(#COLT45)
jump @BOUNCER_60 

:BOUNCER_88
if 
   not Actor.Dead(0@)
else_jump @BOUNCER_187 
01B2: give_actor 0@ weapon 22 ammo 99999999 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 0 
if 
   Actor.HasWeapon(0@, 3)
else_jump @BOUNCER_148 
0555: remove_weapon 3 from_actor 0@ 

:BOUNCER_148
Actor.WeaponAccuracy(0@) = 80
0978: copy_decision_maker 65537 to $9538 
0708: reset_decision_maker $9538 event 27 
0708: reset_decision_maker $9538 event 48 
060B: set_actor 0@ decision_maker_to $9538 

:BOUNCER_187
3@ = 0 
4@ = 0 

:BOUNCER_201
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BOUNCER_279 
if 
  $9471 == 0 
else_jump @BOUNCER_265 
gosub @BOUNCER_293 
jump @BOUNCER_272 

:BOUNCER_265
jump @BOUNCER_693 

:BOUNCER_272
jump @BOUNCER_286 

:BOUNCER_279
gosub @BOUNCER_864 

:BOUNCER_286
jump @BOUNCER_201 

:BOUNCER_293
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BOUNCER_370 jumps 0 @BOUNCER_356 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 -1 @BOUNCER_370 

:BOUNCER_356
gosub @BOUNCER_372 
jump @BOUNCER_370 

:BOUNCER_370
return 

:BOUNCER_372
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @BOUNCER_691 jumps 0 @BOUNCER_435 1 @BOUNCER_498 2 @BOUNCER_658 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 -1 @BOUNCER_691 

:BOUNCER_435
062E: unknown_get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BOUNCER_491 
05DE: AS_actor 0@ walk_around_ped_path 
33@ = 0 
6@ = 5000 
4@ += 1 

:BOUNCER_491
jump @BOUNCER_691 

:BOUNCER_498
if 
002D:   33@ >= 6@ // (int) 
else_jump @BOUNCER_651 
0209: 2@ = random_int_in_ranges 1 10 
if 
  2@ > 5 
else_jump @BOUNCER_595 
062E: unknown_get_actor 0@ task 1481 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BOUNCER_588 
05C9: AS_actor 0@ on_guard -1 ms 
6@ = 5000 

:BOUNCER_588
jump @BOUNCER_637 

:BOUNCER_595
062E: unknown_get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BOUNCER_637 
05DE: AS_actor 0@ walk_around_ped_path 
6@ = 5000 

:BOUNCER_637
33@ = 0 
4@ += 1 

:BOUNCER_651
jump @BOUNCER_691 

:BOUNCER_658
if 
002D:   33@ >= 6@ // (int) 
else_jump @BOUNCER_684 
4@ = 1 

:BOUNCER_684
jump @BOUNCER_691 

:BOUNCER_691
return 

:BOUNCER_693
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BOUNCER_850 
if 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @BOUNCER_799 
01B9: set_actor 0@ armed_weapon_to 22 
062E: unknown_get_actor 0@ task 1588 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BOUNCER_792 
0634: AS_actor 0@ attack_using_weapon_actor $PLAYER_ACTOR unknown 1 unknown 4000 unknown 60 

:BOUNCER_792
jump @BOUNCER_843 

:BOUNCER_799
01B9: set_actor 0@ armed_weapon_to 22 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BOUNCER_843 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BOUNCER_843
jump @BOUNCER_857 

:BOUNCER_850
gosub @BOUNCER_864 

:BOUNCER_857
jump @BOUNCER_693 

:BOUNCER_864
065C: release_decision_maker $9538 
Actor.RemoveReferences(0@)
end_thread 
return 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 40 (OTB_STAFF)---------------

:OTBSTAF
thread 'OTBSTAF' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBSTAF_92 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 

:OTBSTAF_92
04ED: load_animation "INT_SHOP" 

:OTBSTAF_104
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @OTBSTAF_138 
wait 0 
jump @OTBSTAF_104 

:OTBSTAF_138
if 
   not Actor.Dead(0@)
else_jump @OTBSTAF_162 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_B 

:OTBSTAF_162
3@ = 1 
4@ = 0 
6@ = 0 

:OTBSTAF_183
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSTAF_256 
if 
  $2881 == 0 
else_jump @OTBSTAF_242 
gosub @OTBSTAF_270 
jump @OTBSTAF_249 

:OTBSTAF_242
jump @OTBSTAF_848 

:OTBSTAF_249
jump @OTBSTAF_263 

:OTBSTAF_256
gosub @OTBSTAF_832 

:OTBSTAF_263
jump @OTBSTAF_183 

:OTBSTAF_270
0871: init_jump_table 3@ total_jumps 2 default_jump 0 @OTBSTAF_361 jumps 1 @OTBSTAF_333 2 @OTBSTAF_347 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 -1 @OTBSTAF_361 

:OTBSTAF_333
gosub @OTBSTAF_363 
jump @OTBSTAF_361 

:OTBSTAF_347
gosub @OTBSTAF_668 
jump @OTBSTAF_361 

:OTBSTAF_361
return 

:OTBSTAF_363
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @OTBSTAF_666 jumps 0 @OTBSTAF_426 1 @OTBSTAF_562 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 -1 @OTBSTAF_666 

:OTBSTAF_426
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ > -1 
else_jump @OTBSTAF_555 
0605: actor 0@ perform_animation_sequence "SHOP_CASHIER" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:OTBSTAF_555
jump @OTBSTAF_666 

:OTBSTAF_562
8@ = 0.0 
if 
   Actor.Animation(0@) == "SHOP_CASHIER"
else_jump @OTBSTAF_659 
0613: 8@ = actor 0@ animation "SHOP_CASHIER" time 
if 
  8@ == 1.0 
else_jump @OTBSTAF_659 
4@ = 0 
3@ += 1 

:OTBSTAF_659
jump @OTBSTAF_666 

:OTBSTAF_666
return 

:OTBSTAF_668
0871: init_jump_table 4@ total_jumps 1 default_jump 0 @OTBSTAF_830 jumps 0 @OTBSTAF_731 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 -1 @OTBSTAF_830 

:OTBSTAF_731
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
if 
  2@ == -1 
else_jump @OTBSTAF_823 
4@ = 0 
3@ = 1 

:OTBSTAF_823
jump @OTBSTAF_830 

:OTBSTAF_830
return 

:OTBSTAF_832
04EF: release_animation "INT_SHOP" 
end_thread 
return 

:OTBSTAF_848
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSTAF_918 
062E: unknown_get_actor 0@ task 1476 status_store_to 6@ // ret 7 if not found 
if 
04A4:   6@ == 7 // @ == any 
else_jump @OTBSTAF_911 
05C4: AS_actor 0@ hands_up -2 ms 

:OTBSTAF_911
jump @OTBSTAF_925 

:OTBSTAF_918
gosub @OTBSTAF_832 

:OTBSTAF_925
jump @OTBSTAF_848 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 41 (PCHAIR)---------------

:PCHAIR
thread 'PCHAIR' 
2@ = 0 
if 
  2@ == 1 
else_jump @PCHAIR_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PCHAIR_60
04ED: load_animation "FOOD" 

:PCHAIR_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @PCHAIR_98 
wait 0 
jump @PCHAIR_68 

:PCHAIR_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @PCHAIR_154 
5@ = 0 
4@ = 1 
jump @PCHAIR_168 

:PCHAIR_154
5@ = -2 
4@ = 2 

:PCHAIR_168
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @PCHAIR_215 
0446: set_actor 0@ immune_to_headshots 0 
6@ = 1800000 
jump @PCHAIR_222 

:PCHAIR_215
6@ = 0 

:PCHAIR_222
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCHAIR_345 
if 
09C5:   unknown_actor 0@ 
else_jump @PCHAIR_331 
if or
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PCHAIR_317 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @PCHAIR_3035 
jump @PCHAIR_324 

:PCHAIR_317
gosub @PCHAIR_359 

:PCHAIR_324
jump @PCHAIR_338 

:PCHAIR_331
gosub @PCHAIR_2959 

:PCHAIR_338
jump @PCHAIR_352 

:PCHAIR_345
gosub @PCHAIR_2959 

:PCHAIR_352
jump @PCHAIR_222 

:PCHAIR_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PCHAIR_492 jumps 1 @PCHAIR_422 2 @PCHAIR_436 3 @PCHAIR_450 4 @PCHAIR_464 5 @PCHAIR_478 -1 @PCHAIR_492 -1 @PCHAIR_492 

:PCHAIR_422
gosub @PCHAIR_494 
jump @PCHAIR_492 

:PCHAIR_436
gosub @PCHAIR_715 
jump @PCHAIR_492 

:PCHAIR_450
gosub @PCHAIR_2157 
jump @PCHAIR_492 

:PCHAIR_464
gosub @PCHAIR_2959 
jump @PCHAIR_492 

:PCHAIR_478
gosub @PCHAIR_2526 
jump @PCHAIR_492 

:PCHAIR_492
return 

:PCHAIR_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @PCHAIR_713 jumps 0 @PCHAIR_557 1 @PCHAIR_615 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 -1 @PCHAIR_713 

:PCHAIR_557
0812: AS_actor 0@ perform_animation "FF_SIT_IN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @PCHAIR_713 

:PCHAIR_615
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_IN"
else_jump @PCHAIR_671 
0613: 9@ = actor 0@ animation "FF_SIT_IN" time 

:PCHAIR_671
if 
  9@ == 1.0 
else_jump @PCHAIR_706 
5@ = 0 
4@ += 1 

:PCHAIR_706
jump @PCHAIR_713 

:PCHAIR_713
return 

:PCHAIR_715
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @PCHAIR_2155 jumps -2 @PCHAIR_778 0 @PCHAIR_1103 1 @PCHAIR_1560 2 @PCHAIR_1858 3 @PCHAIR_2061 -1 @PCHAIR_2155 -1 @PCHAIR_2155 

:PCHAIR_778
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @PCHAIR_848 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1089 

:PCHAIR_848
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @PCHAIR_925 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @PCHAIR_941 

:PCHAIR_925
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:PCHAIR_941
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1047 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1089 

:PCHAIR_1047
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1089
5@ = 1 
jump @PCHAIR_2155 

:PCHAIR_1103
if 
0737:   actor 0@ lifting_object -1 
else_jump @PCHAIR_1235 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1186 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1228 

:PCHAIR_1186
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1228
jump @PCHAIR_1546 

:PCHAIR_1235
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @PCHAIR_1305 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1546 

:PCHAIR_1305
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @PCHAIR_1382 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @PCHAIR_1398 

:PCHAIR_1382
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:PCHAIR_1398
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @PCHAIR_1504 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @PCHAIR_1546 

:PCHAIR_1504
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_1546
5@ += 1 
jump @PCHAIR_2155 

:PCHAIR_1560
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -0.65 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger Shot
else_jump @PCHAIR_1727 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 0 for_actor 0@ 
jump @PCHAIR_1751 

:PCHAIR_1727
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 

:PCHAIR_1751
if or
   Actor.Animation(0@) == "FF_SIT_LOOK"
   Actor.Animation(0@) == "FF_SIT_EAT1"
   Actor.Animation(0@) == "FF_SIT_EAT2"
else_jump @PCHAIR_1851 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:PCHAIR_1851
jump @PCHAIR_2155 

:PCHAIR_1858
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PCHAIR_1910 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @PCHAIR_2155 

:PCHAIR_1910
if 
001D:   33@ > 6@ // (int) 
else_jump @PCHAIR_2054 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_1991 
5@ = 0 
4@ += 1 
jump @PCHAIR_2054 

:PCHAIR_1991
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @PCHAIR_2054 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:PCHAIR_2054
jump @PCHAIR_2155 

:PCHAIR_2061
if 
0184:   actor 0@ health >= 0 
else_jump @PCHAIR_2141 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_2134 
5@ = 0 
4@ += 1 

:PCHAIR_2134
jump @PCHAIR_2148 

:PCHAIR_2141
0568: set_actor 0@ targetable 1 

:PCHAIR_2148
jump @PCHAIR_2155 

:PCHAIR_2155
return 

:PCHAIR_2157
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2524 jumps 0 @PCHAIR_2220 1 @PCHAIR_2301 2 @PCHAIR_2336 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 -1 @PCHAIR_2524 

:PCHAIR_2220
if 
0737:   actor 0@ lifting_object -1 
else_jump @PCHAIR_2245 
070B: set_actor 0@ onbone_attached_object_operation 1 

:PCHAIR_2245
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_180" IFP_file "FOOD" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @PCHAIR_2524 

:PCHAIR_2301
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @PCHAIR_2524 

:PCHAIR_2336
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_OUT_180"
else_jump @PCHAIR_2517 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_180" time 
if 
  9@ == 1.0 
else_jump @PCHAIR_2517 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger Shot
else_jump @PCHAIR_2479 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 1 for_actor 0@ 
jump @PCHAIR_2503 

:PCHAIR_2479
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 

:PCHAIR_2503
5@ = 0 
4@ += 1 

:PCHAIR_2517
jump @PCHAIR_2524 

:PCHAIR_2524
return 

:PCHAIR_2526
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_2957 jumps 0 @PCHAIR_2589 1 @PCHAIR_2641 2 @PCHAIR_2797 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 -1 @PCHAIR_2957 

:PCHAIR_2589
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @PCHAIR_2957 

:PCHAIR_2641
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_DAM_FWD"
else_jump @PCHAIR_2727 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @PCHAIR_2727 
5@ += 1 

:PCHAIR_2727
if 
8184:   not actor 0@ health >= 0 
else_jump @PCHAIR_2790 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @PCHAIR_2959 

:PCHAIR_2790
jump @PCHAIR_2957 

:PCHAIR_2797
if 
8184:   not actor 0@ health >= 0 
else_jump @PCHAIR_2867 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @PCHAIR_2959 
jump @PCHAIR_2950 

:PCHAIR_2867
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @PCHAIR_2936 
4@ = 3 
5@ = 0 
gosub @PCHAIR_3035 
jump @PCHAIR_2950 

:PCHAIR_2936
4@ = 2 
5@ = 2 

:PCHAIR_2950
jump @PCHAIR_2957 

:PCHAIR_2957
return 

:PCHAIR_2959
Object.RemoveReferences(8@)
04EF: release_animation "FOOD" 
if 
   not Actor.Dead(0@)
else_jump @PCHAIR_3031 
0446: set_actor 0@ immune_to_headshots 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:PCHAIR_3031
end_thread 
return 

:PCHAIR_3035
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCHAIR_3376 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @PCHAIR_3369 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @PCHAIR_3355 jumps 1 @PCHAIR_3146 2 @PCHAIR_3228 3 @PCHAIR_3277 4 @PCHAIR_3291 5 @PCHAIR_3341 -1 @PCHAIR_3369 -1 @PCHAIR_3369 

:PCHAIR_3146
if 
  5@ > 1 
else_jump @PCHAIR_3178 
gosub @PCHAIR_359 
jump @PCHAIR_3221 

:PCHAIR_3178
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @PCHAIR_3221 
05C5: AS_actor 0@ cower -2 ms 
gosub @PCHAIR_2959 

:PCHAIR_3221
jump @PCHAIR_3369 

:PCHAIR_3228
if 
  5@ == 2 
else_jump @PCHAIR_3263 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:PCHAIR_3263
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3277
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3291
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @PCHAIR_3334 
05C5: AS_actor 0@ cower -2 ms 
gosub @PCHAIR_2959 

:PCHAIR_3334
jump @PCHAIR_3369 

:PCHAIR_3341
gosub @PCHAIR_359 
jump @PCHAIR_3369 

:PCHAIR_3355
gosub @PCHAIR_2959 
jump @PCHAIR_3369 

:PCHAIR_3369
jump @PCHAIR_3383 

:PCHAIR_3376
gosub @PCHAIR_2959 

:PCHAIR_3383
jump @PCHAIR_3035 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 42 (PCUSTOM)---------------

:PCUSTOM
thread 'PCUSTOM' 
2@ = 0 
if 
  2@ == 1 
else_jump @PCUSTOM_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PCUSTOM_60
04ED: load_animation "INT_SHOP" 

:PCUSTOM_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @PCUSTOM_106 
wait 0 
jump @PCUSTOM_72 

:PCUSTOM_106
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:PCUSTOM_134
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCUSTOM_237 
if 
09C5:   unknown_actor 0@ 
else_jump @PCUSTOM_223 
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @PCUSTOM_209 
gosub @PCUSTOM_251 
jump @PCUSTOM_216 

:PCUSTOM_209
jump @PCUSTOM_804 

:PCUSTOM_216
jump @PCUSTOM_230 

:PCUSTOM_223
gosub @PCUSTOM_727 

:PCUSTOM_230
jump @PCUSTOM_244 

:PCUSTOM_237
gosub @PCUSTOM_727 

:PCUSTOM_244
jump @PCUSTOM_134 

:PCUSTOM_251
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PCUSTOM_328 jumps 1 @PCUSTOM_314 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 -1 @PCUSTOM_328 

:PCUSTOM_314
gosub @PCUSTOM_330 
jump @PCUSTOM_328 

:PCUSTOM_328
return 

:PCUSTOM_330
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @PCUSTOM_725 jumps 0 @PCUSTOM_393 1 @PCUSTOM_451 2 @PCUSTOM_534 3 @PCUSTOM_711 -1 @PCUSTOM_725 -1 @PCUSTOM_725 -1 @PCUSTOM_725 

:PCUSTOM_393
5@ = 1 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 5000 // versionA 
4@ += 1 
jump @PCUSTOM_725 

:PCUSTOM_451
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @PCUSTOM_527 
0605: actor 0@ perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 1000.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:PCUSTOM_527
jump @PCUSTOM_725 

:PCUSTOM_534
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @PCUSTOM_704 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @PCUSTOM_640 
12@ = Object.Create(#CJ_PIZZA_2, 7@, 8@, 9@)
jump @PCUSTOM_656 

:PCUSTOM_640
12@ = Object.Create(#CJ_BURG_2, 7@, 8@, 9@)

:PCUSTOM_656
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
4@ += 1 

:PCUSTOM_704
jump @PCUSTOM_725 

:PCUSTOM_711
gosub @PCUSTOM_727 
jump @PCUSTOM_725 

:PCUSTOM_725
return 

:PCUSTOM_727
04EF: release_animation "INT_SHOP" 
Object.RemoveReferences(12@)
if 
   not Actor.Dead(0@)
else_jump @PCUSTOM_800 
0792: disembark_instantly_actor 0@ 
08A0: actor 0@ in_radius 20.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCHAIR" // IF and SET 

:PCUSTOM_800
end_thread 
return 

:PCUSTOM_804
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @PCUSTOM_890 
if 
   not Actor.Dead(0@)
else_jump @PCUSTOM_883 
062E: unknown_get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // @ == any 
else_jump @PCUSTOM_883 
05C5: AS_actor 0@ cower -2 ms 

:PCUSTOM_883
jump @PCUSTOM_897 

:PCUSTOM_890
gosub @PCUSTOM_727 

:PCUSTOM_897
jump @PCUSTOM_804 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 43 (OTBWTCH)---------------

:OTBWTCH
thread 'OTBWTCH' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBWTCH_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:OTBWTCH_60
04ED: load_animation "OTB" 

:OTBWTCH_67
if 
84EE:   not animation "OTB" loaded 
else_jump @OTBWTCH_96 
wait 0 
jump @OTBWTCH_67 

:OTBWTCH_96
3@ = 1 
4@ = 0 

:OTBWTCH_110
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBWTCH_221 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBWTCH_207 
if 
  $2881 == 0 
else_jump @OTBWTCH_185 
gosub @OTBWTCH_235 
jump @OTBWTCH_200 

:OTBWTCH_185
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @OTBWTCH_1122 

:OTBWTCH_200
jump @OTBWTCH_214 

:OTBWTCH_207
gosub @OTBWTCH_1060 

:OTBWTCH_214
jump @OTBWTCH_228 

:OTBWTCH_221
gosub @OTBWTCH_1060 

:OTBWTCH_228
jump @OTBWTCH_110 

:OTBWTCH_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBWTCH_312 jumps 1 @OTBWTCH_298 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 -1 @OTBWTCH_312 

:OTBWTCH_298
gosub @OTBWTCH_314 
jump @OTBWTCH_312 

:OTBWTCH_312
return 

:OTBWTCH_314
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @OTBWTCH_1058 jumps 0 @OTBWTCH_377 1 @OTBWTCH_429 2 @OTBWTCH_524 3 @OTBWTCH_682 4 @OTBWTCH_777 5 @OTBWTCH_933 6 @OTBWTCH_1015 

:OTBWTCH_377
0605: actor 0@ perform_animation_sequence "WTCHRACE_IN" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @OTBWTCH_1058 

:OTBWTCH_429
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_517 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBWTCH_517
jump @OTBWTCH_1058 

:OTBWTCH_524
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_675 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_627 
0605: actor 0@ perform_animation_sequence "WTCHRACE_CMON" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @OTBWTCH_668 

:OTBWTCH_627
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 0 time 1000 // versionA 

:OTBWTCH_668
4@ += 1 

:OTBWTCH_675
jump @OTBWTCH_1058 

:OTBWTCH_682
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_770 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBWTCH_770
jump @OTBWTCH_1058 

:OTBWTCH_777
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_926 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBWTCH_879 
0605: actor 0@ perform_animation_sequence "WTCHRACE_WIN" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @OTBWTCH_919 

:OTBWTCH_879
0605: actor 0@ perform_animation_sequence "WTCHRACE_LOSE" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 

:OTBWTCH_919
4@ += 1 

:OTBWTCH_926
jump @OTBWTCH_1058 

:OTBWTCH_933
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_1008 
0605: actor 0@ perform_animation_sequence "WTCHRACE_OUT" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:OTBWTCH_1008
jump @OTBWTCH_1058 

:OTBWTCH_1015
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBWTCH_1051 
gosub @OTBWTCH_1060 

:OTBWTCH_1051
jump @OTBWTCH_1058 

:OTBWTCH_1058
return 

:OTBWTCH_1060
04EF: release_animation "OTB" 
if 
   not Actor.Dead(0@)
else_jump @OTBWTCH_1118 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBSLP" // IF and SET 

:OTBWTCH_1118
end_thread 
return 

:OTBWTCH_1122
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBWTCH_1192 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @OTBWTCH_1185 
05C5: AS_actor 0@ cower -2 ms 

:OTBWTCH_1185
jump @OTBWTCH_1199 

:OTBWTCH_1192
gosub @OTBWTCH_1060 

:OTBWTCH_1199
jump @OTBWTCH_1122 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 44 (OTBSLP)---------------

:OTBSLP
thread 'OTBSLP' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBSLP_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:OTBSLP_60
04ED: load_animation "OTB" 

:OTBSLP_67
if 
84EE:   not animation "OTB" loaded 
else_jump @OTBSLP_96 
wait 0 
jump @OTBSLP_67 

:OTBSLP_96
3@ = 1 
4@ = 0 

:OTBSLP_110
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSLP_221 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBSLP_207 
if 
  $2881 == 0 
else_jump @OTBSLP_185 
gosub @OTBSLP_235 
jump @OTBSLP_200 

:OTBSLP_185
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @OTBSLP_902 

:OTBSLP_200
jump @OTBSLP_214 

:OTBSLP_207
gosub @OTBSLP_891 

:OTBSLP_214
jump @OTBSLP_228 

:OTBSLP_221
gosub @OTBSLP_891 

:OTBSLP_228
jump @OTBSLP_110 

:OTBSLP_235
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBSLP_312 jumps 1 @OTBSLP_298 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 -1 @OTBSLP_312 

:OTBSLP_298
gosub @OTBSLP_314 
jump @OTBSLP_312 

:OTBSLP_312
return 

:OTBSLP_314
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @OTBSLP_889 jumps 0 @OTBSLP_377 1 @OTBSLP_427 2 @OTBSLP_520 3 @OTBSLP_673 4 @OTBSLP_766 5 @OTBSLP_846 -1 @OTBSLP_889 

:OTBSLP_377
0605: actor 0@ perform_animation_sequence "BETSLP_IN" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @OTBSLP_889 

:OTBSLP_427
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_513 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "BETSLP_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBSLP_513
jump @OTBSLP_889 

:OTBSLP_520
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_666 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @OTBSLP_622 
0605: actor 0@ perform_animation_sequence "BETSLP_LKABT" IFP_file "OTB" 16.0 loop 0 0 0 0 time -1 // versionA 
jump @OTBSLP_659 

:OTBSLP_622
0605: actor 0@ perform_animation_sequence "BETSLP_TNK" IFP_file "OTB" 16.0 loop 0 0 0 0 time -1 // versionA 

:OTBSLP_659
4@ += 1 

:OTBSLP_666
jump @OTBSLP_889 

:OTBSLP_673
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_759 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "BETSLP_LOOP" IFP_file "OTB" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:OTBSLP_759
jump @OTBSLP_889 

:OTBSLP_766
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_839 
0605: actor 0@ perform_animation_sequence "BETSLP_OUT" IFP_file "OTB" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:OTBSLP_839
jump @OTBSLP_889 

:OTBSLP_846
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @OTBSLP_882 
gosub @OTBSLP_891 

:OTBSLP_882
jump @OTBSLP_889 

:OTBSLP_889
return 

:OTBSLP_891
04EF: release_animation "OTB" 
end_thread 
return 

:OTBSLP_902
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBSLP_972 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @OTBSLP_965 
05C5: AS_actor 0@ cower -2 ms 

:OTBSLP_965
jump @OTBSLP_979 

:OTBSLP_972
gosub @OTBSLP_891 

:OTBSLP_979
jump @OTBSLP_902 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 45 (OTBTILL)---------------

:OTBTILL
thread 'OTBTILL' 
2@ = 0 
if 
  2@ == 1 
else_jump @OTBTILL_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:OTBTILL_60
04ED: load_animation "INT_SHOP" 

:OTBTILL_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @OTBTILL_106 
wait 0 
jump @OTBTILL_72 

:OTBTILL_106
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:OTBTILL_134
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBTILL_245 
if 
09C5:   unknown_actor 0@ 
else_jump @OTBTILL_231 
if 
  $2881 == 0 
else_jump @OTBTILL_209 
gosub @OTBTILL_259 
jump @OTBTILL_224 

:OTBTILL_209
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @OTBTILL_655 

:OTBTILL_224
jump @OTBTILL_238 

:OTBTILL_231
gosub @OTBTILL_587 

:OTBTILL_238
jump @OTBTILL_252 

:OTBTILL_245
gosub @OTBTILL_587 

:OTBTILL_252
jump @OTBTILL_134 

:OTBTILL_259
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBTILL_336 jumps 1 @OTBTILL_322 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 -1 @OTBTILL_336 

:OTBTILL_322
gosub @OTBTILL_338 
jump @OTBTILL_336 

:OTBTILL_336
return 

:OTBTILL_338
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @OTBTILL_585 jumps 0 @OTBTILL_401 1 @OTBTILL_459 2 @OTBTILL_542 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 -1 @OTBTILL_585 

:OTBTILL_401
5@ = 1 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 1 0 0 0 time 5000 // versionA 
4@ += 1 
jump @OTBTILL_585 

:OTBTILL_459
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @OTBTILL_535 
0605: actor 0@ perform_animation_sequence "SHOP_PAY" IFP_file "INT_SHOP" 1000.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:OTBTILL_535
jump @OTBTILL_585 

:OTBTILL_542
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @OTBTILL_578 
gosub @OTBTILL_587 

:OTBTILL_578
jump @OTBTILL_585 

:OTBTILL_585
return 

:OTBTILL_587
04EF: release_animation "INT_SHOP" 
if 
   not Actor.Dead(0@)
else_jump @OTBTILL_651 
08A0: actor 0@ in_radius 50.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBWTCH" // IF and SET 

:OTBTILL_651
end_thread 
return 

:OTBTILL_655
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @OTBTILL_725 
062E: unknown_get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // @ == any 
else_jump @OTBTILL_718 
05C5: AS_actor 0@ cower -2 ms 

:OTBTILL_718
jump @OTBTILL_732 

:OTBTILL_725
gosub @OTBTILL_587 

:OTBTILL_732
jump @OTBTILL_655 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 46 (FBOOTHR)---------------

:FBOOTHR
thread 'FBOOTHR' 
2@ = 0 
if 
  2@ == 1 
else_jump @FBOOTHR_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:FBOOTHR_60
04ED: load_animation "FOOD" 

:FBOOTHR_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @FBOOTHR_98 
wait 0 
jump @FBOOTHR_68 

:FBOOTHR_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @FBOOTHR_154 
5@ = 0 
4@ = 1 
jump @FBOOTHR_168 

:FBOOTHR_154
5@ = -2 
4@ = 2 

:FBOOTHR_168
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHR_215 
0446: set_actor 0@ immune_to_headshots 0 
6@ = 1800000 
jump @FBOOTHR_222 

:FBOOTHR_215
6@ = 0 

:FBOOTHR_222
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHR_356 
if 
09C5:   unknown_actor 0@ 
else_jump @FBOOTHR_342 
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @FBOOTHR_302 
gosub @FBOOTHR_370 
jump @FBOOTHR_335 

:FBOOTHR_302
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHR_328 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:FBOOTHR_328
jump @FBOOTHR_2971 

:FBOOTHR_335
jump @FBOOTHR_349 

:FBOOTHR_342
gosub @FBOOTHR_2895 

:FBOOTHR_349
jump @FBOOTHR_363 

:FBOOTHR_356
gosub @FBOOTHR_2895 

:FBOOTHR_363
jump @FBOOTHR_222 

:FBOOTHR_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHR_503 jumps 1 @FBOOTHR_433 2 @FBOOTHR_447 3 @FBOOTHR_461 4 @FBOOTHR_475 5 @FBOOTHR_489 -1 @FBOOTHR_503 -1 @FBOOTHR_503 

:FBOOTHR_433
gosub @FBOOTHR_505 
jump @FBOOTHR_503 

:FBOOTHR_447
gosub @FBOOTHR_732 
jump @FBOOTHR_503 

:FBOOTHR_461
gosub @FBOOTHR_2118 
jump @FBOOTHR_503 

:FBOOTHR_475
gosub @FBOOTHR_2895 
jump @FBOOTHR_503 

:FBOOTHR_489
gosub @FBOOTHR_2455 
jump @FBOOTHR_503 

:FBOOTHR_503
return 

:FBOOTHR_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHR_730 jumps 0 @FBOOTHR_568 1 @FBOOTHR_628 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 -1 @FBOOTHR_730 

:FBOOTHR_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_R" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @FBOOTHR_730 

:FBOOTHR_628
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_IN_R"
else_jump @FBOOTHR_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_R" time 

:FBOOTHR_688
if 
  9@ == 1.0 
else_jump @FBOOTHR_723 
5@ = 0 
4@ += 1 

:FBOOTHR_723
jump @FBOOTHR_730 

:FBOOTHR_730
return 

:FBOOTHR_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHR_2116 jumps -2 @FBOOTHR_795 0 @FBOOTHR_1120 1 @FBOOTHR_1577 2 @FBOOTHR_1819 3 @FBOOTHR_2022 -1 @FBOOTHR_2116 -1 @FBOOTHR_2116 

:FBOOTHR_795
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHR_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1106 

:FBOOTHR_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @FBOOTHR_942 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHR_958 

:FBOOTHR_942
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHR_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1106 

:FBOOTHR_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1106
5@ = 1 
jump @FBOOTHR_2116 

:FBOOTHR_1120
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHR_1252 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1245 

:FBOOTHR_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1245
jump @FBOOTHR_1563 

:FBOOTHR_1252
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHR_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1563 

:FBOOTHR_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @FBOOTHR_1399 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHR_1415 

:FBOOTHR_1399
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHR_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHR_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHR_1563 

:FBOOTHR_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_1563
5@ += 1 
jump @FBOOTHR_2116 

:FBOOTHR_1577
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset 1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -1.0 0.0 -0.65 
if or
   Actor.Animation(0@) == "FF_SIT_LOOK"
   Actor.Animation(0@) == "FF_SIT_EAT1"
   Actor.Animation(0@) == "FF_SIT_EAT2"
else_jump @FBOOTHR_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:FBOOTHR_1812
jump @FBOOTHR_2116 

:FBOOTHR_1819
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHR_1871 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @FBOOTHR_2116 

:FBOOTHR_1871
if 
001D:   33@ > 6@ // (int) 
else_jump @FBOOTHR_2015 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_1952 
5@ = 0 
4@ += 1 
jump @FBOOTHR_2015 

:FBOOTHR_1952
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @FBOOTHR_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:FBOOTHR_2015
jump @FBOOTHR_2116 

:FBOOTHR_2022
if 
0184:   actor 0@ health >= 0 
else_jump @FBOOTHR_2102 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_2095 
5@ = 0 
4@ += 1 

:FBOOTHR_2095
jump @FBOOTHR_2109 

:FBOOTHR_2102
0568: set_actor 0@ targetable 1 

:FBOOTHR_2109
jump @FBOOTHR_2116 

:FBOOTHR_2116
return 

:FBOOTHR_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2453 jumps 0 @FBOOTHR_2181 1 @FBOOTHR_2264 2 @FBOOTHR_2299 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 -1 @FBOOTHR_2453 

:FBOOTHR_2181
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHR_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHR_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_R_180" IFP_file "FOOD" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @FBOOTHR_2453 

:FBOOTHR_2264
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @FBOOTHR_2453 

:FBOOTHR_2299
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_OUT_R_180"
else_jump @FBOOTHR_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_R_180" time 
if 
  9@ == 1.0 
else_jump @FBOOTHR_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
5@ = 0 
4@ += 1 

:FBOOTHR_2446
jump @FBOOTHR_2453 

:FBOOTHR_2453
return 

:FBOOTHR_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_2893 jumps 0 @FBOOTHR_2518 1 @FBOOTHR_2570 2 @FBOOTHR_2726 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 -1 @FBOOTHR_2893 

:FBOOTHR_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @FBOOTHR_2893 

:FBOOTHR_2570
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_DAM_FWD"
else_jump @FBOOTHR_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @FBOOTHR_2656 
5@ += 1 

:FBOOTHR_2656
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHR_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHR_2895 

:FBOOTHR_2719
jump @FBOOTHR_2893 

:FBOOTHR_2726
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHR_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHR_2895 
jump @FBOOTHR_2879 

:FBOOTHR_2796
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHR_2865 
4@ = 3 
5@ = 0 
gosub @FBOOTHR_2971 
jump @FBOOTHR_2879 

:FBOOTHR_2865
4@ = 2 
5@ = 2 

:FBOOTHR_2879
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @FBOOTHR_2893 

:FBOOTHR_2893
return 

:FBOOTHR_2895
Object.RemoveReferences(8@)
04EF: release_animation "FOOD" 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHR_2967 
0446: set_actor 0@ immune_to_headshots 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHR_2967
end_thread 
return 

:FBOOTHR_2971
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHR_3312 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @FBOOTHR_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHR_3291 jumps 1 @FBOOTHR_3082 2 @FBOOTHR_3164 3 @FBOOTHR_3213 4 @FBOOTHR_3227 5 @FBOOTHR_3277 -1 @FBOOTHR_3305 -1 @FBOOTHR_3305 

:FBOOTHR_3082
if 
  5@ > 1 
else_jump @FBOOTHR_3114 
gosub @FBOOTHR_370 
jump @FBOOTHR_3157 

:FBOOTHR_3114
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHR_3157 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHR_2895 

:FBOOTHR_3157
jump @FBOOTHR_3305 

:FBOOTHR_3164
if 
  5@ == 2 
else_jump @FBOOTHR_3199 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:FBOOTHR_3199
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3213
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3227
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHR_3270 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHR_2895 

:FBOOTHR_3270
jump @FBOOTHR_3305 

:FBOOTHR_3277
gosub @FBOOTHR_370 
jump @FBOOTHR_3305 

:FBOOTHR_3291
gosub @FBOOTHR_2895 
jump @FBOOTHR_3305 

:FBOOTHR_3305
jump @FBOOTHR_3319 

:FBOOTHR_3312
gosub @FBOOTHR_2895 

:FBOOTHR_3319
jump @FBOOTHR_2971 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 47 (FBOOTHL)---------------

:FBOOTHL
thread 'FBOOTHL' 
2@ = 0 
if 
  2@ == 1 
else_jump @FBOOTHL_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:FBOOTHL_60
04ED: load_animation "FOOD" 

:FBOOTHL_68
if 
84EE:   not animation "FOOD" loaded 
else_jump @FBOOTHL_98 
wait 0 
jump @FBOOTHL_68 

:FBOOTHL_98
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @FBOOTHL_154 
5@ = 0 
4@ = 1 
jump @FBOOTHL_168 

:FBOOTHL_154
5@ = -2 
4@ = 2 

:FBOOTHL_168
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHL_215 
0446: set_actor 0@ immune_to_headshots 0 
6@ = 1800000 
jump @FBOOTHL_222 

:FBOOTHL_215
6@ = 0 

:FBOOTHL_222
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHL_356 
if 
09C5:   unknown_actor 0@ 
else_jump @FBOOTHL_342 
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 0 
else_jump @FBOOTHL_302 
gosub @FBOOTHL_370 
jump @FBOOTHL_335 

:FBOOTHL_302
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHL_328 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 

:FBOOTHL_328
jump @FBOOTHL_2971 

:FBOOTHL_335
jump @FBOOTHL_349 

:FBOOTHL_342
gosub @FBOOTHL_2895 

:FBOOTHL_349
jump @FBOOTHL_363 

:FBOOTHL_356
gosub @FBOOTHL_2895 

:FBOOTHL_363
jump @FBOOTHL_222 

:FBOOTHL_370
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHL_503 jumps 1 @FBOOTHL_433 2 @FBOOTHL_447 3 @FBOOTHL_461 4 @FBOOTHL_475 5 @FBOOTHL_489 -1 @FBOOTHL_503 -1 @FBOOTHL_503 

:FBOOTHL_433
gosub @FBOOTHL_505 
jump @FBOOTHL_503 

:FBOOTHL_447
gosub @FBOOTHL_732 
jump @FBOOTHL_503 

:FBOOTHL_461
gosub @FBOOTHL_2118 
jump @FBOOTHL_503 

:FBOOTHL_475
gosub @FBOOTHL_2895 
jump @FBOOTHL_503 

:FBOOTHL_489
gosub @FBOOTHL_2455 
jump @FBOOTHL_503 

:FBOOTHL_503
return 

:FBOOTHL_505
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHL_730 jumps 0 @FBOOTHL_568 1 @FBOOTHL_628 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 -1 @FBOOTHL_730 

:FBOOTHL_568
0812: AS_actor 0@ perform_animation "FF_SIT_IN_L" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @FBOOTHL_730 

:FBOOTHL_628
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_IN_L"
else_jump @FBOOTHL_688 
0613: 9@ = actor 0@ animation "FF_SIT_IN_L" time 

:FBOOTHL_688
if 
  9@ == 1.0 
else_jump @FBOOTHL_723 
5@ = 0 
4@ += 1 

:FBOOTHL_723
jump @FBOOTHL_730 

:FBOOTHL_730
return 

:FBOOTHL_732
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHL_2116 jumps -2 @FBOOTHL_795 0 @FBOOTHL_1120 1 @FBOOTHL_1577 2 @FBOOTHL_1819 3 @FBOOTHL_2022 -1 @FBOOTHL_2116 -1 @FBOOTHL_2116 

:FBOOTHL_795
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHL_865 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1106 

:FBOOTHL_865
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @FBOOTHL_942 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHL_958 

:FBOOTHL_942
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHL_958
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1064 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1106 

:FBOOTHL_1064
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1106
5@ = 1 
jump @FBOOTHL_2116 

:FBOOTHL_1120
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHL_1252 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1203 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1245 

:FBOOTHL_1203
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1245
jump @FBOOTHL_1563 

:FBOOTHL_1252
if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
else_jump @FBOOTHL_1322 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1563 

:FBOOTHL_1322
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @FBOOTHL_1399 
8@ = Object.Create(#CJ_PIZZA_2, 10@, 11@, 12@)
jump @FBOOTHL_1415 

:FBOOTHL_1399
8@ = Object.Create(#CJ_BURG_2, 10@, 11@, 12@)

:FBOOTHL_1415
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
if 
03A3:   actor 0@ male 
else_jump @FBOOTHL_1521 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @FBOOTHL_1563 

:FBOOTHL_1521
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_1563
5@ += 1 
jump @FBOOTHL_2116 

:FBOOTHL_1577
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset -0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 1.0 0.0 -0.65 
if or
   Actor.Animation(0@) == "FF_SIT_LOOK"
   Actor.Animation(0@) == "FF_SIT_EAT1"
   Actor.Animation(0@) == "FF_SIT_EAT2"
else_jump @FBOOTHL_1812 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:FBOOTHL_1812
jump @FBOOTHL_2116 

:FBOOTHL_1819
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @FBOOTHL_1871 
054E: clear_actor 0@ damage 
6@ = 0 
4@ = 5 
5@ = 0 
jump @FBOOTHL_2116 

:FBOOTHL_1871
if 
001D:   33@ > 6@ // (int) 
else_jump @FBOOTHL_2015 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_1952 
5@ = 0 
4@ += 1 
jump @FBOOTHL_2015 

:FBOOTHL_1952
if 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @FBOOTHL_2015 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
5@ += 1 

:FBOOTHL_2015
jump @FBOOTHL_2116 

:FBOOTHL_2022
if 
0184:   actor 0@ health >= 0 
else_jump @FBOOTHL_2102 
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_2095 
5@ = 0 
4@ += 1 

:FBOOTHL_2095
jump @FBOOTHL_2109 

:FBOOTHL_2102
0568: set_actor 0@ targetable 1 

:FBOOTHL_2109
jump @FBOOTHL_2116 

:FBOOTHL_2116
return 

:FBOOTHL_2118
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2453 jumps 0 @FBOOTHL_2181 1 @FBOOTHL_2264 2 @FBOOTHL_2299 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 -1 @FBOOTHL_2453 

:FBOOTHL_2181
if 
0737:   actor 0@ lifting_object -1 
else_jump @FBOOTHL_2206 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHL_2206
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_L_180" IFP_file "FOOD" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @FBOOTHL_2453 

:FBOOTHL_2264
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @FBOOTHL_2453 

:FBOOTHL_2299
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_SIT_OUT_L_180"
else_jump @FBOOTHL_2446 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_L_180" time 
if 
  9@ == 1.0 
else_jump @FBOOTHL_2446 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
5@ = 0 
4@ += 1 

:FBOOTHL_2446
jump @FBOOTHL_2453 

:FBOOTHL_2453
return 

:FBOOTHL_2455
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_2893 jumps 0 @FBOOTHL_2518 1 @FBOOTHL_2570 2 @FBOOTHL_2726 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 -1 @FBOOTHL_2893 

:FBOOTHL_2518
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
5@ += 1 
jump @FBOOTHL_2893 

:FBOOTHL_2570
9@ = 0.0 
if 
   Actor.Animation(0@) == "FF_DAM_FWD"
else_jump @FBOOTHL_2656 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
if 
  9@ == 1.0 
else_jump @FBOOTHL_2656 
5@ += 1 

:FBOOTHL_2656
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHL_2719 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHL_2895 

:FBOOTHL_2719
jump @FBOOTHL_2893 

:FBOOTHL_2726
if 
8184:   not actor 0@ health >= 0 
else_jump @FBOOTHL_2796 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP_file "FOOD" 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
gosub @FBOOTHL_2895 
jump @FBOOTHL_2879 

:FBOOTHL_2796
if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
else_jump @FBOOTHL_2865 
4@ = 3 
5@ = 0 
gosub @FBOOTHL_2971 
jump @FBOOTHL_2879 

:FBOOTHL_2865
4@ = 2 
5@ = 2 

:FBOOTHL_2879
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
jump @FBOOTHL_2893 

:FBOOTHL_2893
return 

:FBOOTHL_2895
Object.RemoveReferences(8@)
04EF: release_animation "FOOD" 
if 
   not Actor.Dead(0@)
else_jump @FBOOTHL_2967 
0446: set_actor 0@ immune_to_headshots 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHL_2967
end_thread 
return 

:FBOOTHL_2971
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @FBOOTHL_3312 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @FBOOTHL_3305 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHL_3291 jumps 1 @FBOOTHL_3082 2 @FBOOTHL_3164 3 @FBOOTHL_3213 4 @FBOOTHL_3227 5 @FBOOTHL_3277 -1 @FBOOTHL_3305 -1 @FBOOTHL_3305 

:FBOOTHL_3082
if 
  5@ > 1 
else_jump @FBOOTHL_3114 
gosub @FBOOTHL_370 
jump @FBOOTHL_3157 

:FBOOTHL_3114
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHL_3157 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHL_2895 

:FBOOTHL_3157
jump @FBOOTHL_3305 

:FBOOTHL_3164
if 
  5@ == 2 
else_jump @FBOOTHL_3199 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:FBOOTHL_3199
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3213
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3227
062E: unknown_get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @FBOOTHL_3270 
05C5: AS_actor 0@ cower -2 ms 
gosub @FBOOTHL_2895 

:FBOOTHL_3270
jump @FBOOTHL_3305 

:FBOOTHL_3277
gosub @FBOOTHL_370 
jump @FBOOTHL_3305 

:FBOOTHL_3291
gosub @FBOOTHL_2895 
jump @FBOOTHL_3305 

:FBOOTHL_3305
jump @FBOOTHL_3319 

:FBOOTHL_3312
gosub @FBOOTHL_2895 

:FBOOTHL_3319
jump @FBOOTHL_2971 
0662: NOP "I__________________________I" 
0662: NOP "H" 
0662: NOP "G" 
0662: NOP "F" 
0662: NOP "E" 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 48 (BARGUY)---------------

:BARGUY
thread 'BARGUY' 
2@ = 0 
if 
  2@ == 1 
else_jump @BARGUY_60 
0@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:BARGUY_60
04ED: load_animation "BAR" 

:BARGUY_67
if 
84EE:   not animation "BAR" loaded 
else_jump @BARGUY_96 
wait 0 
jump @BARGUY_67 

:BARGUY_96
3@ = 1 
4@ = 0 
5@ = 0 
11@ = 0 

:BARGUY_124
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARGUY_272 
if 
09C5:   unknown_actor 0@ 
else_jump @BARGUY_258 
if 
  $9470 == 0 
else_jump @BARGUY_244 
if 
851A:   not actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @BARGUY_223 
gosub @BARGUY_286 
jump @BARGUY_237 

:BARGUY_223
$9470 = 1 
jump @BARGUY_1067 

:BARGUY_237
jump @BARGUY_251 

:BARGUY_244
jump @BARGUY_1067 

:BARGUY_251
jump @BARGUY_265 

:BARGUY_258
gosub @BARGUY_1035 

:BARGUY_265
jump @BARGUY_279 

:BARGUY_272
gosub @BARGUY_1035 

:BARGUY_279
jump @BARGUY_124 

:BARGUY_286
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BARGUY_363 jumps 1 @BARGUY_349 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 -1 @BARGUY_363 

:BARGUY_349
gosub @BARGUY_365 
jump @BARGUY_363 

:BARGUY_363
return 

:BARGUY_365
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BARGUY_1033 jumps 0 @BARGUY_428 1 @BARGUY_488 2 @BARGUY_577 3 @BARGUY_674 4 @BARGUY_754 5 @BARGUY_826 6 @BARGUY_947 

:BARGUY_428
062E: unknown_get_actor 0@ task 1481 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_481 
05C9: AS_actor 0@ on_guard -2 ms 
0947: unknown_actor 0@ play_audio_event 21 store_to 10@ 
4@ += 1 

:BARGUY_481
jump @BARGUY_1033 

:BARGUY_488
10@ = Actor.Health(0@)
if 
  10@ == 99 
else_jump @BARGUY_570 
Actor.Health(0@) = 100
0605: actor 0@ perform_animation_sequence "BARCUSTOM_ORDER" IFP_file "BAR" 4.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:BARGUY_570
jump @BARGUY_1033 

:BARGUY_577
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_667 
0605: actor 0@ perform_animation_sequence "BARCUSTOM_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 600000 // versionA 
0947: unknown_actor 0@ play_audio_event 21 store_to 10@ 
4@ += 1 

:BARGUY_667
jump @BARGUY_1033 

:BARGUY_674
10@ = Actor.Health(0@)
if 
  10@ == 99 
else_jump @BARGUY_747 
0605: actor 0@ perform_animation_sequence "BARCUSTOM_GET" IFP_file "BAR" 4.0 loop 0 0 0 0 time 0 // versionA 
4@ += 1 

:BARGUY_747
jump @BARGUY_1033 

:BARGUY_754
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_819 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
4@ += 1 

:BARGUY_819
jump @BARGUY_1033 

:BARGUY_826
if 
03A3:   actor 0@ male 
else_jump @BARGUY_891 
0605: actor 0@ perform_animation_sequence "DNK_STNDM_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 15000 // versionA 
jump @BARGUY_933 

:BARGUY_891
0605: actor 0@ perform_animation_sequence "DNK_STNDF_LOOP" IFP_file "BAR" 4.0 loop 1 0 0 0 time 15000 // versionA 

:BARGUY_933
4@ += 1 
jump @BARGUY_1033 

:BARGUY_947
062E: unknown_get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @BARGUY_1026 
Actor.Health(0@) = 100
if 
08F9:   v$ACTIVE_INTERIOR_NAME == "BAR1" 
else_jump @BARGUY_1019 
4@ = 0 
jump @BARGUY_1026 

:BARGUY_1019
gosub @BARGUY_1035 

:BARGUY_1026
jump @BARGUY_1033 

:BARGUY_1033
return 

:BARGUY_1035
04EF: release_animation "BAR" 
if 
   not Actor.Dead(0@)
else_jump @BARGUY_1063 
0792: disembark_instantly_actor 0@ 

:BARGUY_1063
end_thread 
return 

:BARGUY_1067
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BARGUY_1137 
062E: unknown_get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
if 
04A4:   11@ == 7 // @ == any 
else_jump @BARGUY_1130 
05C5: AS_actor 0@ cower -2 ms 

:BARGUY_1130
jump @BARGUY_1144 

:BARGUY_1137
gosub @BARGUY_1035 

:BARGUY_1144
jump @BARGUY_1067 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 49 (PEDROUL)---------------

:PEDROUL
thread 'PEDROUL' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDROUL_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PEDROUL_60
04ED: load_animation "CASINO" 

:PEDROUL_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDROUL_102 
wait 0 
jump @PEDROUL_70 

:PEDROUL_102
3@ = 1 
4@ = 0 

:PEDROUL_116
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDROUL_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDROUL_213 
if 
  $9470 == 0 
else_jump @PEDROUL_191 
gosub @PEDROUL_241 
jump @PEDROUL_206 

:PEDROUL_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PEDROUL_998 

:PEDROUL_206
jump @PEDROUL_220 

:PEDROUL_213
gosub @PEDROUL_984 

:PEDROUL_220
jump @PEDROUL_234 

:PEDROUL_227
gosub @PEDROUL_984 

:PEDROUL_234
jump @PEDROUL_116 

:PEDROUL_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDROUL_318 jumps 1 @PEDROUL_304 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 -1 @PEDROUL_318 

:PEDROUL_304
gosub @PEDROUL_320 
jump @PEDROUL_318 

:PEDROUL_318
return 

:PEDROUL_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDROUL_982 jumps 0 @PEDROUL_383 1 @PEDROUL_438 2 @PEDROUL_533 3 @PEDROUL_631 4 @PEDROUL_813 5 @PEDROUL_939 -1 @PEDROUL_982 

:PEDROUL_383
0605: actor 0@ perform_animation_sequence "ROULETTE_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @PEDROUL_982 

:PEDROUL_438
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_526 
0605: actor 0@ perform_animation_sequence "ROULETTE_BET" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 103 store_to 2@ 
4@ += 1 

:PEDROUL_526
jump @PEDROUL_982 

:PEDROUL_533
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_624 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation_sequence "ROULETTE_LOOP" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:PEDROUL_624
jump @PEDROUL_982 

:PEDROUL_631
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_806 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDROUL_746 
0605: actor 0@ perform_animation_sequence "ROULETTE_WIN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 100 store_to 2@ 
jump @PEDROUL_799 

:PEDROUL_746
0605: actor 0@ perform_animation_sequence "ROULETTE_LOSE" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 101 store_to 2@ 

:PEDROUL_799
4@ += 1 

:PEDROUL_806
jump @PEDROUL_982 

:PEDROUL_813
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_932 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDROUL_883 
4@ = 1 
jump @PEDROUL_932 

:PEDROUL_883
0605: actor 0@ perform_animation_sequence "ROULETTE_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PEDROUL_932
jump @PEDROUL_982 

:PEDROUL_939
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDROUL_975 
gosub @PEDROUL_984 

:PEDROUL_975
jump @PEDROUL_982 

:PEDROUL_982
return 

:PEDROUL_984
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDROUL_998
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDROUL_1068 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PEDROUL_1061 
05C5: AS_actor 0@ cower -2 ms 

:PEDROUL_1061
jump @PEDROUL_1075 

:PEDROUL_1068
gosub @PEDROUL_984 

:PEDROUL_1075
jump @PEDROUL_998 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 50 (PEDCARD)---------------

:PEDCARD
thread 'PEDCARD' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDCARD_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PEDCARD_60
04ED: load_animation "CASINO" 

:PEDCARD_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDCARD_102 
wait 0 
jump @PEDCARD_70 

:PEDCARD_102
3@ = 1 
4@ = 0 

:PEDCARD_116
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDCARD_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDCARD_213 
if 
  $9470 == 0 
else_jump @PEDCARD_191 
gosub @PEDCARD_241 
jump @PEDCARD_206 

:PEDCARD_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PEDCARD_1335 

:PEDCARD_206
jump @PEDCARD_220 

:PEDCARD_213
gosub @PEDCARD_1321 

:PEDCARD_220
jump @PEDCARD_234 

:PEDCARD_227
gosub @PEDCARD_1321 

:PEDCARD_234
jump @PEDCARD_116 

:PEDCARD_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDCARD_318 jumps 1 @PEDCARD_304 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 -1 @PEDCARD_318 

:PEDCARD_304
gosub @PEDCARD_320 
jump @PEDCARD_318 

:PEDCARD_318
return 

:PEDCARD_320
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @PEDCARD_1319 jumps 0 @PEDCARD_448 1 @PEDCARD_510 2 @PEDCARD_596 3 @PEDCARD_691 4 @PEDCARD_872 5 @PEDCARD_977 6 @PEDCARD_1153 
0872: jump_table_jumps 7 @PEDCARD_1276 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 -1 @PEDCARD_1319 

:PEDCARD_448
0605: actor 0@ perform_animation_sequence "CARDS_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 93 store_to 2@ 
4@ += 1 
jump @PEDCARD_1319 

:PEDCARD_510
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_589 
0605: actor 0@ perform_animation_sequence "CARDS_PICK_01" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PEDCARD_589
jump @PEDCARD_1319 

:PEDCARD_596
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_684 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation_sequence "CARDS_LOOP" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:PEDCARD_684
jump @PEDCARD_1319 

:PEDCARD_691
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_865 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_805 
0605: actor 0@ perform_animation_sequence "CARDS_RAISE" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 98 store_to 2@ 
jump @PEDCARD_858 

:PEDCARD_805
0605: actor 0@ perform_animation_sequence "CARDS_PICK_02" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 93 store_to 2@ 

:PEDCARD_858
4@ += 1 

:PEDCARD_865
jump @PEDCARD_1319 

:PEDCARD_872
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_970 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation_sequence "CARDS_LOOP" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
0947: unknown_actor 0@ play_audio_event 95 store_to 2@ 
4@ += 1 

:PEDCARD_970
jump @PEDCARD_1319 

:PEDCARD_977
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_1146 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_1089 
0605: actor 0@ perform_animation_sequence "CARDS_WIN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 96 store_to 2@ 
jump @PEDCARD_1139 

:PEDCARD_1089
0605: actor 0@ perform_animation_sequence "CARDS_LOSE" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 94 store_to 2@ 

:PEDCARD_1139
4@ += 1 

:PEDCARD_1146
jump @PEDCARD_1319 

:PEDCARD_1153
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_1269 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDCARD_1223 
4@ = 1 
jump @PEDCARD_1269 

:PEDCARD_1223
0605: actor 0@ perform_animation_sequence "CARDS_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PEDCARD_1269
jump @PEDCARD_1319 

:PEDCARD_1276
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDCARD_1312 
gosub @PEDCARD_1321 

:PEDCARD_1312
jump @PEDCARD_1319 

:PEDCARD_1319
return 

:PEDCARD_1321
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDCARD_1335
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDCARD_1405 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PEDCARD_1398 
05C5: AS_actor 0@ cower -2 ms 

:PEDCARD_1398
jump @PEDCARD_1412 

:PEDCARD_1405
gosub @PEDCARD_1321 

:PEDCARD_1412
jump @PEDCARD_1335 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 51 (PEDSLOT)---------------

:PEDSLOT
thread 'PEDSLOT' 
2@ = 0 
if 
  2@ == 1 
else_jump @PEDSLOT_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PEDSLOT_60
04ED: load_animation "CASINO" 

:PEDSLOT_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @PEDSLOT_102 
wait 0 
jump @PEDSLOT_70 

:PEDSLOT_102
3@ = 1 
4@ = 0 

:PEDSLOT_116
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDSLOT_227 
if 
09C5:   unknown_actor 0@ 
else_jump @PEDSLOT_213 
if 
  $9470 == 0 
else_jump @PEDSLOT_191 
gosub @PEDSLOT_241 
jump @PEDSLOT_206 

:PEDSLOT_191
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PEDSLOT_1042 

:PEDSLOT_206
jump @PEDSLOT_220 

:PEDSLOT_213
gosub @PEDSLOT_1028 

:PEDSLOT_220
jump @PEDSLOT_234 

:PEDSLOT_227
gosub @PEDSLOT_1028 

:PEDSLOT_234
jump @PEDSLOT_116 

:PEDSLOT_241
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDSLOT_318 jumps 1 @PEDSLOT_304 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 -1 @PEDSLOT_318 

:PEDSLOT_304
gosub @PEDSLOT_320 
jump @PEDSLOT_318 

:PEDSLOT_318
return 

:PEDSLOT_320
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDSLOT_1026 jumps 0 @PEDSLOT_383 1 @PEDSLOT_434 2 @PEDSLOT_519 3 @PEDSLOT_613 4 @PEDSLOT_770 5 @PEDSLOT_942 -1 @PEDSLOT_1026 

:PEDSLOT_383
0605: actor 0@ perform_animation_sequence "SLOT_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @PEDSLOT_1026 

:PEDSLOT_434
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_512 
0605: actor 0@ perform_animation_sequence "SLOT_BET_01" IFP_file "CASINO" 4.0 loop 0 0 0 0 time 2@ // versionA 
4@ += 1 

:PEDSLOT_512
jump @PEDSLOT_1026 

:PEDSLOT_519
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_606 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:PEDSLOT_606
jump @PEDSLOT_1026 

:PEDSLOT_613
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_763 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_717 
0605: actor 0@ perform_animation_sequence "SLOT_BET_02" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @PEDSLOT_756 

:PEDSLOT_717
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 

:PEDSLOT_756
4@ += 1 

:PEDSLOT_763
jump @PEDSLOT_1026 

:PEDSLOT_770
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_935 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_885 
0605: actor 0@ perform_animation_sequence "SLOT_WIN_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
0947: unknown_actor 0@ play_audio_event 104 store_to 2@ 
jump @PEDSLOT_928 

:PEDSLOT_885
0605: actor 0@ perform_animation_sequence "SLOT_LOSE_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 

:PEDSLOT_928
4@ += 1 

:PEDSLOT_935
jump @PEDSLOT_1026 

:PEDSLOT_942
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @PEDSLOT_1019 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PEDSLOT_1012 
4@ = 0 
jump @PEDSLOT_1019 

:PEDSLOT_1012
gosub @PEDSLOT_1028 

:PEDSLOT_1019
jump @PEDSLOT_1026 

:PEDSLOT_1026
return 

:PEDSLOT_1028
04EF: release_animation "CASINO" 
end_thread 
return 

:PEDSLOT_1042
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PEDSLOT_1112 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PEDSLOT_1105 
05C5: AS_actor 0@ cower -2 ms 

:PEDSLOT_1105
jump @PEDSLOT_1119 

:PEDSLOT_1112
gosub @PEDSLOT_1028 

:PEDSLOT_1119
jump @PEDSLOT_1042 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 52 (DANCER)---------------

:DANCER
thread 'DANCER' 
2@ = 0 
if 
  2@ == 1 
else_jump @DANCER_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:DANCER_60
04ED: load_animation "DANCING" 

:DANCER_71
if 
84EE:   not animation "DANCING" loaded 
else_jump @DANCER_104 
wait 0 
jump @DANCER_71 

:DANCER_104
if 
   not Actor.Dead(0@)
else_jump @DANCER_317 
0665: get_actor 0@ model_to 2@ 
if 
  10 > 2@ 
else_jump @DANCER_169 
0085: 7@ = 2@ // (int) 
7@ *= 1500 
jump @DANCER_225 

:DANCER_169
if 
  100 > 2@ 
else_jump @DANCER_210 
0085: 7@ = 2@ // (int) 
7@ *= 150 
jump @DANCER_225 

:DANCER_210
0085: 7@ = 2@ // (int) 
7@ *= 15 

:DANCER_225
0085: 3@ = 2@ // (int) 
3@ /= 2 
3@ *= 2 
if 
003B:   2@ == 3@ // (int) 
else_jump @DANCER_310 
if 
03A3:   actor 0@ male 
else_jump @DANCER_296 
8@ = 1 
jump @DANCER_303 

:DANCER_296
8@ = 2 

:DANCER_303
jump @DANCER_317 

:DANCER_310
8@ = 3 

:DANCER_317
3@ = 1 
4@ = 0 

:DANCER_331
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @DANCER_442 
if 
09C5:   unknown_actor 0@ 
else_jump @DANCER_428 
if 
  $9472 == 0 
else_jump @DANCER_406 
gosub @DANCER_456 
jump @DANCER_421 

:DANCER_406
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @DANCER_1424 

:DANCER_421
jump @DANCER_435 

:DANCER_428
gosub @DANCER_1358 

:DANCER_435
jump @DANCER_449 

:DANCER_442
gosub @DANCER_1358 

:DANCER_449
jump @DANCER_331 

:DANCER_456
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @DANCER_540 jumps 1 @DANCER_519 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 -1 @DANCER_540 

:DANCER_519
gosub @DANCER_1246 
gosub @DANCER_542 
jump @DANCER_540 

:DANCER_540
return 

:DANCER_542
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @DANCER_1244 jumps 0 @DANCER_605 1 @DANCER_818 2 @DANCER_1031 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 -1 @DANCER_1244 

:DANCER_605
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @DANCER_811 
if 
  8@ == 1 
else_jump @DANCER_699 
0605: actor 0@ perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_804 

:DANCER_699
if 
  8@ == 2 
else_jump @DANCER_764 
0605: actor 0@ perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_804 

:DANCER_764
0605: actor 0@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 

:DANCER_804
4@ += 1 

:DANCER_811
jump @DANCER_1244 

:DANCER_818
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @DANCER_1024 
if 
  8@ == 1 
else_jump @DANCER_912 
0605: actor 0@ perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1017 

:DANCER_912
if 
  8@ == 2 
else_jump @DANCER_977 
0605: actor 0@ perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1017 

:DANCER_977
0605: actor 0@ perform_animation_sequence "DNCE_M_B" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 

:DANCER_1017
4@ += 1 

:DANCER_1024
jump @DANCER_1244 

:DANCER_1031
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @DANCER_1237 
if 
  8@ == 1 
else_jump @DANCER_1125 
0605: actor 0@ perform_animation_sequence "DNCE_M_A" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1230 

:DANCER_1125
if 
  8@ == 2 
else_jump @DANCER_1190 
0605: actor 0@ perform_animation_sequence "DNCE_M_D" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 
jump @DANCER_1230 

:DANCER_1190
0605: actor 0@ perform_animation_sequence "DNCE_M_C" IFP_file "DANCING" 4.0 loop 1 0 0 1 time 7@ // versionA 

:DANCER_1230
4@ = 0 

:DANCER_1237
jump @DANCER_1244 

:DANCER_1244
return 

:DANCER_1246
if 
08B4:   test $5295 bit 31 
else_jump @DANCER_1278 
9@ = 1 
jump @DANCER_1356 

:DANCER_1278
if 
  9@ == 1 
else_jump @DANCER_1356 
if 
  $DANCE_SCORE > 3000 
else_jump @DANCER_1339 
0947: unknown_actor 0@ play_audio_event 70 store_to 2@ 
9@ = 0 
jump @DANCER_1356 

:DANCER_1339
0947: unknown_actor 0@ play_audio_event 73 store_to 2@ 
9@ = 0 

:DANCER_1356
return 

:DANCER_1358
04EF: release_animation "DANCING" 
if 
   not Actor.Dead(0@)
else_jump @DANCER_1420 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "DANCER" // IF and SET 

:DANCER_1420
end_thread 
return 

:DANCER_1424
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @DANCER_1494 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @DANCER_1487 
05C5: AS_actor 0@ cower -2 ms 

:DANCER_1487
jump @DANCER_1501 

:DANCER_1494
gosub @DANCER_1358 

:DANCER_1501
jump @DANCER_1424 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 53 (STRIPW)---------------

:STRIPW
thread 'STRIPW' 
2@ = 0 
if 
  2@ == 1 
else_jump @STRIPW_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:STRIPW_60
04ED: load_animation "STRIP" 

:STRIPW_69
if 
84EE:   not animation "STRIP" loaded 
else_jump @STRIPW_109 
wait 0 
04ED: load_animation "STRIP" 
jump @STRIPW_69 

:STRIPW_109
3@ = 1 
4@ = 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @STRIPW_198 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
if 
08F9:   v$5311 == "STRIP2" 
else_jump @STRIPW_188 
10@ = 3.0 
jump @STRIPW_198 

:STRIPW_188
10@ = 4.0 

:STRIPW_198
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPW_382 
if 
09C5:   unknown_actor 0@ 
else_jump @STRIPW_332 
if 
  $9473 == 0 
else_jump @STRIPW_318 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @STRIPW_304 
$9473 = 1 
jump @STRIPW_3515 
jump @STRIPW_311 

:STRIPW_304
gosub @STRIPW_396 

:STRIPW_311
jump @STRIPW_325 

:STRIPW_318
jump @STRIPW_3515 

:STRIPW_325
jump @STRIPW_375 

:STRIPW_332
$9471 = 1 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @STRIPW_375 
05C5: AS_actor 0@ cower -1 ms 

:STRIPW_375
jump @STRIPW_389 

:STRIPW_382
gosub @STRIPW_3497 

:STRIPW_389
jump @STRIPW_198 

:STRIPW_396
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPW_473 jumps 1 @STRIPW_459 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 -1 @STRIPW_473 

:STRIPW_459
gosub @STRIPW_475 
jump @STRIPW_473 

:STRIPW_473
return 

:STRIPW_475
0871: init_jump_table 4@ total_jumps 9 default_jump 0 @STRIPW_3266 jumps 0 @STRIPW_603 1 @STRIPW_772 2 @STRIPW_1133 3 @STRIPW_1470 4 @STRIPW_1835 5 @STRIPW_2056 6 @STRIPW_2642 
0872: jump_table_jumps 7 @STRIPW_2850 8 @STRIPW_3058 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 -1 @STRIPW_3266 

:STRIPW_603
if 
   Actor.Animation(0@) == "STR_B2A"
else_jump @STRIPW_719 
0613: 9@ = actor 0@ animation "STR_B2A" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_712 
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_712
jump @STRIPW_765 

:STRIPW_719
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_765
jump @STRIPW_3266 

:STRIPW_772
gosub @STRIPW_3268 
if 
   Actor.Animation(0@) == "STR_LOOP_A"
else_jump @STRIPW_1087 
0613: 9@ = actor 0@ animation "STR_LOOP_A" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1080 
if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
else_jump @STRIPW_922 
0605: actor 0@ perform_animation_sequence "STR_A2B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1080 

:STRIPW_922
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_1041 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation_sequence "STR_A2B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1080 

:STRIPW_1041
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_1080
jump @STRIPW_1126 

:STRIPW_1087
0605: actor 0@ perform_animation_sequence "STR_LOOP_A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_1126
jump @STRIPW_3266 

:STRIPW_1133
if 
   Actor.Animation(0@) == "STR_A2B"
else_jump @STRIPW_1301 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_A2B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1294 
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1294
jump @STRIPW_1463 

:STRIPW_1301
if 
   Actor.Animation(0@) == "STR_C2B"
else_jump @STRIPW_1417 
0613: 9@ = actor 0@ animation "STR_C2B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1410 
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1410
jump @STRIPW_1463 

:STRIPW_1417
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1463
jump @STRIPW_3266 

:STRIPW_1470
gosub @STRIPW_3268 
if 
   Actor.Animation(0@) == "STR_LOOP_B"
else_jump @STRIPW_1789 
0613: 9@ = actor 0@ animation "STR_LOOP_B" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1782 
if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
else_jump @STRIPW_1620 
0605: actor 0@ perform_animation_sequence "STR_B2C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1782 

:STRIPW_1620
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_1739 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation_sequence "STR_B2C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @STRIPW_1782 

:STRIPW_1739
0605: actor 0@ perform_animation_sequence "STR_B2A" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 0 

:STRIPW_1782
jump @STRIPW_1828 

:STRIPW_1789
0605: actor 0@ perform_animation_sequence "STR_LOOP_B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_1828
jump @STRIPW_3266 

:STRIPW_1835
if 
   Actor.Animation(0@) == "STR_B2C"
else_jump @STRIPW_2003 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_B2C" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_1996 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_1996
jump @STRIPW_2049 

:STRIPW_2003
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:STRIPW_2049
jump @STRIPW_3266 

:STRIPW_2056
gosub @STRIPW_3268 
if 
   Actor.Animation(0@) == "STR_LOOP_C"
else_jump @STRIPW_2596 
0613: 9@ = actor 0@ animation "STR_LOOP_C" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_2589 
if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
else_jump @STRIPW_2431 
Actor.StorePos(0@, 6@, 7@, 8@)
9@ = Actor.Angle($PLAYER_ACTOR)
9@ += 180.0 
0209: 2@ = random_int_in_ranges 35 100 
if 
  33 > 2@ 
else_jump @STRIPW_2281 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C3" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 6 
jump @STRIPW_2424 

:STRIPW_2281
if 
  2@ > 66 
else_jump @STRIPW_2365 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C2" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 7 
jump @STRIPW_2424 

:STRIPW_2365
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C1" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
4@ = 8 

:STRIPW_2424
jump @STRIPW_2589 

:STRIPW_2431
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
else_jump @STRIPW_2546 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
jump @STRIPW_2589 

:STRIPW_2546
0605: actor 0@ perform_animation_sequence "STR_C2B" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 2 

:STRIPW_2589
jump @STRIPW_2635 

:STRIPW_2596
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_2635
jump @STRIPW_3266 

:STRIPW_2642
if 
   Actor.Animation(0@) == "STR_C3"
else_jump @STRIPW_2808 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C3" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_2801 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 5 

:STRIPW_2801
jump @STRIPW_2843 

:STRIPW_2808
0605: actor 0@ perform_animation_sequence "STR_C3" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_2843
jump @STRIPW_3266 

:STRIPW_2850
if 
   Actor.Animation(0@) == "STR_C2"
else_jump @STRIPW_3016 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C2" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_3009 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 5 

:STRIPW_3009
jump @STRIPW_3051 

:STRIPW_3016
0605: actor 0@ perform_animation_sequence "STR_C2" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_3051
jump @STRIPW_3266 

:STRIPW_3058
if 
   Actor.Animation(0@) == "STR_C1"
else_jump @STRIPW_3224 
Object.Destroy($9478)
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C1" time 
if 
  9@ >= 1.0 
else_jump @STRIPW_3217 
0605: actor 0@ perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 
4@ = 5 

:STRIPW_3217
jump @STRIPW_3259 

:STRIPW_3224
0605: actor 0@ perform_animation_sequence "STR_C1" IFP_file "STRIP" 1000.0 loop 0 0 0 1 time -1 // versionA 

:STRIPW_3259
jump @STRIPW_3266 

:STRIPW_3266
return 

:STRIPW_3268
if and
   Actor.Stopped($PLAYER_ACTOR)
   Player.Money($PLAYER_CHAR) > 19
else_jump @STRIPW_3463 
if 
83CA:   not object $9478 exists 
else_jump @STRIPW_3456 
if and
0105:   actor $PLAYER_ACTOR near_actor 0@ radius 10@ 10@ 1.0 sphere 0 on_foot 
  $9475 == 0 
else_jump @STRIPW_3424 
if 
  11@ == 0 
else_jump @STRIPW_3378 
$9474 += 1 
11@ = 1 

:STRIPW_3378
if and
00E1:   player 0 pressed_key 15 
  $9475 == 0 
else_jump @STRIPW_3417 
008A: $9477 = 0@ // (int) 
$9475 = 1 

:STRIPW_3417
jump @STRIPW_3456 

:STRIPW_3424
if 
  11@ == 1 
else_jump @STRIPW_3456 
$9474 -= 1 
11@ = 0 

:STRIPW_3456
jump @STRIPW_3495 

:STRIPW_3463
if 
  11@ == 1 
else_jump @STRIPW_3495 
$9474 -= 1 
11@ = 0 

:STRIPW_3495
return 

:STRIPW_3497
04EF: release_animation "STRIP" 
Object.Destroy($9478)
end_thread 
return 

:STRIPW_3515
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPW_3585 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @STRIPW_3578 
05C5: AS_actor 0@ cower -2 ms 

:STRIPW_3578
jump @STRIPW_3592 

:STRIPW_3585
gosub @STRIPW_3497 

:STRIPW_3592
jump @STRIPW_3515 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 54 (STRIPM)---------------

:STRIPM
thread 'STRIPM' 
2@ = 0 
if 
  2@ == 1 
else_jump @STRIPM_60 
0@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:STRIPM_60
04ED: load_animation "STRIP" 

:STRIPM_69
if 
84EE:   not animation "STRIP" loaded 
else_jump @STRIPM_100 
wait 0 
jump @STRIPM_69 

:STRIPM_100
3@ = 1 
4@ = 0 

:STRIPM_114
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPM_298 
if 
09C5:   unknown_actor 0@ 
else_jump @STRIPM_284 
if 
  $9473 == 0 
else_jump @STRIPM_262 
Actor.StorePos(0@, 7@, 8@, 9@)
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
if 
   not Actor.Dead(10@)
else_jump @STRIPM_248 
gosub @STRIPM_312 
jump @STRIPM_255 

:STRIPM_248
gosub @STRIPM_1075 

:STRIPM_255
jump @STRIPM_277 

:STRIPM_262
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @STRIPM_1088 

:STRIPM_277
jump @STRIPM_291 

:STRIPM_284
gosub @STRIPM_1075 

:STRIPM_291
jump @STRIPM_305 

:STRIPM_298
gosub @STRIPM_1075 

:STRIPM_305
jump @STRIPM_114 

:STRIPM_312
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPM_389 jumps 1 @STRIPM_375 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 -1 @STRIPM_389 

:STRIPM_375
gosub @STRIPM_391 
jump @STRIPM_389 

:STRIPM_389
return 

:STRIPM_391
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @STRIPM_1073 jumps 0 @STRIPM_454 1 @STRIPM_597 2 @STRIPM_679 3 @STRIPM_771 4 @STRIPM_1030 -1 @STRIPM_1073 -1 @STRIPM_1073 

:STRIPM_454
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_590 
0085: 2@ = 0@ // (int) 
if 
  2@ > 10000 
else_jump @STRIPM_518 
2@ /= 10000 

:STRIPM_518
if 
  1000 > 2@ 
else_jump @STRIPM_545 
2@ += 2000 

:STRIPM_545
0605: actor 0@ perform_animation_sequence "PUN_LOOP" IFP_file "STRIP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:STRIPM_590
jump @STRIPM_1073 

:STRIPM_597
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_672 
0605: actor 0@ perform_animation_sequence "PUN_HOLLER" IFP_file "STRIP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:STRIPM_672
jump @STRIPM_1073 

:STRIPM_679
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_764 
0209: 2@ = random_int_in_ranges 2000 5000 
0605: actor 0@ perform_animation_sequence "PUN_LOOP" IFP_file "STRIP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:STRIPM_764
jump @STRIPM_1073 

:STRIPM_771
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_1023 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ >= 50 
else_jump @STRIPM_977 
0605: actor 0@ perform_animation_sequence "PUN_CASH" IFP_file "STRIP" 4.0 loop 0 0 0 0 time -1 // versionA 
Actor.StorePos(0@, 7@, 8@, 9@)
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
if 
   not Actor.Dead(10@)
else_jump @STRIPM_970 
04C4: store_coords_to 7@ 8@ 9@ from_actor 10@ with_offset 0.3 0.5 -0.5 
02E1: 11@ = create_cash_pickup 100 at 7@ 8@ 9@ permanence_flag 0 

:STRIPM_970
jump @STRIPM_1016 

:STRIPM_977
0605: actor 0@ perform_animation_sequence "PUN_HOLLER" IFP_file "STRIP" 4.0 loop 0 0 0 0 time -1 // versionA 

:STRIPM_1016
4@ += 1 

:STRIPM_1023
jump @STRIPM_1073 

:STRIPM_1030
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @STRIPM_1066 
4@ = 0 

:STRIPM_1066
jump @STRIPM_1073 

:STRIPM_1073
return 

:STRIPM_1075
04EF: release_animation "STRIP" 
end_thread 
return 

:STRIPM_1088
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @STRIPM_1158 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @STRIPM_1151 
05C5: AS_actor 0@ cower -2 ms 

:STRIPM_1151
jump @STRIPM_1165 

:STRIPM_1158
gosub @STRIPM_1075 

:STRIPM_1165
jump @STRIPM_1088 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 55 (BROWSE)---------------

:BROWSE
thread 'BROWSE' 
2@ = 0 
if 
  2@ == 1 
else_jump @BROWSE_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:BROWSE_60
04ED: load_animation "COP_AMBIENT" 

:BROWSE_75
if 
84EE:   not animation "COP_AMBIENT" loaded 
else_jump @BROWSE_112 
wait 0 
jump @BROWSE_75 

:BROWSE_112
3@ = 1 
4@ = 0 

:BROWSE_126
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BROWSE_235 
if 
09C5:   unknown_actor 0@ 
else_jump @BROWSE_221 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @BROWSE_207 
jump @BROWSE_1166 
jump @BROWSE_214 

:BROWSE_207
gosub @BROWSE_249 

:BROWSE_214
jump @BROWSE_228 

:BROWSE_221
gosub @BROWSE_1147 

:BROWSE_228
jump @BROWSE_242 

:BROWSE_235
gosub @BROWSE_1147 

:BROWSE_242
jump @BROWSE_126 

:BROWSE_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BROWSE_326 jumps 1 @BROWSE_312 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 -1 @BROWSE_326 

:BROWSE_312
gosub @BROWSE_328 
jump @BROWSE_326 

:BROWSE_326
return 

:BROWSE_328
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BROWSE_1145 jumps 0 @BROWSE_391 1 @BROWSE_452 2 @BROWSE_556 3 @BROWSE_732 4 @BROWSE_836 5 @BROWSE_1011 6 @BROWSE_1102 

:BROWSE_391
0605: actor 0@ perform_animation_sequence "COPBROWSE_IN" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @BROWSE_1145 

:BROWSE_452
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_549 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPBROWSE_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:BROWSE_549
jump @BROWSE_1145 

:BROWSE_556
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_725 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_667 
0605: actor 0@ perform_animation_sequence "COPBROWSE_NOD" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @BROWSE_718 

:BROWSE_667
0605: actor 0@ perform_animation_sequence "COPBROWSE_SHAKE" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 0 time 1000 // versionA 

:BROWSE_718
4@ += 1 

:BROWSE_725
jump @BROWSE_1145 

:BROWSE_732
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_829 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPBROWSE_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:BROWSE_829
jump @BROWSE_1145 

:BROWSE_836
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_1004 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @BROWSE_947 
0605: actor 0@ perform_animation_sequence "COPBROWSE_NOD" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @BROWSE_997 

:BROWSE_947
0605: actor 0@ perform_animation_sequence "COPBROWSE_SHAKE" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 

:BROWSE_997
4@ += 1 

:BROWSE_1004
jump @BROWSE_1145 

:BROWSE_1011
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_1095 
0605: actor 0@ perform_animation_sequence "COPBROWSE_OUT" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:BROWSE_1095
jump @BROWSE_1145 

:BROWSE_1102
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @BROWSE_1138 
gosub @BROWSE_1147 

:BROWSE_1138
jump @BROWSE_1145 

:BROWSE_1145
return 

:BROWSE_1147
04EF: release_animation "COP_AMBIENT" 
end_thread 
return 

:BROWSE_1166
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @BROWSE_1237 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @BROWSE_1230 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BROWSE_1230
jump @BROWSE_1244 

:BROWSE_1237
gosub @BROWSE_1147 

:BROWSE_1244
jump @BROWSE_1166 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 56 (COPSIT)---------------

:COPSIT
thread 'COPSIT' 
2@ = 0 
if 
  2@ == 1 
else_jump @COPSIT_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:COPSIT_60
04ED: load_animation "INT_OFFICE" 

:COPSIT_74
if 
84EE:   not animation "INT_OFFICE" loaded 
else_jump @COPSIT_110 
wait 0 
jump @COPSIT_74 

:COPSIT_110
9@ = 0.0 
3@ = 0 
if 
  1@ == 0 
else_jump @COPSIT_166 
5@ = 0 
4@ = 1 
jump @COPSIT_180 

:COPSIT_166
5@ = -2 
4@ = 2 

:COPSIT_180
7@ = 0 
if 
   not Actor.Dead(0@)
else_jump @COPSIT_236 
0446: set_actor 0@ immune_to_headshots 0 
0978: copy_decision_maker 65537 to $9539 
060B: set_actor 0@ decision_maker_to $9539 
6@ = 15000 

:COPSIT_236
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPSIT_345 
if 
09C5:   unknown_actor 0@ 
else_jump @COPSIT_331 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPSIT_317 
jump @COPSIT_2292 
jump @COPSIT_324 

:COPSIT_317
gosub @COPSIT_359 

:COPSIT_324
jump @COPSIT_338 

:COPSIT_331
gosub @COPSIT_2239 

:COPSIT_338
jump @COPSIT_352 

:COPSIT_345
gosub @COPSIT_2239 

:COPSIT_352
jump @COPSIT_236 

:COPSIT_359
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @COPSIT_492 jumps 1 @COPSIT_422 2 @COPSIT_436 3 @COPSIT_450 4 @COPSIT_464 5 @COPSIT_478 -1 @COPSIT_492 -1 @COPSIT_492 

:COPSIT_422
gosub @COPSIT_494 
jump @COPSIT_492 

:COPSIT_436
gosub @COPSIT_724 
jump @COPSIT_492 

:COPSIT_450
gosub @COPSIT_1843 
jump @COPSIT_492 

:COPSIT_464
gosub @COPSIT_2239 
jump @COPSIT_492 

:COPSIT_478
gosub @COPSIT_2146 
jump @COPSIT_492 

:COPSIT_492
return 

:COPSIT_494
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @COPSIT_722 jumps 0 @COPSIT_557 1 @COPSIT_622 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 -1 @COPSIT_722 

:COPSIT_557
0812: AS_actor 0@ perform_animation "OFF_SIT_IN" IFP_file "INT_OFFICE" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
3@ = 1 
5@ += 1 
jump @COPSIT_722 

:COPSIT_622
9@ = 0.0 
if 
   Actor.Animation(0@) == "OFF_SIT_IN"
else_jump @COPSIT_680 
0613: 9@ = actor 0@ animation "OFF_SIT_IN" time 

:COPSIT_680
if 
  9@ == 1.0 
else_jump @COPSIT_715 
5@ = 0 
4@ += 1 

:COPSIT_715
jump @COPSIT_722 

:COPSIT_722
return 

:COPSIT_724
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @COPSIT_1841 jumps -2 @COPSIT_787 0 @COPSIT_1023 1 @COPSIT_1259 2 @COPSIT_1520 3 @COPSIT_1598 -1 @COPSIT_1841 -1 @COPSIT_1841 

:COPSIT_787
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_955 
if 
  8@ > 33 
else_jump @COPSIT_893 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_948 

:COPSIT_893
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_948
jump @COPSIT_1009 

:COPSIT_955
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1009
5@ = 1 
jump @COPSIT_1841 

:COPSIT_1023
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_1191 
if 
  8@ > 33 
else_jump @COPSIT_1129 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_1184 

:COPSIT_1129
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1184
jump @COPSIT_1245 

:COPSIT_1191
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1245
5@ += 1 
jump @COPSIT_1841 

:COPSIT_1259
Actor.StorePos(0@, 13@, 14@, 15@)
15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -1.0 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 
if or
   Actor.Animation(0@) == "OFF_SIT_TYPE_LOOP"
   Actor.Animation(0@) == "OFF_SIT_BORED_LOOP"
   Actor.Animation(0@) == "OFF_SIT_IDLE_LOOP"
else_jump @COPSIT_1513 
Actor.PutAt(0@, 10@, 11@, 12@)
Actor.LockInCurrentPosition(0@) = True
33@ = 0 
5@ += 1 

:COPSIT_1513
jump @COPSIT_1841 

:COPSIT_1520
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPSIT_1565 
054E: clear_actor 0@ damage 
4@ = 5 
5@ = 0 
jump @COPSIT_1841 

:COPSIT_1565
if 
001D:   33@ > 6@ // (int) 
else_jump @COPSIT_1591 
5@ += 1 

:COPSIT_1591
jump @COPSIT_1841 

:COPSIT_1598
0209: 8@ = random_int_in_ranges 0 100 
if 
  8@ > 66 
else_jump @COPSIT_1766 
if 
  8@ > 33 
else_jump @COPSIT_1704 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
jump @COPSIT_1759 

:COPSIT_1704
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1759
jump @COPSIT_1820 

:COPSIT_1766
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP_file "INT_OFFICE" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_1820
33@ = 0 
5@ -= 1 
jump @COPSIT_1841 

:COPSIT_1841
return 

:COPSIT_1843
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @COPSIT_2144 jumps 0 @COPSIT_1906 1 @COPSIT_1971 2 @COPSIT_2006 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 -1 @COPSIT_2144 

:COPSIT_1906
0812: AS_actor 0@ perform_animation "OFF_SIT_2IDLE_180" IFP_file "INT_OFFICE" 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
5@ += 1 
jump @COPSIT_2144 

:COPSIT_1971
Actor.PutAt(0@, 13@, 14@, 15@)
Actor.LockInCurrentPosition(0@) = False
5@ += 1 
jump @COPSIT_2144 

:COPSIT_2006
9@ = 0.0 
if 
   Actor.Animation(0@) == "OFF_SIT_2IDLE_180"
else_jump @COPSIT_2137 
0613: 9@ = actor 0@ animation "OFF_SIT_2IDLE_180" time 
if 
  9@ == 1.0 
else_jump @COPSIT_2137 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 
5@ = 0 
4@ += 1 

:COPSIT_2137
jump @COPSIT_2144 

:COPSIT_2144
return 

:COPSIT_2146
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @COPSIT_2237 jumps 0 @COPSIT_2209 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 -1 @COPSIT_2237 

:COPSIT_2209
4@ = 3 
5@ = 0 
gosub @COPSIT_2292 
jump @COPSIT_2237 

:COPSIT_2237
return 

:COPSIT_2239
04EF: release_animation "INT_OFFICE" 
065C: release_decision_maker $9539 
if 
   not Actor.Dead(0@)
else_jump @COPSIT_2288 
Actor.LockInCurrentPosition(0@) = False
0446: set_actor 0@ immune_to_headshots 1 

:COPSIT_2288
end_thread 
return 

:COPSIT_2292
wait 0 
if and
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPSIT_2635 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @COPSIT_2628 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @COPSIT_2614 jumps 1 @COPSIT_2403 2 @COPSIT_2486 3 @COPSIT_2535 4 @COPSIT_2549 5 @COPSIT_2600 -1 @COPSIT_2628 -1 @COPSIT_2628 

:COPSIT_2403
if 
  5@ > 1 
else_jump @COPSIT_2435 
gosub @COPSIT_359 
jump @COPSIT_2479 

:COPSIT_2435
062E: unknown_get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @COPSIT_2479 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
gosub @COPSIT_2239 

:COPSIT_2479
jump @COPSIT_2628 

:COPSIT_2486
if 
  5@ == 2 
else_jump @COPSIT_2521 
0209: 6@ = random_int_in_ranges 0 5 
6@ *= 500 

:COPSIT_2521
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2535
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2549
062E: unknown_get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
if 
04A4:   7@ == 7 // @ == any 
else_jump @COPSIT_2593 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
gosub @COPSIT_2239 

:COPSIT_2593
jump @COPSIT_2628 

:COPSIT_2600
gosub @COPSIT_359 
jump @COPSIT_2628 

:COPSIT_2614
gosub @COPSIT_2239 
jump @COPSIT_2628 

:COPSIT_2628
jump @COPSIT_2642 

:COPSIT_2635
gosub @COPSIT_2239 

:COPSIT_2642
jump @COPSIT_2292 
0663: NOP "PEDSTATE" 4@ 
0663: NOP "SUBSTATESTATUS" 5@ 
0663: NOP "TIMERB" 33@ 
0663: NOP "TIMERA" 32@ 
return 
end_thread 

//-------------External script 57 (COPLOOK)---------------

:COPLOOK
thread 'COPLOOK' 
2@ = 0 
if 
  2@ == 1 
else_jump @COPLOOK_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:COPLOOK_60
04ED: load_animation "COP_AMBIENT" 

:COPLOOK_75
if 
84EE:   not animation "COP_AMBIENT" loaded 
else_jump @COPLOOK_112 
wait 0 
jump @COPLOOK_75 

:COPLOOK_112
3@ = 1 
4@ = 0 

:COPLOOK_126
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPLOOK_235 
if 
09C5:   unknown_actor 0@ 
else_jump @COPLOOK_221 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @COPLOOK_207 
jump @COPLOOK_1319 
jump @COPLOOK_214 

:COPLOOK_207
gosub @COPLOOK_249 

:COPLOOK_214
jump @COPLOOK_228 

:COPLOOK_221
gosub @COPLOOK_1300 

:COPLOOK_228
jump @COPLOOK_242 

:COPLOOK_235
gosub @COPLOOK_1300 

:COPLOOK_242
jump @COPLOOK_126 

:COPLOOK_249
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @COPLOOK_326 jumps 1 @COPLOOK_312 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 -1 @COPLOOK_326 

:COPLOOK_312
gosub @COPLOOK_328 
jump @COPLOOK_326 

:COPLOOK_326
return 

:COPLOOK_328
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @COPLOOK_1298 jumps 0 @COPLOOK_456 1 @COPLOOK_515 2 @COPLOOK_617 3 @COPLOOK_789 4 @COPLOOK_891 5 @COPLOOK_1064 6 @COPLOOK_1166 
0872: jump_table_jumps 7 @COPLOOK_1255 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 -1 @COPLOOK_1298 

:COPLOOK_456
0605: actor 0@ perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @COPLOOK_1298 

:COPLOOK_515
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_610 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:COPLOOK_610
jump @COPLOOK_1298 

:COPLOOK_617
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_782 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_726 
0605: actor 0@ perform_animation_sequence "COPLOOK_NOD" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @COPLOOK_775 

:COPLOOK_726
0605: actor 0@ perform_animation_sequence "COPLOOK_SHAKE" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 0 time 1000 // versionA 

:COPLOOK_775
4@ += 1 

:COPLOOK_782
jump @COPLOOK_1298 

:COPLOOK_789
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_884 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:COPLOOK_884
jump @COPLOOK_1298 

:COPLOOK_891
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1057 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @COPLOOK_1002 
0605: actor 0@ perform_animation_sequence "COPLOOK_THINK" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @COPLOOK_1050 

:COPLOOK_1002
0605: actor 0@ perform_animation_sequence "COPLOOK_WATCH" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 

:COPLOOK_1050
4@ += 1 

:COPLOOK_1057
jump @COPLOOK_1298 

:COPLOOK_1064
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1159 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "COPLOOK_LOOP" IFP_file "COP_AMBIENT" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:COPLOOK_1159
jump @COPLOOK_1298 

:COPLOOK_1166
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1248 
0605: actor 0@ perform_animation_sequence "COPLOOK_OUT" IFP_file "COP_AMBIENT" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:COPLOOK_1248
jump @COPLOOK_1298 

:COPLOOK_1255
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @COPLOOK_1291 
gosub @COPLOOK_1300 

:COPLOOK_1291
jump @COPLOOK_1298 

:COPLOOK_1298
return 

:COPLOOK_1300
04EF: release_animation "COP_AMBIENT" 
end_thread 
return 

:COPLOOK_1319
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @COPLOOK_1390 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @COPLOOK_1383 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:COPLOOK_1383
jump @COPLOOK_1397 

:COPLOOK_1390
gosub @COPLOOK_1300 

:COPLOOK_1397
jump @COPLOOK_1319 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 58 (TICKET)---------------

:TICKET
thread 'TICKET' 
2@ = 0 
if 
  2@ == 1 
else_jump @TICKET_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:TICKET_60
04ED: load_animation "CASINO" 

:TICKET_70
if 
84EE:   not animation "CASINO" loaded 
else_jump @TICKET_102 
wait 0 
jump @TICKET_70 

:TICKET_102
3@ = 1 
4@ = 0 

:TICKET_116
wait 0 
if 
   not Actor.Dead(0@)
else_jump @TICKET_180 
if 
09C5:   unknown_actor 0@ 
else_jump @TICKET_166 
gosub @TICKET_194 
jump @TICKET_173 

:TICKET_166
gosub @TICKET_875 

:TICKET_173
jump @TICKET_187 

:TICKET_180
gosub @TICKET_875 

:TICKET_187
jump @TICKET_116 

:TICKET_194
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @TICKET_271 jumps 1 @TICKET_257 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 -1 @TICKET_271 

:TICKET_257
gosub @TICKET_273 
jump @TICKET_271 

:TICKET_271
return 

:TICKET_273
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @TICKET_873 jumps 0 @TICKET_336 1 @TICKET_387 2 @TICKET_472 3 @TICKET_566 4 @TICKET_650 5 @TICKET_736 6 @TICKET_830 

:TICKET_336
0605: actor 0@ perform_animation_sequence "SLOT_IN" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @TICKET_873 

:TICKET_387
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_465 
0605: actor 0@ perform_animation_sequence "SLOT_BET_01" IFP_file "CASINO" 4.0 loop 0 0 0 0 time 2@ // versionA 
4@ += 1 

:TICKET_465
jump @TICKET_873 

:TICKET_472
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_559 
0209: 2@ = random_int_in_ranges 5000 10000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:TICKET_559
jump @TICKET_873 

:TICKET_566
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_643 
0605: actor 0@ perform_animation_sequence "SLOT_BET_02" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:TICKET_643
jump @TICKET_873 

:TICKET_650
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_729 
0605: actor 0@ perform_animation_sequence "SLOT_LOSE_OUT" IFP_file "CASINO" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:TICKET_729
jump @TICKET_873 

:TICKET_736
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_823 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation_sequence "SLOT_WAIT" IFP_file "CASINO" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:TICKET_823
jump @TICKET_873 

:TICKET_830
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @TICKET_866 
gosub @TICKET_875 

:TICKET_866
jump @TICKET_873 

:TICKET_873
return 

:TICKET_875
04EF: release_animation "CASINO" 
end_thread 
return 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 59 (SHOPPER)---------------

:SHOPPER
thread 'SHOPPER' 
2@ = 0 
if 
  2@ == 1 
else_jump @SHOPPER_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:SHOPPER_60
04ED: load_animation "INT_SHOP" 

:SHOPPER_72
if 
84EE:   not animation "INT_SHOP" loaded 
else_jump @SHOPPER_106 
wait 0 
jump @SHOPPER_72 

:SHOPPER_106
3@ = 1 
4@ = 0 

:SHOPPER_120
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SHOPPER_289 
if 
09C5:   unknown_actor 0@ 
else_jump @SHOPPER_275 
if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
02E0:   actor $PLAYER_ACTOR aggressive 
else_jump @SHOPPER_221 
$1258 = 1 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @SHOPPER_1073 
jump @SHOPPER_268 

:SHOPPER_221
if 
  $1258 == 1 
else_jump @SHOPPER_261 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @SHOPPER_1073 
jump @SHOPPER_268 

:SHOPPER_261
gosub @SHOPPER_303 

:SHOPPER_268
jump @SHOPPER_282 

:SHOPPER_275
gosub @SHOPPER_1057 

:SHOPPER_282
jump @SHOPPER_296 

:SHOPPER_289
gosub @SHOPPER_1057 

:SHOPPER_296
jump @SHOPPER_120 

:SHOPPER_303
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @SHOPPER_380 jumps 1 @SHOPPER_366 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 -1 @SHOPPER_380 

:SHOPPER_366
gosub @SHOPPER_382 
jump @SHOPPER_380 

:SHOPPER_380
return 

:SHOPPER_382
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @SHOPPER_1055 jumps 0 @SHOPPER_445 1 @SHOPPER_527 2 @SHOPPER_674 3 @SHOPPER_835 4 @SHOPPER_1012 -1 @SHOPPER_1055 -1 @SHOPPER_1055 

:SHOPPER_445
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_520 
0605: actor 0@ perform_animation_sequence "SHOP_IN" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:SHOPPER_520
jump @SHOPPER_1055 

:SHOPPER_527
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_667 
0085: 2@ = 0@ // (int) 
if 
  2@ > 10000 
else_jump @SHOPPER_591 
2@ /= 10000 

:SHOPPER_591
if 
  1000 > 2@ 
else_jump @SHOPPER_618 
2@ += 2000 

:SHOPPER_618
0605: actor 0@ perform_animation_sequence "SHOP_LOOP" IFP_file "INT_SHOP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ += 1 

:SHOPPER_667
jump @SHOPPER_1055 

:SHOPPER_674
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_828 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_779 
0605: actor 0@ perform_animation_sequence "SHOP_LOOKA" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @SHOPPER_821 

:SHOPPER_779
0605: actor 0@ perform_animation_sequence "SHOP_LOOKB" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 

:SHOPPER_821
4@ += 1 

:SHOPPER_828
jump @SHOPPER_1055 

:SHOPPER_835
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_1005 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @SHOPPER_945 
0605: actor 0@ perform_animation_sequence "SHOP_OUT" IFP_file "INT_SHOP" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 
jump @SHOPPER_1005 

:SHOPPER_945
0209: 2@ = random_int_in_ranges 3000 6000 
0605: actor 0@ perform_animation_sequence "SHOP_LOOP" IFP_file "INT_SHOP" 4.0 loop 1 0 0 1 time 2@ // versionA 
4@ = 1 

:SHOPPER_1005
jump @SHOPPER_1055 

:SHOPPER_1012
062E: unknown_get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
if 
04A4:   2@ == 7 // @ == any 
else_jump @SHOPPER_1048 
gosub @SHOPPER_1057 

:SHOPPER_1048
jump @SHOPPER_1055 

:SHOPPER_1055
return 

:SHOPPER_1057
04EF: release_animation "INT_SHOP" 
end_thread 
return 

:SHOPPER_1073
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @SHOPPER_1143 
062E: unknown_get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @SHOPPER_1136 
05C5: AS_actor 0@ cower -2 ms 

:SHOPPER_1136
jump @SHOPPER_1150 

:SHOPPER_1143
gosub @SHOPPER_1057 

:SHOPPER_1150
jump @SHOPPER_1073 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 60 (AMMU)---------------

:AMUNAT
$9585 = 0.0 
$9586 = 0.0 
$9587 = 0.0 
$AMMU_X_OFFSET = 0.0 
$AMMU_Y_OFFSET = 0.0 
$AMMU_Z_OFFSET = 0.0 
$X_CAMERA = 0.0 
$Y_CAMERA = 0.0 
$Z_CAMERA = 0.0 
$AMMU_X_AIM_CAMERA = 0.0 
$AMMU_Y_AIM_CAMERA = 0.0 
$AMMU_Z_AIM_CAMERA = 0.0 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
$AMMU_SELLER_ANGLE = 0.0 
$2418 = 0 
$AMMU_X_SELLER = 0.0 
$AMMU_Y_SELLER = 0.0 
$AMMU_Z_SELLER = 0.0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
$AMMU_STAGE = 0 
$9575 = 0.0 
$9576 = 0.0 
$9577 = 0.0 
$9572 = 0 
$9573 = 0 
$9574 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9595 = 0 
$9594 = 0 
$9596 = 0 
$9616 = 0 
$9597 = 0 
$2515 = 0 
$9598 = 0 
$9599 = 0 
$9600 = 0 
$9601 = 0 
$9602 = 0 
$9603 = 0 
$9604 = 0 
$9605 = 0 
$9606 = 0 
$9607 = 0 
$9608 = 0 
$9609 = 0 
$9610 = 0 
$9611 = 0 
$9612 = 0 
$9613 = 0 
$9614 = 0 
$9615 = 0 
$9636 = 0 
$9637 = 0 
$9638 = 0 
jump @AMUNAT_525 
018D: NOP $9570 65535 $AMMU_X_SELLER $AMMU_Y_SELLER $AMMU_Z_SELLER 
$9571 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, 1659.635, -1576.514, 15.585)
$9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $9575, $9576, $9577)

:AMUNAT_525
04AE: $SELLER_MODEL = 179 // $ = any 
Model.Load($SELLER_MODEL)
Model.Load(#COLT45)
Model.Load(#TEC9)
Model.Load(#MICRO_UZI)
Model.Load(#CHROMEGUN)
Model.Load(#GRENADE)
Model.Load(#ARMOUR)
Model.Load(#MP5LNG)
Model.Load(#SAWNOFF)
Model.Load(#SILENCED)
Model.Load(#SATCHEL)
Model.Load(#BOMB)
Model.Load(#CUNTGUN)
Model.Load(#SNIPER)
Model.Load(#AK47)
Model.Load(#M4)
Model.Load(#DESERT_EAGLE)
Model.Load(#SHOTGSPA)
038B: load_requested_models 
set_wb_check_to 0 
thread 'AMUNAT' 

:AMUNAT_640
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @AMUNAT_7618 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @AMUNAT_7604 
if 
  $AMMU_STAGE > 0 
else_jump @AMUNAT_762 
if 
0A0F:   new_language_set 
else_jump @AMUNAT_762 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:AMUNAT_762
if 
  $AMMU_STAGE == 0 
else_jump @AMUNAT_1286 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN1'  // Ammu-Nation
else_jump @AMUNAT_884 
$AMMU_X_OFFSET = 0.0 
$AMMU_Y_OFFSET = 0.0 
$AMMU_Z_OFFSET = 0.0 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_884
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN2'  // Ammu-Nation
else_jump @AMUNAT_988 
$AMMU_X_OFFSET = -0.765 
$AMMU_Y_OFFSET = -42.311 
$AMMU_Z_OFFSET = -0.013 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_988
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN3'  // Ammu-Nation
else_jump @AMUNAT_1092 
$AMMU_X_OFFSET = -6.264 
$AMMU_Y_OFFSET = -71.34 
$AMMU_Z_OFFSET = -0.002 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$9584 = 0 
$AMMU_STAGE = 1 

:AMUNAT_1092
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN4'  // Ammu-Nation
else_jump @AMUNAT_1189 
$AMMU_X_OFFSET = 11.642 
$AMMU_Y_OFFSET = -102.936 
$AMMU_Z_OFFSET = -1.929 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$AMMU_STAGE = 1 

:AMUNAT_1189
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'AMMUN5'  // Ammu-Nation
else_jump @AMUNAT_1286 
$AMMU_X_OFFSET = 16.285 
$AMMU_Y_OFFSET = -127.781 
$AMMU_Z_OFFSET = -1.929 
$AMMU_PLAYER_ANGLE = 180.0 
$AMMU_SELLER_ANGLE = 0.0 
$SHOW_SHOP_SPHERE = 1 
05A9: s$AMMU_INTERIOR_NAME = s$CURRENT_SHOP_GXT_NAME 
$AMMU_STAGE = 1 

:AMUNAT_1286
if 
  $AMMU_STAGE == 1 
else_jump @AMUNAT_2318 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$X_BUY_MARKER = 296.506 
0059: $X_BUY_MARKER += $AMMU_X_OFFSET // (float) 
$Y_BUY_MARKER = -38.168 
0059: $Y_BUY_MARKER += $AMMU_Y_OFFSET // (float) 
$Z_BUY_MARKER = 1000.547 
0059: $Z_BUY_MARKER += $AMMU_Z_OFFSET // (float) 
$AMMU_X_SELLER = 296.506 
0059: $AMMU_X_SELLER += $AMMU_X_OFFSET // (float) 
$AMMU_Y_SELLER = -40.35 
0059: $AMMU_Y_SELLER += $AMMU_Y_OFFSET // (float) 
$AMMU_Z_SELLER = 1000.54 
0059: $AMMU_Z_SELLER += $AMMU_Z_OFFSET // (float) 
$X_CAMERA = 296.585 
0059: $X_CAMERA += $AMMU_X_OFFSET // (float) 
$Y_CAMERA = -38.345 
0059: $Y_CAMERA += $AMMU_Y_OFFSET // (float) 
$Z_CAMERA = 1002.236 
0059: $Z_CAMERA += $AMMU_Z_OFFSET // (float) 
$AMMU_X_AIM_CAMERA = 296.501 
0059: $AMMU_X_AIM_CAMERA += $AMMU_X_OFFSET // (float) 
$AMMU_Y_AIM_CAMERA = -39.298 
0059: $AMMU_Y_AIM_CAMERA += $AMMU_Y_OFFSET // (float) 
$AMMU_Z_AIM_CAMERA = 1001.943 
0059: $AMMU_Z_AIM_CAMERA += $AMMU_Z_OFFSET // (float) 
$AMMU_SELLER = Actor.Create(CivMale, $SELLER_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE
02A9: set_actor $AMMU_SELLER immune_to_nonplayer 1 
060B: set_actor $AMMU_SELLER decision_maker_to 65542 
if 
  $CASINO_TOTAL_PASSED_MISSIONS > 2 
else_jump @AMUNAT_1638 
075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS 
if 
  $2574 == 0 
else_jump @AMUNAT_1631 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2574 = 1 

:AMUNAT_1631
jump @AMUNAT_2311 

:AMUNAT_1638
if 
  $TORENO_TOTAL_PASSED_MISSIONS > 7 
else_jump @AMUNAT_1706 
$AMMU_AVAILABLE_WEAPONS = 15 
if 
  $2573 == 0 
else_jump @AMUNAT_1699 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2573 = 1 

:AMUNAT_1699
jump @AMUNAT_2311 

:AMUNAT_1706
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS > 9 
else_jump @AMUNAT_1774 
$AMMU_AVAILABLE_WEAPONS = 14 
if 
  $2572 == 0 
else_jump @AMUNAT_1767 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2572 = 1 

:AMUNAT_1767
jump @AMUNAT_2311 

:AMUNAT_1774
if 
  $WUZIMU_TOTAL_PASSED_MISSIONS > 0 
else_jump @AMUNAT_1842 
$AMMU_AVAILABLE_WEAPONS = 13 
if 
  $2571 == 0 
else_jump @AMUNAT_1835 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2571 = 1 

:AMUNAT_1835
jump @AMUNAT_2311 

:AMUNAT_1842
if 
  $SYNDICATE_TOTAL_PASSED_MISSIONS > 7 
else_jump @AMUNAT_1910 
$AMMU_AVAILABLE_WEAPONS = 12 
if 
  $2570 == 0 
else_jump @AMUNAT_1903 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2570 = 1 

:AMUNAT_1903
jump @AMUNAT_2311 

:AMUNAT_1910
if 
  $TRUTH_TOTAL_PASSED_MISSIONS > 0 
else_jump @AMUNAT_1978 
$AMMU_AVAILABLE_WEAPONS = 11 
if 
  $2569 == 0 
else_jump @AMUNAT_1971 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2569 = 1 

:AMUNAT_1971
jump @AMUNAT_2311 

:AMUNAT_1978
if 
  $ALL_CATALINA_MISSIONS_PASSED == 1 
else_jump @AMUNAT_2046 
$AMMU_AVAILABLE_WEAPONS = 10 
if 
  $2568 == 0 
else_jump @AMUNAT_2039 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2568 = 1 

:AMUNAT_2039
jump @AMUNAT_2311 

:AMUNAT_2046
if 
  $OG_LOC_TOTAL_PASSED_MISSIONS > 4 
else_jump @AMUNAT_2114 
$AMMU_AVAILABLE_WEAPONS = 9 
if 
  $2567 == 0 
else_jump @AMUNAT_2107 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2567 = 1 

:AMUNAT_2107
jump @AMUNAT_2311 

:AMUNAT_2114
if 
  $SMOKE_TOTAL_PASSED_MISSIONS > 3 
else_jump @AMUNAT_2182 
$AMMU_AVAILABLE_WEAPONS = 8 
if 
  $2566 == 0 
else_jump @AMUNAT_2175 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2566 = 1 

:AMUNAT_2175
jump @AMUNAT_2311 

:AMUNAT_2182
if 
  $RYDER_TOTAL_PASSED_MISSIONS > 2 
else_jump @AMUNAT_2250 
$AMMU_AVAILABLE_WEAPONS = 7 
if 
  $2565 == 0 
else_jump @AMUNAT_2243 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2565 = 1 

:AMUNAT_2243
jump @AMUNAT_2311 

:AMUNAT_2250
if 
  2 > $LS_FINAL_TOTAL_PASSED_MISSIONS 
else_jump @AMUNAT_2311 
$AMMU_AVAILABLE_WEAPONS = 6 
if 
  $2564 == 0 
else_jump @AMUNAT_2311 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
$2564 = 1 

:AMUNAT_2311
$AMMU_STAGE = 2 

:AMUNAT_2318
if 
  $AMMU_STAGE == 2 
else_jump @AMUNAT_2978 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_2367 
gosub @AMUNAT_8535 

:AMUNAT_2367
if 
   not Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_2933 
if 
  $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 
else_jump @AMUNAT_2881 
if 
  $9584 == 0 
else_jump @AMUNAT_2480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
$9584 = 1 

:AMUNAT_2480
if 
  $ONMISSION_SHOOTING == 0 
else_jump @AMUNAT_2700 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_2613 
09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy($AMMU_SELLER) = 80
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
$SHOW_SHOP_SPHERE = 0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 
jump @AMUNAT_2693 

:AMUNAT_2613
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @AMUNAT_2693 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @AMUNAT_2693 
$9584 = 0 
$AMMU_STAGE = 3 

:AMUNAT_2693
jump @AMUNAT_2874 

:AMUNAT_2700
if or
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_2810 
09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy($AMMU_SELLER) = 80
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
$SHOW_SHOP_SPHERE = 0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 
jump @AMUNAT_2874 

:AMUNAT_2810
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @AMUNAT_2874 
$9584 = 0 
$AMMU_STAGE = 3 

:AMUNAT_2874
jump @AMUNAT_2926 

:AMUNAT_2881
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_2919 
gosub @AMUNAT_8535 

:AMUNAT_2919
jump @AMUNAT_640 

:AMUNAT_2926
jump @AMUNAT_2978 

:AMUNAT_2933
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_2971 
gosub @AMUNAT_8535 

:AMUNAT_2971
jump @AMUNAT_640 

:AMUNAT_2978
if 
  $AMMU_STAGE == 3 
else_jump @AMUNAT_3062 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
32@ = 0 
$AMMU_STAGE = 4 

:AMUNAT_3062
if 
  $AMMU_STAGE == 4 
else_jump @AMUNAT_3421 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_3141 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_3134 
gosub @AMUNAT_8535 

:AMUNAT_3134
jump @AMUNAT_640 

:AMUNAT_3141
if 
  $9584 == 0 
else_jump @AMUNAT_3421 
if 
  32@ >= 300 
else_jump @AMUNAT_3421 
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB 
Actor.Angle($PLAYER_ACTOR) = $AMMU_PLAYER_ANGLE
Actor.StorePos($AMMU_SELLER, $2755, $2756, $2757)
if or
8044:   not  $2755 == $AMMU_X_SELLER // (float) 
8044:   not  $2756 == $AMMU_Y_SELLER // (float) 
8044:   not  $2757 == $AMMU_Z_SELLER // (float) 
else_jump @AMUNAT_3271 
Actor.PutAt($AMMU_SELLER, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
Actor.Angle($AMMU_SELLER) = $AMMU_SELLER_ANGLE

:AMUNAT_3271
Camera.SetPosition($X_CAMERA, $Y_CAMERA, $Z_CAMERA, 0.0, 0.0, 0.0)
Camera.PointAt($AMMU_X_AIM_CAMERA, $AMMU_Y_AIM_CAMERA, $AMMU_Z_AIM_CAMERA, 2)
09D5: unknown_get_actor $AMMU_SELLER unknown 333 flags 0 0 1 store_to $10081 // extended 0947 
if 
  $2576 == 1 
else_jump @AMUNAT_3352 
$2575 = 1 

:AMUNAT_3352
if 
   Player.Defined($PLAYER_CHAR)
else_jump @AMUNAT_3389 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
jump @AMUNAT_3403 

:AMUNAT_3389
gosub @AMUNAT_8535 
jump @AMUNAT_640 

:AMUNAT_3403
0581: enable_radar 0 
$AMMU_STAGE = 5 
$9584 = 0 

:AMUNAT_3421
if 
  $AMMU_STAGE == 5 
else_jump @AMUNAT_4241 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_3500 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_3493 
gosub @AMUNAT_8535 

:AMUNAT_3493
jump @AMUNAT_640 

:AMUNAT_3500
if 
  1 > $9584 
else_jump @AMUNAT_3550 
if 
  $2420 == 0 
else_jump @AMUNAT_3550 
gosub @AMUNAT_9980 
gosub @AMUNAT_10986 

:AMUNAT_3550
if 
  $9584 == 0 
else_jump @AMUNAT_3616 
if 
00E1:   player 0 pressed_key 16 
else_jump @AMUNAT_3592 
$9584 = 3 

:AMUNAT_3592
if 
00E1:   player 0 pressed_key 15 
else_jump @AMUNAT_3616 
$9584 = 1 

:AMUNAT_3616
if 
  $9584 == 1 
else_jump @AMUNAT_3862 
if 
80E1:   not player 0 pressed_key 15 
else_jump @AMUNAT_3862 
if 
  $2420 == 1 
else_jump @AMUNAT_3683 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_3683
if 
  $2424 == 1 
else_jump @AMUNAT_3715 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_3715
if 
  $2418 == 1 
else_jump @AMUNAT_3747 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_3747
if 
  $2422 == 1 
else_jump @AMUNAT_3777 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_3777
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
09D5: unknown_get_actor $AMMU_SELLER unknown 331 flags 0 0 1 store_to $10081 // extended 0947 
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
0581: enable_radar 1 
$9584 = 2 

:AMUNAT_3862
if 
  $9584 == 2 
else_jump @AMUNAT_4090 
if 
  $FLAG_AMMU_SELLER_ATTACK_PLAYER == 0 
else_jump @AMUNAT_3999 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_SELLER 
031D:   actor $AMMU_SELLER hit_by_weapon 57 
else_jump @AMUNAT_3999 
09D5: unknown_get_actor $AMMU_SELLER unknown 327 flags 0 0 1 store_to $10081 // extended 0947 
05BA: AS_actor $AMMU_SELLER move_mouth 5 ms 
081A: set_actor $AMMU_SELLER weapon_skill_to 2 
01B2: give_actor $AMMU_SELLER weapon 22 ammo 30000 // Load the weapon model before using this 
Actor.WeaponAccuracy($AMMU_SELLER) = 80
0638: AS_actor $AMMU_SELLER stay_put 1 
05E2: AS_actor $AMMU_SELLER kill_actor $PLAYER_ACTOR 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 1 

:AMUNAT_3999
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @AMUNAT_4090 
$2420 = 0 
$2424 = 0 
$9544 = 0 
$2418 = 0 
$2422 = 0 
$AMMU_STAGE = 2 
$9584 = 0 

:AMUNAT_4090
if 
  $9584 == 3 
else_jump @AMUNAT_4241 
if 
80E1:   not player 0 pressed_key 16 
else_jump @AMUNAT_4241 
08D8: $9637 = panel $2419 selected_row 
05A9: s$9549 = $2450($9637,12s) 
if 
  0 > $9637 
else_jump @AMUNAT_4170 
$9637 = 0 

:AMUNAT_4170
if 
  $2420 == 1 
else_jump @AMUNAT_4202 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_4202
if 
  $2424 == 0 
else_jump @AMUNAT_4227 
gosub @AMUNAT_11388 

:AMUNAT_4227
$9584 = 0 
$AMMU_STAGE = 6 

:AMUNAT_4241
if 
  $AMMU_STAGE == 6 
else_jump @AMUNAT_5565 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_4320 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_4313 
gosub @AMUNAT_8535 

:AMUNAT_4313
jump @AMUNAT_640 

:AMUNAT_4320
if 
  1 > $9584 
else_jump @AMUNAT_4363 
if 
  $2424 == 0 
else_jump @AMUNAT_4363 
gosub @AMUNAT_11388 

:AMUNAT_4363
if 
  $9584 == 0 
else_jump @AMUNAT_4429 
if 
00E1:   player 0 pressed_key 16 
else_jump @AMUNAT_4405 
$9584 = 2 

:AMUNAT_4405
if 
00E1:   player 0 pressed_key 15 
else_jump @AMUNAT_4429 
$9584 = 1 

:AMUNAT_4429
if 
  $9584 == 1 
else_jump @AMUNAT_4542 
if 
80E1:   not player 0 pressed_key 15 
else_jump @AMUNAT_4542 
if 
  $2424 == 1 
else_jump @AMUNAT_4496 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_4496
if 
  $2420 == 0 
else_jump @AMUNAT_4528 
gosub @AMUNAT_9980 
gosub @AMUNAT_10986 

:AMUNAT_4528
$9584 = 0 
$AMMU_STAGE = 5 

:AMUNAT_4542
if 
  $9584 == 2 
else_jump @AMUNAT_4834 
if 
80E1:   not player 0 pressed_key 16 
else_jump @AMUNAT_4834 
08D8: $9638 = panel $2423 selected_row 
if 
  0 > $9638 
else_jump @AMUNAT_4610 
$9638 = 0 

:AMUNAT_4610
0084: $AMMU_SELECTED_WEAPON = $9633($9638,3i) // (int) 
078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST 
if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // $ == any 
else_jump @AMUNAT_4679 
0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP 
0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL 
jump @AMUNAT_4687 

:AMUNAT_4679
04AE: $AMMU_SELECTED_WEAPON_MODEL = 373 // $ = any 

:AMUNAT_4687
if 
  $2424 == 1 
else_jump @AMUNAT_4719 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_4719
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_IN" IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
else_jump @AMUNAT_4827 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4827
$9584 = 3 

:AMUNAT_4834
if 
  $9584 == 3 
else_jump @AMUNAT_4934 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_IN"
else_jump @AMUNAT_4906 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_IN" time 

:AMUNAT_4906
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_4934 
$9584 = 4 

:AMUNAT_4934
if 
  $9584 == 4 
else_jump @AMUNAT_5110 
$9543 = Object.Create($AMMU_SELECTED_WEAPON_MODEL, $AMMU_X_SELLER, $AMMU_Y_SELLER, $AMMU_Z_SELLER)
gosub @AMUNAT_8960 
gosub @AMUNAT_9615 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
Object.KeepInMemory($9543) = False
0812: AS_actor $AMMU_SELLER perform_animation v$9554 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$9554
else_jump @AMUNAT_5103 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5103
$9584 = 5 

:AMUNAT_5110
if 
  $9584 == 5 
else_jump @AMUNAT_5300 
if 
   Actor.Animation($AMMU_SELLER) == v$9554
else_jump @AMUNAT_5158 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9554 time 

:AMUNAT_5158
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_5300 
070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1131 
Object.PutAt($9543, $9585, $9586, $9587)
Object.KeepInMemory($9543) = True
0812: AS_actor $AMMU_SELLER perform_animation v$9558 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$9558
else_jump @AMUNAT_5293 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5293
$9584 = 6 

:AMUNAT_5300
if 
  $9584 == 6 
else_jump @AMUNAT_5565 
if 
   Actor.Animation($AMMU_SELLER) == v$9558
else_jump @AMUNAT_5348 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9558 time 

:AMUNAT_5348
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_5565 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
  $2418 == 0 
else_jump @AMUNAT_5448 
gosub @AMUNAT_7632 

:AMUNAT_5448
if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // $ == any 
else_jump @AMUNAT_5551 
0084: $9578 = $AMMU_SELECTED_WEAPON_WEAPON_GROUP // (int) 
$9578 += 1 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group $9578 weapon $9572 ammo $9573 model $9574 
if 
803A:   not  $9572 == $AMMU_SELECTED_WEAPON // (int) 
else_jump @AMUNAT_5551 
if 
  $9573 > 0 
else_jump @AMUNAT_5551 
00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1  // ~s~Buying this item will replace the weapon in this slot.

:AMUNAT_5551
$AMMU_STAGE = 7 
$9584 = 0 

:AMUNAT_5565
if 
  $AMMU_STAGE == 7 
else_jump @AMUNAT_7597 
if 
   Actor.Dead($AMMU_SELLER)
else_jump @AMUNAT_5644 
gosub @AMUNAT_8273 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$AMMU_INTERIOR_NAME 
else_jump @AMUNAT_5637 
gosub @AMUNAT_8535 

:AMUNAT_5637
jump @AMUNAT_640 

:AMUNAT_5644
if 
  1 > $9584 
else_jump @AMUNAT_5687 
if 
  $2418 == 0 
else_jump @AMUNAT_5687 
gosub @AMUNAT_7632 

:AMUNAT_5687
if 
  $9584 == 0 
else_jump @AMUNAT_5753 
if 
00E1:   player 0 pressed_key 16 
else_jump @AMUNAT_5729 
$9584 = 5 

:AMUNAT_5729
if 
00E1:   player 0 pressed_key 15 
else_jump @AMUNAT_5753 
$9584 = 1 

:AMUNAT_5753
if 
  $9584 == 1 
else_jump @AMUNAT_5899 
if 
80E1:   not player 0 pressed_key 15 
else_jump @AMUNAT_5899 
if 
  $2418 == 1 
else_jump @AMUNAT_5820 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_5820
0812: AS_actor $AMMU_SELLER perform_animation v$AMMU_SELLER_ANIMATION IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
else_jump @AMUNAT_5892 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5892
$9584 = 2 

:AMUNAT_5899
if 
  $9584 == 2 
else_jump @AMUNAT_6095 
if 
   Actor.Animation($AMMU_SELLER) == v$AMMU_SELLER_ANIMATION
else_jump @AMUNAT_5947 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$AMMU_SELLER_ANIMATION time 

:AMUNAT_5947
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_6095 
070A: AS_actor $AMMU_SELLER attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
Object.KeepInMemory($9543) = False
0812: AS_actor $AMMU_SELLER perform_animation v$9566 IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == v$9566
else_jump @AMUNAT_6088 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6088
$9584 = 3 

:AMUNAT_6095
if 
  $9584 == 3 
else_jump @AMUNAT_6317 
if 
   Actor.Animation($AMMU_SELLER) == v$9566
else_jump @AMUNAT_6143 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation v$9566 time 

:AMUNAT_6143
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_6317 
070B: set_actor $AMMU_SELLER onbone_attached_object_operation 0 
Object.PutAt($9543, $9585, $9586, $9587)
Object.KeepInMemory($9543) = True
gosub @AMUNAT_8953 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_G_LIFT_OUT" IFP_file "WEAPONS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
else_jump @AMUNAT_6310 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6310
$9584 = 4 

:AMUNAT_6317
if 
  $9584 == 4 
else_jump @AMUNAT_6480 
if 
   Actor.Animation($AMMU_SELLER) == "SHP_G_LIFT_OUT"
else_jump @AMUNAT_6391 
0613: $AMMU_SELLER_ANIMATION_TIME = actor $AMMU_SELLER animation "SHP_G_LIFT_OUT" time 

:AMUNAT_6391
if 
  $AMMU_SELLER_ANIMATION_TIME == 1.0 
else_jump @AMUNAT_6480 
0812: AS_actor $AMMU_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "WEAPONS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$AMMU_SELLER_ANIMATION_TIME = 0.0 
$9584 = 0 
$AMMU_STAGE = 6 

:AMUNAT_6480
if 
  $9584 == 5 
else_jump @AMUNAT_7048 
if 
80E1:   not player 0 pressed_key 16 
else_jump @AMUNAT_7048 
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$2544 = 0 
$9596 = 0 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
002C:   $SHOPS_PLAYER_CASH >= $AMMU_WEAPON_COST // (int) 
else_jump @AMUNAT_6969 
if 
84A3:   not  $AMMU_SELECTED_WEAPON == 48 // $ == any 
else_jump @AMUNAT_6791 
041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_SELECTED_WEAPON ammo 
if 
  9999 > $9573 
else_jump @AMUNAT_6705 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 
09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052 
$9584 = 6 
33@ = 0 
jump @AMUNAT_6784 

:AMUNAT_6705
if 
  $9596 == 0 
else_jump @AMUNAT_6784 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1  // ~s~You cannot buy any more ammunition for this weapon.
09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947 
$9584 = 0 
$9596 = 1 

:AMUNAT_6784
jump @AMUNAT_6962 

:AMUNAT_6791
04DD: $9594 = actor $PLAYER_ACTOR armour 
0945: get_player $PLAYER_CHAR max_armour_to $9595 
if 
001C:   $9595 > $9594 // (int) 
else_jump @AMUNAT_6883 
09D5: unknown_get_actor $AMMU_SELLER unknown 323 flags 0 0 1 store_to $10081 // extended 0947 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1052 
$9584 = 6 
33@ = 0 
jump @AMUNAT_6962 

:AMUNAT_6883
if 
  $9596 == 0 
else_jump @AMUNAT_6962 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
09D5: unknown_get_actor $AMMU_SELLER unknown 322 flags 0 0 1 store_to $10081 // extended 0947 
00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1  // ~s~You cannot buy any more armor.
$9584 = 0 
$9596 = 1 

:AMUNAT_6962
jump @AMUNAT_7048 

:AMUNAT_6969
if 
  $2544 == 0 
else_jump @AMUNAT_7048 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1053 
09D5: unknown_get_actor $AMMU_SELLER unknown 324 flags 0 0 1 store_to $10081 // extended 0947 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$9584 = 0 
$2544 = 1 

:AMUNAT_7048
if 
  $9584 == 6 
else_jump @AMUNAT_7480 
if 
  $2418 == 1 
else_jump @AMUNAT_7098 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:AMUNAT_7098
if 
  $2422 == 0 
else_jump @AMUNAT_7466 
08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Weapon // Purchased
08D6: set_panel $2421 column 1 alignment 0 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:AMUNAT_7466
33@ = 0 
$9584 = 7 

:AMUNAT_7480
if 
  $9584 == 7 
else_jump @AMUNAT_7597 
if 
  33@ >= 1000 
else_jump @AMUNAT_7597 
if 
  $2422 == 1 
else_jump @AMUNAT_7547 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_7547
$9584 = 0 
if 
  1 > $9584 
else_jump @AMUNAT_7597 
if 
  $2418 == 0 
else_jump @AMUNAT_7597 
gosub @AMUNAT_7632 

:AMUNAT_7597
jump @AMUNAT_7611 

:AMUNAT_7604
gosub @AMUNAT_8535 

:AMUNAT_7611
jump @AMUNAT_7625 

:AMUNAT_7618
gosub @AMUNAT_8535 

:AMUNAT_7625
jump @AMUNAT_640 

:AMUNAT_7632
if 
  $2418 == 0 
else_jump @AMUNAT_8271 
0512: show_permanent_text_box 'AMMU_H3'  // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @AMUNAT_7723 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7723
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @AMUNAT_7785 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7785
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @AMUNAT_7847 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7847
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @AMUNAT_7909 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_7964 

:AMUNAT_7909
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @AMUNAT_7964 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation

:AMUNAT_7964
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_WEAPON_NAME 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Weapon
08D6: set_panel $2417 column 1 alignment 0 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_WEAPON_COST  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:AMUNAT_8271
return 

:AMUNAT_8273
if 
  $2420 == 1 
else_jump @AMUNAT_8305 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_8305
if 
  $2424 == 1 
else_jump @AMUNAT_8337 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_8337
if 
  $2418 == 1 
else_jump @AMUNAT_8369 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_8369
if 
  $2422 == 1 
else_jump @AMUNAT_8399 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_8399
if 
  $AMMU_STAGE >= 1 
else_jump @AMUNAT_8419 
03E6: remove_text_box 

:AMUNAT_8419
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$2420 = 0 
$2424 = 0 
$9544 = 0 
$9584 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9596 = 0 
$AMMU_STAGE = 2 
return 

:AMUNAT_8535
if 
  $2420 == 1 
else_jump @AMUNAT_8567 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:AMUNAT_8567
if 
  $2424 == 1 
else_jump @AMUNAT_8599 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:AMUNAT_8599
if 
  $2418 == 1 
else_jump @AMUNAT_8631 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:AMUNAT_8631
if 
  $2422 == 1 
else_jump @AMUNAT_8661 
08DA: remove_panel $2421 
$2422 = 0 

:AMUNAT_8661
if 
  $AMMU_STAGE >= 1 
else_jump @AMUNAT_8681 
03E6: remove_text_box 

:AMUNAT_8681
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
$2420 = 0 
$2424 = 0 
$FLAG_AMMU_SELLER_ATTACK_PLAYER = 0 
$9544 = 0 
$9584 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9596 = 0 
$AMMU_STAGE = 0 
Model.Destroy(#COLT45)
Model.Destroy(#SILENCED)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#CHROMEGUN)
Model.Destroy(#SAWNOFF)
Model.Destroy(#SHOTGSPA)
Model.Destroy(#GRENADE)
Model.Destroy(#MICRO_UZI)
Model.Destroy(#MP5LNG)
Model.Destroy(#TEC9)
Model.Destroy(#AK47)
Model.Destroy(#M4)
Model.Destroy(#CUNTGUN)
Model.Destroy(#SNIPER)
Model.Destroy(#ARMOUR)
Model.Destroy(#SATCHEL)
Model.Destroy(#BOMB)
03F0: enable_text_draw 0 
Model.Destroy($SELLER_MODEL)
Actor.DestroyInstantly($AMMU_SELLER)
08F8: display_stat_update_box 1 
0581: enable_radar 1 
09BD: unknown_flag 0 
if 
  $5274 == 1 
else_jump @AMUNAT_8949 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
$5274 = 0 

:AMUNAT_8949
end_thread 
return 

:AMUNAT_8953
Object.Destroy($9543)
return 

:AMUNAT_8960
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any 
else_jump @AMUNAT_9113 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9113
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any 
else_jump @AMUNAT_9226 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.231 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.636 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9226
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any 
else_jump @AMUNAT_9379 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9379
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any 
else_jump @AMUNAT_9500 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.108 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.654 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.053 

:AMUNAT_9500
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any 
else_jump @AMUNAT_9613 
06D1: v$9554 = "SHP_AR_LIFT" // v$ = string 
06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_SELLER // (float) 
$9585 += 0.175 
0086: $9586 = $AMMU_Y_SELLER // (float) 
$9586 += 0.676 
0086: $9587 = $AMMU_Z_SELLER // (float) 
$9587 += 1.5 

:AMUNAT_9613
return 

:AMUNAT_9615
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 349 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 351 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 355 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 356 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 358 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 357 // $ == any 
else_jump @AMUNAT_9710 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9710
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 350 // $ == any 
else_jump @AMUNAT_9765 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_9765
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 346 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 347 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 348 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 342 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 352 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 353 // $ == any 
else_jump @AMUNAT_9860 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9860
if or
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 363 // $ == any 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 372 // $ == any 
else_jump @AMUNAT_9923 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_9923
if 
04A3:   $AMMU_SELECTED_WEAPON_MODEL == 373 // $ == any 
else_jump @AMUNAT_9978 
06D1: v$AMMU_SELLER_ANIMATION = "SHP_AR_RET_S" // v$ = string 
06D1: v$9566 = "SHP_AR_RET" // v$ = string 

:AMUNAT_9978
return 

:AMUNAT_9980
$9597 = 0 
$9616 = 0 
$2515 = 0 
$9598 = 0 
$9599 = 0 
$9600 = 0 
$9601 = 0 
$9602 = 0 
$9603 = 0 
$9604 = 0 
$9605 = 0 
$9606 = 0 
$9607 = 0 
$9608 = 0 
$9609 = 0 
$9610 = 0 
$9611 = 0 
$9612 = 0 
$9613 = 0 
$9614 = 0 
$9615 = 0 

:AMUNAT_10127
if 
001C:   $AMMU_AVAILABLE_WEAPONS > $9597 // (int) 
else_jump @AMUNAT_10904 
0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON 
0871: init_jump_table $AMMU_SELECTED_WEAPON total_jumps 16 default_jump 0 @AMUNAT_10890 jumps 16 @AMUNAT_10738 22 @AMUNAT_10282 23 @AMUNAT_10282 24 @AMUNAT_10282 25 @AMUNAT_10358 26 @AMUNAT_10358 27 @AMUNAT_10358 
0872: jump_table_jumps 28 @AMUNAT_10434 29 @AMUNAT_10510 30 @AMUNAT_10586 31 @AMUNAT_10586 32 @AMUNAT_10434 33 @AMUNAT_10662 34 @AMUNAT_10662 39 @AMUNAT_10738 48 @AMUNAT_10814 

:AMUNAT_10282
0084: $9617($9598,3i) = $AMMU_SELECTED_WEAPON // (int) 
$9598 += 1 
if 
  $9607 == 0 
else_jump @AMUNAT_10351 
05A9: $2450($9616,12s) = 'GUN1'  // Pistols
$9616 += 1 
$9607 = 1 

:AMUNAT_10351
jump @AMUNAT_10890 

:AMUNAT_10358
0084: $9620($9599,3i) = $AMMU_SELECTED_WEAPON // (int) 
$9599 += 1 
if 
  $9608 == 0 
else_jump @AMUNAT_10427 
05A9: $2450($9616,12s) = 'GUN2'  // Shotguns
$9616 += 1 
$9608 = 1 

:AMUNAT_10427
jump @AMUNAT_10890 

:AMUNAT_10434
0084: $9623($9600,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9600 += 1 
if 
  $9609 == 0 
else_jump @AMUNAT_10503 
05A9: $2450($9616,12s) = 'GUN3'  // Micro SMGs
$9616 += 1 
$9609 = 1 

:AMUNAT_10503
jump @AMUNAT_10890 

:AMUNAT_10510
0084: $9625($9601,1i) = $AMMU_SELECTED_WEAPON // (int) 
$9601 += 1 
if 
  $9610 == 0 
else_jump @AMUNAT_10579 
05A9: $2450($9616,12s) = 'GUN4'  // SMG
$9616 += 1 
$9610 = 1 

:AMUNAT_10579
jump @AMUNAT_10890 

:AMUNAT_10586
0084: $9626($9602,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9602 += 1 
if 
  $9611 == 0 
else_jump @AMUNAT_10655 
05A9: $2450($9616,12s) = 'GUN5'  // Assault
$9616 += 1 
$9611 = 1 

:AMUNAT_10655
jump @AMUNAT_10890 

:AMUNAT_10662
0084: $9628($9604,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9604 += 1 
if 
  $9612 == 0 
else_jump @AMUNAT_10731 
05A9: $2450($9616,12s) = 'GUN6'  // Rifles
$9616 += 1 
$9612 = 1 

:AMUNAT_10731
jump @AMUNAT_10890 

:AMUNAT_10738
0084: $9630($9603,2i) = $AMMU_SELECTED_WEAPON // (int) 
$9603 += 1 
if 
  $9613 == 0 
else_jump @AMUNAT_10807 
05A9: $2450($9616,12s) = 'GUN7'  // Thrown
$9616 += 1 
$9613 = 1 

:AMUNAT_10807
jump @AMUNAT_10890 

:AMUNAT_10814
0084: $9632($9605,1i) = $AMMU_SELECTED_WEAPON // (int) 
$9605 += 1 
if 
  $9614 == 0 
else_jump @AMUNAT_10883 
05A9: $2450($9616,12s) = 'GUN8'  // Armor
$9616 += 1 
$9614 = 1 

:AMUNAT_10883
jump @AMUNAT_10890 

:AMUNAT_10890
$9597 += 1 
jump @AMUNAT_10127 

:AMUNAT_10904
0084: $2515 = $9616 // (int) 

:AMUNAT_10912
if 
  12 > $2515 
else_jump @AMUNAT_10984 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @AMUNAT_10912 

:AMUNAT_10984
return 

:AMUNAT_10986
if 
  $2420 == 0 
else_jump @AMUNAT_11386 
0512: show_permanent_text_box 'AMMU_H'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit.
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @AMUNAT_11077 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11077
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @AMUNAT_11139 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11139
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @AMUNAT_11201 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11201
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @AMUNAT_11263 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_11318 

:AMUNAT_11263
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @AMUNAT_11318 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_11318
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2420 = 1 

:AMUNAT_11386
return 

:AMUNAT_11388
$9636 = 0 
if 
05AD:   s$9549 == 'GUN1'  // Pistols
else_jump @AMUNAT_11493 

:AMUNAT_11420
if 
001C:   $9598 > $9636 // (int) 
else_jump @AMUNAT_11493 
078C: get_shopping_item_with_textureCRC $9617($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9617($9636,3i) // (int) 
$9636 += 1 
jump @AMUNAT_11420 

:AMUNAT_11493
if 
05AD:   s$9549 == 'GUN2'  // Shotguns
else_jump @AMUNAT_11591 

:AMUNAT_11518
if 
001C:   $9599 > $9636 // (int) 
else_jump @AMUNAT_11591 
078C: get_shopping_item_with_textureCRC $9620($9636,3i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9620($9636,3i) // (int) 
$9636 += 1 
jump @AMUNAT_11518 

:AMUNAT_11591
if 
05AD:   s$9549 == 'GUN3'  // Micro SMGs
else_jump @AMUNAT_11689 

:AMUNAT_11616
if 
001C:   $9600 > $9636 // (int) 
else_jump @AMUNAT_11689 
078C: get_shopping_item_with_textureCRC $9623($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9623($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11616 

:AMUNAT_11689
if 
05AD:   s$9549 == 'GUN4'  // SMG
else_jump @AMUNAT_11787 

:AMUNAT_11714
if 
001C:   $9601 > $9636 // (int) 
else_jump @AMUNAT_11787 
078C: get_shopping_item_with_textureCRC $9625($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9625($9636,1i) // (int) 
$9636 += 1 
jump @AMUNAT_11714 

:AMUNAT_11787
if 
05AD:   s$9549 == 'GUN5'  // Assault
else_jump @AMUNAT_11885 

:AMUNAT_11812
if 
001C:   $9602 > $9636 // (int) 
else_jump @AMUNAT_11885 
078C: get_shopping_item_with_textureCRC $9626($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9626($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11812 

:AMUNAT_11885
if 
05AD:   s$9549 == 'GUN6'  // Rifles
else_jump @AMUNAT_11983 

:AMUNAT_11910
if 
001C:   $9604 > $9636 // (int) 
else_jump @AMUNAT_11983 
078C: get_shopping_item_with_textureCRC $9628($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9628($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_11910 

:AMUNAT_11983
if 
05AD:   s$9549 == 'GUN7'  // Thrown
else_jump @AMUNAT_12081 

:AMUNAT_12008
if 
001C:   $9603 > $9636 // (int) 
else_jump @AMUNAT_12081 
078C: get_shopping_item_with_textureCRC $9630($9636,2i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9630($9636,2i) // (int) 
$9636 += 1 
jump @AMUNAT_12008 

:AMUNAT_12081
if 
05AD:   s$9549 == 'GUN8'  // Armor
else_jump @AMUNAT_12179 

:AMUNAT_12106
if 
001C:   $9605 > $9636 // (int) 
else_jump @AMUNAT_12179 
078C: get_shopping_item_with_textureCRC $9632($9636,1i) nametag_to s$AMMU_WEAPON_NAME // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_WEAPON_NAME 
0084: $9633($9636,3i) = $9632($9636,1i) // (int) 
$9636 += 1 
jump @AMUNAT_12106 

:AMUNAT_12179
0084: $2515 = $9636 // (int) 

:AMUNAT_12187
if 
  12 > $2515 
else_jump @AMUNAT_12259 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @AMUNAT_12187 

:AMUNAT_12259
if 
  $2424 == 0 
else_jump @AMUNAT_12659 
0512: show_permanent_text_box 'AMMU_H2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back.
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @AMUNAT_12350 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12350
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @AMUNAT_12412 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12412
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @AMUNAT_12474 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12474
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @AMUNAT_12536 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
jump @AMUNAT_12591 

:AMUNAT_12536
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @AMUNAT_12591 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_12591
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2424 = 1 

:AMUNAT_12659
return 
end_thread 

//-------------External script 61 (TATTOO)---------------

:TATTO
$9706 = 0 
$9707 = 0 
$2513 = 0 
$2425 = 0 
$2514 = 0 
$2515 = 0 
$9664 = 0 
$9639 = 0.0 
$9640 = 0.0 
$9641 = 0.0 
$9642 = 0.0 
$9660 = 0.0 
$9657 = 0.0 
$9659 = 0.0 
$9658 = 0.0 
$9653 = 0.0 
$9654 = 0.0 
$9655 = 0.0 
$9656 = 0.0 
$9652 = 0 
$9650 = 0 
$9649 = 0 
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$9708 = 0 
$9709 = 500 
$TATOO_SELECTED_TORSO_PART = 0 
$9711 = 0 
$9721 = 0 
$9722 = 0 
$9724 = 0 
$9725 = 0 
$X_BUY_MARKER = 0.0 
$Y_BUY_MARKER = 0.0 
$Z_BUY_MARKER = 0.0 
$9639 = 0.0 
$9640 = 0.0 
$9641 = 0.0 
$X_CAMERA = 0.0 
$Y_CAMERA = 0.0 
$Z_CAMERA = 0.0 
$9661 = 0.0 
$9662 = 0.0 
$9663 = 0.0 
$9726 = 0.0 
$9727 = 0.0 
$9728 = 0.0 
04AE: $SELLER_MODEL = 180 // $ = any 
Model.Load(#TATTOO_KIT)
0390: load_txd_dictionary 'LD_TATT' 
Model.Load($SELLER_MODEL)
03CF: load_wav 40000 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'TATTO' 

:TATTO_515
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TATTO_7605 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @TATTO_7591 
if 
  $9652 > 0 
else_jump @TATTO_637 
if 
0A0F:   new_language_set 
else_jump @TATTO_637 
03E6: remove_text_box 
08DA: remove_panel $2421 
08DA: remove_panel $2423 
08DA: remove_panel $2419 
08DA: remove_panel $9723 
$2420 = 0 
$2422 = 0 
$2424 = 0 
$9722 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:TATTO_637
if 
  $9652 == 0 
else_jump @TATTO_940 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO2'  // Tattoo Parlor
else_jump @TATTO_750 
$9726 = 0.0 
$9727 = 0.0 
$9728 = 0.0 
$9660 = 125.0 
$9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_750
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTOO'  // Tattoo Parlor
else_jump @TATTO_845 
$9726 = 0.0 
$9727 = -18.266 
$9728 = 0.0 
$9660 = 125.0 
$9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_845
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'TATTO3'  // Tattoo Parlor
else_jump @TATTO_940 
$9726 = 0.0 
$9727 = -35.32 
$9728 = 0.0 
$9660 = 125.0 
$9642 = 155.0 
05A9: s$9647 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9706 
$9652 = 1 

:TATTO_940
if 
  $9652 == 1 
else_jump @TATTO_1579 
if 
  $9664 == 0 
else_jump @TATTO_1462 
$X_BUY_MARKER = -203.318 
0059: $X_BUY_MARKER += $9726 // (float) 
$Y_BUY_MARKER = -7.062 
0059: $Y_BUY_MARKER += $9727 // (float) 
$Z_BUY_MARKER = 1001.28 
0059: $Z_BUY_MARKER += $9728 // (float) 
$9639 = -201.668 
0059: $9639 += $9726 // (float) 
$9640 = -6.217 
0059: $9640 += $9727 // (float) 
$9641 = 1001.28 
0059: $9641 += $9728 // (float) 
$X_CAMERA = -203.2045 
0059: $X_CAMERA += $9726 // (float) 
$Y_CAMERA = -5.3316 
0059: $Y_CAMERA += $9727 // (float) 
$Z_CAMERA = 1002.432 
0059: $Z_CAMERA += $9728 // (float) 
$9661 = -202.2993 
0059: $9661 += $9726 // (float) 
$9662 = -5.7376 
0059: $9662 += $9727 // (float) 
$9663 = 1002.306 
0059: $9663 += $9728 // (float) 
0086: $9653 = $9639 // (float) 
0086: $9654 = $9640 // (float) 
0086: $9655 = $9641 // (float) 
$9655 += 1.0 
0086: $9656 = $9642 // (float) 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$9645 = Actor.Create(CivMale, $SELLER_MODEL, $9639, $9640, $9641)
02A9: set_actor $9645 immune_to_nonplayer 1 
060B: set_actor $9645 decision_maker_to 65542 
Actor.Angle($9645) = $9642
0985: set_objects_in_sphere $9639 $9640 $9641 radius 1.5 with_model -369 solid 0 for_actor $9645 
$9649 = 0 
$9651 = Object.Init(#TATTOO_KIT, $9653, $9654, $9655)
Object.Angle($9651) = $9656
04F4: put_actor $9645 into_turret_on_object $9651 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 180.0 lock_weapon 0 
$SHOW_SHOP_SPHERE = 1 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
32@ = 0 
0947: unknown_actor $9645 play_audio_event 330 store_to $10081 
$9664 = 1 

:TATTO_1462
if 
  $9664 == 1 
else_jump @TATTO_1579 
if 
  32@ >= 300 
else_jump @TATTO_1579 
if 
03CA:   object $9651 exists 
else_jump @TATTO_1565 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 4.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_1565
$9664 = 0 
$9652 = 2 

:TATTO_1579
if 
  $9652 == 2 
else_jump @TATTO_1963 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_1628 
gosub @TATTO_7873 

:TATTO_1628
if 
   not Actor.Dead($9645)
else_jump @TATTO_1918 
if 
  $9649 == 0 
else_jump @TATTO_1866 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
else_jump @TATTO_1786 
0947: unknown_actor $9645 play_audio_event 327 store_to $10081 
if 
03CA:   object $9651 exists 
else_jump @TATTO_1765 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_1765
05C4: AS_actor $9645 hands_up -2 ms 
$9649 = 1 
jump @TATTO_1859 

:TATTO_1786
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @TATTO_1859 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @TATTO_1859 
$9652 = 3 

:TATTO_1859
jump @TATTO_1911 

:TATTO_1866
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_1904 
gosub @TATTO_7873 

:TATTO_1904
jump @TATTO_515 

:TATTO_1911
jump @TATTO_1963 

:TATTO_1918
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_1956 
gosub @TATTO_7873 

:TATTO_1956
jump @TATTO_515 

:TATTO_1963
if 
  $9652 == 3 
else_jump @TATTO_2098 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TATTO_2084 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
32@ = 0 
$9664 = 0 
$9652 = 4 
jump @TATTO_2098 

:TATTO_2084
gosub @TATTO_7873 
jump @TATTO_515 

:TATTO_2098
if 
  $9652 == 4 
else_jump @TATTO_2930 
if 
   Actor.Dead($9645)
else_jump @TATTO_2177 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_2170 
gosub @TATTO_7873 

:TATTO_2170
jump @TATTO_515 

:TATTO_2177
if 
  $9664 == 0 
else_jump @TATTO_2639 
if 
  32@ >= 300 
else_jump @TATTO_2639 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB 
Actor.Angle($PLAYER_ACTOR) = $9660
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.StorePos($9645, $2755, $2756, $2757)
if or
8044:   not  $2755 == $9639 // (float) 
8044:   not  $2756 == $9640 // (float) 
8044:   not  $2757 == $9641 // (float) 
else_jump @TATTO_2328 
Actor.PutAt($9645, $9639, $9640, $9641)
Actor.Angle($9645) = $9642

:TATTO_2328
Camera.SetPosition($X_CAMERA, $Y_CAMERA, $Z_CAMERA, 0.0, 0.0, 0.0)
Camera.PointAt($9661, $9662, $9663, 2)
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $9665 modelCRC_to $9666 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 0 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_IN_P" IFP_file "TATTOOS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_SIT_IN_P"
else_jump @TATTO_2516 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2516
if 
03CA:   object $9651 exists 
else_jump @TATTO_2579 
075A: set_object $9651 animation "TAT_SIT_IN_O" IFP_file "TATTOOS" 4.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_2579
0812: AS_actor $9645 perform_animation "TAT_SIT_IN_T" IFP_file "TATTOOS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
$9664 = 1 

:TATTO_2639
if 
  $9664 == 1 
else_jump @TATTO_2930 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_SIT_IN_P"
else_jump @TATTO_2709 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_2709
if 
  $9657 == 1.0 
else_jump @TATTO_2930 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_2850 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_2850
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
0947: unknown_actor $9645 play_audio_event 333 store_to $10081 
$9664 = 0 
$9652 = 5 

:TATTO_2930
if 
  $9652 == 5 
else_jump @TATTO_4725 
if 
   Actor.Dead($9645)
else_jump @TATTO_3009 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_3002 
gosub @TATTO_7873 

:TATTO_3002
jump @TATTO_515 

:TATTO_3009
if 
  2 > $9664 
else_jump @TATTO_3041 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_3041
$SHOW_SHOP_SPHERE = 0 
if 
  $9664 == 0 
else_jump @TATTO_3114 
if 
00E1:   player 0 pressed_key 16 
else_jump @TATTO_3090 
$9664 = 1 

:TATTO_3090
if 
00E1:   player 0 pressed_key 15 
else_jump @TATTO_3114 
$9664 = 4 

:TATTO_3114
if 
  $9664 == 1 
else_jump @TATTO_3306 
if 
80E1:   not player 0 pressed_key 16 
else_jump @TATTO_3306 
08D8: $2516 = panel $2419 selected_row 
if 
  0 > $2516 
else_jump @TATTO_3182 
$2516 = 0 

:TATTO_3182
if 
  $2516 == 9 
else_jump @TATTO_3278 
if 
  $2420 == 1 
else_jump @TATTO_3232 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_3232
if 
  $9722 == 0 
else_jump @TATTO_3257 
gosub @TATTO_12175 

:TATTO_3257
$9664 = 0 
$9652 = 8 
jump @TATTO_3306 

:TATTO_3278
gosub @TATTO_8186 
gosub @TATTO_8413 
$9721 = 0 
gosub @TATTO_13314 

:TATTO_3306
if 
  $9664 == 2 
else_jump @TATTO_3338 
$9721 = 0 
gosub @TATTO_13835 

:TATTO_3338
if 
  $9664 == 3 
else_jump @TATTO_3418 
0084: $9705 = $2516 // (int) 
if 
  $2420 == 1 
else_jump @TATTO_3396 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:TATTO_3396
$9709 = 500 
$9652 = 6 
$9664 = 0 

:TATTO_3418
if 
  $9664 == 4 
else_jump @TATTO_3524 
if 
80E1:   not player 0 pressed_key 15 
else_jump @TATTO_3524 
if 
  $2420 == 1 
else_jump @TATTO_3485 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_3485
if 
  $2424 == 1 
else_jump @TATTO_3517 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_3517
$9664 = 5 

:TATTO_3524
if 
  $9664 == 5 
else_jump @TATTO_3838 
$9721 = 0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_LOOP_P"
else_jump @TATTO_3659 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
$9664 = 6 
jump @TATTO_3838 

:TATTO_3659
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_3777 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_3777
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
$9664 = 7 

:TATTO_3838
if 
  $9664 == 6 
else_jump @TATTO_4131 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_OUT_P"
else_jump @TATTO_3920 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_3920
if 
  $9657 == 1.0 
else_jump @TATTO_4131 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_4059 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_4059
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0947: unknown_actor $9645 play_audio_event 331 store_to $10081 
$9659 = 0.0 
$9664 = 7 

:TATTO_4131
if 
  $9664 == 7 
else_jump @TATTO_4442 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_SIT_OUT_P"
else_jump @TATTO_4203 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_OUT_P" time 

:TATTO_4203
if 
   Actor.Animation($9645) == "TAT_SIT_OUT_T"
else_jump @TATTO_4257 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4257
if 
  $9659 == 1.0 
else_jump @TATTO_4400 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_4400 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_4400
if 
  $9657 == 1.0 
else_jump @TATTO_4442 
$2420 = 0 
$2424 = 0 
$9664 = 8 

:TATTO_4442
if 
  $9664 == 8 
else_jump @TATTO_4725 
0784: set_player $PLAYER_CHAR textureCRC $9665 modelCRC $9666 bodypart 0 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0581: enable_radar 1 
if 
   Actor.Animation($9645) == "TAT_SIT_OUT_T"
else_jump @TATTO_4575 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_4575
if 
  $9659 == 1.0 
else_jump @TATTO_4718 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_4718 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_4718
$9652 = 7 

:TATTO_4725
if 
  $9652 == 6 
else_jump @TATTO_6147 
if 
   Actor.Dead($9645)
else_jump @TATTO_4804 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_4797 
gosub @TATTO_7873 

:TATTO_4797
jump @TATTO_515 

:TATTO_4804
$SHOW_SHOP_SPHERE = 0 
if 
  1 > $9664 
else_jump @TATTO_4836 
gosub @TATTO_11385 

:TATTO_4836
if 
  $9664 == 0 
else_jump @TATTO_5032 
08D7: $9708 = panel $2423 active_row 
if 
  0 > $9708 
else_jump @TATTO_4887 
$9708 = 0 

:TATTO_4887
if 
803A:   not  $9709 == $9708 // (int) 
else_jump @TATTO_4921 
gosub @TATTO_12060 
0084: $9709 = $9708 // (int) 

:TATTO_4921
gosub @TATTO_15460 
if 
00E1:   player 0 pressed_key 16 
else_jump @TATTO_4980 
$2544 = 0 
$2545 = 0 
$2422 = 0 
gosub @TATTO_15460 
$9664 = 1 

:TATTO_4980
if 
00E1:   player 0 pressed_key 15 
else_jump @TATTO_5032 
gosub @TATTO_10503 
$2544 = 0 
$2545 = 0 
$2422 = 0 
$9664 = 8 

:TATTO_5032
if 
  $9664 == 8 
else_jump @TATTO_5127 
if 
80E1:   not player 0 pressed_key 15 
else_jump @TATTO_5127 
if 
  $2424 == 1 
else_jump @TATTO_5099 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:TATTO_5099
gosub @TATTO_12073 
gosub @TATTO_10776 
$9664 = 0 
$9652 = 5 

:TATTO_5127
if 
  $9664 == 1 
else_jump @TATTO_5248 
gosub @TATTO_15460 
if 
80E1:   not player 0 pressed_key 16 
else_jump @TATTO_5248 
gosub @TATTO_15460 
08D8: $2517 = panel $2423 selected_row 
if 
  0 > $2517 
else_jump @TATTO_5209 
$2517 = 0 

:TATTO_5209
0084: $SELECTED_MENU_ITEM = $2438($2517,12i) // (int) 
0084: $9646 = $2426($2517,12i) // (int) 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
$9664 = 2 

:TATTO_5248
if 
  $9664 == 2 
else_jump @TATTO_5950 
gosub @TATTO_15460 
if 
002C:   $SHOPS_PLAYER_CASH >= $9646 // (int) 
else_jump @TATTO_5877 
gosub @TATTO_15460 
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @TATTO_5808 
if 
  $2424 == 1 
else_jump @TATTO_5350 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_5350
0947: unknown_actor $9645 play_audio_event 323 store_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
if 
  $2424 == 1 
else_jump @TATTO_5412 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_5412
if 
  $2422 == 0 
else_jump @TATTO_5780 
08D4: $2421 = create_panel_with_title 'TATTO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Tattoo
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'TATTO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tattoo // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9646  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:TATTO_5780
$9721 = 0 
gosub @TATTO_14230 
$9664 = 3 
jump @TATTO_5870 

:TATTO_5808
if 
  $2545 == 0 
else_jump @TATTO_5870 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
$9664 = 0 
$2545 = 1 

:TATTO_5870
jump @TATTO_5950 

:TATTO_5877
if 
  $2544 == 0 
else_jump @TATTO_5950 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9645 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$9664 = 0 
$2544 = 1 

:TATTO_5950
if 
  $9664 == 3 
else_jump @TATTO_5982 
$9721 = 0 
gosub @TATTO_14372 

:TATTO_5982
if 
  $9664 == 4 
else_jump @TATTO_6021 
$9721 = 0 
gosub @TATTO_14704 
$9664 = 5 

:TATTO_6021
if 
  $9664 == 5 
else_jump @TATTO_6053 
$9721 = 0 
gosub @TATTO_14842 

:TATTO_6053
if 
  $9664 == 6 
else_jump @TATTO_6147 
if 
  $2422 == 1 
else_jump @TATTO_6101 
08DA: remove_panel $2421 
$2422 = 0 

:TATTO_6101
$9664 = 0 
$9652 = 5 
if 
  2 > $9664 
else_jump @TATTO_6147 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_6147
if 
  $9652 == 7 
else_jump @TATTO_6714 
if 
   Actor.Dead($9645)
else_jump @TATTO_6226 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_6219 
gosub @TATTO_7873 

:TATTO_6219
jump @TATTO_515 

:TATTO_6226
if 
  $9649 == 0 
else_jump @TATTO_6361 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
else_jump @TATTO_6361 
0947: unknown_actor $9645 play_audio_event 327 store_to $10081 
if 
03CA:   object $9651 exists 
else_jump @TATTO_6347 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_6347
05C4: AS_actor $9645 hands_up -2 ms 
$9649 = 1 

:TATTO_6361
if 
   Actor.Animation($9645) == "TAT_SIT_OUT_T"
else_jump @TATTO_6415 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_6415
if 
  $9659 == 1.0 
else_jump @TATTO_6558 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_6558 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_6558
if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @TATTO_6714 
$9652 = 2 
$9664 = 0 
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$9725 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
$SHOW_SHOP_SPHERE = 1 

:TATTO_6714
if 
  $9652 == 8 
else_jump @TATTO_7584 
if 
   Actor.Dead($9645)
else_jump @TATTO_6793 
gosub @TATTO_7619 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9647 
else_jump @TATTO_6786 
gosub @TATTO_7873 

:TATTO_6786
jump @TATTO_515 

:TATTO_6793
if 
  1 > $9664 
else_jump @TATTO_6836 
if 
  $9722 == 0 
else_jump @TATTO_6836 
gosub @TATTO_12175 

:TATTO_6836
if 
  $9664 == 0 
else_jump @TATTO_6916 
if 
00E1:   player 0 pressed_key 15 
else_jump @TATTO_6885 
$2544 = 0 
$9664 = 1 

:TATTO_6885
if 
00E1:   player 0 pressed_key 16 
else_jump @TATTO_6916 
$2544 = 0 
$9664 = 2 

:TATTO_6916
if 
  $9664 == 1 
else_jump @TATTO_7036 
if 
80E1:   not player 0 pressed_key 15 
else_jump @TATTO_7036 
if 
  $9722 == 1 
else_jump @TATTO_6983 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_6983
if 
  $2420 == 0 
else_jump @TATTO_7015 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_7015
$2544 = 0 
$9664 = 0 
$9652 = 5 

:TATTO_7036
if 
  $9664 == 2 
else_jump @TATTO_7302 
if 
80E1:   not player 0 pressed_key 16 
else_jump @TATTO_7302 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  $SHOPS_PLAYER_CASH >= 400 
else_jump @TATTO_7229 
08D8: $9725 = panel $9723 selected_row 
if 
  0 > $9725 
else_jump @TATTO_7131 
$9725 = 0 

:TATTO_7131
if 
  $9722 == 1 
else_jump @TATTO_7163 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_7163
0084: $2547 = $9712($9725,9i) // (int) 
gosub @TATTO_8413 
Player.Money($PLAYER_CHAR) += -400
0947: unknown_actor $9645 play_audio_event 326 store_to $10081 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
$9664 = 3 
jump @TATTO_7302 

:TATTO_7229
if 
  $2544 == 0 
else_jump @TATTO_7302 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9645 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$9664 = 0 
$2544 = 1 

:TATTO_7302
if 
  $9664 == 3 
else_jump @TATTO_7334 
$9721 = 1 
gosub @TATTO_13314 

:TATTO_7334
if 
  $9664 == 4 
else_jump @TATTO_7366 
$9721 = 1 
gosub @TATTO_13835 

:TATTO_7366
if 
  $9664 == 5 
else_jump @TATTO_7417 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart $2547 
$9721 = 1 
gosub @TATTO_14230 
$9664 = 6 

:TATTO_7417
if 
  $9664 == 6 
else_jump @TATTO_7449 
$9721 = 1 
gosub @TATTO_14372 

:TATTO_7449
if 
  $9664 == 7 
else_jump @TATTO_7488 
$9721 = 1 
gosub @TATTO_14704 
$9664 = 8 

:TATTO_7488
if 
  $9664 == 8 
else_jump @TATTO_7520 
$9721 = 1 
gosub @TATTO_14842 

:TATTO_7520
if 
  $9664 == 9 
else_jump @TATTO_7584 
$9664 = 0 
$9652 = 5 
if 
  2 > $9664 
else_jump @TATTO_7584 
gosub @TATTO_12073 
gosub @TATTO_10776 

:TATTO_7584
jump @TATTO_7598 

:TATTO_7591
gosub @TATTO_7873 

:TATTO_7598
jump @TATTO_7612 

:TATTO_7605
gosub @TATTO_7873 

:TATTO_7612
jump @TATTO_515 

:TATTO_7619
if 
  $9652 >= 1 
else_jump @TATTO_7639 
03E6: remove_text_box 

:TATTO_7639
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
if 
  $2420 == 1 
else_jump @TATTO_7693 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_7693
if 
  $2424 == 1 
else_jump @TATTO_7725 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_7725
if 
  $9722 == 1 
else_jump @TATTO_7757 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_7757
if 
  $2422 == 1 
else_jump @TATTO_7787 
08DA: remove_panel $2421 
$2422 = 0 

:TATTO_7787
$2418 = 0 
$2422 = 0 
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$9725 = 0 
$2545 = 0 
$2544 = 0 
$9652 = 2 
$9664 = 0 
return 

:TATTO_7873
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
$SHOW_SHOP_SPHERE = 1 
$9649 = 0 
$9652 = 0 
$9664 = 0 
if 
  $2420 == 1 
else_jump @TATTO_7955 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:TATTO_7955
if 
  $2424 == 1 
else_jump @TATTO_7987 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:TATTO_7987
if 
  $9722 == 1 
else_jump @TATTO_8019 
08DA: remove_panel $9723 
03E6: remove_text_box 
$9722 = 0 

:TATTO_8019
if 
  $2422 == 1 
else_jump @TATTO_8049 
08DA: remove_panel $2421 
$2422 = 0 

:TATTO_8049
$2420 = 0 
$2424 = 0 
$9705 = 0 
$2516 = 0 
$2517 = 0 
$9725 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
if 
   not Actor.Dead($9645)
else_jump @TATTO_8140 
0465: remove_actor $9645 from_turret_mode 

:TATTO_8140
Object.Destroy($9651)
Model.Destroy(#TATTOO_KIT)
Actor.DestroyInstantly($9645)
Model.Destroy($SELLER_MODEL)
0391: release_txd_dictionary 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
end_thread 
return 

:TATTO_8186
if 
  $2516 == 0 
else_jump @TATTO_8211 
04AE: $2547 = 4 // $ = any 

:TATTO_8211
if 
  $2516 == 1 
else_jump @TATTO_8236 
04AE: $2547 = 5 // $ = any 

:TATTO_8236
if 
  $2516 == 2 
else_jump @TATTO_8261 
04AE: $2547 = 6 // $ = any 

:TATTO_8261
if 
  $2516 == 3 
else_jump @TATTO_8286 
04AE: $2547 = 7 // $ = any 

:TATTO_8286
if 
  $2516 == 4 
else_jump @TATTO_8311 
04AE: $2547 = 8 // $ = any 

:TATTO_8311
if 
  $2516 == 5 
else_jump @TATTO_8336 
04AE: $2547 = 9 // $ = any 

:TATTO_8336
if 
  $2516 == 6 
else_jump @TATTO_8361 
04AE: $2547 = 10 // $ = any 

:TATTO_8361
if 
  $2516 == 7 
else_jump @TATTO_8386 
04AE: $2547 = 11 // $ = any 

:TATTO_8386
if 
  $2516 == 8 
else_jump @TATTO_8411 
04AE: $2547 = 12 // $ = any 

:TATTO_8411
return 

:TATTO_8413
if 
04A3:   $2547 == 4 // $ == any 
else_jump @TATTO_8648 
$2513 = 4 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8648
if 
04A3:   $2547 == 5 // $ == any 
else_jump @TATTO_8883 
$2513 = 5 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_8883
if 
04A3:   $2547 == 6 // $ == any 
else_jump @TATTO_9118 
$2513 = 6 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9118
if 
04A3:   $2547 == 7 // $ == any 
else_jump @TATTO_9353 
$2513 = 7 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_9353
if 
04A3:   $2547 == 8 // $ == any 
else_jump @TATTO_9588 
$2513 = 8 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_9588
if 
04A3:   $2547 == 9 // $ == any 
else_jump @TATTO_9814 
$2513 = 9 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_9814
if 
04A3:   $2547 == 10 // $ == any 
else_jump @TATTO_10040 
$2513 = 10 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_10040
if 
04A3:   $2547 == 11 // $ == any 
else_jump @TATTO_10266 
$2513 = 11 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BEL_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BEL_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BEL_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BEL_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BEL_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BEL_OUT_O" // v$ = string 

:TATTO_10266
if 
04A3:   $2547 == 12 // $ == any 
else_jump @TATTO_10501 
$2513 = 12 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @TATTO_10503 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_10501
return 

:TATTO_10503
$2514 = 0 
$9707 = 0 

:TATTO_10517
if 
001C:   $9706 > $2514 // (int) 
else_jump @TATTO_10694 
0760: store_shopping_data_index $2514 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
if 
003A:   $SHOPPINGITEM_MODELCRC == $2513 // (int) 
else_jump @TATTO_10680 
0084: $2438($9707,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9643 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9646 
0084: $2426($9707,12i) = $9646 // (int) 
05A9: $2450($9707,12s) = s$9643 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @TATTO_10662 
$2498($9707,12i) = 0 
jump @TATTO_10673 

:TATTO_10662
$2498($9707,12i) = 1 

:TATTO_10673
$9707 += 1 

:TATTO_10680
$2514 += 1 
jump @TATTO_10517 

:TATTO_10694
0084: $2515 = $9707 // (int) 

:TATTO_10702
if 
  12 > $2515 
else_jump @TATTO_10774 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @TATTO_10702 

:TATTO_10774
return 

:TATTO_10776
if 
  $2420 == 0 
else_jump @TATTO_11383 
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'LARMTP'  // Upper Left Arm
05A9: s$2520 = 'LARMLW'  // Lower Left Arm
05A9: s$2522 = 'RARMTP'  // Upper Right Arm
05A9: s$2524 = 'RARMLW'  // Lower Right Arm
05A9: s$2526 = 'BACK'  // Back
05A9: s$2528 = 'LCHEST'  // Left Chest
05A9: s$2530 = 'RCHEST'  // Right Chest
05A9: s$2532 = 'BELLY'  // Stomach
05A9: s$2534 = 'LBACK'  // Lower Back
if 
  $9711 > 0 
else_jump @TATTO_10970 
05A9: s$2536 = 'TATREM'  // Remove Tattoo
jump @TATTO_10984 

:TATTO_10970
05A9: s$2536 = 'DUMMY' 

:TATTO_10984
05A9: s$2538 = 'DUMMY' 
05A9: s$2540 = 'DUMMY' 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @TATTO_11074 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11074
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @TATTO_11136 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11136
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @TATTO_11198 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11198
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @TATTO_11260 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11315 

:TATTO_11260
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @TATTO_11315 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_11315
08D6: set_panel $2419 column 1 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
$2420 = 1 

:TATTO_11383
return 

:TATTO_11385
if 
  $2424 == 0 
else_jump @TATTO_12058 
0512: show_permanent_text_box 'TATTB'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a tattoo.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @TATTO_11476 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11476
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @TATTO_11538 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11538
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @TATTO_11600 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11600
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @TATTO_11662 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_11717 

:TATTO_11662
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @TATTO_11717 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_11717
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $2423 column 1 alignment 2 
08DB: set_panel $2423 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
$2425 = 0 

:TATTO_11918
if 
001C:   $9707 > $2425 // (int) 
else_jump @TATTO_11977 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number $2426($2425,12i)  // $~1~
$2425 += 1 
jump @TATTO_11918 

:TATTO_11977
$2515 = 0 

:TATTO_11984
if 
001C:   $9707 > $2515 // (int) 
else_jump @TATTO_12032 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @TATTO_11984 

:TATTO_12032
09DB: set_panel $2423 column 0 width 140 
09DB: set_panel $2423 column 1 width 46 
$2424 = 1 

:TATTO_12058
return 

:TATTO_12060
038F: load_texture $2450($9708,12s) as 1 // Load dictionary with 0390 first 
return 

:TATTO_12073
$2515 = 0 
$9711 = 0 

:TATTO_12087
if 
  9 > $2515 
else_jump @TATTO_12173 
04AE: $TATOO_SELECTED_TORSO_PART = 4 // $ = any 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_SELECTED_TORSO_PART textureCRC_to $9667 modelCRC_to $9668 
if 
   not $9667 == 0 
else_jump @TATTO_12159 
$9711 += 1 

:TATTO_12159
$2515 += 1 
jump @TATTO_12087 

:TATTO_12173
return 

:TATTO_12175
if 
  $9722 == 0 
else_jump @TATTO_13312 
$9724 = 0 
$2515 = 0 

:TATTO_12207
if 
  9 > $2515 
else_jump @TATTO_12658 
04AE: $TATOO_SELECTED_TORSO_PART = 4 // $ = any 
0058: $TATOO_SELECTED_TORSO_PART += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_SELECTED_TORSO_PART textureCRC_to $9667 modelCRC_to $9668 
if 
   not $9667 == 0 
else_jump @TATTO_12644 
0084: $9712($9724,9i) = $TATOO_SELECTED_TORSO_PART // (int) 
0871: init_jump_table $TATOO_SELECTED_TORSO_PART total_jumps 9 default_jump 0 @TATTO_12637 jumps 4 @TATTO_12412 5 @TATTO_12437 6 @TATTO_12462 7 @TATTO_12487 8 @TATTO_12512 9 @TATTO_12537 10 @TATTO_12562 
0872: jump_table_jumps 11 @TATTO_12587 12 @TATTO_12612 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 -1 @TATTO_12637 

:TATTO_12412
05A9: $2450($9724,12s) = 'LARMTP'  // Upper Left Arm
jump @TATTO_12637 

:TATTO_12437
05A9: $2450($9724,12s) = 'LARMLW'  // Lower Left Arm
jump @TATTO_12637 

:TATTO_12462
05A9: $2450($9724,12s) = 'RARMTP'  // Upper Right Arm
jump @TATTO_12637 

:TATTO_12487
05A9: $2450($9724,12s) = 'RARMLW'  // Lower Right Arm
jump @TATTO_12637 

:TATTO_12512
05A9: $2450($9724,12s) = 'BACK'  // Back
jump @TATTO_12637 

:TATTO_12537
05A9: $2450($9724,12s) = 'LCHEST'  // Left Chest
jump @TATTO_12637 

:TATTO_12562
05A9: $2450($9724,12s) = 'RCHEST'  // Right Chest
jump @TATTO_12637 

:TATTO_12587
05A9: $2450($9724,12s) = 'BELLY'  // Stomach
jump @TATTO_12637 

:TATTO_12612
05A9: $2450($9724,12s) = 'LBACK'  // Lower Back
jump @TATTO_12637 

:TATTO_12637
$9724 += 1 

:TATTO_12644
$2515 += 1 
jump @TATTO_12207 

:TATTO_12658
0084: $2515 = $9724 // (int) 

:TATTO_12666
if 
  12 > $2515 
else_jump @TATTO_12716 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @TATTO_12666 

:TATTO_12716
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @TATTO_12789 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12789
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @TATTO_12851 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12851
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @TATTO_12913 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12913
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @TATTO_12975 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
jump @TATTO_13030 

:TATTO_12975
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @TATTO_13030 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_13030
08D6: set_panel $9723 column 0 alignment 1 
08DB: set_panel $9723 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $9723 column 1 alignment 2 
08DB: set_panel $9723 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
$2425 = 0 

:TATTO_13231
if 
001C:   $9724 > $2425 // (int) 
else_jump @TATTO_13286 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number 400  // $~1~
$2425 += 1 
jump @TATTO_13231 

:TATTO_13286
09DB: set_panel $9723 column 0 width 140 
09DB: set_panel $9723 column 1 width 46 
$9722 = 1 

:TATTO_13312
return 

:TATTO_13314
if or
04A3:   $2547 == 8 // $ == any 
04A3:   $2547 == 12 // $ == any 
else_jump @TATTO_13588 
if 
   not Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_LOOP_P"
else_jump @TATTO_13542 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_IN_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_IN_P"
else_jump @TATTO_13496 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13496
if 
  $9721 == 1 
else_jump @TATTO_13528 
$9664 = 4 
jump @TATTO_13535 

:TATTO_13528
$9664 = 2 

:TATTO_13535
jump @TATTO_13581 

:TATTO_13542
if 
  $9721 == 1 
else_jump @TATTO_13574 
$9664 = 5 
jump @TATTO_13581 

:TATTO_13574
$9664 = 3 

:TATTO_13581
jump @TATTO_13833 

:TATTO_13588
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_LOOP_P"
else_jump @TATTO_13794 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_OUT_P"
else_jump @TATTO_13748 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_13748
if 
  $9721 == 1 
else_jump @TATTO_13780 
$9664 = 4 
jump @TATTO_13787 

:TATTO_13780
$9664 = 2 

:TATTO_13787
jump @TATTO_13833 

:TATTO_13794
if 
  $9721 == 1 
else_jump @TATTO_13826 
$9664 = 5 
jump @TATTO_13833 

:TATTO_13826
$9664 = 3 

:TATTO_13833
return 

:TATTO_13835
if or
04A3:   $2547 == 8 // $ == any 
04A3:   $2547 == 12 // $ == any 
else_jump @TATTO_14049 
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_IN_P"
else_jump @TATTO_13922 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_13922
if 
  $9657 == 1.0 
else_jump @TATTO_14042 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_14035 
$9664 = 5 
jump @TATTO_14042 

:TATTO_14035
$9664 = 3 

:TATTO_14042
jump @TATTO_14228 

:TATTO_14049
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_SIT_OUT_P"
else_jump @TATTO_14113 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_14113
if 
  $9657 == 1.0 
else_jump @TATTO_14228 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_14221 
$9664 = 5 
jump @TATTO_14228 

:TATTO_14221
$9664 = 3 

:TATTO_14228
return 

:TATTO_14230
0812: AS_actor $PLAYER_ACTOR perform_animation v$9669 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
$9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9673 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_14370 
075A: set_object $9651 animation v$9677 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_14370
return 

:TATTO_14372
if 
   Actor.Animation($PLAYER_ACTOR) == v$9669
else_jump @TATTO_14402 
0613: $9657 = actor $PLAYER_ACTOR animation v$9669 time 

:TATTO_14402
if 
   Actor.Animation($9645) == v$9673
else_jump @TATTO_14432 
0613: $9657 = actor $9645 animation v$9673 time 

:TATTO_14432
if 
03CA:   object $9651 exists 
else_jump @TATTO_14478 
if 
0837:   object $9651 animation == v$9677 
else_jump @TATTO_14478 
0839: get_object $9651 animation v$9677 progress_to $9658 

:TATTO_14478
if 
  $9657 == 1.0 
else_jump @TATTO_14702 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9681 IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9685 IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_14635 
075A: set_object $9651 animation v$9689 IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_14635
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
if 
  $9721 == 1 
else_jump @TATTO_14688 
$9664 = 7 
jump @TATTO_14702 

:TATTO_14688
gosub @TATTO_10503 
$9664 = 4 

:TATTO_14702
return 

:TATTO_14704
0812: AS_actor $PLAYER_ACTOR perform_animation v$9693 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9697 IFP_file "TATTOOS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_14840 
075A: set_object $9651 animation v$9701 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
$9658 = 0.0 

:TATTO_14840
return 

:TATTO_14842
if 
   Actor.Animation($PLAYER_ACTOR) == v$9693
else_jump @TATTO_14872 
0613: $9657 = actor $PLAYER_ACTOR animation v$9693 time 

:TATTO_14872
if 
   Actor.Animation($9645) == v$9697
else_jump @TATTO_14902 
0613: $9659 = actor $9645 animation v$9697 time 

:TATTO_14902
if 
   Actor.Animation($PLAYER_ACTOR) == "TAT_BACK_OUT_P"
else_jump @TATTO_15202 
if 
  $9657 == 1.0 
else_jump @TATTO_15054 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_15047 
$9664 = 9 
jump @TATTO_15054 

:TATTO_15047
$9664 = 6 

:TATTO_15054
if 
  $9659 == 1.0 
else_jump @TATTO_15195 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_15195 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_15195
jump @TATTO_15458 

:TATTO_15202
if 
  $9657 == 1.0 
else_jump @TATTO_15317 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9657 = 0.0 
if 
  $9721 == 1 
else_jump @TATTO_15310 
$9664 = 9 
jump @TATTO_15317 

:TATTO_15310
$9664 = 6 

:TATTO_15317
if 
  $9659 == 1.0 
else_jump @TATTO_15458 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP_file "TATTOOS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9659 = 0.0 
if 
03CA:   object $9651 exists 
else_jump @TATTO_15458 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
$9658 = 0.0 

:TATTO_15458
return 

:TATTO_15460
03E3: set_texture_to_be_drawn_antialiased 1 
038E: draw_box_position 280.0 58.0 size 70.0 70.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 280.0 58.0 size 64.0 64.0 RGBA 255 255 255 200 
return 
end_thread 

//-------------External script 62 (BARBER)---------------

:BARB
$9758 = 0.0 
$9759 = 0.0 
$9760 = 0.0 
$9761 = 0.0 
$9762 = 0.0 
$9763 = 0.0 
$9764 = 0.0 
$9765 = 0.0 
$9766 = 0.0 
$9767 = 0.0 
$9768 = 0.0 
$9769 = 0.0 
$9770 = 0.0 
$9771 = 0.0 
$9772 = 0.0 
$9773 = 0.0 
$9774 = 0.0 
$9775 = 0.0 
$9776 = 0.0 
$9777 = 0.0 
$9778 = 0.0 
$9779 = 0.0 
$9780 = 0.0 
$9781 = 0.0 
$9782 = 0.0 
$9783 = 0.0 
$9784 = 0.0 
$9785 = 0.0 
$9786 = 0.0 
$9787 = 0.0 
$9753 = 0.0 
$9752 = 0 
$9788 = 0.0 
$9789 = 0.0 
$9790 = 0.0 
$9791 = 0.0 
$9792 = 0.0 
$9793 = 0.0 
$9750 = 0 
$9734 = 0 
$9738 = 0.0 
$9739 = 0 
$9744 = 0 
$9745 = 0.0 
$9746 = 0.0 
$9747 = 0.0 
$9748 = 0.0 
$9749 = 0 
$2751 = 0 
$2545 = 0 
$2544 = 0 
$9797 = 0 
$9800 = 0 
$9801 = 0 
$9802 = 0 
$9804 = 0 
$9805 = 0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS'  // Barber
else_jump @BARB_558 
04AE: $SELLER_MODEL = 156 // $ = any 

:BARB_558
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2'  // Barber
else_jump @BARB_591 
04AE: $SELLER_MODEL = 177 // $ = any 

:BARB_591
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3'  // Barber
else_jump @BARB_624 
04AE: $SELLER_MODEL = 176 // $ = any 

:BARB_624
Model.Load($SELLER_MODEL)
03CF: load_wav 4400 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'BARB' 

:BARB_653
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @BARB_7278 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @BARB_7264 
if 
  $9744 > 0 
else_jump @BARB_751 
if 
0A0F:   new_language_set 
else_jump @BARB_751 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2419 
$2418 = 0 
$2420 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:BARB_751
if 
  $9744 == 0 
else_jump @BARB_1015 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS'  // Barber
else_jump @BARB_851 
$9794 = 0.0 
$9795 = 0.0 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_851
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2'  // Barber
else_jump @BARB_933 
$9794 = 6.987 
$9795 = -61.401 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_933
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3'  // Barber
else_jump @BARB_1015 
$9794 = 0.371 
$9795 = -31.421 
$9796 = 0.0 
05A9: s$9740 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9729 
$9797 = 0 
$9744 = 1 

:BARB_1015
if 
  $9744 == 1 
else_jump @BARB_2030 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0793: save_player_clothes 
$X_BUY_MARKER = 414.3 
0059: $X_BUY_MARKER += $9794 // (float) 
$Y_BUY_MARKER = -19.9 
0059: $Y_BUY_MARKER += $9795 // (float) 
$Z_BUY_MARKER = 1000.806 
0059: $Z_BUY_MARKER += $9796 // (float) 
$9753 = 90.0 
$9745 = 414.3 
$9745 -= 0.027 
0059: $9745 += $9794 // (float) 
$9746 = -19.9 
$9746 += 1.898 
0059: $9746 += $9795 // (float) 
$9747 = 1000.86 
$9748 = 180.0 
$9758 = 412.0009 
0059: $9758 += $9794 // (float) 
$9759 = -19.8018 
0059: $9759 += $9795 // (float) 
$9760 = 1001.765 
0059: $9760 += $9796 // (float) 
$9761 = 412.8502 
0059: $9761 += $9794 // (float) 
$9762 = -19.2749 
0059: $9762 += $9795 // (float) 
$9763 = 1001.797 
0059: $9763 += $9796 // (float) 
$9764 = 414.9329 
0059: $9764 += $9794 // (float) 
$9765 = -18.4475 
0059: $9765 += $9795 // (float) 
$9766 = 1002.286 
0059: $9766 += $9796 // (float) 
$9767 = 414.0564 
0059: $9767 += $9794 // (float) 
$9768 = -18.7965 
0059: $9768 += $9795 // (float) 
$9769 = 1001.955 
0059: $9769 += $9796 // (float) 
$9770 = 412.649 
0059: $9770 += $9794 // (float) 
$9771 = -19.7078 
0059: $9771 += $9795 // (float) 
$9772 = 1001.992 
0059: $9772 += $9796 // (float) 
$9773 = 413.3581 
0059: $9773 += $9794 // (float) 
$9774 = -19.0046 
0059: $9774 += $9795 // (float) 
$9775 = 1002.043 
0059: $9775 += $9796 // (float) 
$9776 = 414.5509 
0059: $9776 += $9794 // (float) 
$9777 = -20.8773 
0059: $9777 += $9795 // (float) 
$9778 = 1001.405 
0059: $9778 += $9796 // (float) 
$9779 = 414.0572 
0059: $9779 += $9794 // (float) 
$9780 = -20.025 
0059: $9780 += $9795 // (float) 
$9781 = 1001.578 
0059: $9781 += $9796 // (float) 
$9782 = 412.5159 
0059: $9782 += $9794 // (float) 
$9783 = -21.7447 
0059: $9783 += $9795 // (float) 
$9784 = 1001.946 
0059: $9784 += $9796 // (float) 
$9785 = 412.9438 
0059: $9785 += $9794 // (float) 
$9786 = -20.8411 
0059: $9786 += $9795 // (float) 
$9787 = 1001.963 
0059: $9787 += $9796 // (float) 
$9788 = 411.957 
0059: $9788 += $9794 // (float) 
$9789 = -19.779 
0059: $9789 += $9795 // (float) 
$9790 = 1000.836 
0059: $9790 += $9796 // (float) 
$9791 = 411.795 
0059: $9791 += $9794 // (float) 
$9792 = -23.3 
0059: $9792 += $9795 // (float) 
$9793 = 1000.836 
0059: $9793 += $9796 // (float) 
$9731 = Actor.Create(CivMale, $SELLER_MODEL, $9745, $9746, $9747)
Actor.Angle($9731) = $9748
060B: set_actor $9731 decision_maker_to 65542 
02A9: set_actor $9731 immune_to_nonplayer 1 
0615: define_AS_pack_begin $9737 
0812: AS_actor -1 perform_animation "BRB_IN" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "BRB_LOOP" IFP_file "HAIRCUTS" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end $9737 
0615: define_AS_pack_begin $9751 
05D3: AS_actor -1 goto_point $9788 $9789 $9790 mode 4 8000 ms // versionA 
05D3: AS_actor -1 goto_point $9791 $9792 $9793 mode 4 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end $9751 
$9797 = 0 
$9744 = 2 

:BARB_2030
if 
  $9744 == 2 
else_jump @BARB_2439 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2079 
gosub @BARB_7498 

:BARB_2079
if 
   not Actor.Dead($9731)
else_jump @BARB_2394 
if 
  $2749 == 0 
else_jump @BARB_2342 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
else_jump @BARB_2181 
0647: unknown_actor $9731 look_task 
0947: unknown_actor $9731 play_audio_event 327 store_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
$2749 = 1 
jump @BARB_2335 

:BARB_2181
if 
  $9802 == 0 
else_jump @BARB_2250 
077E: get_active_interior_to $9803 
if 
   not $9803 == 0 
else_jump @BARB_2250 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
0947: unknown_actor $9731 play_audio_event 330 store_to $10081 
$9802 = 1 

:BARB_2250
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @BARB_2335 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @BARB_2335 
0647: unknown_actor $9731 look_task 
$9797 = 0 
$9744 = 3 

:BARB_2335
jump @BARB_2387 

:BARB_2342
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2380 
gosub @BARB_7498 

:BARB_2380
jump @BARB_653 

:BARB_2387
jump @BARB_2439 

:BARB_2394
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2432 
gosub @BARB_7498 

:BARB_2432
jump @BARB_653 

:BARB_2439
if 
  $9744 == 3 
else_jump @BARB_2537 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0581: enable_radar 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
32@ = 0 
$9797 = 0 
$9744 = 4 

:BARB_2537
if 
  $9744 == 4 
else_jump @BARB_2925 
if 
   Actor.Dead($9731)
else_jump @BARB_2616 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2609 
gosub @BARB_7498 

:BARB_2609
jump @BARB_653 

:BARB_2616
if 
  32@ >= 300 
else_jump @BARB_2925 
Actor.StorePos($9731, $2755, $2756, $2757)
if or
8044:   not  $2755 == $9745 // (float) 
8044:   not  $2756 == $9746 // (float) 
8044:   not  $2757 == $9747 // (float) 
else_jump @BARB_2706 
Actor.PutAt($9731, $9745, $9746, $9747)
Actor.Angle($9731) = $9748

:BARB_2706
08C7: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionB 
Actor.Angle($PLAYER_ACTOR) = $9753
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
Camera.SetPosition($9758, $9759, $9760, 0.0, 0.0, 0.0)
Camera.PointAt($9761, $9762, $9763, 2)
$9738 = 0.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_IN" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  $676 == 0 
else_jump @BARB_2903 
if 
  $169 == 1 
else_jump @BARB_2903 
if 
  50 > $SHOPS_PLAYER_CASH 
else_jump @BARB_2903 
Player.Money($PLAYER_CHAR) += 52

:BARB_2903
0618: assign_actor $9731 to_AS_pack $9737 
$9797 = 0 
$9744 = 5 

:BARB_2925
if 
  $9744 == 5 
else_jump @BARB_3194 
if 
   Actor.Dead($9731)
else_jump @BARB_3004 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_2997 
gosub @BARB_7498 

:BARB_2997
jump @BARB_653 

:BARB_3004
if 
   Actor.Animation($PLAYER_ACTOR) == "BRB_SIT_IN"
else_jump @BARB_3052 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_IN" time 

:BARB_3052
if 
  $9738 == 1.0 
else_jump @BARB_3194 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
Camera.SetPosition($9764, $9765, $9766, 0.0, 0.0, 0.0)
Camera.PointAt($9767, $9768, $9769, 2)
0947: unknown_actor $9731 play_audio_event 333 store_to $10081 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
$9797 = 0 
$9744 = 6 

:BARB_3194
if 
  $9744 == 6 
else_jump @BARB_5429 
if 
   Actor.Dead($9731)
else_jump @BARB_3273 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_3266 
gosub @BARB_7498 

:BARB_3266
jump @BARB_653 

:BARB_3273
if 
  1 > $9797 
else_jump @BARB_3323 
if 
  $2420 == 0 
else_jump @BARB_3323 
gosub @BARB_8401 
gosub @BARB_8689 

:BARB_3323
if 
  $9797 == 0 
else_jump @BARB_3389 
if 
00E1:   player 0 pressed_key 16 
else_jump @BARB_3365 
$9797 = 10 

:BARB_3365
if 
00E1:   player 0 pressed_key 15 
else_jump @BARB_3389 
$9797 = 1 

:BARB_3389
if 
  $9797 == 1 
else_jump @BARB_3559 
if 
80E1:   not player 0 pressed_key 15 
else_jump @BARB_3559 
if 
  $2418 == 1 
else_jump @BARB_3456 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_3456
if 
  $2422 == 1 
else_jump @BARB_3488 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_3488
if 
  $2420 == 1 
else_jump @BARB_3520 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_3520
if 
  $9750 == 1 
else_jump @BARB_3552 
$9797 = 2 
jump @BARB_3559 

:BARB_3552
$9797 = 5 

:BARB_3559
if 
  $9797 == 2 
else_jump @BARB_3640 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
$9738 = 0.0 
$9797 = 3 

:BARB_3640
if 
  $9797 == 3 
else_jump @BARB_3900 
if 
   Actor.Animation($9731) == "BRB_CUT_IN"
else_jump @BARB_3706 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_3706
if 
  $9738 == 1.0 
else_jump @BARB_3800 
if 
  $9805 == 0 
else_jump @BARB_3800 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
$9805 = 1 

:BARB_3800
if 
  $9805 == 1 
else_jump @BARB_3900 
if 
03D2:   wav 4 ended 
else_jump @BARB_3900 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP_file "HAIRCUTS" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9738 = 0.0 
$9797 = 4 
$9805 = 0 

:BARB_3900
if 
  $9797 == 4 
else_jump @BARB_3996 
if 
   Actor.Animation($9731) == "BRB_CUT_OUT"
else_jump @BARB_3968 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_3968
if 
  $9738 == 1.0 
else_jump @BARB_3996 
$9797 = 5 

:BARB_3996
if 
  $9797 == 5 
else_jump @BARB_4162 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_OUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9738 = 0.0 
0812: AS_actor $9731 perform_animation "BRB_OUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
Camera.SetPosition($9776, $9777, $9778, 0.0, 0.0, 0.0)
Camera.PointAt($9779, $9780, $9781, 2)
$9797 = 6 

:BARB_4162
if 
  $9797 == 6 
else_jump @BARB_4323 
if 
   Actor.Animation($PLAYER_ACTOR) == "BRB_SIT_OUT"
else_jump @BARB_4230 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_OUT" time 

:BARB_4230
if 
  $9738 >= 0.8 
else_jump @BARB_4323 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $9751 
0947: unknown_actor $9731 play_audio_event 331 store_to $10081 
Camera.SetPosition($9782, $9783, $9784, 0.0, 0.0, 0.0)
Camera.PointAt($9785, $9786, $9787, 2)
32@ = 0 
$9797 = 7 

:BARB_4323
if 
  $9797 == 7 
else_jump @BARB_4463 
if 
  $9804 == 0 
else_jump @BARB_4389 
if 
  32@ >= 1500 
else_jump @BARB_4389 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$9804 = 1 

:BARB_4389
if 
  $9744 > 2 
else_jump @BARB_4409 
03E6: remove_text_box 

:BARB_4409
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
if 
84A3:   not  $9752 == 7 // $ == any 
else_jump @BARB_4456 
062E: unknown_get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
jump @BARB_4463 

:BARB_4456
$9797 = 8 

:BARB_4463
if 
  $9797 == 8 
else_jump @BARB_4529 
0647: unknown_actor $9731 look_task 
Actor.Angle($PLAYER_ACTOR) = 180.0
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
0581: enable_radar 1 
$9804 = 0 
$9797 = 9 

:BARB_4529
if 
  $9797 == 9 
else_jump @BARB_4719 
if 
80FF:   not actor $PLAYER_ACTOR sphere 1 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @BARB_4645 
$9730 = 0 
$9749 = 0 
$9750 = 0 
$2545 = 0 
$2544 = 0 
$9804 = 0 
$9797 = 0 
$9744 = 2 

:BARB_4645
if 
  $2749 == 0 
else_jump @BARB_4719 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
else_jump @BARB_4719 
0947: unknown_actor $9731 play_audio_event 327 store_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
$2749 = 1 

:BARB_4719
if 
  $9797 == 10 
else_jump @BARB_5013 
if 
80E1:   not player 0 pressed_key 16 
else_jump @BARB_5013 
08D8: $9734 = panel $2419 selected_row 
if 
  0 > $9734 
else_jump @BARB_4787 
$9734 = 0 

:BARB_4787
if 
  $2420 == 1 
else_jump @BARB_4819 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_4819
0760: store_shopping_data_index $9734 textureCRC_to $9733 
078C: get_shopping_item_with_textureCRC $9733 nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $9733 price_to $9732 
0783: get_shopping_item_with_textureCRC $9733 flag 0 store_to $9735 
0783: get_shopping_item_with_textureCRC $9733 flag 1 store_to $9736 
0084: $2751 = $9732 // (int) 
05A9: s$2752 = s$9742 
Camera.SetPosition($9764, $9765, $9766, 0.0, 0.0, 0.0)
Camera.PointAt($9767, $9768, $9769, 2)
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $9798 modelCRC_to $9799 
if 
803A:   not  $9798 == $9733 // (int) 
else_jump @BARB_4996 
03D1: play_wav 4 

:BARB_4996
$9738 = 0.0 
$9797 = 11 

:BARB_5013
if 
  $9797 == 11 
else_jump @BARB_5183 
if 
   Actor.Animation($9731) == "BRB_CUT_IN"
else_jump @BARB_5079 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_5079
if 
  $9738 == 1.0 
else_jump @BARB_5183 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC $9733 modelCRC $9735 bodypart $9736 
Player.Build($PLAYER_CHAR)
$9750 = 1 
$9797 = 12 

:BARB_5183
if 
  $9797 == 12 
else_jump @BARB_5276 
if 
03D2:   wav 4 ended 
else_jump @BARB_5276 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9738 = 0.0 
$9797 = 13 

:BARB_5276
if 
  $9797 == 13 
else_jump @BARB_5429 
if 
   Actor.Animation($9731) == "BRB_CUT_OUT"
else_jump @BARB_5344 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_5344
if 
  $9738 == 1.0 
else_jump @BARB_5429 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9738 = 0.0 
$9797 = 0 
$9744 = 7 

:BARB_5429
if 
  $9744 == 7 
else_jump @BARB_7257 
if 
   Actor.Dead($9731)
else_jump @BARB_5508 
gosub @BARB_7292 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9740 
else_jump @BARB_5501 
gosub @BARB_7498 

:BARB_5501
jump @BARB_653 

:BARB_5508
if 
  $2418 == 0 
else_jump @BARB_5551 
if 
  1 > $9797 
else_jump @BARB_5551 
gosub @BARB_7760 

:BARB_5551
if 
  $9797 == 0 
else_jump @BARB_5675 
if 
00E1:   player 0 pressed_key 16 
else_jump @BARB_5629 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
$2544 = 0 
$2545 = 0 
$9797 = 2 

:BARB_5629
if 
00E1:   player 0 pressed_key 15 
else_jump @BARB_5675 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
$9797 = 1 

:BARB_5675
if 
  $9797 == 1 
else_jump @BARB_5788 
if 
80E1:   not player 0 pressed_key 15 
else_jump @BARB_5788 
if 
  $2418 == 1 
else_jump @BARB_5742 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:BARB_5742
if 
  $2420 == 0 
else_jump @BARB_5774 
gosub @BARB_8401 
gosub @BARB_8689 

:BARB_5774
$9797 = 0 
$9744 = 6 

:BARB_5788
if 
  $9797 == 2 
else_jump @BARB_6912 
if 
80E1:   not player 0 pressed_key 16 
else_jump @BARB_6912 
$2545 = 0 
$2544 = 0 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
002C:   $SHOPS_PLAYER_CASH >= $9732 // (int) 
else_jump @BARB_6839 
if 
803A:   not  $2542 == $9733 // (int) 
else_jump @BARB_6759 
if 
  $2418 == 1 
else_jump @BARB_5915 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_5915
0947: unknown_actor $9731 play_audio_event 323 store_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $9733 
$9749 = 1 
$9750 = 0 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
Camera.SetPosition($9770, $9771, $9772, 0.0, 0.0, 0.0)
Camera.PointAt($9773, $9774, $9775, 2)
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBERS'  // Barber
else_jump @BARB_6284 
if or
05AD:   s$9742 == 'TASH'  // Cesar & 'stash
05AD:   s$9742 == 'GOATEE'  // Cesar & Goatee
05AD:   s$9742 == 'BEARD'  // Cesar & Beard
05AD:   s$9742 == 'AFROT'  // Afro & 'stash
05AD:   s$9742 == 'AFROB'  // Afro & Beard
05AD:   s$9742 == 'AFROGOT'  // Afro & Goatee
else_jump @BARB_6159 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
jump @BARB_6284 

:BARB_6159
if 
  $9739 > 1 
else_jump @BARB_6184 
$9739 = 0 

:BARB_6184
if 
  0 > $9739 
else_jump @BARB_6209 
$9739 = 0 

:BARB_6209
if 
  $9739 == 0 
else_jump @BARB_6259 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
$9739 += 1 
jump @BARB_6284 

:BARB_6259
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
$9739 -= 1 

:BARB_6284
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER2'  // Barber
else_jump @BARB_6434 
if 
  $9739 > 1 
else_jump @BARB_6334 
$9739 = 0 

:BARB_6334
if 
  0 > $9739 
else_jump @BARB_6359 
$9739 = 0 

:BARB_6359
if 
  $9739 == 0 
else_jump @BARB_6409 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
$9739 += 1 
jump @BARB_6434 

:BARB_6409
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
$9739 -= 1 

:BARB_6434
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'BARBER3'  // Barber
else_jump @BARB_6663 
if or
05AD:   s$9742 == 'BLADBEA'  // Bald & Beard
05AD:   s$9742 == 'BALDTSH'  // Bald & 'stash
05AD:   s$9742 == 'BALDGOT'  // Bald & Goatee
else_jump @BARB_6538 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
jump @BARB_6663 

:BARB_6538
if 
  $9739 > 1 
else_jump @BARB_6563 
$9739 = 0 

:BARB_6563
if 
  0 > $9739 
else_jump @BARB_6588 
$9739 = 0 

:BARB_6588
if 
  $9739 == 0 
else_jump @BARB_6638 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
$9739 += 1 
jump @BARB_6663 

:BARB_6638
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
$9739 -= 1 

:BARB_6663
0812: AS_actor $9731 perform_animation "BRB_BUY" IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9754 IFP_file "HAIRCUTS" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9738 = 0.0 
$9797 = 3 
jump @BARB_6832 

:BARB_6759
if 
  $2545 == 0 
else_jump @BARB_6832 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9731 play_audio_event 322 store_to $10081 
00BC: show_text_highpriority GXT 'BARBNO' time 5000 flag 1  // ~s~You have already bought this!
$9797 = 0 
$2545 = 1 

:BARB_6832
jump @BARB_6912 

:BARB_6839
if 
  $2544 == 0 
else_jump @BARB_6912 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9731 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$9797 = 0 
$2544 = 1 

:BARB_6912
if 
  $9797 == 3 
else_jump @BARB_7257 
if 
   Actor.Animation($PLAYER_ACTOR) == v$9754
else_jump @BARB_6960 
0613: $9738 = actor $PLAYER_ACTOR animation v$9754 time 

:BARB_6960
if 
  $9738 == 1.0 
else_jump @BARB_7257 
if 
  $2422 == 1 
else_jump @BARB_7013 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_7013
if 
  $2418 == 1 
else_jump @BARB_7045 
03E6: remove_text_box 
08DA: remove_panel $2417 
$2418 = 0 

:BARB_7045
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP_file "HAIRCUTS" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
if 
  $676 == 0 
else_jump @BARB_7172 
if 
  $ONMISSION == 1 
else_jump @BARB_7172 
$676 = 1 

:BARB_7172
Camera.SetPosition($9764, $9765, $9766, 0.0, 0.0, 0.0)
Camera.PointAt($9767, $9768, $9769, 2)
if 
  $2420 == 0 
else_jump @BARB_7243 
gosub @BARB_8401 
gosub @BARB_8689 

:BARB_7243
$9797 = 0 
$9744 = 6 

:BARB_7257
jump @BARB_7271 

:BARB_7264
gosub @BARB_7498 

:BARB_7271
jump @BARB_7285 

:BARB_7278
gosub @BARB_7498 

:BARB_7285
jump @BARB_653 

:BARB_7292
if 
  $9744 > 0 
else_jump @BARB_7312 
03E6: remove_text_box 

:BARB_7312
if 
  $2418 == 1 
else_jump @BARB_7344 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_7344
if 
  $2422 == 1 
else_jump @BARB_7376 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_7376
if 
  $2420 == 1 
else_jump @BARB_7408 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_7408
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
$9744 = 2 
$9804 = 0 
$9730 = 0 
$9749 = 0 
$9738 = 0.0 
$9750 = 0 
$2545 = 0 
$2544 = 0 
$9805 = 0 
return 

:BARB_7498
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
if 
  $9744 > 0 
else_jump @BARB_7540 
03E6: remove_text_box 

:BARB_7540
if 
  $2418 == 1 
else_jump @BARB_7572 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:BARB_7572
if 
  $2422 == 1 
else_jump @BARB_7604 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:BARB_7604
if 
  $2420 == 1 
else_jump @BARB_7636 
03E6: remove_text_box 
08DA: remove_panel $2419 
$2420 = 0 

:BARB_7636
$9802 = 0 
$9730 = 0 
$2749 = 0 
$9744 = 0 
$9749 = 0 
$9738 = 0.0 
$9750 = 0 
$2545 = 0 
$2544 = 0 
$9804 = 0 
061B: remove_references_to_AS_pack $9737 
061B: remove_references_to_AS_pack $9751 
Model.Destroy($SELLER_MODEL)
Actor.DestroyInstantly($9731)
0581: enable_radar 1 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
$9805 = 0 
end_thread 
return 

:BARB_7760
if 
  $2418 == 0 
else_jump @BARB_8399 
0512: show_permanent_text_box 'BARB_H2'  // ~k~~PED_SPRINT~ = Buy~N~~k~~VEHICLE_ENTER_EXIT~ = Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @BARB_7851 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
jump @BARB_8092 

:BARB_7851
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BARB_7913 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
jump @BARB_8092 

:BARB_7913
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @BARB_7975 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
jump @BARB_8092 

:BARB_7975
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @BARB_8037 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
jump @BARB_8092 

:BARB_8037
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BARB_8092 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers

:BARB_8092
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'HAIRSTY' data s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Hairstyle
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9732  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:BARB_8399
return 

:BARB_8401
$9800 = 0 
$9801 = 0 

:BARB_8415
if 
001C:   $9729 > $9800 // (int) 
else_jump @BARB_8607 
0760: store_shopping_data_index $9800 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
0084: $2438($9801,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9732 
0084: $2426($9801,12i) = $9732 // (int) 
05A9: $2450($9801,12s) = s$9742 
0084: $2474($9801,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2486($9801,12i) = $SHOPPINGITEM_BODYPART // (int) 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @BARB_8575 
$2498($9801,12i) = 0 
jump @BARB_8586 

:BARB_8575
$2498($9801,12i) = 1 

:BARB_8586
$9801 += 1 
$9800 += 1 
jump @BARB_8415 

:BARB_8607
0084: $2515 = $9801 // (int) 

:BARB_8615
if 
  12 > $2515 
else_jump @BARB_8687 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @BARB_8615 

:BARB_8687
return 

:BARB_8689
if 
  $2420 == 0 
else_jump @BARB_9362 
0512: show_permanent_text_box 'BARB_H1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a haircut.~n~~k~~PED_SPRINT~ = View~n~~k~~VEHICLE_ENTER_EXIT~ = Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @BARB_8780 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
jump @BARB_9021 

:BARB_8780
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @BARB_8842 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
jump @BARB_9021 

:BARB_8842
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @BARB_8904 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
jump @BARB_9021 

:BARB_8904
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @BARB_8966 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
jump @BARB_9021 

:BARB_8966
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @BARB_9021 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers

:BARB_9021
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'HAIRSTY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Hairstyle
08D6: set_panel $2419 column 1 alignment 2 
08DB: set_panel $2419 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
$2515 = 0 

:BARB_9222
if 
001C:   $9801 > $2515 // (int) 
else_jump @BARB_9281 
08EE: set_panel $2419 column 1 row $2515 text_1number GXT 'DOLLAR' number $2426($2515,12i)  // $~1~
$2515 += 1 
jump @BARB_9222 

:BARB_9281
$2515 = 0 

:BARB_9288
if 
001C:   $9801 > $2515 // (int) 
else_jump @BARB_9336 
08D9: set_panel $2419 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @BARB_9288 

:BARB_9336
09DB: set_panel $2419 column 0 width 140 
09DB: set_panel $2419 column 1 width 46 
$2420 = 1 

:BARB_9362
return 
end_thread 

//-------------External script 63 (WARDROBE)---------------

:WARROBE
$9868 = 0 
$9872 = 0 
$9870 = 0 
$9873 = 0 
$9874 = 0 
$2425 = 0 
$2514 = 0 
$2515 = 0 
$9878 = 0.0 
$9875 = 0.0 
$9876 = 0.0 
$9877 = 0.0 
$9878 = 0.0 
$9879 = 0.0 
$9880 = 0.0 
$9881 = 0.0 
$9882 = 0.0 
$9883 = 0.0 
$9884 = 0.0 
$9885 = 0.0 
$9886 = 0.0 
$9887 = 0.0 
$9888 = 0.0 
$9889 = 0.0 
$9890 = 0.0 
$9891 = 0.0 
$9892 = 0.0 
$9893 = 0.0 
$9894 = 0.0 
$9808 = 0 
$9815 = 0 
$9882 = 0.0 
$9886 = 0.0 
$9887 = 0.0 
$9888 = 0.0 
$9813 = 0.0 
$9814 = 0.0 
$9812 = 0 
$9810 = 0 
$9809 = 0 
$9870 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2546 = 0 
$2547 = 0 
$9945 = 0 
$9946 = 0 
$9947 = 0 
$9948 = 0 
$9949 = 0 
$9950 = 0 
$9951 = 0 
$9952 = 0 
$9967 = 0 
$9965 = 0 
$9968 = 0 
$9970 = 0 
$9971 = 0 
$9972 = 0 
$9973 = 0 
$9975 = 0 
$9976 = 0 
$9977 = 0 
$9978 = 0 
$9869 = -370 
Model.Load($9869)
04ED: load_animation "CLOTHES" 
03CF: load_wav 20800 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'WARROBE' 

:WARROBE_584
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WARROBE_6450 
077E: get_active_interior_to $9895 
if 
  $9895 == 14 
else_jump @WARROBE_6436 
if 
  $9812 > 0 
else_jump @WARROBE_737 
if 
0A0F:   new_language_set 
else_jump @WARROBE_737 
03E6: remove_text_box 
08DA: remove_panel $9871 
08DA: remove_panel $9966 
08DA: remove_panel $9969 
08DA: remove_panel $9974 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
$9870 = 0 
$9965 = 0 
$9970 = 0 
$9973 = 0 
$2418 = 0 
$2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:WARROBE_737
if 
  $9812 == 0 
else_jump @WARROBE_819 
$9977 = 1 
$9875 = 43.529 
$9876 = 0.694 
$9877 = 0.012 
$9882 = 90.0 
$9878 = 0.0 
$9812 = 1 

:WARROBE_819
if 
  $9812 == 1 
else_jump @WARROBE_1280 
if 
  $9868 == 0 
else_jump @WARROBE_1226 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$9883 = 212.8715 
0059: $9883 += $9875 // (float) 
$9884 = -42.8156 
0059: $9884 += $9876 // (float) 
$9885 = 1002.116 
0059: $9885 += $9877 // (float) 
$9886 = 213.4791 
0059: $9886 += $9875 // (float) 
$9887 = -42.0238 
0059: $9887 += $9876 // (float) 
$9888 = 1002.053 
0059: $9888 += $9877 // (float) 
$9889 = 214.5148 
0059: $9889 += $9875 // (float) 
$9890 = -41.6106 
0059: $9890 += $9876 // (float) 
$9891 = 1002.494 
0059: $9891 += $9877 // (float) 
$9892 = 214.5367 
0059: $9892 += $9875 // (float) 
$9893 = -40.6175 
0059: $9893 += $9876 // (float) 
$9894 = 1002.609 
0059: $9894 += $9877 // (float) 
$9879 = 214.622 
0059: $9879 += $9875 // (float) 
$9880 = -40.652 
0059: $9880 += $9876 // (float) 
$9881 = 1001.033 
0059: $9881 += $9877 // (float) 
$10001 = 213.874 
0059: $10001 += $9875 // (float) 
$10002 = -39.811 
0059: $10002 += $9876 // (float) 
$10003 = 1002.2 
0059: $10003 += $9877 // (float) 
$9811 = Object.Init($9869, $10001, $10002, $10003)
Object.Angle($9811) = $9878
$SHOW_SHOP_SPHERE = 1 
$9868 = 1 

:WARROBE_1226
if 
  $9868 == 1 
else_jump @WARROBE_1280 
if 
04EE:   animation "CLOTHES" loaded 
else_jump @WARROBE_1280 
$9868 = 0 
$9812 = 2 

:WARROBE_1280
if 
  $9812 == 2 
else_jump @WARROBE_1364 
if 
0102:   actor $PLAYER_ACTOR in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @WARROBE_1364 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @WARROBE_1364 
$9812 = 3 

:WARROBE_1364
if 
  $9812 == 3 
else_jump @WARROBE_1499 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @WARROBE_1485 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
32@ = 0 
$9868 = 0 
$9812 = 4 
jump @WARROBE_1499 

:WARROBE_1485
gosub @WARROBE_6798 
jump @WARROBE_584 

:WARROBE_1499
if 
  $9812 == 4 
else_jump @WARROBE_1880 
if 
  $9868 == 0 
else_jump @WARROBE_1785 
if 
  32@ >= 300 
else_jump @WARROBE_1785 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $9879 $9880 $9881 // versionB 
Actor.Angle($PLAYER_ACTOR) = $9882
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Camera.SetPosition($9883, $9884, $9885, 0.0, 0.0, 0.0)
Camera.PointAt($9886, $9887, $9888, 2)
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @WARROBE_1723 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1723
if 
03CA:   object $9811 exists 
else_jump @WARROBE_1778 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_1778
$9868 = 1 

:WARROBE_1785
if 
  $9868 == 1 
else_jump @WARROBE_1880 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @WARROBE_1843 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_1843
if 
  $9813 == 1.0 
else_jump @WARROBE_1880 
0793: save_player_clothes 
$9868 = 0 
$9812 = 5 

:WARROBE_1880
if 
  $9812 == 5 
else_jump @WARROBE_2617 
if 
  $9870 == 0 
else_jump @WARROBE_1941 
if 
  1 > $9868 
else_jump @WARROBE_1941 
gosub @WARROBE_9292 

:WARROBE_1941
$SHOW_SHOP_SPHERE = 0 
if 
  $9868 == 0 
else_jump @WARROBE_2014 
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_1990 
$9868 = 1 

:WARROBE_1990
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_2014 
$9868 = 2 

:WARROBE_2014
if 
  $9868 == 1 
else_jump @WARROBE_2249 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_2249 
08D8: $9872 = panel $9871 selected_row 
if 
  0 > $9872 
else_jump @WARROBE_2082 
$9872 = 0 

:WARROBE_2082
if 
  $9870 == 1 
else_jump @WARROBE_2114 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_2114
if or
05AD:   $9921($9872,12s) == 'REMOVE' 
05AD:   $9921($9872,12s) == 'UNIFORM' 
else_jump @WARROBE_2203 
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
$9868 = 0 
$9812 = 7 
jump @WARROBE_2249 

:WARROBE_2203
gosub @WARROBE_7198 
if 
  $9965 == 0 
else_jump @WARROBE_2235 
gosub @WARROBE_8122 

:WARROBE_2235
$9868 = 0 
$9812 = 6 

:WARROBE_2249
if 
  $9868 == 2 
else_jump @WARROBE_2457 
if 
80E1:   not player 0 pressed_key 15 
else_jump @WARROBE_2457 
if 
  $9870 == 1 
else_jump @WARROBE_2316 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_2316
if 
  $9965 == 1 
else_jump @WARROBE_2348 
08DA: remove_panel $9966 
03E6: remove_text_box 
$9965 = 0 

:WARROBE_2348
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
if 
03CA:   object $9811 exists 
else_jump @WARROBE_2450 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_2450
$9868 = 5 

:WARROBE_2457
if 
  $9868 == 5 
else_jump @WARROBE_2545 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_OUT"
else_jump @WARROBE_2517 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:WARROBE_2517
if 
  $9813 == 1.0 
else_jump @WARROBE_2545 
$9868 = 6 

:WARROBE_2545
if 
  $9868 == 6 
else_jump @WARROBE_2617 
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0581: enable_radar 1 
$9976 = 0 
$9870 = 0 
$9965 = 0 
$9970 = 0 
$9812 = 11 

:WARROBE_2617
if 
  $9812 == 6 
else_jump @WARROBE_3004 
if 
  $9965 == 0 
else_jump @WARROBE_2667 
gosub @WARROBE_7198 
gosub @WARROBE_8122 

:WARROBE_2667
$SHOW_SHOP_SPHERE = 0 
if 
  $9868 == 0 
else_jump @WARROBE_2792 
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_2716 
$9868 = 1 

:WARROBE_2716
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_2792 
08D7: $9967 = panel $9966 active_row 
if 
  0 > $9967 
else_jump @WARROBE_2766 
$9967 = 0 

:WARROBE_2766
06D1: v$9864 = $9816($9967,12v) // v$ = string 
gosub @WARROBE_8524 
$9868 = 2 

:WARROBE_2792
if 
  $9868 == 1 
else_jump @WARROBE_2898 
if 
80E1:   not player 0 pressed_key 15 
else_jump @WARROBE_2898 
$9868 = 0 
$9812 = 5 
if 
  $9965 == 1 
else_jump @WARROBE_2873 
03E6: remove_text_box 
08DA: remove_panel $9966 
$9965 = 0 

:WARROBE_2873
if 
  $9870 == 0 
else_jump @WARROBE_2898 
gosub @WARROBE_9292 

:WARROBE_2898
if 
  $9868 == 2 
else_jump @WARROBE_3004 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_3004 
if 
  $9965 == 1 
else_jump @WARROBE_2965 
03E6: remove_text_box 
08DA: remove_panel $9966 
$9965 = 0 

:WARROBE_2965
if 
  $9970 == 0 
else_jump @WARROBE_2990 
gosub @WARROBE_8835 

:WARROBE_2990
$9868 = 0 
$9812 = 7 

:WARROBE_3004
if 
  $9812 == 7 
else_jump @WARROBE_3711 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_3154 
if 
  $9973 == 0 
else_jump @WARROBE_3147 
gosub @WARROBE_11522 
if 
  $9896 == 0 
else_jump @WARROBE_3147 
if 
  $9973 == 1 
else_jump @WARROBE_3126 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_3126
$9868 = 0 
$9812 = 5 
jump @WARROBE_584 

:WARROBE_3147
jump @WARROBE_3254 

:WARROBE_3154
if 
05AD:   $9921($9872,12s) == 'UNIFORM' 
else_jump @WARROBE_3222 
if 
  $9970 == 0 
else_jump @WARROBE_3215 
gosub @WARROBE_10908 
gosub @WARROBE_8835 

:WARROBE_3215
jump @WARROBE_3254 

:WARROBE_3222
if 
  $9970 == 0 
else_jump @WARROBE_3254 
gosub @WARROBE_8524 
gosub @WARROBE_8835 

:WARROBE_3254
if 
  $9868 == 0 
else_jump @WARROBE_3353 
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_3296 
$9868 = 1 

:WARROBE_3296
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_3353 
08D7: $9971 = panel $9969 active_row 
if 
  0 > $9971 
else_jump @WARROBE_3346 
$9971 = 0 

:WARROBE_3346
$9868 = 2 

:WARROBE_3353
if 
  $9868 == 1 
else_jump @WARROBE_3591 
if 
80E1:   not player 0 pressed_key 15 
else_jump @WARROBE_3591 
if 
  $9970 == 1 
else_jump @WARROBE_3420 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_3420
if 
  $9973 == 1 
else_jump @WARROBE_3452 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_3452
if or
05AD:   $9921($9872,12s) == 'UNIFORM' 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_3545 
if 
  $9870 == 0 
else_jump @WARROBE_3524 
gosub @WARROBE_9292 

:WARROBE_3524
$9812 = 5 
$9868 = 0 
jump @WARROBE_3591 

:WARROBE_3545
if 
  $9965 == 0 
else_jump @WARROBE_3577 
gosub @WARROBE_7198 
gosub @WARROBE_8122 

:WARROBE_3577
$9868 = 0 
$9812 = 6 

:WARROBE_3591
if 
  $9868 == 2 
else_jump @WARROBE_3711 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_3711 
if 
  $9970 == 1 
else_jump @WARROBE_3658 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_3658
if 
  $9973 == 1 
else_jump @WARROBE_3690 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_3690
$9976 = 0 
$9868 = 0 
$9812 = 8 

:WARROBE_3711
if 
  $9812 == 8 
else_jump @WARROBE_4589 
if 
  $9868 == 0 
else_jump @WARROBE_4203 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_3835 
$SELECTED_MENU_ITEM = 0 
$SHOPPINGITEM_MODELCRC = 0 
0084: $SHOPPINGITEM_BODYPART = $2486($9971,12i) // (int) 
05A9: s$9806 = $9897($9971,12s) 
08F7: get_player $PLAYER_CHAR bodypart $SHOPPINGITEM_BODYPART textureCRC_to $2542 modelCRC_to $2543 
jump @WARROBE_3879 

:WARROBE_3835
0084: $SELECTED_MENU_ITEM = $2438($9971,12i) // (int) 
0084: $SHOPPINGITEM_MODELCRC = $2474($9971,12i) // (int) 
0084: $SHOPPINGITEM_BODYPART = $2547 // (int) 
05A9: s$9806 = $9897($9971,12s) 

:WARROBE_3879
if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 14 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 15 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 16 // $ == any 
else_jump @WARROBE_3964 
Camera.SetPosition($9889, $9890, $9891, 0.0, 0.0, 0.0)
Camera.PointAt($9892, $9893, $9894, 2)
jump @WARROBE_4026 

:WARROBE_3964
Camera.SetPosition($9883, $9884, $9885, 0.0, 0.0, 0.0)
Camera.PointAt($9886, $9887, $9888, 2)
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_4026 
03D1: play_wav 4 

:WARROBE_4026
if or
04A3:   $SHOPPINGITEM_BODYPART == 0 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 2 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 3 // $ == any 
else_jump @WARROBE_4071 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:WARROBE_4071
0784: set_player $PLAYER_CHAR textureCRC $SELECTED_MENU_ITEM modelCRC $SHOPPINGITEM_MODELCRC bodypart $SHOPPINGITEM_BODYPART 
Player.Build($PLAYER_CHAR)
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
if 
03CA:   object $9811 exists 
else_jump @WARROBE_4196 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_4196
$9868 = 1 

:WARROBE_4203
if 
  $9868 == 1 
else_jump @WARROBE_4445 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_IN"
else_jump @WARROBE_4271 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:WARROBE_4271
if 
  $9813 == 1.0 
else_jump @WARROBE_4445 
if 
85AD:   not  $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_4377 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9864 IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
$9868 = 2 
jump @WARROBE_4445 

:WARROBE_4377
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
$9812 = 9 
$9868 = 0 

:WARROBE_4445
if 
  $9868 == 2 
else_jump @WARROBE_4589 
if 
   Actor.Animation($PLAYER_ACTOR) == v$9864
else_jump @WARROBE_4493 
0613: $9813 = actor $PLAYER_ACTOR animation v$9864 time 

:WARROBE_4493
if 
  $9813 == 1.0 
else_jump @WARROBE_4589 
gosub @WARROBE_10424 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
$9812 = 9 
$9868 = 0 

:WARROBE_4589
if 
  $9812 == 9 
else_jump @WARROBE_6277 
$SHOW_SHOP_SPHERE = 0 
if 
  $9868 == 0 
else_jump @WARROBE_4867 
if 
00E1:   player 0 pressed_key 16 
else_jump @WARROBE_4699 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$2545 = 0 
$2546 = 0 
$9978 = 0 
$9868 = 1 

:WARROBE_4699
if 
00E1:   player 0 pressed_key 15 
else_jump @WARROBE_4867 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$2545 = 0 
$2546 = 0 
$9978 = 0 
if 
  $2418 == 1 
else_jump @WARROBE_4791 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_4791
if 
  $9976 == 0 
else_jump @WARROBE_4823 
$9868 = 3 
jump @WARROBE_4867 

:WARROBE_4823
if 
  $2422 == 1 
else_jump @WARROBE_4853 
08DA: remove_panel $2421 
$2422 = 0 

:WARROBE_4853
$9868 = 0 
$9812 = 7 

:WARROBE_4867
if 
  2 > $9868 
else_jump @WARROBE_4892 
gosub @WARROBE_10424 

:WARROBE_4892
if 
  $9868 == 1 
else_jump @WARROBE_5427 
if 
80E1:   not player 0 pressed_key 16 
else_jump @WARROBE_5427 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_5186 
if 
   not $2542 == 0 
else_jump @WARROBE_5117 
if 
  $2418 == 1 
else_jump @WARROBE_5006 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_5006
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
gosub @WARROBE_10692 
$9978 = 1 
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $SHOPPINGITEM_BODYPART textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
$9868 = 2 
jump @WARROBE_5179 

:WARROBE_5117
if 
  $2545 == 0 
else_jump @WARROBE_5179 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'WARDNO2' time 5000 flag 1  // ~s~You are not wearing anything to remove!
$9868 = 0 
$2545 = 1 

:WARROBE_5179
jump @WARROBE_5427 

:WARROBE_5186
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_5365 
if 
  $2418 == 1 
else_jump @WARROBE_5237 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_5237
08C8: set_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to 0 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
$9978 = 1 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
08C9: reset_shopping_item $SELECTED_MENU_ITEM price 
gosub @WARROBE_10692 
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
$9868 = 2 
jump @WARROBE_5427 

:WARROBE_5365
if 
  $2545 == 0 
else_jump @WARROBE_5427 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'WARDNO' time 5000 flag 1  // You are already wearing this item!
$9868 = 0 
$2545 = 1 

:WARROBE_5427
if 
  $9868 == 2 
else_jump @WARROBE_5569 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_BUY"
else_jump @WARROBE_5487 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:WARROBE_5487
if 
  $9813 == 1.0 
else_jump @WARROBE_5569 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9813 = 0.0 
$9868 = 3 

:WARROBE_5569
if 
  $9868 == 3 
else_jump @WARROBE_5702 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9813 = 0.0 
if 
03CA:   object $9811 exists 
else_jump @WARROBE_5695 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_5695
$9868 = 4 

:WARROBE_5702
if 
  $9868 == 4 
else_jump @WARROBE_6277 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_OUT"
else_jump @WARROBE_5772 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:WARROBE_5772
if 
  $9813 == 1.0 
else_jump @WARROBE_6277 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
if 
  $2418 == 1 
else_jump @WARROBE_5834 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_5834
if 
  $2422 == 1 
else_jump @WARROBE_5864 
08DA: remove_panel $2421 
$2422 = 0 

:WARROBE_5864
$9976 = 1 
if 
  $9978 == 1 
else_jump @WARROBE_5953 
$9868 = 0 
$9812 = 5 
if 
  $9870 == 0 
else_jump @WARROBE_5946 
if 
  1 > $9868 
else_jump @WARROBE_5946 
gosub @WARROBE_9292 

:WARROBE_5946
jump @WARROBE_6277 

:WARROBE_5953
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_6149 
if 
  $9973 == 0 
else_jump @WARROBE_6142 
gosub @WARROBE_11522 
if 
  $9896 == 0 
else_jump @WARROBE_6128 
if 
  $9973 == 1 
else_jump @WARROBE_6057 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_6057
$9868 = 0 
$9812 = 5 
if 
  $9870 == 0 
else_jump @WARROBE_6114 
if 
  1 > $9868 
else_jump @WARROBE_6114 
gosub @WARROBE_9292 

:WARROBE_6114
jump @WARROBE_584 
jump @WARROBE_6142 

:WARROBE_6128
$9868 = 0 
$9812 = 7 

:WARROBE_6142
jump @WARROBE_6277 

:WARROBE_6149
if 
05AD:   $9921($9872,12s) == 'UNIFORM' 
else_jump @WARROBE_6231 
if 
  $9970 == 0 
else_jump @WARROBE_6210 
gosub @WARROBE_10908 
gosub @WARROBE_8835 

:WARROBE_6210
$9868 = 0 
$9812 = 7 
jump @WARROBE_6277 

:WARROBE_6231
if 
  $9970 == 0 
else_jump @WARROBE_6263 
gosub @WARROBE_8524 
gosub @WARROBE_8835 

:WARROBE_6263
$9868 = 0 
$9812 = 7 

:WARROBE_6277
if 
  $9812 == 11 
else_jump @WARROBE_6429 
if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 on_foot 
else_jump @WARROBE_6429 
$9870 = 0 
$9965 = 0 
$9970 = 0 
$2418 = 0 
$2422 = 0 
$9973 = 0 
$9872 = 0 
$2517 = 0 
$9978 = 0 
$9812 = 2 
$9868 = 0 
$2545 = 0 
$SHOW_SHOP_SPHERE = 1 

:WARROBE_6429
jump @WARROBE_6443 

:WARROBE_6436
gosub @WARROBE_6798 

:WARROBE_6443
jump @WARROBE_6457 

:WARROBE_6450
gosub @WARROBE_6798 

:WARROBE_6457
jump @WARROBE_584 
if 
  $9812 >= 1 
else_jump @WARROBE_6484 
03E6: remove_text_box 

:WARROBE_6484
if 
  $9870 == 1 
else_jump @WARROBE_6516 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_6516
if 
  $9965 == 1 
else_jump @WARROBE_6548 
08DA: remove_panel $9966 
03E6: remove_text_box 
$9965 = 0 

:WARROBE_6548
if 
  $9970 == 1 
else_jump @WARROBE_6580 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_6580
if 
  $9973 == 1 
else_jump @WARROBE_6612 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_6612
if 
  $2418 == 1 
else_jump @WARROBE_6644 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_6644
if 
  $2422 == 1 
else_jump @WARROBE_6676 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:WARROBE_6676
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$9870 = 0 
$9965 = 0 
$9970 = 0 
$2418 = 0 
$2422 = 0 
$9973 = 0 
$9872 = 0 
$2517 = 0 
$2545 = 0 
$2546 = 0 
$9978 = 0 
$9868 = 0 
$9976 = 0 
$9812 = 2 
return 

:WARROBE_6798
if 
  $9870 == 1 
else_jump @WARROBE_6830 
08DA: remove_panel $9871 
03E6: remove_text_box 
$9870 = 0 

:WARROBE_6830
if 
  $9965 == 1 
else_jump @WARROBE_6862 
08DA: remove_panel $9966 
03E6: remove_text_box 
$9965 = 0 

:WARROBE_6862
if 
  $9970 == 1 
else_jump @WARROBE_6894 
08DA: remove_panel $9969 
03E6: remove_text_box 
$9970 = 0 

:WARROBE_6894
if 
  $9973 == 1 
else_jump @WARROBE_6926 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_6926
if 
  $2418 == 1 
else_jump @WARROBE_6958 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:WARROBE_6958
if 
  $2422 == 1 
else_jump @WARROBE_6990 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:WARROBE_6990
if 
  $9812 >= 1 
else_jump @WARROBE_7010 
03E6: remove_text_box 

:WARROBE_7010
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
$9870 = 0 
$9965 = 0 
$9970 = 0 
$2418 = 0 
$2422 = 0 
$9973 = 0 
$9872 = 0 
$2517 = 0 
$9978 = 0 
$SHOW_SHOP_SPHERE = 1 
$9810 = 0 
$2545 = 0 
$2546 = 0 
$9868 = 0 
$9812 = 0 
$9976 = 0 
Object.Destroy($9811)
Model.Destroy($9869)
04EF: release_animation "CLOTHES" 
087C: release_shopping_data 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
$9977 = 0 
040D: unload_wav 4 
end_thread 
return 

:WARROBE_7198
$9945 = 0 
$9946 = 0 
$9947 = 0 
$9948 = 0 
$9949 = 0 
$9950 = 0 
$9951 = 0 
075E: load_shopping_data_PRICES_subsection $9921($9872,12s) // v$ 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // v$ 
075F: store_shopping_data_entries_number_to $9873 
$2515 = 0 
$9896 = 0 

:WARROBE_7286
if 
001C:   $9873 > $2515 // (int) 
else_jump @WARROBE_8062 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
if 
0942:   unknown_shopping_itemID $SELECTED_MENU_ITEM 
else_jump @WARROBE_8048 
0871: init_jump_table $SHOPPINGITEM_BODYPART total_jumps 7 default_jump 0 @WARROBE_8048 jumps 0 @WARROBE_7402 2 @WARROBE_7495 3 @WARROBE_7587 13 @WARROBE_7680 14 @WARROBE_7773 15 @WARROBE_7866 16 @WARROBE_7957 

:WARROBE_7402
if 
  $9945 == 0 
else_jump @WARROBE_7488 
05A9: $9897($9896,12s) = 'TORSO'  // Torso
04AE: $9953($9896,12i) = 0 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
$9896 += 1 
$9945 = 1 

:WARROBE_7488
jump @WARROBE_8048 

:WARROBE_7495
if 
  $9946 == 0 
else_jump @WARROBE_7580 
05A9: $9897($9896,12s) = 'LEGS'  // Legs
04AE: $9953($9896,12i) = 2 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_LEGS" // v$ = string 
$9896 += 1 
$9946 = 1 

:WARROBE_7580
jump @WARROBE_8048 

:WARROBE_7587
if 
  $9947 == 0 
else_jump @WARROBE_7673 
05A9: $9897($9896,12s) = 'FEET'  // Shoes
04AE: $9953($9896,12i) = 3 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_SHOES" // v$ = string 
$9896 += 1 
$9947 = 1 

:WARROBE_7673
jump @WARROBE_8048 

:WARROBE_7680
if 
  $9948 == 0 
else_jump @WARROBE_7766 
05A9: $9897($9896,12s) = 'CHAINS'  // Chains
04AE: $9953($9896,12i) = 13 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
$9896 += 1 
$9948 = 1 

:WARROBE_7766
jump @WARROBE_8048 

:WARROBE_7773
if 
  $9949 == 0 
else_jump @WARROBE_7859 
05A9: $9897($9896,12s) = 'WATCHES'  // Watches
04AE: $9953($9896,12i) = 14 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_WATCH" // v$ = string 
$9896 += 1 
$9949 = 1 

:WARROBE_7859
jump @WARROBE_8048 

:WARROBE_7866
if 
  $9950 == 0 
else_jump @WARROBE_7950 
05A9: $9897($9896,12s) = 'SHADES'  // Shades
04AE: $9953($9896,12i) = 15 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
$9896 += 1 
$9950 = 1 

:WARROBE_7950
jump @WARROBE_8048 

:WARROBE_7957
if 
  $9951 == 0 
else_jump @WARROBE_8041 
05A9: $9897($9896,12s) = 'HATS'  // Hats
04AE: $9953($9896,12i) = 16 // $ = any 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
$9896 += 1 
$9951 = 1 

:WARROBE_8041
jump @WARROBE_8048 

:WARROBE_8048
$2515 += 1 
jump @WARROBE_7286 

:WARROBE_8062
0084: $2515 = $9896 // (int) 

:WARROBE_8070
if 
  12 > $2515 
else_jump @WARROBE_8120 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_8070 

:WARROBE_8120
return 

:WARROBE_8122
if 
  $9965 == 0 
else_jump @WARROBE_8522 
0512: show_permanent_text_box 'WARDH2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_8213 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_8454 

:WARROBE_8213
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_8275 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_8454 

:WARROBE_8275
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_8337 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_8454 

:WARROBE_8337
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_8399 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_8454 

:WARROBE_8399
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_8454 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_8454
08D6: set_panel $9966 column 0 alignment 1 
08DB: set_panel $9966 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$9965 = 1 

:WARROBE_8522
return 

:WARROBE_8524
$2515 = 0 
$9896 = 0 
$9968 = 0 
08F7: get_player $PLAYER_CHAR bodypart $9953($9967,12i) textureCRC_to $2542 modelCRC_to $2543 
075F: store_shopping_data_entries_number_to $9873 

:WARROBE_8568
if 
001C:   $9873 > $2515 // (int) 
else_jump @WARROBE_8775 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
if 
0942:   unknown_shopping_itemID $SELECTED_MENU_ITEM 
else_jump @WARROBE_8761 
if 
003A:   $SHOPPINGITEM_BODYPART == $9953($9967,12i) // (int) 
else_jump @WARROBE_8761 
0084: $2438($9968,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 
0084: $2474($9968,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2547 = $SHOPPINGITEM_BODYPART // (int) 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_8743 
$2498($9968,12i) = 0 
jump @WARROBE_8754 

:WARROBE_8743
$2498($9968,12i) = 1 

:WARROBE_8754
$9968 += 1 

:WARROBE_8761
$2515 += 1 
jump @WARROBE_8568 

:WARROBE_8775
0084: $2515 = $9968 // (int) 

:WARROBE_8783
if 
  12 > $2515 
else_jump @WARROBE_8833 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_8783 

:WARROBE_8833
return 

:WARROBE_8835
if 
  $9970 == 0 
else_jump @WARROBE_9290 
0512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_8926 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9167 

:WARROBE_8926
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_8988 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9167 

:WARROBE_8988
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_9050 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9167 

:WARROBE_9050
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_9112 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9167 

:WARROBE_9112
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_9167 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_9167
08D6: set_panel $9969 column 0 alignment 1 
08DB: set_panel $9969 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$2515 = 0 

:WARROBE_9235
if 
001C:   $9968 > $2515 // (int) 
else_jump @WARROBE_9283 
08D9: set_panel $9969 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @WARROBE_9235 

:WARROBE_9283
$9970 = 1 

:WARROBE_9290
return 

:WARROBE_9292
if 
  $9870 == 0 
else_jump @WARROBE_10422 
gosub @WARROBE_11522 
if 
  $9973 == 1 
else_jump @WARROBE_9349 
08DA: remove_panel $9974 
03E6: remove_text_box 
$9973 = 0 

:WARROBE_9349
if 
  $9896 == 0 
else_jump @WARROBE_9381 
$9975 = 0 
jump @WARROBE_9388 

:WARROBE_9381
$9975 = 1 

:WARROBE_9388
$9896 = 0 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_9457 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9698 

:WARROBE_9457
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_9519 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9698 

:WARROBE_9519
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_9581 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9698 

:WARROBE_9581
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_9643 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_9698 

:WARROBE_9643
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_9698 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_9698
08D6: set_panel $9871 column 0 alignment 1 
if 
  $2549 == 1 
else_jump @WARROBE_9768 
05A9: $9897($9896,12s) = 'SHOP1'  // Binco
05A9: $9921($9896,12s) = 'CSCHP'  // Binco
$9896 += 1 

:WARROBE_9768
if 
  $2550 == 1 
else_jump @WARROBE_9829 
05A9: $9897($9896,12s) = 'SHOP2'  // Pro-Laps
05A9: $9921($9896,12s) = 'CSSPRT'  // Pro-Laps
$9896 += 1 

:WARROBE_9829
if 
  $2551 == 1 
else_jump @WARROBE_9890 
05A9: $9897($9896,12s) = 'SHOP3'  // Sub Urban
05A9: $9921($9896,12s) = 'LACS1'  // Sub Urban
$9896 += 1 

:WARROBE_9890
if 
  $2552 == 1 
else_jump @WARROBE_9951 
05A9: $9897($9896,12s) = 'SHOP4'  // Zip
05A9: $9921($9896,12s) = 'CLOTHGP'  // Zip
$9896 += 1 

:WARROBE_9951
if 
  $2553 == 1 
else_jump @WARROBE_10012 
05A9: $9897($9896,12s) = 'SHOP5'  // Victim
05A9: $9921($9896,12s) = 'CSDESGN'  // Victim
$9896 += 1 

:WARROBE_10012
if 
  $2554 == 1 
else_jump @WARROBE_10073 
05A9: $9897($9896,12s) = 'SHOP6'  // Didier Sachs
05A9: $9921($9896,12s) = 'CSEXL'  // Didier Sachs
$9896 += 1 

:WARROBE_10073
$9972 = 0 
if or
  $GIMP_SUIT_AVAILABLE == 1 
  $VALET_UNIFORM_AVAILABLE == 1 
  $CROUPIER_UNIFORM_AVAILABLE == 1 
  $RACING_SUIT_AVAILABLE == 1 
  $COP_UNIFORM_AVAILABLE == 1 
  $RURAL_CLOTHES_AVAILABLE == 1 
else_jump @WARROBE_10140 
$9972 = 1 

:WARROBE_10140
if or
  $MEDIC_UNIFORM_AVAILABLE == 1 
  $PIMP_SUIT_AVAILABLE == 1 
else_jump @WARROBE_10172 
$9972 = 1 

:WARROBE_10172
if 
  $9972 == 1 
else_jump @WARROBE_10233 
05A9: $9897($9896,12s) = 'SHOP7'  // Special
05A9: $9921($9896,12s) = 'UNIFORM' 
$9896 += 1 

:WARROBE_10233
if 
  $9975 == 1 
else_jump @WARROBE_10294 
05A9: $9897($9896,12s) = 'REMCLT'  // Remove Items
05A9: $9921($9896,12s) = 'REMOVE' 
$9896 += 1 

:WARROBE_10294
0084: $2515 = $9896 // (int) 

:WARROBE_10302
if 
  12 > $2515 
else_jump @WARROBE_10352 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_10302 

:WARROBE_10352
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
08DB: set_panel $9871 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$9870 = 1 

:WARROBE_10422
return 

:WARROBE_10424
if 
  $2418 == 0 
else_jump @WARROBE_10690 
if 
05AD:   $9921($9872,12s) == 'REMOVE' 
else_jump @WARROBE_10489 
0512: show_permanent_text_box 'REMOH2'  // ~k~~PED_SPRINT~ Keep~N~~k~~VEHICLE_ENTER_EXIT~ Back
jump @WARROBE_10500 

:WARROBE_10489
0512: show_permanent_text_box 'WARDH4'  // ~k~~PED_SPRINT~ Wear~N~~k~~VEHICLE_ENTER_EXIT~ Back

:WARROBE_10500
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'DUMMY' data s$9806 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:WARROBE_10690
return 

:WARROBE_10692
if 
  $2422 == 0 
else_jump @WARROBE_10906 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'DUMMY' data 'CHANGED' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Clothes Changed
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:WARROBE_10906
return 

:WARROBE_10908
075E: load_shopping_data_PRICES_subsection "UNIFORM" // v$ 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // v$ 
075F: store_shopping_data_entries_number_to $9873 
$2515 = 0 
$9896 = 0 
$9968 = 0 

:WARROBE_10956
if 
001C:   $9873 > $2515 // (int) 
else_jump @WARROBE_11462 
0760: store_shopping_data_index $2515 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
0084: $2438($9968,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 
0084: $2474($9968,12i) = $SHOPPINGITEM_MODELCRC // (int) 
04AE: $2547 = 17 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @WARROBE_11104 
$2498($9968,12i) = 0 
jump @WARROBE_11115 

:WARROBE_11104
$2498($9968,12i) = 1 

:WARROBE_11115
if and
  $GIMP_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'GIMP'  // Gimp Suit
else_jump @WARROBE_11154 
$9968 += 1 

:WARROBE_11154
if and
  $VALET_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'VALETU'  // Valet Uniform
else_jump @WARROBE_11193 
$9968 += 1 

:WARROBE_11193
if and
  $RURAL_CLOTHES_AVAILABLE == 1 
05AD:   s$9806 == 'COUNTRY'  // Rural Clothes
else_jump @WARROBE_11232 
$9968 += 1 

:WARROBE_11232
if and
  $CROUPIER_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'CROUP'  // Croupier
else_jump @WARROBE_11271 
$9968 += 1 

:WARROBE_11271
if and
  $COP_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'POLICE'  // Cop
else_jump @WARROBE_11310 
$9968 += 1 

:WARROBE_11310
if and
  $MEDIC_UNIFORM_AVAILABLE == 1 
05AD:   s$9806 == 'PAMEDIC'  // Medic Uniform
else_jump @WARROBE_11349 
$9968 += 1 

:WARROBE_11349
if and
  $PIMP_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'PIMPSUT'  // Pimp Suit
else_jump @WARROBE_11388 
$9968 += 1 

:WARROBE_11388
if and
  $RACING_SUIT_AVAILABLE == 1 
05AD:   s$9806 == 'RDRIVER'  // Racing Suit
else_jump @WARROBE_11427 
$9968 += 1 

:WARROBE_11427
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
$2515 += 1 
jump @WARROBE_10956 

:WARROBE_11462
0084: $2515 = $9968 // (int) 

:WARROBE_11470
if 
  12 > $2515 
else_jump @WARROBE_11520 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_11470 

:WARROBE_11520
return 

:WARROBE_11522
$2515 = 0 
$9896 = 0 
if 
  $9973 == 0 
else_jump @WARROBE_12530 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @WARROBE_11616 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_11857 

:WARROBE_11616
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @WARROBE_11678 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_11857 

:WARROBE_11678
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @WARROBE_11740 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_11857 

:WARROBE_11740
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @WARROBE_11802 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @WARROBE_11857 

:WARROBE_11802
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @WARROBE_11857 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_11857
08D6: set_panel $9974 column 0 alignment 1 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_11933 
05A9: $9897($9896,12s) = 'TORSO'  // Torso
04AE: $2486($9896,12i) = 0 // $ = any 
$9896 += 1 

:WARROBE_11933
08F7: get_player $PLAYER_CHAR bodypart 2 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12000 
05A9: $9897($9896,12s) = 'LEGS'  // Legs
04AE: $2486($9896,12i) = 2 // $ = any 
$9896 += 1 

:WARROBE_12000
08F7: get_player $PLAYER_CHAR bodypart 3 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12067 
05A9: $9897($9896,12s) = 'FEET'  // Shoes
04AE: $2486($9896,12i) = 3 // $ = any 
$9896 += 1 

:WARROBE_12067
08F7: get_player $PLAYER_CHAR bodypart 13 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12134 
05A9: $9897($9896,12s) = 'CHAINS'  // Chains
04AE: $2486($9896,12i) = 13 // $ = any 
$9896 += 1 

:WARROBE_12134
08F7: get_player $PLAYER_CHAR bodypart 14 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12201 
05A9: $9897($9896,12s) = 'WATCHES'  // Watches
04AE: $2486($9896,12i) = 14 // $ = any 
$9896 += 1 

:WARROBE_12201
08F7: get_player $PLAYER_CHAR bodypart 15 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12268 
05A9: $9897($9896,12s) = 'SHADES'  // Shades
04AE: $2486($9896,12i) = 15 // $ = any 
$9896 += 1 

:WARROBE_12268
08F7: get_player $PLAYER_CHAR bodypart 16 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12335 
05A9: $9897($9896,12s) = 'HATS'  // Hats
04AE: $2486($9896,12i) = 16 // $ = any 
$9896 += 1 

:WARROBE_12335
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
if 
   not $2542 == 0 
else_jump @WARROBE_12402 
05A9: $9897($9896,12s) = 'SHOP7'  // Special
04AE: $2486($9896,12i) = 17 // $ = any 
$9896 += 1 

:WARROBE_12402
0084: $2515 = $9896 // (int) 

:WARROBE_12410
if 
  12 > $2515 
else_jump @WARROBE_12460 
05A9: $9897($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @WARROBE_12410 

:WARROBE_12460
0512: show_permanent_text_box 'REMOH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Remove Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
08DB: set_panel $9974 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
$9973 = 1 

:WARROBE_12530
return 
end_thread 

//-------------External script 64 (CLOTHES)---------------

:CLOTH
$9999 = 0 
$10000 = 0 
$2513 = 0 
$2425 = 0 
$2514 = 0 
$2515 = 0 
$2420 = 0 
$2424 = 0 
$9998 = 0 
$10001 = 0.0 
$10002 = 0.0 
$10003 = 0.0 
$10007 = 0.0 
$10004 = 0.0 
$10005 = 0.0 
$10006 = 0.0 
$10007 = 0.0 
$10008 = 0.0 
$10009 = 0.0 
$10010 = 0.0 
$10011 = 0.0 
$10012 = 0.0 
$10013 = 0.0 
$10014 = 0.0 
$10015 = 0.0 
$10016 = 0.0 
$10017 = 0.0 
$10018 = 0.0 
$10019 = 0.0 
$10020 = 0.0 
$10021 = 0.0 
$10022 = 0.0 
$10023 = 0.0 
$10024 = 0.0 
$10025 = 0.0 
$10026 = 0.0 
$10027 = 0.0 
$9983 = 0 
$9993 = 0 
$10011 = 0.0 
$10015 = 0.0 
$10016 = 0.0 
$10017 = 0.0 
$9991 = 0.0 
$9992 = 0.0 
$9990 = 0 
$9988 = 0 
$9987 = 0 
$9986 = 0 
$2545 = 0 
$2544 = 0 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$2547 = 0 
$10029 = 0 
$10030 = 0 
$10031 = 0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1'  // Sub Urban
else_jump @CLOTH_577 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -371 

:CLOTH_577
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP'  // Binco
else_jump @CLOTH_618 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -370 

:CLOTH_618
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT'  // Pro-Laps
else_jump @CLOTH_659 
04AE: $SELLER_MODEL = 217 // $ = any 
$10028 = -372 

:CLOTH_659
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP'  // Zip
else_jump @CLOTH_700 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -373 

:CLOTH_700
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN'  // Victim
else_jump @CLOTH_741 
04AE: $SELLER_MODEL = 211 // $ = any 
$10028 = -374 

:CLOTH_741
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL'  // Didier Sachs
else_jump @CLOTH_782 
04AE: $SELLER_MODEL = 217 // $ = any 
$10028 = -375 

:CLOTH_782
Model.Load($10028)
Model.Load($SELLER_MODEL)
03CF: load_wav 20802 as 4 
038B: load_requested_models 
set_wb_check_to 0 
thread 'CLOTH' 

:CLOTH_816
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_6946 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @CLOTH_6932 
if 
  $9990 > 0 
else_jump @CLOTH_945 
0489: set_actor $PLAYER_ACTOR muted 1 
if 
0A0F:   new_language_set 
else_jump @CLOTH_945 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
$2420 = 0 
$2424 = 0 
$2422 = 0 
$2418 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:CLOTH_945
if 
  $9990 == 0 
else_jump @CLOTH_1900 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1'  // Sub Urban
else_jump @CLOTH_1098 
$10004 = 0.0 
$10005 = 0.0 
$10006 = 0.0 
$10024 = 203.528 
$10025 = -41.644 
$10026 = 1000.852 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1098
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP'  // Binco
else_jump @CLOTH_1233 
$10004 = 2.85 
$10005 = -57.534 
$10006 = 3.26 
$10024 = 208.806 
$10025 = -98.713 
$10026 = 1004.297 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1233
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT'  // Pro-Laps
else_jump @CLOTH_1368 
$10004 = -12.653 
$10005 = -90.758 
$10006 = 1.477 
$10024 = 207.018 
$10025 = -127.782 
$10026 = 1002.555 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1368
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP'  // Zip
else_jump @CLOTH_1503 
$10004 = -33.204 
$10005 = -46.245 
$10006 = 0.0 
$10024 = 161.56 
$10025 = -81.369 
$10026 = 1000.859 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1503
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN'  // Victim
else_jump @CLOTH_1765 
if 
  $MANSION_TOTAL_PASSED_MISSIONS > 3 
else_jump @CLOTH_1655 
09A9: get_string "TSHIRTLOCGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 15 
09A9: get_string "BASKBALLLOC" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 20 
09A9: get_string "TSHIRTMADDGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 
09A9: get_string "TSHIRTMADDGRN" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 

:CLOTH_1655
$10004 = -5.806 
$10005 = 36.733 
$10006 = -0.815 
$10024 = 204.836 
$10025 = -7.328 
$10026 = 1000.258 
$10027 = 270.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1765
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL'  // Didier Sachs
else_jump @CLOTH_1900 
$10004 = 1.2 
$10005 = -114.524 
$10006 = -1.51 
$10024 = 204.366 
$10025 = -157.789 
$10026 = 999.563 
$10027 = 180.0 
$10011 = 90.0 
$10007 = 0.0 
05A9: s$9984 = s$CURRENT_SHOP_GXT_NAME 
075F: store_shopping_data_entries_number_to $9999 
$9990 = 1 

:CLOTH_1900
if 
  $9990 == 1 
else_jump @CLOTH_2351 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$10012 = 212.8715 
0059: $10012 += $10004 // (float) 
$10013 = -42.8156 
0059: $10013 += $10005 // (float) 
$10014 = 1002.116 
0059: $10014 += $10006 // (float) 
$10015 = 213.4791 
0059: $10015 += $10004 // (float) 
$10016 = -42.0238 
0059: $10016 += $10005 // (float) 
$10017 = 1002.053 
0059: $10017 += $10006 // (float) 
$10018 = 214.5148 
0059: $10018 += $10004 // (float) 
$10019 = -41.6106 
0059: $10019 += $10005 // (float) 
$10020 = 1002.494 
0059: $10020 += $10006 // (float) 
$10021 = 214.5367 
0059: $10021 += $10004 // (float) 
$10022 = -40.6175 
0059: $10022 += $10005 // (float) 
$10023 = 1002.609 
0059: $10023 += $10006 // (float) 
$10008 = 214.622 
0059: $10008 += $10004 // (float) 
$10009 = -40.652 
0059: $10009 += $10005 // (float) 
$10010 = 1001.033 
0059: $10010 += $10006 // (float) 
$10001 = 213.874 
0059: $10001 += $10004 // (float) 
$10002 = -39.811 
0059: $10002 += $10005 // (float) 
$10003 = 1002.2 
0059: $10003 += $10006 // (float) 
$9981 = Actor.Create(CivMale, $SELLER_MODEL, $10024, $10025, $10026)
02A9: set_actor $9981 immune_to_nonplayer 1 
060B: set_actor $9981 decision_maker_to 65542 
Actor.Angle($9981) = $10027
$9986 = 0 
$9989 = Object.Init($10028, $10001, $10002, $10003)
Object.Angle($9989) = $10007
0947: unknown_actor $9981 play_audio_event 332 store_to $10081 
$SHOW_SHOP_SPHERE = 1 
$9990 = 2 

:CLOTH_2351
if 
  $9990 == 2 
else_jump @CLOTH_2767 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2400 
gosub @CLOTH_7234 

:CLOTH_2400
if 
   not Actor.Dead($9981)
else_jump @CLOTH_2722 
if 
  $9986 == 0 
else_jump @CLOTH_2670 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
  $1258 == 1 
else_jump @CLOTH_2504 
0947: unknown_actor $9981 play_audio_event 327 store_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
$9986 = 1 
jump @CLOTH_2577 

:CLOTH_2504
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @CLOTH_2577 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @CLOTH_2577 
$9990 = 3 

:CLOTH_2577
if 
  $9988 == 0 
else_jump @CLOTH_2663 
if 
0105:   actor $PLAYER_ACTOR near_actor $9981 radius 8.0 8.0 3.0 sphere 0 on_foot 
else_jump @CLOTH_2656 
0947: unknown_actor $9981 play_audio_event 328 store_to $10081 
$9988 = 1 
jump @CLOTH_2663 

:CLOTH_2656
$9988 = 0 

:CLOTH_2663
jump @CLOTH_2715 

:CLOTH_2670
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2708 
gosub @CLOTH_7234 

:CLOTH_2708
jump @CLOTH_816 

:CLOTH_2715
jump @CLOTH_2767 

:CLOTH_2722
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2760 
gosub @CLOTH_7234 

:CLOTH_2760
jump @CLOTH_816 

:CLOTH_2767
if 
  $9990 == 3 
else_jump @CLOTH_2902 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_2888 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
0581: enable_radar 0 
32@ = 0 
$9998 = 0 
$9990 = 4 
jump @CLOTH_2902 

:CLOTH_2888
gosub @CLOTH_7234 
jump @CLOTH_816 

:CLOTH_2902
if 
  $9990 == 4 
else_jump @CLOTH_3415 
if 
   Actor.Dead($9981)
else_jump @CLOTH_2981 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_2974 
gosub @CLOTH_7234 

:CLOTH_2974
jump @CLOTH_816 

:CLOTH_2981
if 
  $9998 == 0 
else_jump @CLOTH_3322 
if 
  32@ >= 300 
else_jump @CLOTH_3322 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $10008 $10009 $10010 // versionB 
Actor.Angle($PLAYER_ACTOR) = $10011
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.StorePos($9981, $2755, $2756, $2757)
if or
8044:   not  $2755 == $10024 // (float) 
8044:   not  $2756 == $10025 // (float) 
8044:   not  $2757 == $10026 // (float) 
else_jump @CLOTH_3132 
Actor.PutAt($9981, $10024, $10025, $10026)
Actor.Angle($9981) = $10027

:CLOTH_3132
Camera.SetPosition($10012, $10013, $10014, 0.0, 0.0, 0.0)
Camera.PointAt($10015, $10016, $10017, 2)
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @CLOTH_3260 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3260
if 
03CA:   object $9989 exists 
else_jump @CLOTH_3315 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3315
$9998 = 1 

:CLOTH_3322
if 
  $9998 == 1 
else_jump @CLOTH_3415 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_IN"
else_jump @CLOTH_3380 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3380
if 
  $9991 == 1.0 
else_jump @CLOTH_3415 
$9998 = 0 
$9990 = 5 

:CLOTH_3415
if 
  $9990 == 5 
else_jump @CLOTH_4103 
if 
   Actor.Dead($9981)
else_jump @CLOTH_3494 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_3487 
gosub @CLOTH_7234 

:CLOTH_3487
jump @CLOTH_816 

:CLOTH_3494
if 
  $2420 == 0 
else_jump @CLOTH_3537 
if 
  1 > $9998 
else_jump @CLOTH_3537 
gosub @CLOTH_8450 

:CLOTH_3537
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_3610 
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_3586 
$9998 = 1 

:CLOTH_3586
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_3610 
$9998 = 2 

:CLOTH_3610
if 
  $9998 == 1 
else_jump @CLOTH_3731 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_3731 
08D8: $2516 = panel $2419 selected_row 
if 
  0 > $2516 
else_jump @CLOTH_3678 
$2516 = 0 

:CLOTH_3678
gosub @CLOTH_7594 
$9990 = 6 
if 
  $2420 == 1 
else_jump @CLOTH_3724 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_3724
$9998 = 0 

:CLOTH_3731
if 
  $9998 == 2 
else_jump @CLOTH_3939 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CLOTH_3939 
if 
  $2420 == 1 
else_jump @CLOTH_3798 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_3798
if 
  $2424 == 1 
else_jump @CLOTH_3830 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_3830
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_3932 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3932
$9998 = 5 

:CLOTH_3939
if 
  $9998 == 5 
else_jump @CLOTH_4027 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_OUT"
else_jump @CLOTH_3999 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:CLOTH_3999
if 
  $9991 == 1.0 
else_jump @CLOTH_4027 
$9998 = 6 

:CLOTH_4027
if 
  $9998 == 6 
else_jump @CLOTH_4103 
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0581: enable_radar 1 
0947: unknown_actor $9981 play_audio_event 331 store_to $10081 
$10029 = 0 
$2420 = 0 
$2424 = 0 
$9990 = 8 

:CLOTH_4103
if 
  $9990 == 6 
else_jump @CLOTH_5223 
if 
   Actor.Dead($9981)
else_jump @CLOTH_4182 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_4175 
gosub @CLOTH_7234 

:CLOTH_4175
jump @CLOTH_816 

:CLOTH_4182
if 
  $2424 == 0 
else_jump @CLOTH_4225 
if 
  2 > $9998 
else_jump @CLOTH_4225 
gosub @CLOTH_9020 

:CLOTH_4225
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_4583 
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_4274 
$9998 = 1 

:CLOTH_4274
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_4583 
$10029 = 0 
08D7: $2517 = panel $2423 active_row 
if 
  0 > $2517 
else_jump @CLOTH_4331 
$2517 = 0 

:CLOTH_4331
0084: $SELECTED_MENU_ITEM = $2438($2517,12i) // (int) 
0084: $9982 = $2426($2517,12i) // (int) 
0084: $SHOPPINGITEM_MODELCRC = $2474($2517,12i) // (int) 
0084: $SHOPPINGITEM_BODYPART = $2486($2517,12i) // (int) 
05A9: s$9979 = $2450($2517,12s) 
if or
04A3:   $SHOPPINGITEM_BODYPART == 13 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 14 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 15 // $ == any 
04A3:   $SHOPPINGITEM_BODYPART == 16 // $ == any 
else_jump @CLOTH_4476 
Camera.SetPosition($10018, $10019, $10020, 0.0, 0.0, 0.0)
Camera.PointAt($10021, $10022, $10023, 2)
jump @CLOTH_4544 

:CLOTH_4476
if or
04A3:   $2547 == 0 // $ == any 
04A3:   $2547 == 2 // $ == any 
else_jump @CLOTH_4505 
03D1: play_wav 4 

:CLOTH_4505
Camera.SetPosition($10012, $10013, $10014, 0.0, 0.0, 0.0)
Camera.PointAt($10015, $10016, $10017, 2)

:CLOTH_4544
if 
  $2424 == 1 
else_jump @CLOTH_4576 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_4576
$9998 = 2 

:CLOTH_4583
if 
  $9998 == 1 
else_jump @CLOTH_4689 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CLOTH_4689 
$9998 = 0 
$9990 = 5 
if 
  $2424 == 1 
else_jump @CLOTH_4664 
03E6: remove_text_box 
08DA: remove_panel $2423 
$2424 = 0 

:CLOTH_4664
if 
  $2420 == 0 
else_jump @CLOTH_4689 
gosub @CLOTH_8450 

:CLOTH_4689
if 
  $9998 == 2 
else_jump @CLOTH_4746 
if 
03D2:   wav 4 ended 
else_jump @CLOTH_4746 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_4746 
$9998 = 3 

:CLOTH_4746
if 
  $9998 == 3 
else_jump @CLOTH_4941 
if or
04A3:   $2547 == 0 // $ == any 
04A3:   $2547 == 2 // $ == any 
04A3:   $2547 == 3 // $ == any 
else_jump @CLOTH_4809 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:CLOTH_4809
0784: set_player $PLAYER_CHAR textureCRC $SELECTED_MENU_ITEM modelCRC $SHOPPINGITEM_MODELCRC bodypart $SHOPPINGITEM_BODYPART 
Player.Build($PLAYER_CHAR)
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_4934 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_4934
$9998 = 4 

:CLOTH_4941
if 
  $9998 == 4 
else_jump @CLOTH_5079 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_IN"
else_jump @CLOTH_5009 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:CLOTH_5009
if 
  $9991 == 1.0 
else_jump @CLOTH_5079 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9994 IFP_file "CLOTHES" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
$9998 = 5 

:CLOTH_5079
if 
  $9998 == 5 
else_jump @CLOTH_5223 
if 
   Actor.Animation($PLAYER_ACTOR) == v$9994
else_jump @CLOTH_5127 
0613: $9991 = actor $PLAYER_ACTOR animation v$9994 time 

:CLOTH_5127
if 
  $9991 == 1.0 
else_jump @CLOTH_5223 
gosub @CLOTH_9570 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
$9990 = 7 
$9998 = 0 

:CLOTH_5223
if 
  $9990 == 7 
else_jump @CLOTH_6638 
if 
   Actor.Dead($9981)
else_jump @CLOTH_5302 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_5295 
gosub @CLOTH_7234 

:CLOTH_5295
jump @CLOTH_816 

:CLOTH_5302
$SHOW_SHOP_SPHERE = 0 
if 
  $9998 == 0 
else_jump @CLOTH_5607 
if 
00E1:   player 0 pressed_key 16 
else_jump @CLOTH_5412 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
$9998 = 1 

:CLOTH_5412
if 
00E1:   player 0 pressed_key 15 
else_jump @CLOTH_5607 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
gosub @CLOTH_8109 
if 
  $2418 == 1 
else_jump @CLOTH_5529 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_5529
if 
  $10029 == 0 
else_jump @CLOTH_5561 
$9998 = 3 
jump @CLOTH_5607 

:CLOTH_5561
if 
  $2422 == 1 
else_jump @CLOTH_5593 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_5593
$9998 = 0 
$9990 = 6 

:CLOTH_5607
if 
  2 > $9998 
else_jump @CLOTH_5632 
gosub @CLOTH_9570 

:CLOTH_5632
if 
  $9998 == 1 
else_jump @CLOTH_6032 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CLOTH_6032 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
002C:   $SHOPS_PLAYER_CASH >= $9982 // (int) 
else_jump @CLOTH_5959 
if 
803A:   not  $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @CLOTH_5879 
if 
  $2418 == 1 
else_jump @CLOTH_5745 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_5745
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
$10030 = 1 
0947: unknown_actor $9981 play_audio_event 323 store_to $10081 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
gosub @CLOTH_9945 
gosub @CLOTH_10315 
0793: save_player_clothes 
Player.Build($PLAYER_CHAR)
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
$9998 = 2 
jump @CLOTH_5952 

:CLOTH_5879
if 
  $2545 == 0 
else_jump @CLOTH_5952 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9981 play_audio_event 322 store_to $10081 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
$9998 = 0 
$2545 = 1 

:CLOTH_5952
jump @CLOTH_6032 

:CLOTH_5959
if 
  $2544 == 0 
else_jump @CLOTH_6032 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $9981 play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
$9998 = 0 
$2544 = 1 

:CLOTH_6032
if 
  $9998 == 2 
else_jump @CLOTH_6174 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_BUY"
else_jump @CLOTH_6092 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:CLOTH_6092
if 
  $9991 == 1.0 
else_jump @CLOTH_6174 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP_file "CLOTHES" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$9991 = 0.0 
$9998 = 3 

:CLOTH_6174
if 
  $9998 == 3 
else_jump @CLOTH_6307 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP_file "CLOTHES" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$9991 = 0.0 
if 
03CA:   object $9989 exists 
else_jump @CLOTH_6300 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_6300
$9998 = 4 

:CLOTH_6307
if 
  $9998 == 4 
else_jump @CLOTH_6638 
if 
   Actor.Animation($PLAYER_ACTOR) == "CLO_POSE_OUT"
else_jump @CLOTH_6377 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:CLOTH_6377
if 
  $9991 == 1.0 
else_jump @CLOTH_6638 
0794: restore_player_clothes 
Player.Build($PLAYER_CHAR)
0793: save_player_clothes 
if 
  $2422 == 1 
else_jump @CLOTH_6439 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_6439
if 
  $2424 == 1 
else_jump @CLOTH_6471 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_6471
if 
  $2418 == 1 
else_jump @CLOTH_6503 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_6503
$10029 = 1 
if 
  $10030 == 1 
else_jump @CLOTH_6592 
$9998 = 0 
$9990 = 5 
if 
  $2420 == 0 
else_jump @CLOTH_6585 
if 
  1 > $9998 
else_jump @CLOTH_6585 
gosub @CLOTH_8450 

:CLOTH_6585
jump @CLOTH_6638 

:CLOTH_6592
$9998 = 0 
$9990 = 6 
if 
  $2424 == 0 
else_jump @CLOTH_6638 
gosub @CLOTH_8109 
gosub @CLOTH_9020 

:CLOTH_6638
if 
  $9990 == 8 
else_jump @CLOTH_6925 
if 
   Actor.Dead($9981)
else_jump @CLOTH_6717 
gosub @CLOTH_6960 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$9984 
else_jump @CLOTH_6710 
gosub @CLOTH_7234 

:CLOTH_6710
jump @CLOTH_816 

:CLOTH_6717
if 
  $9986 == 0 
else_jump @CLOTH_6798 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
  $1258 == 1 
else_jump @CLOTH_6798 
0947: unknown_actor $9981 play_audio_event 327 store_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
$9986 = 1 

:CLOTH_6798
if 
80FF:   not actor $PLAYER_ACTOR sphere $SHOW_SHOP_SPHERE in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 on_foot 
else_jump @CLOTH_6925 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2516 = 0 
$2517 = 0 
$9990 = 2 
$9998 = 0 
$2545 = 0 
$2544 = 0 
$10030 = 0 
$SHOW_SHOP_SPHERE = 1 

:CLOTH_6925
jump @CLOTH_6939 

:CLOTH_6932
gosub @CLOTH_7234 

:CLOTH_6939
jump @CLOTH_6953 

:CLOTH_6946
gosub @CLOTH_7234 

:CLOTH_6953
jump @CLOTH_816 

:CLOTH_6960
if 
  $9990 >= 1 
else_jump @CLOTH_6980 
03E6: remove_text_box 

:CLOTH_6980
if 
  $2420 == 1 
else_jump @CLOTH_7012 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_7012
if 
  $2424 == 1 
else_jump @CLOTH_7044 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_7044
if 
  $2422 == 1 
else_jump @CLOTH_7076 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_7076
if 
  $2418 == 1 
else_jump @CLOTH_7108 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_7108
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2516 = 0 
$2517 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$9998 = 0 
$10029 = 0 
$10030 = 0 
$9990 = 2 
return 

:CLOTH_7234
if 
  $2420 == 1 
else_jump @CLOTH_7266 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CLOTH_7266
if 
  $2424 == 1 
else_jump @CLOTH_7298 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CLOTH_7298
if 
  $2422 == 1 
else_jump @CLOTH_7330 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:CLOTH_7330
if 
  $2418 == 1 
else_jump @CLOTH_7362 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:CLOTH_7362
if 
  $9990 >= 1 
else_jump @CLOTH_7382 
03E6: remove_text_box 

:CLOTH_7382
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
$10029 = 0 
$2420 = 0 
$2424 = 0 
$2418 = 0 
$2422 = 0 
$2516 = 0 
$2517 = 0 
$SHOW_SHOP_SPHERE = 1 
$9988 = 0 
$9986 = 0 
$2545 = 0 
$2544 = 0 
$2546 = 0 
$10030 = 0 
$9998 = 0 
$9990 = 0 
Object.Destroy($9989)
Model.Destroy($10028)
Actor.DestroyInstantly($9981)
Model.Destroy($SELLER_MODEL)
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CLOTH_7590 
0489: set_actor $PLAYER_ACTOR muted 0 

:CLOTH_7590
end_thread 
return 

:CLOTH_7594
if 
  $2516 == 0 
else_jump @CLOTH_7668 
$2513 = 0 
04AE: $2547 = 0 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7668
if 
  $2516 == 1 
else_jump @CLOTH_7741 
$2513 = 2 
04AE: $2547 = 2 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_LEGS" // v$ = string 

:CLOTH_7741
if 
  $2516 == 2 
else_jump @CLOTH_7815 
$2513 = 3 
04AE: $2547 = 3 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_SHOES" // v$ = string 

:CLOTH_7815
if 
  $2516 == 3 
else_jump @CLOTH_7889 
$2513 = 13 
04AE: $2547 = 13 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_7889
if 
  $2516 == 4 
else_jump @CLOTH_7963 
$2513 = 14 
04AE: $2547 = 14 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_WATCH" // v$ = string 

:CLOTH_7963
if 
  $2516 == 5 
else_jump @CLOTH_8035 
$2513 = 15 
04AE: $2547 = 15 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8035
if 
  $2516 == 6 
else_jump @CLOTH_8107 
$2513 = 16 
04AE: $2547 = 16 // $ = any 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
gosub @CLOTH_8109 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_8107
return 

:CLOTH_8109
$2514 = 0 
$10000 = 0 

:CLOTH_8123
if 
001C:   $9999 > $2514 // (int) 
else_jump @CLOTH_8368 
0760: store_shopping_data_index $2514 textureCRC_to $SELECTED_MENU_ITEM 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 
0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 1 store_to $SHOPPINGITEM_BODYPART 
if 
003A:   $SHOPPINGITEM_BODYPART == $2513 // (int) 
else_jump @CLOTH_8354 
0084: $2438($10000,12i) = $SELECTED_MENU_ITEM // (int) 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$9979 // 8-byte string 
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $9982 
0084: $2426($10000,12i) = $9982 // (int) 
05A9: $2450($10000,12s) = s$9979 
0084: $2474($10000,12i) = $SHOPPINGITEM_MODELCRC // (int) 
0084: $2486($10000,12i) = $SHOPPINGITEM_BODYPART // (int) 
if 
003A:   $2542 == $SELECTED_MENU_ITEM // (int) 
else_jump @CLOTH_8302 
$2498($10000,12i) = 0 
jump @CLOTH_8347 

:CLOTH_8302
if 
0942:   unknown_shopping_itemID $SELECTED_MENU_ITEM 
else_jump @CLOTH_8336 
$2498($10000,12i) = 1 
jump @CLOTH_8347 

:CLOTH_8336
$2498($10000,12i) = 2 

:CLOTH_8347
$10000 += 1 

:CLOTH_8354
$2514 += 1 
jump @CLOTH_8123 

:CLOTH_8368
0084: $2515 = $10000 // (int) 

:CLOTH_8376
if 
  12 > $2515 
else_jump @CLOTH_8448 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @CLOTH_8376 

:CLOTH_8448
return 

:CLOTH_8450
if 
  $2420 == 0 
else_jump @CLOTH_9018 
0512: show_permanent_text_box 'CLOTHA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'TORSO'  // Torso
05A9: s$2520 = 'LEGS'  // Legs
05A9: s$2522 = 'FEET'  // Shoes
05A9: s$2524 = 'CHAINS'  // Chains
05A9: s$2526 = 'WATCHES'  // Watches
05A9: s$2528 = 'SHADES'  // Shades
05A9: s$2530 = 'HATS'  // Hats
05A9: s$2532 = 'DUMMY' 
05A9: s$2534 = 'DUMMY' 
05A9: s$2536 = 'DUMMY' 
05A9: s$2538 = 'DUMMY' 
05A9: s$2540 = 'DUMMY' 
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CLOTH_8709 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8950 

:CLOTH_8709
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CLOTH_8771 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8950 

:CLOTH_8771
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CLOTH_8833 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8950 

:CLOTH_8833
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CLOTH_8895 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_8950 

:CLOTH_8895
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CLOTH_8950 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_8950
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
$2420 = 1 

:CLOTH_9018
return 

:CLOTH_9020
if 
  $2424 == 0 
else_jump @CLOTH_9568 
0512: show_permanent_text_box 'CLOTHB'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select clothing.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CLOTH_9111 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9352 

:CLOTH_9111
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CLOTH_9173 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9352 

:CLOTH_9173
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CLOTH_9235 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9352 

:CLOTH_9235
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CLOTH_9297 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
jump @CLOTH_9352 

:CLOTH_9297
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CLOTH_9352 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_9352
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2515 = 0 

:CLOTH_9420
if 
001C:   $10000 > $2515 // (int) 
else_jump @CLOTH_9561 
if 
  $2498($2515,12i) == 0 
else_jump @CLOTH_9488 
0A23: unknown_panel $2423 unknown_row $2515 flag 0 
08D9: set_panel $2423 row $2515 enable 0 
jump @CLOTH_9547 

:CLOTH_9488
if 
  $2498($2515,12i) == 1 
else_jump @CLOTH_9527 
0A23: unknown_panel $2423 unknown_row $2515 flag 1 
jump @CLOTH_9547 

:CLOTH_9527
0A23: unknown_panel $2423 unknown_row $2515 flag 0 
08D9: set_panel $2423 row $2515 enable 1 

:CLOTH_9547
$2515 += 1 
jump @CLOTH_9420 

:CLOTH_9561
$2424 = 1 

:CLOTH_9568
return 

:CLOTH_9570
if 
  $2418 == 0 
else_jump @CLOTH_9943 
0512: show_permanent_text_box 'CLOTHC'  // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'CLOTCHO' data s$9979 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Apparel
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:CLOTH_9943
return 

:CLOTH_9945
if 
  $2422 == 0 
else_jump @CLOTH_10313 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'CLOTCHO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Apparel // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:CLOTH_10313
return 

:CLOTH_10315
if 
  $2549 == 0 
else_jump @CLOTH_10365 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSCHP'  // Binco
else_jump @CLOTH_10365 
$2549 = 1 

:CLOTH_10365
if 
  $2550 == 0 
else_jump @CLOTH_10415 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSSPRT'  // Pro-Laps
else_jump @CLOTH_10415 
$2550 = 1 

:CLOTH_10415
if 
  $2551 == 0 
else_jump @CLOTH_10465 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'LACS1'  // Sub Urban
else_jump @CLOTH_10465 
$2551 = 1 

:CLOTH_10465
if 
  $2552 == 0 
else_jump @CLOTH_10515 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CLOTHGP'  // Zip
else_jump @CLOTH_10515 
$2552 = 1 

:CLOTH_10515
if 
  $2553 == 0 
else_jump @CLOTH_10565 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSDESGN'  // Victim
else_jump @CLOTH_10565 
$2553 = 1 

:CLOTH_10565
if 
  $2554 == 0 
else_jump @CLOTH_10615 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'CSEXL'  // Didier Sachs
else_jump @CLOTH_10615 
$2554 = 1 

:CLOTH_10615
return 
end_thread 

//-------------External script 65 (JUNKFUD)---------------

:JFUD
$JFUD_X_OFFSET = 0.0 
$JFUD_Y_OFFSET = 0.0 
$JFUD_Z_OFFSET = 0.0 
$10064 = 0.0 
$JFUD_X_CAMERA = 0.0 
$JFUD_Y_CAMERA = 0.0 
$JFUD_Z_CAMERA = 0.0 
$JFUD_X_AIM_CAMERA = 0.0 
$JFUD_Y_AIM_CAMERA = 0.0 
$JFUD_Z_AIM_CAMERA = 0.0 
$10075 = 0.0 
$10076 = 0.0 
$10077 = 0.0 
$10078 = 0.0 
$10079 = 0.0 
$10080 = 0.0 
$10056 = 0 
$10055 = 0.0 
$2751 = 0 
$10049 = 0.0 
$10050 = 0.0 
$10051 = 0.0 
$10041 = 0 
$675 = 0 
$10035 = 0 
$10045 = 0 
$10047 = 0 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
$10052 = 0.0 
$SHOW_SHOP_SPHERE = 1 
$2418 = 0 
$2422 = 0 
$2544 = 0 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @JFUD_358 
04AE: $SELLER_MODEL = 155 // $ = any 
$JFUD_LOW_FOOD_MODEL = -376 
$JFUD_MED_FOOD_MODEL = -377 
$JFUD_HIGH_FOOD_MODEL = -57 
$JFUD_HEALTHY_FOOD_MODEL = -378 

:JFUD_358
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK'  // Cluckin' Bell
else_jump @JFUD_423 
04AE: $SELLER_MODEL = 167 // $ = any 
$JFUD_LOW_FOOD_MODEL = -379 
$JFUD_MED_FOOD_MODEL = -380 
$JFUD_HIGH_FOOD_MODEL = -381 
$JFUD_HEALTHY_FOOD_MODEL = -382 

:JFUD_423
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger Shot
else_jump @JFUD_487 
04AE: $SELLER_MODEL = 205 // $ = any 
$JFUD_LOW_FOOD_MODEL = -383 
$JFUD_MED_FOOD_MODEL = -384 
$JFUD_HIGH_FOOD_MODEL = -60 
$JFUD_HEALTHY_FOOD_MODEL = -385 

:JFUD_487
Model.Load($JFUD_LOW_FOOD_MODEL)
Model.Load($JFUD_MED_FOOD_MODEL)
Model.Load($JFUD_HIGH_FOOD_MODEL)
Model.Load($JFUD_HEALTHY_FOOD_MODEL)
03CF: load_wav 1828 as 4 
Model.Load($SELLER_MODEL)
038B: load_requested_models 
set_wb_check_to 0 
if 
  $10041 == 1000000 
else_jump @JFUD_563 
$JFUD_SELECTED_FOOD = Object.Create($SELECTED_MENU_ITEM, $X_START_ANIM_FOOD, $Y_START_ANIM_FOOD, $Z_START_ANIM_FOOD)

:JFUD_563
thread 'JFUD' 

:JFUD_574
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_9696 
if 
8844:   not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 
else_jump @JFUD_9682 
if 
  $JFUD_STAGE > 0 
else_jump @JFUD_672 
if 
0A0F:   new_language_set 
else_jump @JFUD_672 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
$2418 = 0 
$2422 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:JFUD_672
if 
  $JFUD_STAGE == 0 
else_jump @JFUD_1005 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @JFUD_795 
075F: store_shopping_data_entries_number_to $10036 
$JFUD_X_OFFSET = 0.0 
$JFUD_Y_OFFSET = 0.0 
$JFUD_Z_OFFSET = 0.0 
$10064 = 0.0 
$684 = 0.0 
$685 = 2.5 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME 
$JFUD_STAGE = 1 

:JFUD_795
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK'  // Cluckin' Bell
else_jump @JFUD_900 
075F: store_shopping_data_entries_number_to $10036 
$JFUD_X_OFFSET = -5.211 
$JFUD_Y_OFFSET = 112.784 
$JFUD_Z_OFFSET = 0.3 
$10064 = 0.0 
$684 = 0.0 
$685 = 2.5 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME 
$JFUD_STAGE = 1 

:JFUD_900
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger Shot
else_jump @JFUD_1005 
075F: store_shopping_data_entries_number_to $10036 
$684 = 0.0 
$685 = 2.5 
$JFUD_X_OFFSET = 1.566 
$JFUD_Y_OFFSET = 51.419 
$JFUD_Z_OFFSET = 0.01 
$10064 = 0.0 
05A9: s$10043 = s$CURRENT_SHOP_GXT_NAME 
$JFUD_STAGE = 1 

:JFUD_1005
if 
  $JFUD_STAGE == 1 
else_jump @JFUD_1427 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
$JFUD_X_FOOD_SELLER = 374.0 
0059: $JFUD_X_FOOD_SELLER += $JFUD_X_OFFSET // (float) 
$JFUD_Y_FOOD_SELLER = -117.141 
0059: $JFUD_Y_FOOD_SELLER += $JFUD_Y_OFFSET // (float) 
$JFUD_Z_FOOD_SELLER = 1000.539 
0059: $JFUD_Z_FOOD_SELLER += $JFUD_Z_OFFSET // (float) 
$JFUD_FOOD_SELLER_ANGLE = 180.0 
0059: $JFUD_FOOD_SELLER_ANGLE += $10064 // (float) 
$JFUD_X_CAMERA = 374.0 
0059: $JFUD_X_CAMERA += $JFUD_X_OFFSET // (float) 
$JFUD_Y_CAMERA = -119.1869 
0059: $JFUD_Y_CAMERA += $JFUD_Y_OFFSET // (float) 
$JFUD_Z_CAMERA = 1002.019 
0059: $JFUD_Z_CAMERA += $JFUD_Z_OFFSET // (float) 
$JFUD_X_AIM_CAMERA = 373.9532 
0059: $JFUD_X_AIM_CAMERA += $JFUD_X_OFFSET // (float) 
$JFUD_Y_AIM_CAMERA = -118.189 
0059: $JFUD_Y_AIM_CAMERA += $JFUD_Y_OFFSET // (float) 
$JFUD_Z_AIM_CAMERA = 1001.975 
0059: $JFUD_Z_AIM_CAMERA += $JFUD_Z_OFFSET // (float) 
$10075 = 374.717 
0059: $10075 += $JFUD_X_OFFSET // (float) 
$10076 = -122.55 
0059: $10076 += $JFUD_Y_OFFSET // (float) 
$10077 = 1002.572 
0059: $10077 += $JFUD_Z_OFFSET // (float) 
$10078 = 374.599 
0059: $10078 += $JFUD_X_OFFSET // (float) 
$10079 = -121.608 
0059: $10079 += $JFUD_Y_OFFSET // (float) 
$10080 = 1002.256 
0059: $10080 += $JFUD_Z_OFFSET // (float) 
if 
  $FOOD_SELLER_EXISTS == 0 
else_jump @JFUD_1420 
$FOOD_SELLER = Actor.Create(CivMale, $SELLER_MODEL, $JFUD_X_FOOD_SELLER, $JFUD_Y_FOOD_SELLER, $JFUD_Z_FOOD_SELLER)
Actor.Angle($FOOD_SELLER) = $JFUD_FOOD_SELLER_ANGLE
02A9: set_actor $FOOD_SELLER immune_to_nonplayer 1 
060B: set_actor $FOOD_SELLER decision_maker_to 65542 
04C4: store_coords_to $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER from_actor $FOOD_SELLER with_offset $684 $685 0.0 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
$FOOD_SELLER_EXISTS = 1 

:JFUD_1420
$JFUD_STAGE = 2 

:JFUD_1427
if 
  $JFUD_STAGE == 2 
else_jump @JFUD_2034 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1476 
gosub @JFUD_9887 

:JFUD_1476
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_1989 
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
else_jump @JFUD_1937 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @JFUD_1587 
0947: unknown_actor $FOOD_SELLER play_audio_event 327 store_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 
jump @JFUD_1930 

:JFUD_1587
if 
  11 > $TOTAL_FOOD_EATEN 
else_jump @JFUD_1765 
$SHOW_SHOP_SPHERE = 1 
if 
0102:   actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 sphere $SHOW_SHOP_SPHERE stopped_on_foot 
else_jump @JFUD_1758 
if 
   Player.Controllable($PLAYER_CHAR)
else_jump @JFUD_1758 
0947: unknown_actor $FOOD_SELLER play_audio_event 333 store_to $2563 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  2 > $88 
else_jump @JFUD_1751 
if 
  $169 == 1 
else_jump @JFUD_1751 
if 
  2 > $SHOPS_PLAYER_CASH 
else_jump @JFUD_1751 
Player.Money($PLAYER_CHAR) += 2

:JFUD_1751
$JFUD_STAGE = 3 

:JFUD_1758
jump @JFUD_1930 

:JFUD_1765
if 
  $10045 == 0 
else_jump @JFUD_1899 
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_1847 
0947: unknown_actor $FOOD_SELLER play_audio_event 322 store_to $2563 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
jump @JFUD_1892 

:JFUD_1847
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1885 
gosub @JFUD_9887 

:JFUD_1885
jump @JFUD_574 

:JFUD_1892
$10045 = 1 

:JFUD_1899
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1930 
gosub @JFUD_9887 

:JFUD_1930
jump @JFUD_1982 

:JFUD_1937
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_1975 
gosub @JFUD_9887 

:JFUD_1975
jump @JFUD_574 

:JFUD_1982
jump @JFUD_2034 

:JFUD_1989
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2027 
gosub @JFUD_9887 

:JFUD_2027
jump @JFUD_574 

:JFUD_2034
if 
  $JFUD_STAGE == 3 
else_jump @JFUD_4339 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // versionD 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
Actor.Angle($PLAYER_ACTOR) = $10055
$JFUD_PLAYER_HEALTH = Actor.Health($PLAYER_ACTOR)
0653: $JFUD_STAT_FAT = float_stat 21 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD radius 1.0 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2401 
Actor.StorePos($FOOD_SELLER, $2755, $2756, $2757)
if or
8044:   not  $2755 == $JFUD_X_FOOD_SELLER // (float) 
8044:   not  $2756 == $JFUD_Y_FOOD_SELLER // (float) 
8044:   not  $2757 == $JFUD_Z_FOOD_SELLER // (float) 
else_jump @JFUD_2224 
Actor.PutAt($FOOD_SELLER, $JFUD_X_FOOD_SELLER, $JFUD_Y_FOOD_SELLER, $JFUD_Z_FOOD_SELLER)
Actor.Angle($FOOD_SELLER) = $JFUD_FOOD_SELLER_ANGLE

:JFUD_2224
04C4: store_coords_to $X_START_ANIM_FOOD $Y_START_ANIM_FOOD $Z_START_ANIM_FOOD from_actor $FOOD_SELLER with_offset 0.0 0.8 0.1 
if 
   not Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_2333 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_IN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 

:JFUD_2333
0947: unknown_actor $FOOD_SELLER play_audio_event 333 store_to $10081 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_IN"
else_jump @JFUD_2394 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2394
jump @JFUD_2446 

:JFUD_2401
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2439 
gosub @JFUD_9887 

:JFUD_2439
jump @JFUD_574 

:JFUD_2446
32@ = 0 

:JFUD_2453
if 
  32@ >= 600 
else_jump @JFUD_2631 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2506 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_2506
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2574 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2560 
gosub @JFUD_9887 

:JFUD_2560
jump @JFUD_574 
jump @JFUD_2624 

:JFUD_2574
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_IN"
else_jump @JFUD_2624 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2624
jump @JFUD_2453 

:JFUD_2631
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2700 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
Camera.SetPosition($JFUD_X_CAMERA, $JFUD_Y_CAMERA, $JFUD_Z_CAMERA, 0.0, 0.0, 0.0)
Camera.PointAt($JFUD_X_AIM_CAMERA, $JFUD_Y_AIM_CAMERA, $JFUD_Z_AIM_CAMERA, 2)
jump @JFUD_2714 

:JFUD_2700
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_2714
if 
   not Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_2925 

:JFUD_2745
if 
   not $10052 == 1.0 
else_jump @JFUD_2925 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_2800 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_2800
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_2868 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_2854 
gosub @JFUD_9887 

:JFUD_2854
jump @JFUD_574 
jump @JFUD_2918 

:JFUD_2868
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_IN"
else_jump @JFUD_2918 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_IN" time 

:JFUD_2918
jump @JFUD_2745 

:JFUD_2925
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3053 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_3046 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3046
jump @JFUD_3098 

:JFUD_3053
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3091 
gosub @JFUD_9887 

:JFUD_3091
jump @JFUD_574 

:JFUD_3098
if 
   not $10052 == 1.0 
else_jump @JFUD_3282 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_3153 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_3153
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3221 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3207 
gosub @JFUD_9887 

:JFUD_3207
jump @JFUD_574 
jump @JFUD_3275 

:JFUD_3221
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_3275 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_3275
jump @JFUD_3098 

:JFUD_3282
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3419 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_IN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_IN"
else_jump @JFUD_3412 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3412
jump @JFUD_3464 

:JFUD_3419
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3457 
gosub @JFUD_9887 

:JFUD_3457
jump @JFUD_574 

:JFUD_3464
if 
   not $10052 == 1.0 
else_jump @JFUD_3654 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_3519 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_3519
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3587 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3573 
gosub @JFUD_9887 

:JFUD_3573
jump @JFUD_574 
jump @JFUD_3647 

:JFUD_3587
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_IN"
else_jump @JFUD_3647 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3647
jump @JFUD_3464 

:JFUD_3654
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1145 
$10042 = 0 
$10038 = 0 
0760: store_shopping_data_index $10042 textureCRC_to $SELECTED_MENU_ITEM 
$JFUD_SELECTED_FOOD = Object.Create($SELECTED_MENU_ITEM, $X_START_ANIM_FOOD, $Y_START_ANIM_FOOD, $Z_START_ANIM_FOOD)
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $10034 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$10039 // 8-byte string 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_3915 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
$10038 = 1 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_3908 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_3908
jump @JFUD_3960 

:JFUD_3915
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_3953 
gosub @JFUD_9887 

:JFUD_3953
jump @JFUD_574 

:JFUD_3960
if 
   not $10052 == 1.0 
else_jump @JFUD_4144 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4015 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_4015
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4083 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4069 
gosub @JFUD_9887 

:JFUD_4069
jump @JFUD_574 
jump @JFUD_4137 

:JFUD_4083
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_4137 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_4137
jump @JFUD_3960 

:JFUD_4144
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4287 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_LOOP"
else_jump @JFUD_4280 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_4280
jump @JFUD_4332 

:JFUD_4287
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4325 
gosub @JFUD_9887 

:JFUD_4325
jump @JFUD_574 

:JFUD_4332
$JFUD_STAGE = 4 

:JFUD_4339
if 
  $JFUD_STAGE == 4 
else_jump @JFUD_9675 
if 
  $10045 == 0 
else_jump @JFUD_9668 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
if or
  -100 > $MOVE_AXIS_X 
00E1:   player 0 pressed_key 10 
else_jump @JFUD_4603 
if 
  $2418 == 1 
else_jump @JFUD_4447 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_4447
$2544 = 0 
$10042 -= 1 
32@ = 0 

:JFUD_4468
if 
  150 > 32@ 
else_jump @JFUD_4589 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4521 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_4521
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4582 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4575 
gosub @JFUD_9887 

:JFUD_4575
jump @JFUD_574 

:JFUD_4582
jump @JFUD_4468 

:JFUD_4589
$10047 = 0 
$10038 = 0 

:JFUD_4603
if or
  $MOVE_AXIS_X > 100 
00E1:   player 0 pressed_key 11 
else_jump @JFUD_4815 
if 
  $2418 == 1 
else_jump @JFUD_4659 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_4659
$2544 = 0 
$10042 += 1 
32@ = 0 

:JFUD_4680
if 
  150 > 32@ 
else_jump @JFUD_4801 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_4733 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_4733
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_4794 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_4787 
gosub @JFUD_9887 

:JFUD_4787
jump @JFUD_574 

:JFUD_4794
jump @JFUD_4680 

:JFUD_4801
$10038 = 0 
$10047 = 0 

:JFUD_4815
if 
  0 > $10042 
else_jump @JFUD_4848 
0084: $10042 = $10036 // (int) 
$10042 -= 1 

:JFUD_4848
if 
003A:   $10042 == $10036 // (int) 
else_jump @JFUD_4874 
$10042 = 0 

:JFUD_4874
if 
  $10038 == 0 
else_jump @JFUD_5930 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5026 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_5019 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5019
jump @JFUD_5071 

:JFUD_5026
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5064 
gosub @JFUD_9887 

:JFUD_5064
jump @JFUD_574 

:JFUD_5071
if 
   not $10052 == 1.0 
else_jump @JFUD_5259 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_5126 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_5126
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5194 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5180 
gosub @JFUD_9887 

:JFUD_5180
jump @JFUD_574 
jump @JFUD_5252 

:JFUD_5194
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_5252 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_5252
jump @JFUD_5071 

:JFUD_5259
gosub @JFUD_12993 
0760: store_shopping_data_index $10042 textureCRC_to $SELECTED_MENU_ITEM 
$JFUD_SELECTED_FOOD = Object.Create($SELECTED_MENU_ITEM, $X_START_ANIM_FOOD, $Y_START_ANIM_FOOD, $Z_START_ANIM_FOOD)
0761: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to $10034 
078C: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM nametag_to s$10039 // 8-byte string 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1145 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5506 
070A: AS_actor $FOOD_SELLER attach_to_object $JFUD_SELECTED_FOOD offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_5499 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5499
jump @JFUD_5551 

:JFUD_5506
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5544 
gosub @JFUD_9887 

:JFUD_5544
jump @JFUD_574 

:JFUD_5551
if 
   not $10052 == 1.0 
else_jump @JFUD_5735 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_5606 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_5606
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5674 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5660 
gosub @JFUD_9887 

:JFUD_5660
jump @JFUD_574 
jump @JFUD_5728 

:JFUD_5674
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT"
else_jump @JFUD_5728 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT" time 

:JFUD_5728
jump @JFUD_5551 

:JFUD_5735
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_5878 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_LOOP" IFP_file "FOOD" 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_LOOP"
else_jump @JFUD_5871 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_5871
jump @JFUD_5923 

:JFUD_5878
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_5916 
gosub @JFUD_9887 

:JFUD_5916
jump @JFUD_574 

:JFUD_5923
$10038 = 1 

:JFUD_5930
if 
  $10045 == 0 
else_jump @JFUD_5955 
gosub @JFUD_12352 

:JFUD_5955
if 
00E1:   player 0 pressed_key 16 
else_jump @JFUD_9668 

:JFUD_5972
if 
00E1:   player 0 pressed_key 16 
else_jump @JFUD_6091 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_6023 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_6023
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_6084 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_6077 
gosub @JFUD_9887 

:JFUD_6077
jump @JFUD_574 

:JFUD_6084
jump @JFUD_5972 

:JFUD_6091
$2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_6151 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
jump @JFUD_6165 

:JFUD_6151
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_6165
if 
002C:   $SHOPS_PLAYER_CASH >= $10034 // (int) 
else_jump @JFUD_9534 
if 
  11 > $TOTAL_FOOD_EATEN 
else_jump @JFUD_6997 
0790: charge_money_for_shopping_item_with_textureCRC $SELECTED_MENU_ITEM 
$10047 = 1 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_6252 
if 
03D2:   wav 4 ended 
else_jump @JFUD_6252 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_6252
if 
  $672 == 0 
else_jump @JFUD_6282 
01BD: $5285 = current_time_in_ms 
$672 = 1 

:JFUD_6282
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1054 
$TOTAL_FOOD_EATEN += 1 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_6337 
0947: unknown_actor $FOOD_SELLER play_audio_event 323 store_to $2563 
jump @JFUD_6382 

:JFUD_6337
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_6375 
gosub @JFUD_9887 

:JFUD_6375
jump @JFUD_574 

:JFUD_6382
32@ = 0 
if 
  $2418 == 1 
else_jump @JFUD_6421 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_6421
if 
  $2422 == 0 
else_jump @JFUD_6789 
08D4: $2421 = create_panel_with_title 'FOODCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Meal // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $10034  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
$2422 = 1 

:JFUD_6789
if 
  1000 >= 32@ 
else_jump @JFUD_6910 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_6842 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_6842
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_6903 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_6896 
gosub @JFUD_9887 

:JFUD_6896
jump @JFUD_574 

:JFUD_6903
jump @JFUD_6789 

:JFUD_6910
if 
  $2422 == 1 
else_jump @JFUD_6940 
08DA: remove_panel $2421 
$2422 = 0 

:JFUD_6940
if 
  $2418 == 0 
else_jump @JFUD_6965 
gosub @JFUD_12352 

:JFUD_6965
if 
  $88 == 1 
else_jump @JFUD_6990 
$88 = 2 

:JFUD_6990
jump @JFUD_9527 

:JFUD_6997
if 
  $10045 == 0 
else_jump @JFUD_9527 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_7079 
0947: unknown_actor $FOOD_SELLER play_audio_event 322 store_to $2563 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
jump @JFUD_7124 

:JFUD_7079
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_7117 
gosub @JFUD_9887 

:JFUD_7117
jump @JFUD_574 

:JFUD_7124
if 
  $2418 == 1 
else_jump @JFUD_7156 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_7156
if 
  $2422 == 1 
else_jump @JFUD_7188 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_7188
if 
  $88 == 2 
else_jump @JFUD_7314 
0169: set_fade_color_RGB 0 0 0 
043C: disable_sounds_after_fade 0 
fade 0 0 
gosub @JFUD_12993 
Actor.DestroyInstantly($FOOD_SELLER)
$88 = 3 
$2418 = 0 
$2422 = 0 
$2544 = 0 
$10038 = 0 
$10042 = 0 
$JFUD_STAGE = 2 
Actor.Health($PLAYER_ACTOR) = $JFUD_PLAYER_HEALTH
062A: change_float_stat 21 to $JFUD_STAT_FAT 
$28 = 1 
jump @JFUD_574 

:JFUD_7314
if 
  $TOTAL_FOOD_EATEN >= 11 
else_jump @JFUD_8116 
gosub @JFUD_9710 
gosub @JFUD_12993 
if 
  10 > $JFUD_PLAYER_HEALTH 
else_jump @JFUD_7379 
0084: $JFUD_PLAYER_HEALTH = $JFUD_PLAYER_HEALTH // (int) 
jump @JFUD_7411 

:JFUD_7379
$JFUD_PLAYER_HEALTH -= 10 
if 
  10 > $JFUD_PLAYER_HEALTH 
else_jump @JFUD_7411 
$JFUD_PLAYER_HEALTH = 10 

:JFUD_7411
Actor.Health($PLAYER_ACTOR) = $JFUD_PLAYER_HEALTH
062A: change_float_stat 21 to $JFUD_STAT_FAT 
Camera.SetPosition($10075, $10076, $10077, 0.0, 0.0, 0.0)
Camera.PointAt($10078, $10079, $10080, 2)
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_7638 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0086: $10049 = $TEMPVAR_X_COORD // (float) 
$10049 += 0.355 
0086: $10050 = $TEMPVAR_Y_COORD // (float) 
$10050 -= 0.116 
0086: $10051 = $TEMPVAR_Z_COORD // (float) 
$10051 -= 0.048 
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051 type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
$10052 = 0.0 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 353 store_to $2563 
jump @JFUD_7652 

:JFUD_7638
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_7652
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_7726 
0812: AS_actor $FOOD_SELLER perform_animation "EAT_VOMIT_SK" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: unknown_actor $FOOD_SELLER play_audio_event 325 store_to $2563 
jump @JFUD_7771 

:JFUD_7726
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_7764 
gosub @JFUD_9887 

:JFUD_7764
jump @JFUD_574 

:JFUD_7771
if 
   Actor.Animation($PLAYER_ACTOR) == "EAT_VOMIT_P"
else_jump @JFUD_7821 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 

:JFUD_7821
if 
   not $10052 == 1.0 
else_jump @JFUD_8099 
wait 0 
if 
  $10056 == 0 
else_jump @JFUD_7915 
if 
  $10052 >= 0.463 
else_jump @JFUD_7915 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_7908 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:JFUD_7908
$10056 = 1 

:JFUD_7915
if 
  $10056 == 1 
else_jump @JFUD_7966 
if 
  $10052 >= 0.52 
else_jump @JFUD_7966 
064C: make_particle $10048 visible 
$10056 = 2 

:JFUD_7966
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_8010 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
jump @JFUD_8024 

:JFUD_8010
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_8024
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8047 
jump @JFUD_8092 

:JFUD_8047
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8085 
gosub @JFUD_9887 

:JFUD_8085
jump @JFUD_574 

:JFUD_8092
jump @JFUD_7821 

:JFUD_8099
064E: stop_particle $10048 
0650: destroy_particle $10048 
jump @JFUD_8867 

:JFUD_8116
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8250 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_8243 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8243
jump @JFUD_8295 

:JFUD_8250
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8288 
gosub @JFUD_9887 

:JFUD_8288
jump @JFUD_574 

:JFUD_8295
if 
   not $10052 == 1.0 
else_jump @JFUD_8483 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_8350 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_8350
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8418 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8404 
gosub @JFUD_9887 

:JFUD_8404
jump @JFUD_574 
jump @JFUD_8476 

:JFUD_8418
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_8476 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_8476
jump @JFUD_8295 

:JFUD_8483
gosub @JFUD_12993 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8630 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_8623 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8623
jump @JFUD_8675 

:JFUD_8630
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8668 
gosub @JFUD_9887 

:JFUD_8668
jump @JFUD_574 

:JFUD_8675
if 
   not $10052 == 1.0 
else_jump @JFUD_8867 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_8730 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_8730
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8798 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_8784 
gosub @JFUD_9887 

:JFUD_8784
jump @JFUD_574 
jump @JFUD_8860 

:JFUD_8798
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_8860 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_8860
jump @JFUD_8675 

:JFUD_8867
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_8995 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_8988 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_8988
jump @JFUD_9040 

:JFUD_8995
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9033 
gosub @JFUD_9887 

:JFUD_9033
jump @JFUD_574 

:JFUD_9040
if 
   not $10052 == 1.0 
else_jump @JFUD_9231 
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @JFUD_9088 
jump @JFUD_9102 

:JFUD_9088
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_9102
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_9179 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_9172 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_9172
jump @JFUD_9224 

:JFUD_9179
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9217 
gosub @JFUD_9887 

:JFUD_9217
jump @JFUD_574 

:JFUD_9224
jump @JFUD_9040 

:JFUD_9231
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:JFUD_9246
if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @JFUD_9485 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_9322 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_9322
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_9390 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9376 
gosub @JFUD_9887 

:JFUD_9376
jump @JFUD_574 
jump @JFUD_9478 

:JFUD_9390
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
else_jump @JFUD_9478 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @JFUD_9478 
0947: unknown_actor $FOOD_SELLER play_audio_event 327 store_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 

:JFUD_9478
jump @JFUD_9246 

:JFUD_9485
$2418 = 0 
$2422 = 0 
$10038 = 0 
$10042 = 0 
$JFUD_STAGE = 2 
$10045 = 1 

:JFUD_9527
jump @JFUD_9668 

:JFUD_9534
if 
  $2544 == 0 
else_jump @JFUD_9668 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_9616 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
0947: unknown_actor $FOOD_SELLER play_audio_event 324 store_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
jump @JFUD_9661 

:JFUD_9616
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_9654 
gosub @JFUD_9887 

:JFUD_9654
jump @JFUD_574 

:JFUD_9661
$2544 = 1 

:JFUD_9668
gosub @JFUD_10132 

:JFUD_9675
jump @JFUD_9689 

:JFUD_9682
gosub @JFUD_9887 

:JFUD_9689
jump @JFUD_9703 

:JFUD_9696
gosub @JFUD_9887 

:JFUD_9703
jump @JFUD_574 

:JFUD_9710
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
  $2418 == 1 
else_jump @JFUD_9764 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_9764
if 
  $2422 == 1 
else_jump @JFUD_9796 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_9796
$10038 = 0 
$10042 = 0 
$10047 = 0 
$2418 = 0 
$2422 = 0 
$JFUD_STAGE = 2 
$2544 = 0 
Model.Destroy($JFUD_LOW_FOOD_MODEL)
Model.Destroy($JFUD_MED_FOOD_MODEL)
Model.Destroy($JFUD_HIGH_FOOD_MODEL)
Model.Destroy($JFUD_HEALTHY_FOOD_MODEL)
if 
  $FOOD_SELLER_EXISTS == 1 
else_jump @JFUD_9885 
03E6: remove_text_box 

:JFUD_9885
return 

:JFUD_9887
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
  $FOOD_SELLER_EXISTS == 1 
else_jump @JFUD_9929 
03E6: remove_text_box 

:JFUD_9929
if 
  $2418 == 1 
else_jump @JFUD_9961 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_9961
if 
  $2422 == 1 
else_jump @JFUD_9993 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_9993
$FOOD_SELLER_EXISTS = 0 
$10035 = 0 
$10042 = 0 
$10038 = 0 
$10045 = 0 
$10047 = 0 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 0 
$10056 = 0 
$2418 = 0 
$2422 = 0 
$JFUD_STAGE = 0 
$2544 = 0 
0650: destroy_particle $10048 
Actor.DestroyInstantly($FOOD_SELLER)
Model.Destroy($SELLER_MODEL)
Model.Destroy($JFUD_LOW_FOOD_MODEL)
Model.Destroy($JFUD_MED_FOOD_MODEL)
Model.Destroy($JFUD_HIGH_FOOD_MODEL)
Model.Destroy($JFUD_HEALTHY_FOOD_MODEL)
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
040D: unload_wav 4 
end_thread 
return 

:JFUD_10132
if 
00E1:   player 0 pressed_key 15 
else_jump @JFUD_12350 
if 
  $2418 == 1 
else_jump @JFUD_10181 
08DA: remove_panel $2417 
03E6: remove_text_box 
$2418 = 0 

:JFUD_10181
if 
  $2422 == 1 
else_jump @JFUD_10213 
08DA: remove_panel $2421 
03E6: remove_text_box 
$2422 = 0 

:JFUD_10213
if 
00E1:   player 0 pressed_key 15 
else_jump @JFUD_10332 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_10264 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_10264
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_10325 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_10318 
gosub @JFUD_9887 

:JFUD_10318
jump @JFUD_574 

:JFUD_10325
jump @JFUD_10213 

:JFUD_10332
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
if 
  $88 == 2 
else_jump @JFUD_10454 
0169: set_fade_color_RGB 0 0 0 
fade 0 0 
gosub @JFUD_12993 
Actor.DestroyInstantly($FOOD_SELLER)
$88 = 3 
$10038 = 0 
$10042 = 0 
$2418 = 0 
$2422 = 0 
$JFUD_STAGE = 2 
$2544 = 0 
jump @JFUD_12350 

:JFUD_10454
$SHOW_SHOP_SPHERE = 0 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
  $10047 == 1 
else_jump @JFUD_10687 
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDBURG'  // Burger Shot
else_jump @JFUD_10554 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_BURGER" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @JFUD_10687 

:JFUD_10554
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDPIZA'  // Pizza Stack
else_jump @JFUD_10623 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_PIZZA" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 
jump @JFUD_10687 

:JFUD_10623
if 
05AD:   s$CURRENT_SHOP_GXT_NAME == 'FDCHICK'  // Cluckin' Bell
else_jump @JFUD_10687 
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_CHICKEN" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA 

:JFUD_10687
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_10832 
0947: unknown_actor $FOOD_SELLER play_audio_event 331 store_to $10081 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_RETURN" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_10825 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_10825
jump @JFUD_10877 

:JFUD_10832
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_10870 
gosub @JFUD_9887 

:JFUD_10870
jump @JFUD_574 

:JFUD_10877
if 
   not $10052 == 1.0 
else_jump @JFUD_11065 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_10932 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_10932
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11000 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_10986 
gosub @JFUD_9887 

:JFUD_10986
jump @JFUD_574 
jump @JFUD_11058 

:JFUD_11000
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_RETURN"
else_jump @JFUD_11058 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_RETURN" time 

:JFUD_11058
jump @JFUD_10877 

:JFUD_11065
gosub @JFUD_12993 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11212 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_LIFT_OUT" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_11205 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11205
jump @JFUD_11257 

:JFUD_11212
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11250 
gosub @JFUD_9887 

:JFUD_11250
jump @JFUD_574 

:JFUD_11257
if 
   not $10052 == 1.0 
else_jump @JFUD_11449 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_11312 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_11312
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11380 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11366 
gosub @JFUD_9887 

:JFUD_11366
jump @JFUD_574 
jump @JFUD_11442 

:JFUD_11380
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_LIFT_OUT"
else_jump @JFUD_11442 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_11442
jump @JFUD_11257 

:JFUD_11449
if 
  $10047 == 1 
else_jump @JFUD_11505 
if 
03D0:   wav 4 loaded 
else_jump @JFUD_11505 
if 
03D2:   wav 4 ended 
else_jump @JFUD_11505 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_11505
$10038 = 0 
$10042 = 0 
$JFUD_STAGE = 2 
$2418 = 0 
$2422 = 0 
$10047 = 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
if 
  $FOOD_SELLER_EXISTS == 1 
else_jump @JFUD_11576 
03E6: remove_text_box 

:JFUD_11576
gosub @JFUD_12993 
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11710 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_THANK" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
0947: unknown_actor $FOOD_SELLER play_audio_event 331 store_to $10081 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_THANK"
else_jump @JFUD_11703 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11703
jump @JFUD_11755 

:JFUD_11710
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11748 
gosub @JFUD_9887 

:JFUD_11748
jump @JFUD_574 

:JFUD_11755
if 
   not $10052 == 1.0 
else_jump @JFUD_11931 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_11810 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_11810
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_11878 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_11864 
gosub @JFUD_9887 

:JFUD_11864
jump @JFUD_574 
jump @JFUD_11924 

:JFUD_11878
if 
   Actor.Animation($FOOD_SELLER) == "SHP_THANK"
else_jump @JFUD_11924 
0613: $10052 = actor $FOOD_SELLER animation "SHP_THANK" time 

:JFUD_11924
jump @JFUD_11755 

:JFUD_11931
if 
   not Actor.Dead($FOOD_SELLER)
else_jump @JFUD_12059 
0812: AS_actor $FOOD_SELLER perform_animation "SHP_TRAY_POSE" IFP_file "FOOD" 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
$10052 = 0.0 
if 
   Actor.Animation($FOOD_SELLER) == "SHP_TRAY_POSE"
else_jump @JFUD_12052 
0613: $10052 = actor $FOOD_SELLER animation "SHP_TRAY_POSE" time 

:JFUD_12052
jump @JFUD_12104 

:JFUD_12059
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_12097 
gosub @JFUD_9887 

:JFUD_12097
jump @JFUD_574 

:JFUD_12104
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER radius 1.0 1.0 4.0 on_foot 
else_jump @JFUD_12343 
wait 0 
if 
   not Player.Defined($PLAYER_CHAR)
else_jump @JFUD_12180 
gosub @JFUD_9887 
jump @JFUD_574 

:JFUD_12180
if 
   Actor.Dead($FOOD_SELLER)
else_jump @JFUD_12248 
gosub @JFUD_9710 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
if 
85AD:   not  s$CURRENT_SHOP_GXT_NAME == s$10043 
else_jump @JFUD_12234 
gosub @JFUD_9887 

:JFUD_12234
jump @JFUD_574 
jump @JFUD_12336 

:JFUD_12248
if 
  $FLAG_PLAYER_ATTACK_FOOD_SELLER == 0 
else_jump @JFUD_12336 
if or
02E0:   actor $PLAYER_ACTOR aggressive 
0457:   player $PLAYER_CHAR aiming_at_actor $FOOD_SELLER 
031D:   actor $FOOD_SELLER hit_by_weapon 57 
  $FOOD_PLAYER_AGGRESSIVE_FLAG == 1 
else_jump @JFUD_12336 
0947: unknown_actor $FOOD_SELLER play_audio_event 327 store_to $2563 
05C4: AS_actor $FOOD_SELLER hands_up -2 ms 
$FOOD_PLAYER_AGGRESSIVE_FLAG = 1 
$FLAG_PLAYER_ATTACK_FOOD_SELLER = 1 

:JFUD_12336
jump @JFUD_12104 

:JFUD_12343
$SHOW_SHOP_SPHERE = 1 

:JFUD_12350
return 

:JFUD_12352
if 
  $2418 == 0 
else_jump @JFUD_12991 
0512: show_permanent_text_box 'FOOD_H'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select a meal.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @JFUD_12443 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
jump @JFUD_12684 

:JFUD_12443
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @JFUD_12505 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
jump @JFUD_12684 

:JFUD_12505
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @JFUD_12567 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
jump @JFUD_12684 

:JFUD_12567
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @JFUD_12629 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
jump @JFUD_12684 

:JFUD_12629
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @JFUD_12684 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food

:JFUD_12684
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Meal
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $2751  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
$2418 = 1 

:JFUD_12991
return 

:JFUD_12993
Object.Destroy($JFUD_SELECTED_FOOD)
return 
end_thread 

//-------------External script 66 (CARMOD1)---------------

:CARMOD
$10084 = 0 
$10085 = 0 
$10086 = 0 
$10087 = 0 
$10088 = 0.0 
$10089 = 0.0 
$10090 = 0.0 
$10091 = 0.0 
$10092 = 0.0 
$10093 = 0.0 
$10094 = 0.0 
$10095 = 0.0 
$10096 = 0.0 
$10097 = 0.0 
$10098 = 0.0 
$10099 = 0.0 
$10100 = 0.0 
$10101 = 0.0 
$10102 = 0.0 
$10103 = 0.0 
$10104 = 0.0 
$10105 = 0.0 
$10106 = 0.0 
$10107 = 0.0 
$10108 = 0.0 
$10109 = 0.0 
$10110 = 0.0 
$10111 = 0.0 
$10112 = 0.0 
$10113 = 0.0 
$10114 = 0.0 
$10115 = 0.0 
$10116 = 0.0 
$10117 = 0.0 
$10118 = 0.0 
$10119 = 0.0 
$10120 = 0.0 
$10121 = 0.0 
$10122 = 0.0 
$10123 = 0.0 
$10124 = 0.0 
$10125 = 0.0 
$10126 = 0.0 
$10127 = 0.0 
$10128 = 0.0 
$10129 = 0.0 
$10130 = 0.0 
$10131 = 0.0 
$10132 = 0.0 
$10133 = 0.0 
$10134 = 0.0 
$10135 = 0.0 
$10136 = 0.0 
$10137 = 0.0 
$10138 = 0.0 
$10139 = 0.0 
$10140 = 0.0 
$10141 = 0.0 
$10142 = 0.0 
$10143 = 0.0 
$10144 = 0.0 
$10145 = 0.0 
$10146 = 0.0 
$10147 = 0.0 
$10148 = 0.0 
$10149 = 0.0 
$10150 = 0.0 
$10151 = 0.0 
$10152 = 0.0 
$10153 = 0.0 
$10154 = 0.0 
$10155 = 0.0 
$10156 = 0.0 
$10157 = 0.0 
$10158 = 0.0 
$10159 = 0.0 
$10160 = 0.0 
$10161 = 0.0 
$10162 = 0.0 
$10163 = 0.0 
$10164 = 0.0 
$10165 = 0.0 
$10166 = 0.0 
$10167 = 0.0 
$10168 = 0.0 
$10169 = 0.0 
$10170 = 0.0 
$10171 = 0.0 
$10172 = 0.0 
$10173 = 0.0 
$10174 = 0.0 
$10175 = 0.0 
$10176 = 0.0 
$10177 = 0.0 
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
$10181 = 0.0 
$10182 = 0.0 
$10183 = 0.0 
$10184 = 0.0 
$10185 = 0.0 
$10186 = 0.0 
$10082 = 0 
$10187 = 0 
$10197 = 0 
$10190 = 0 
$10191 = 0 
$10192 = 0 
$10193 = 0 
$10194 = 0 
$10195 = 0 
$10196 = 0 
$10198 = 0 
$10199 = 0 
$10200 = 0 
$10201 = 0 
$10202 = 0 
$10203 = 0 
$10204 = 0 
$10205 = 0 
$10206 = 0 
$10411 = 0 
$10412 = 0 
$10413 = 0 
$10417 = 0 
$10416 = 0 
$2545 = 0 
$2544 = 0 
$10418 = 0 
$10419 = 0 
$10425 = 0 
$10427 = 0 
$2420 = 0 
$2424 = 0 
$10428 = 0.0 
$10429 = 0.0 
$10430 = 0.0 
$10437 = 0 
$10438 = 0 
$10439 = 0 
$10440 = 0 
$10441 = 0 
$10442 = 0 
$10443 = 0 
$10444 = 0 
$10445 = 0 
$10446 = 0 
$10447 = 0 
$10448 = 0 
$10481 = 0 
$10483 = 0 
$10484 = 0 
$10485 = 0 
$10486 = 0 
set_wb_check_to 0 
thread 'CARMOD' 

:CARMOD_1406
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CARMOD_13936 
if 
  $CARMOD_DISABLED_FLAG == 0 
else_jump @CARMOD_13929 
if 
  $10082 > 0 
else_jump @CARMOD_1542 
if 
0A0F:   new_language_set 
else_jump @CARMOD_1542 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $CARMOD_MENU_COLORS 
08DA: remove_panel $10424 
08DA: remove_panel $10436 
$2420 = 0 
$2424 = 0 
$10427 = 0 
$10425 = 0 
$10437 = 0 
09FB: $CURRENT_LANGUAGE = current_language 

:CARMOD_1542
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @CARMOD_13929 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
  $10082 == 0 
else_jump @CARMOD_3943 
if or
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
else_jump @CARMOD_2548 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
else_jump @CARMOD_2521 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_noncivilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
else_jump @CARMOD_2466 
gosub @CARMOD_23687 
if 
   not $10481 == 0 
else_jump @CARMOD_2411 
if and
896F:   not car $CARMOD_CAR street_racing_car 
896E:   not car $CARMOD_CAR lowrider 
else_jump @CARMOD_2356 
if 
  $10083 == 0 
else_jump @CARMOD_1870 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
Car.DoorStatus($CARMOD_CAR) = 4
fade 0 1000 
$10083 = 1 

:CARMOD_1870
if 
  $10083 == 1 
else_jump @CARMOD_1919 
if 
   not fading 
else_jump @CARMOD_1919 
0A19: display_zone_text 'CARMOD1'  // TransFender
$10083 = 2 

:CARMOD_1919
if 
  $10083 == 2 
else_jump @CARMOD_2349 
if 
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2022 
$10428 = 1042.013 
$10429 = -1019.927 
$10430 = 31.127 
jump @CARMOD_2185 

:CARMOD_2022
if 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2107 
$10428 = -1935.528 
$10429 = 247.029 
$10430 = 33.561 
jump @CARMOD_2185 

:CARMOD_2107
if 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
else_jump @CARMOD_2185 
$10428 = 2387.075 
$10429 = 1050.511 
$10430 = 9.812 

:CARMOD_2185
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0840: link_car $CARMOD_CAR to_interior 1 
075E: load_shopping_data_PRICES_subsection "CARMOD1" // v$ 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // v$ 
04E4: unknown_refresh_game_renderer_at 617.536 -1.99 
Camera.SetAtPos(617.536, -1.99, 999.98)
Car.PutAt($CARMOD_CAR, 617.536, -1.99, 999.98)
Car.Angle($CARMOD_CAR) = 90.0
$10483 = 1 
$10447 = 0 
$10416 = 0 
$10083 = 0 
$10082 = 1 

:CARMOD_2349
jump @CARMOD_2404 

:CARMOD_2356
if 
  $10416 == 0 
else_jump @CARMOD_2404 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
$10416 = 1 
$10082 = 0 

:CARMOD_2404
jump @CARMOD_2459 

:CARMOD_2411
if 
  $10416 == 0 
else_jump @CARMOD_2459 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$10416 = 1 
$10082 = 0 

:CARMOD_2459
jump @CARMOD_2514 

:CARMOD_2466
if 
  $10416 == 0 
else_jump @CARMOD_2514 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$10416 = 1 
$10082 = 0 

:CARMOD_2514
jump @CARMOD_2541 

:CARMOD_2521
07FB: set_interior 'CARMOD1' access 0  // TransFender
$10416 = 0 

:CARMOD_2541
jump @CARMOD_2568 

:CARMOD_2548
07FB: set_interior 'CARMOD1' access 0  // TransFender
$10416 = 0 

:CARMOD_2568
if 
0103:   actor $PLAYER_ACTOR in_sphere 2645.112 -2045.745 12.607 radius 4.0 4.0 4.0 sphere 1 stopped_in_car 
else_jump @CARMOD_3236 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
else_jump @CARMOD_3209 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_noncivilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
else_jump @CARMOD_3161 
gosub @CARMOD_23687 
if 
   not $10481 == 0 
else_jump @CARMOD_3106 
if 
096E:   car $CARMOD_CAR lowrider 
else_jump @CARMOD_3051 
if 
  $10083 == 0 
else_jump @CARMOD_2783 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
Car.DoorStatus($CARMOD_CAR) = 4
$10482 = Car.Model($CARMOD_CAR)
fade 0 1000 
$10083 = 1 

:CARMOD_2783
if 
  $10083 == 1 
else_jump @CARMOD_2832 
if 
   not fading 
else_jump @CARMOD_2832 
0A19: display_zone_text 'CARMOD2'  // Loco Low Co.
$10083 = 2 

:CARMOD_2832
if 
  $10083 == 2 
else_jump @CARMOD_3044 
$10447 = 1 
$10428 = 2645.112 
$10429 = -2045.745 
$10430 = 12.607 
select_interior 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
0840: link_car $CARMOD_CAR to_interior 2 
075E: load_shopping_data_PRICES_subsection "CARMOD2" // v$ 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // v$ 
04E4: unknown_refresh_game_renderer_at 616.783 -74.815 
Camera.SetAtPos(616.783, -74.815, 997.014)
Car.PutAt($CARMOD_CAR, 616.783, -74.815, 997.014)
Car.Angle($CARMOD_CAR) = 90.0
$10484 = 1 
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
$10416 = 0 
$10083 = 0 
$10082 = 1 

:CARMOD_3044
jump @CARMOD_3099 

:CARMOD_3051
if 
  $10416 == 0 
else_jump @CARMOD_3099 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
$10416 = 1 
$10082 = 0 

:CARMOD_3099
jump @CARMOD_3154 

:CARMOD_3106
if 
  $10416 == 0 
else_jump @CARMOD_3154 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$10416 = 1 
$10082 = 0 

:CARMOD_3154
jump @CARMOD_3202 

:CARMOD_3161
if 
  $10416 == 0 
else_jump @CARMOD_3202 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$10082 = 0 

:CARMOD_3202
jump @CARMOD_3229 

:CARMOD_3209
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
$10416 = 0 

:CARMOD_3229
jump @CARMOD_3256 

:CARMOD_3236
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
$10416 = 0 

:CARMOD_3256
if 
0103:   actor $PLAYER_ACTOR in_sphere -2723.845 217.804 3.585 radius 4.0 4.0 1.0 sphere 1 stopped_in_car 
else_jump @CARMOD_3923 
03C0: $CARMOD_CAR = actor $PLAYER_ACTOR car 
if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_CAR 
else_jump @CARMOD_3896 
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_CAR is_noncivilian_vehicle 
8975:   not car $CARMOD_CAR emergency_vehicle 
else_jump @CARMOD_3841 
gosub @CARMOD_23687 
if 
   not $10481 == 0 
else_jump @CARMOD_3786 
if 
096F:   car $CARMOD_CAR street_racing_car 
else_jump @CARMOD_3731 
if 
  $10083 == 0 
else_jump @CARMOD_3463 
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_CAR door_status $10448 
Car.DoorStatus($CARMOD_CAR) = 4
fade 0 1000 
$10083 = 1 

:CARMOD_3463
if 
  $10083 == 1 
else_jump @CARMOD_3512 
if 
   not fading 
else_jump @CARMOD_3512 
0A19: display_zone_text 'CARMOD3'  // Wheel Arch Angels
$10083 = 2 

:CARMOD_3512
if 
  $10083 == 2 
else_jump @CARMOD_3724 
$10178 = 0.0 
$10179 = 0.0 
$10180 = 0.0 
$10428 = -2723.845 
$10429 = 217.804 
$10430 = 3.585 
select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
0840: link_car $CARMOD_CAR to_interior 3 
$10447 = 0 
$10485 = 1 
075E: load_shopping_data_PRICES_subsection "CARMOD3" // v$ 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // v$ 
04E4: unknown_refresh_game_renderer_at 615.286 -124.239 
Camera.SetAtPos(615.286, -124.239, 996.995)
Car.PutAt($CARMOD_CAR, 615.286, -124.239, 996.995)
Car.Angle($CARMOD_CAR) = 90.0
$10416 = 0 
$10083 = 0 
$10082 = 1 

:CARMOD_3724
jump @CARMOD_3779 

:CARMOD_3731
if 
  $10416 == 0 
else_jump @CARMOD_3779 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
$10416 = 1 
$10082 = 0 

:CARMOD_3779
jump @CARMOD_3834 

:CARMOD_3786
if 
  $10416 == 0 
else_jump @CARMOD_3834 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$10416 = 1 
$10082 = 0 

:CARMOD_3834
jump @CARMOD_3889 

:CARMOD_3841
if 
  $10416 == 0 
else_jump @CARMOD_3889 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
$10416 = 1 
$10082 = 0 

:CARMOD_3889
jump @CARMOD_3916 

:CARMOD_3896
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
$10416 = 0 

:CARMOD_3916
jump @CARMOD_3943 

:CARMOD_3923
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
$10416 = 0 

:CARMOD_3943
if 
  $10082 == 1 
else_jump @CARMOD_9080 
07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 
04F9: set_interior 4 color_to 0 
if 
096F:   car $CARMOD_CAR street_racing_car 
else_jump @CARMOD_5615 
$10088 = 611.2935 
0059: $10088 += $10178 // (float) 
$10089 = -121.2534 
0059: $10089 += $10179 // (float) 
$10090 = 999.0341 
0059: $10090 += $10180 // (float) 
$10091 = 612.0599 
0059: $10091 += $10178 // (float) 
$10092 = -121.7974 
0059: $10092 += $10179 // (float) 
$10093 = 998.6927 
0059: $10093 += $10180 // (float) 
$10094 = 612.551 
0059: $10094 += $10178 // (float) 
$10095 = -126.8767 
0059: $10095 += $10179 // (float) 
$10096 = 997.6746 
0059: $10096 += $10180 // (float) 
$10097 = 613.1689 
0059: $10097 += $10178 // (float) 
$10098 = -126.0916 
0059: $10098 += $10179 // (float) 
$10099 = 997.6324 
0059: $10099 += $10180 // (float) 
$10100 = 615.7711 
0059: $10100 += $10178 // (float) 
$10101 = -126.8826 
0059: $10101 += $10179 // (float) 
$10102 = 998.7869 
0059: $10102 += $10180 // (float) 
$10103 = 616.1115 
0059: $10103 += $10178 // (float) 
$10104 = -125.981 
0059: $10104 += $10179 // (float) 
$10105 = 998.52 
0059: $10105 += $10180 // (float) 
$10106 = 612.551 
0059: $10106 += $10178 // (float) 
$10107 = -126.8767 
0059: $10107 += $10179 // (float) 
$10108 = 997.6746 
0059: $10108 += $10180 // (float) 
$10109 = 613.1689 
0059: $10109 += $10178 // (float) 
$10110 = -126.0916 
0059: $10110 += $10179 // (float) 
$10111 = 997.6324 
0059: $10111 += $10180 // (float) 
$10112 = 611.6899 
0059: $10112 += $10178 // (float) 
$10113 = -124.1341 
0059: $10113 += $10179 // (float) 
$10114 = 998.957 
0059: $10114 += $10180 // (float) 
$10115 = 612.6635 
0059: $10115 += $10178 // (float) 
$10116 = -124.0004 
0059: $10116 += $10179 // (float) 
$10117 = 998.772 
0059: $10117 += $10180 // (float) 
$10118 = 610.8686 
0059: $10118 += $10178 // (float) 
$10119 = -123.9456 
0059: $10119 += $10179 // (float) 
$10120 = 998.8293 
0059: $10120 += $10180 // (float) 
$10121 = 611.8196 
0059: $10121 += $10178 // (float) 
$10122 = -123.8469 
0059: $10122 += $10179 // (float) 
$10123 = 998.5366 
0059: $10123 += $10180 // (float) 
$10124 = 618.9148 
0059: $10124 += $10178 // (float) 
$10125 = -125.9082 
0059: $10125 += $10179 // (float) 
$10126 = 997.2668 
0059: $10126 += $10180 // (float) 
$10127 = 618.0776 
0059: $10127 += $10178 // (float) 
$10128 = -125.3645 
0059: $10128 += $10179 // (float) 
$10129 = 997.3261 
0059: $10129 += $10180 // (float) 
$10130 = 611.384 
0059: $10130 += $10178 // (float) 
$10131 = -122.4332 
0059: $10131 += $10179 // (float) 
$10132 = 997.4291 
0059: $10132 += $10180 // (float) 
$10133 = 612.2263 
0059: $10133 += $10178 // (float) 
$10134 = -122.972 
0059: $10134 += $10179 // (float) 
$10135 = 997.4357 
0059: $10135 += $10180 // (float) 
$10136 = 618.9148 
0059: $10136 += $10178 // (float) 
$10137 = -125.9082 
0059: $10137 += $10179 // (float) 
$10138 = 997.2668 
0059: $10138 += $10180 // (float) 
$10139 = 618.0776 
0059: $10139 += $10178 // (float) 
$10140 = -125.3645 
0059: $10140 += $10179 // (float) 
$10141 = 997.3261 
0059: $10141 += $10180 // (float) 
$10142 = 611.1373 
0059: $10142 += $10178 // (float) 
$10143 = -124.2795 
0059: $10143 += $10179 // (float) 
$10144 = 998.1324 
0059: $10144 += $10180 // (float) 
$10145 = 612.1359 
0059: $10145 += $10178 // (float) 
$10146 = -124.2299 
0059: $10146 += $10179 // (float) 
$10147 = 998.1481 
0059: $10147 += $10180 // (float) 
$10148 = 610.8206 
0059: $10148 += $10178 // (float) 
$10149 = -126.0154 
0059: $10149 += $10179 // (float) 
$10150 = 997.3317 
0059: $10150 += $10180 // (float) 
$10151 = 611.6263 
0059: $10151 += $10178 // (float) 
$10152 = -125.4232 
0059: $10152 += $10179 // (float) 
$10153 = 997.3185 
0059: $10153 += $10180 // (float) 
$10154 = 619.0011 
0059: $10154 += $10178 // (float) 
$10155 = -126.195 
0059: $10155 += $10179 // (float) 
$10156 = 997.444 
0059: $10156 += $10180 // (float) 
$10157 = 618.3423 
0059: $10157 += $10178 // (float) 
$10158 = -125.4429 
0059: $10158 += $10179 // (float) 
$10159 = 997.461 
0059: $10159 += $10180 // (float) 
$10160 = 617.8134 
0059: $10160 += $10178 // (float) 
$10161 = -126.8104 
0059: $10161 += $10179 // (float) 
$10162 = 999.6476 
0059: $10162 += $10180 // (float) 
$10163 = 617.3374 
0059: $10163 += $10178 // (float) 
$10164 = -126.1012 
0059: $10164 += $10179 // (float) 
$10165 = 999.1275 
0059: $10165 += $10180 // (float) 
$10166 = 611.2935 
0059: $10166 += $10178 // (float) 
$10167 = -121.2534 
0059: $10167 += $10179 // (float) 
$10168 = 999.0341 
0059: $10168 += $10180 // (float) 
$10169 = 612.0599 
0059: $10169 += $10178 // (float) 
$10170 = -121.7974 
0059: $10170 += $10179 // (float) 
$10171 = 998.6927 
0059: $10171 += $10180 // (float) 
$10172 = 611.2935 
0059: $10172 += $10178 // (float) 
$10173 = -121.2534 
0059: $10173 += $10179 // (float) 
$10174 = 999.0341 
0059: $10174 += $10180 // (float) 
$10175 = 612.0599 
0059: $10175 += $10178 // (float) 
$10176 = -121.7974 
0059: $10176 += $10179 // (float) 
$10177 = 998.6927 
0059: $10177 += $10180 // (float) 
jump @CARMOD_9012 

:CARMOD_5615
if 
096E:   car $CARMOD_CAR lowrider 
else_jump @CARMOD_7392 
$10088 = 611.9196 
0059: $10088 += $10178 // (float) 
$10089 = -71.983 
0059: $10089 += $10179 // (float) 
$10090 = 998.9867 
0059: $10090 += $10180 // (float) 
$10091 = 612.8176 
0059: $10091 += $10178 // (float) 
$10092 = -72.3798 
0059: $10092 += $10179 // (float) 
$10093 = 998.7969 
0059: $10093 += $10180 // (float) 
$10094 = 613.5045 
0059: $10094 += $10178 // (float) 
$10095 = -77.61 
0059: $10095 += $10179 // (float) 
$10096 = 997.6773 
0059: $10096 += $10180 // (float) 
$10097 = 614.0041 
0059: $10097 += $10178 // (float) 
$10098 = -76.7527 
0059: $10098 += $10179 // (float) 
$10099 = 997.8019 
0059: $10099 += $10180 // (float) 
$10100 = 617.6616 
0059: $10100 += $10178 // (float) 
$10101 = -77.5803 
0059: $10101 += $10179 // (float) 
$10102 = 998.5854 
0059: $10102 += $10180 // (float) 
$10103 = 618.0117 
0059: $10103 += $10178 // (float) 
$10104 = -76.6793 
0059: $10104 += $10179 // (float) 
$10105 = 998.329 
0059: $10105 += $10180 // (float) 
$10106 = 616.0645 
0059: $10106 += $10178 // (float) 
$10107 = -77.4652 
0059: $10107 += $10179 // (float) 
$10108 = 998.1566 
0059: $10108 += $10180 // (float) 
$10109 = 616.6523 
0059: $10109 += $10178 // (float) 
$10110 = -76.6904 
0059: $10110 += $10179 // (float) 
$10111 = 997.9242 
0059: $10111 += $10180 // (float) 
$10112 = 615.7546 
0059: $10112 += $10178 // (float) 
$10113 = -77.9771 
0059: $10113 += $10179 // (float) 
$10114 = 999.3472 
0059: $10114 += $10180 // (float) 
$10115 = 616.0991 
0059: $10115 += $10178 // (float) 
$10116 = -77.1049 
0059: $10116 += $10179 // (float) 
$10117 = 998.9999 
0059: $10117 += $10180 // (float) 
$10118 = 612.3392 
0059: $10118 += $10178 // (float) 
$10119 = -74.6454 
0059: $10119 += $10179 // (float) 
$10120 = 998.7184 
0059: $10120 += $10180 // (float) 
$10121 = 613.3315 
0059: $10121 += $10178 // (float) 
$10122 = -74.5934 
0059: $10122 += $10179 // (float) 
$10123 = 998.6063 
0059: $10123 += $10180 // (float) 
$10124 = 620.7762 
0059: $10124 += $10178 // (float) 
$10125 = -76.6076 
0059: $10125 += $10179 // (float) 
$10126 = 997.2366 
0059: $10126 += $10180 // (float) 
$10127 = 620.051 
0059: $10127 += $10178 // (float) 
$10128 = -75.9492 
0059: $10128 += $10179 // (float) 
$10129 = 997.4383 
0059: $10129 += $10180 // (float) 
$10130 = 612.1144 
0059: $10130 += $10178 // (float) 
$10131 = -74.4962 
0059: $10131 += $10179 // (float) 
$10132 = 997.7816 
0059: $10132 += $10180 // (float) 
$10133 = 613.111 
0059: $10133 += $10178 // (float) 
$10134 = -74.4536 
0059: $10134 += $10179 // (float) 
$10135 = 997.7114 
0059: $10135 += $10180 // (float) 
$10136 = 620.7762 
0059: $10136 += $10178 // (float) 
$10137 = -76.6076 
0059: $10137 += $10179 // (float) 
$10138 = 997.2366 
0059: $10138 += $10180 // (float) 
$10139 = 620.051 
0059: $10139 += $10178 // (float) 
$10140 = -75.9492 
0059: $10140 += $10179 // (float) 
$10141 = 997.4383 
0059: $10141 += $10180 // (float) 
$10142 = 612.1144 
0059: $10142 += $10178 // (float) 
$10143 = -74.4962 
0059: $10143 += $10179 // (float) 
$10144 = 997.7816 
0059: $10144 += $10180 // (float) 
$10145 = 613.111 
0059: $10145 += $10178 // (float) 
$10146 = -74.4536 
0059: $10146 += $10179 // (float) 
$10147 = 997.7114 
0059: $10147 += $10180 // (float) 
$10148 = 612.1144 
0059: $10148 += $10178 // (float) 
$10149 = -74.4962 
0059: $10149 += $10179 // (float) 
$10150 = 997.7816 
0059: $10150 += $10180 // (float) 
$10151 = 613.111 
0059: $10151 += $10178 // (float) 
$10152 = -74.4536 
0059: $10152 += $10179 // (float) 
$10153 = 997.7114 
0059: $10153 += $10180 // (float) 
$10154 = 620.8461 
0059: $10154 += $10178 // (float) 
$10155 = -76.8773 
0059: $10155 += $10179 // (float) 
$10156 = 997.3512 
0059: $10156 += $10180 // (float) 
$10157 = 620.2133 
0059: $10157 += $10178 // (float) 
$10158 = -76.1111 
0059: $10158 += $10179 // (float) 
$10159 = 997.4626 
0059: $10159 += $10180 // (float) 
$10160 = 621.0414 
0059: $10160 += $10178 // (float) 
$10161 = -74.9455 
0059: $10161 += $10179 // (float) 
$10162 = 998.9329 
0059: $10162 += $10180 // (float) 
$10163 = 620.0759 
0059: $10163 += $10178 // (float) 
$10164 = -74.9535 
0059: $10164 += $10179 // (float) 
$10165 = 998.6727 
0059: $10165 += $10180 // (float) 
$10166 = 612.2584 
0059: $10166 += $10178 // (float) 
$10167 = -72.1851 
0059: $10167 += $10179 // (float) 
$10168 = 998.8818 
0059: $10168 += $10180 // (float) 
$10169 = 613.1286 
0059: $10169 += $10178 // (float) 
$10170 = -72.6701 
0059: $10170 += $10179 // (float) 
$10171 = 998.7961 
0059: $10171 += $10180 // (float) 
if 
04A3:   $10482 == 534 // $ == any 
else_jump @CARMOD_7277 
$10172 = 612.1144 
0059: $10172 += $10178 // (float) 
$10173 = -74.4962 
0059: $10173 += $10179 // (float) 
$10174 = 997.7816 
0059: $10174 += $10180 // (float) 
$10175 = 613.111 
0059: $10175 += $10178 // (float) 
$10176 = -74.4536 
0059: $10176 += $10179 // (float) 
$10177 = 997.7114 
0059: $10177 += $10180 // (float) 
jump @CARMOD_7385 

:CARMOD_7277
$10172 = 615.7372 
0059: $10172 += $10178 // (float) 
$10173 = -77.2556 
0059: $10173 += $10179 // (float) 
$10174 = 998.6337 
0059: $10174 += $10180 // (float) 
$10175 = 616.2341 
0059: $10175 += $10178 // (float) 
$10176 = -76.4031 
0059: $10176 += $10179 // (float) 
$10177 = 998.4717 
0059: $10177 += $10180 // (float) 

:CARMOD_7385
jump @CARMOD_9012 

:CARMOD_7392
$10088 = 612.7667 
0059: $10088 += $10178 // (float) 
$10089 = 0.5696 
0059: $10089 += $10179 // (float) 
$10090 = 1002.114 
0059: $10090 += $10180 // (float) 
$10091 = 613.6664 
0059: $10091 += $10178 // (float) 
$10092 = 0.1645 
0059: $10092 += $10179 // (float) 
$10093 = 1001.951 
0059: $10093 += $10180 // (float) 
$10094 = 614.4382 
0059: $10094 += $10178 // (float) 
$10095 = -4.5756 
0059: $10095 += $10179 // (float) 
$10096 = 1000.632 
0059: $10096 += $10180 // (float) 
$10097 = 614.9804 
0059: $10097 += $10178 // (float) 
$10098 = -3.7381 
0059: $10098 += $10179 // (float) 
$10099 = 1000.565 
0059: $10099 += $10180 // (float) 
$10100 = 618.1872 
0059: $10100 += $10178 // (float) 
$10101 = -5.3884 
0059: $10101 += $10179 // (float) 
$10102 = 1002.423 
0059: $10102 += $10180 // (float) 
$10103 = 618.4805 
0059: $10103 += $10178 // (float) 
$10104 = -4.4899 
0059: $10104 += $10179 // (float) 
$10105 = 1002.097 
0059: $10105 += $10180 // (float) 
$10106 = 615.6667 
0059: $10106 += $10178 // (float) 
$10107 = -4.5419 
0059: $10107 += $10179 // (float) 
$10108 = 1000.27 
0059: $10108 += $10180 // (float) 
$10109 = 616.2391 
0059: $10109 += $10178 // (float) 
$10110 = -3.7425 
0059: $10110 += $10179 // (float) 
$10111 = 1000.452 
0059: $10111 += $10180 // (float) 
$10112 = 613.6697 
0059: $10112 += $10178 // (float) 
$10113 = -1.4788 
0059: $10113 += $10179 // (float) 
$10114 = 1002.232 
0059: $10114 += $10180 // (float) 
$10115 = 614.647 
0059: $10115 += $10178 // (float) 
$10116 = -1.5313 
0059: $10116 += $10179 // (float) 
$10117 = 1002.027 
0059: $10117 += $10180 // (float) 
$10118 = 613.5347 
0059: $10118 += $10178 // (float) 
$10119 = -1.7916 
0059: $10119 += $10179 // (float) 
$10120 = 1002.526 
0059: $10120 += $10180 // (float) 
$10121 = 614.4059 
0059: $10121 += $10178 // (float) 
$10122 = -1.7952 
0059: $10122 += $10179 // (float) 
$10123 = 1002.035 
0059: $10123 += $10180 // (float) 
$10124 = 621.9104 
0059: $10124 += $10178 // (float) 
$10125 = -3.6269 
0059: $10125 += $10179 // (float) 
$10126 = 1000.408 
0059: $10126 += $10180 // (float) 
$10127 = 621.0475 
0059: $10127 += $10178 // (float) 
$10128 = -3.1303 
0059: $10128 += $10179 // (float) 
$10129 = 1000.314 
0059: $10129 += $10180 // (float) 
$10130 = 611.6121 
0059: $10130 += $10178 // (float) 
$10131 = -1.4851 
0059: $10131 += $10179 // (float) 
$10132 = 1001.777 
0059: $10132 += $10180 // (float) 
$10133 = 612.6027 
0059: $10133 += $10178 // (float) 
$10134 = -1.507 
0059: $10134 += $10179 // (float) 
$10135 = 1001.642 
0059: $10135 += $10180 // (float) 
$10136 = 621.4796 
0059: $10136 += $10178 // (float) 
$10137 = -3.4952 
0059: $10137 += $10179 // (float) 
$10138 = 1000.33 
0059: $10138 += $10180 // (float) 
$10139 = 620.5905 
0059: $10139 += $10178 // (float) 
$10140 = -3.0499 
0059: $10140 += $10179 // (float) 
$10141 = 1000.435 
0059: $10141 += $10180 // (float) 
$10142 = 612.6115 
0059: $10142 += $10178 // (float) 
$10143 = -1.7655 
0059: $10143 += $10179 // (float) 
$10144 = 1001.3 
0059: $10144 += $10180 // (float) 
$10145 = 613.5665 
0059: $10145 += $10178 // (float) 
$10146 = -1.6304 
0059: $10146 += $10179 // (float) 
$10147 = 1001.036 
0059: $10147 += $10180 // (float) 
$10148 = 611.6121 
0059: $10148 += $10178 // (float) 
$10149 = -1.4851 
0059: $10149 += $10179 // (float) 
$10150 = 1001.777 
0059: $10150 += $10180 // (float) 
$10151 = 612.6027 
0059: $10151 += $10178 // (float) 
$10152 = -1.507 
0059: $10152 += $10179 // (float) 
$10153 = 1001.642 
0059: $10153 += $10180 // (float) 
$10154 = 621.4796 
0059: $10154 += $10178 // (float) 
$10155 = -3.4952 
0059: $10155 += $10179 // (float) 
$10156 = 1000.33 
0059: $10156 += $10180 // (float) 
$10157 = 620.5905 
0059: $10157 += $10178 // (float) 
$10158 = -3.0499 
0059: $10158 += $10179 // (float) 
$10159 = 1000.435 
0059: $10159 += $10180 // (float) 
$10160 = 622.5965 
0059: $10160 += $10178 // (float) 
$10161 = -2.014 
0059: $10161 += $10179 // (float) 
$10162 = 1003.019 
0059: $10162 += $10180 // (float) 
$10163 = 621.7657 
0059: $10163 += $10178 // (float) 
$10164 = -2.0174 
0059: $10164 += $10179 // (float) 
$10165 = 1002.462 
0059: $10165 += $10180 // (float) 
$10166 = 612.7667 
0059: $10166 += $10178 // (float) 
$10167 = 0.5696 
0059: $10167 += $10179 // (float) 
$10168 = 1002.114 
0059: $10168 += $10180 // (float) 
$10169 = 613.6664 
0059: $10169 += $10178 // (float) 
$10170 = 0.1645 
0059: $10170 += $10179 // (float) 
$10171 = 1001.951 
0059: $10171 += $10180 // (float) 
$10172 = 613.5844 
0059: $10172 += $10178 // (float) 
$10173 = -0.7127 
0059: $10173 += $10179 // (float) 
$10174 = 1002.031 
0059: $10174 += $10180 // (float) 
$10175 = 614.5616 
0059: $10175 += $10178 // (float) 
$10176 = -0.84 
0059: $10176 += $10179 // (float) 
$10177 = 1001.862 
0059: $10177 += $10180 // (float) 

:CARMOD_9012
32@ = 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
$10083 = 0 
$10082 = 2 

:CARMOD_9080
if 
  $10082 == 2 
else_jump @CARMOD_9269 
if 
  $10083 == 0 
else_jump @CARMOD_9169 
01EB: set_traffic_density_multiplier_to 0.0 
075F: store_shopping_data_entries_number_to $2514 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
0988: get_car $CARMOD_CAR paintjob $10085 
$10486 = Car.Model($CARMOD_CAR)
09FE: unknown_car $CARMOD_CAR 
096B: set_present_mod_apply 
$10083 = 1 

:CARMOD_9169
if 
  $10083 == 1 
else_jump @CARMOD_9220 
if 
  32@ > 2000 
else_jump @CARMOD_9220 
fade 1 1000 
$10083 = 2 

:CARMOD_9220
if 
  $10083 == 2 
else_jump @CARMOD_9269 
if 
   not fading 
else_jump @CARMOD_9269 
057E: set_radar_grey 1 
$10083 = 0 
$10082 = 3 

:CARMOD_9269
if 
  $10082 == 3 
else_jump @CARMOD_10198 
if 
  $10083 == 0 
else_jump @CARMOD_9595 
if 
  $2420 == 0 
else_jump @CARMOD_9337 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_9337
if 
00E1:   player 0 pressed_key 16 
else_jump @CARMOD_9571 
$10441 = 0 
$10442 = 0 
08D7: $10411 = panel $2419 active_row 
if 
  0 > $10411 
else_jump @CARMOD_9401 
$10411 = 0 

:CARMOD_9401
if 
   not $10399($10411,12i) == 101 
else_jump @CARMOD_9489 
if 
   not $10399($10411,12i) == 100 
else_jump @CARMOD_9467 
096D: get_car $CARMOD_CAR car_component $10399($10411,12i) on_slot $10421 
jump @CARMOD_9475 

:CARMOD_9467
0988: get_car $CARMOD_CAR paintjob $10085 

:CARMOD_9475
gosub @CARMOD_17406 
jump @CARMOD_9564 

:CARMOD_9489
0086: $10181 = $10088 // (float) 
0086: $10182 = $10089 // (float) 
0086: $10183 = $10090 // (float) 
0086: $10184 = $10091 // (float) 
0086: $10185 = $10092 // (float) 
0086: $10186 = $10093 // (float) 
$2426($10413,12i) = 150 
$10444 = Car.Model($CARMOD_CAR)
gosub @CARMOD_22337 

:CARMOD_9564
$10083 = 5 

:CARMOD_9571
if 
00E1:   player 0 pressed_key 15 
else_jump @CARMOD_9595 
$10083 = 1 

:CARMOD_9595
if 
  $10083 == 1 
else_jump @CARMOD_9684 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CARMOD_9684 
if 
  $2420 == 1 
else_jump @CARMOD_9662 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CARMOD_9662
0169: set_fade_color_RGB 0 0 0 
fade 0 1000 
$10083 = 2 

:CARMOD_9684
if 
  $10083 == 2 
else_jump @CARMOD_9897 
if 
   not fading 
else_jump @CARMOD_9897 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0840: link_car $CARMOD_CAR to_interior 0 
04FA: reset_interior 0 colors 
096C: set_present_mod_remove 
$10447 = 0 
04E4: unknown_refresh_game_renderer_at $10428 $10429 
Camera.SetAtPos($10428, $10429, $10430)
Car.PutAt($CARMOD_CAR, $10428, $10429, $10430)
if 
  $10483 == 1 
else_jump @CARMOD_9809 
Car.Angle($CARMOD_CAR) = 0.0
Camera.SetBehindPlayer

:CARMOD_9809
if 
  $10484 == 1 
else_jump @CARMOD_9839 
Car.Angle($CARMOD_CAR) = 180.0
Camera.SetBehindPlayer

:CARMOD_9839
if 
  $10485 == 1 
else_jump @CARMOD_9869 
Car.Angle($CARMOD_CAR) = 90.0
Camera.SetBehindPlayer

:CARMOD_9869
0A13: unknown_player_task 
Camera.Restore_WithJumpCut
087C: release_shopping_data 
0169: set_fade_color_RGB 0 0 0 
fade 1 1000 
$10083 = 3 

:CARMOD_9897
if 
  $10083 == 3 
else_jump @CARMOD_9962 
if 
   not fading 
else_jump @CARMOD_9962 
Player.CanMove($PLAYER_CHAR) = True
09BD: unknown_flag 0 
Car.DoorStatus($CARMOD_CAR) = $10448
0581: enable_radar 1 
057E: set_radar_grey 0 
$10083 = 4 

:CARMOD_9962
if 
  $10083 == 4 
else_jump @CARMOD_10078 
if 
8100:   not actor $PLAYER_ACTOR in_sphere $10428 $10429 $10430 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @CARMOD_10078 
01EB: set_traffic_density_multiplier_to 1.0 
$10416 = 0 
$10082 = 0 
$10083 = 0 
$10483 = 0 
$10484 = 0 
$10485 = 0 
gosub @CARMOD_13950 

:CARMOD_10078
if 
  $10083 == 5 
else_jump @CARMOD_10198 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CARMOD_10198 
if 
  $2420 == 1 
else_jump @CARMOD_10145 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CARMOD_10145
Camera.SetPosition($10181, $10182, $10183, 0.0, 0.0, 0.0)
Camera.PointAt($10184, $10185, $10186, 2)
$10082 = 4 
$10083 = 0 

:CARMOD_10198
if 
  $10082 == 4 
else_jump @CARMOD_10847 
if 
   Car.Wrecked($CARMOD_CAR)
else_jump @CARMOD_10246 
gosub @CARMOD_13950 
jump @CARMOD_1406 

:CARMOD_10246
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_10300 
if 
  $10437 == 0 
else_jump @CARMOD_10293 
gosub @CARMOD_21421 

:CARMOD_10293
jump @CARMOD_10325 

:CARMOD_10300
if 
  $2424 == 0 
else_jump @CARMOD_10325 
gosub @CARMOD_14661 

:CARMOD_10325
if 
  $10083 == 0 
else_jump @CARMOD_10624 
if 
00E1:   player 0 pressed_key 15 
else_jump @CARMOD_10388 
$2544 = 0 
$2545 = 0 
$10417 = 0 
$10083 = 1 

:CARMOD_10388
if 
00E1:   player 0 pressed_key 16 
else_jump @CARMOD_10624 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_10506 
08D7: $10438 = panel $10436 active_row 
if 
  0 > $10438 
else_jump @CARMOD_10460 
$10438 = 0 

:CARMOD_10460
if 
  $10438 == 0 
else_jump @CARMOD_10492 
$10441 = 1 
jump @CARMOD_10499 

:CARMOD_10492
$10442 = 1 

:CARMOD_10499
jump @CARMOD_10589 

:CARMOD_10506
08D7: $10412 = panel $2423 active_row 
if 
  0 > $10412 
else_jump @CARMOD_10539 
$10412 = 0 

:CARMOD_10539
if and
   not $10399($10411,12i) == 100 
   not $10399($10411,12i) == 101 
else_jump @CARMOD_10589 
0084: $10415 = $2438($10412,12i) // (int) 
06E9: load_car_component $10415 

:CARMOD_10589
$2544 = 0 
$2545 = 0 
$10417 = 0 
$10083 = 0 
$10082 = 5 

:CARMOD_10624
if 
  $10083 == 1 
else_jump @CARMOD_10847 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CARMOD_10847 
if 
  $2424 == 1 
else_jump @CARMOD_10691 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_10691
if 
  $10427 == 1 
else_jump @CARMOD_10723 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_10723
if 
  $10437 == 1 
else_jump @CARMOD_10755 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_10755
if 
  $2420 == 0 
else_jump @CARMOD_10787 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_10787
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
$10416 = 0 
$10083 = 0 
$10082 = 3 

:CARMOD_10847
if 
  $10082 == 5 
else_jump @CARMOD_13929 
if 
   Car.Wrecked($CARMOD_CAR)
else_jump @CARMOD_10895 
gosub @CARMOD_13950 
jump @CARMOD_1406 

:CARMOD_10895
if 
  $10083 == 0 
else_jump @CARMOD_11075 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CARMOD_11075 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_10966 
$10083 = 1 
jump @CARMOD_11025 

:CARMOD_10966
if 
   not $10399($10411,12i) == 100 
else_jump @CARMOD_11018 
if 
06EA:   car_component $10415 available 
else_jump @CARMOD_11011 
$10083 = 1 

:CARMOD_11011
jump @CARMOD_11025 

:CARMOD_11018
$10083 = 1 

:CARMOD_11025
if 
  $10083 == 1 
else_jump @CARMOD_11075 
if 
  $2424 == 1 
else_jump @CARMOD_11075 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_11075
if 
  $10083 == 1 
else_jump @CARMOD_11269 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11179 
if 
  $10437 == 1 
else_jump @CARMOD_11147 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_11147
if 
  $10427 == 0 
else_jump @CARMOD_11172 
gosub @CARMOD_15279 

:CARMOD_11172
jump @CARMOD_11262 

:CARMOD_11179
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_11239 
0084: $10086 = $10412 // (int) 
0084: $10087 = $10412 // (int) 
$10087 += 1 
06ED: set_car $CARMOD_CAR paintjob $10086 
jump @CARMOD_11255 

:CARMOD_11239
06E7: $10420 = add_car_component $10415 to_car $CARMOD_CAR 
06EB: release_car_component $10415 

:CARMOD_11255
gosub @CARMOD_23783 

:CARMOD_11262
$10083 = 2 

:CARMOD_11269
if 
  $10083 == 2 
else_jump @CARMOD_11612 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11485 
08D7: $10440 = panel $CARMOD_MENU_COLORS active_row 
if 
  0 > $10440 
else_jump @CARMOD_11342 
$10440 = 0 

:CARMOD_11342
if 
  $10441 == 1 
else_jump @CARMOD_11440 
if or
  $10486 == 542 
  $10486 == 549 
else_jump @CARMOD_11420 
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 2 active_row $10440 
jump @CARMOD_11433 

:CARMOD_11420
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 

:CARMOD_11433
jump @CARMOD_11453 

:CARMOD_11440
0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 2 active_row $10440 

:CARMOD_11453
if 
  $10427 == 0 
else_jump @CARMOD_11478 
gosub @CARMOD_15279 

:CARMOD_11478
jump @CARMOD_11510 

:CARMOD_11485
if 
  $10425 == 0 
else_jump @CARMOD_11510 
gosub @CARMOD_23783 

:CARMOD_11510
if 
00E1:   player 0 pressed_key 15 
else_jump @CARMOD_11534 
$10083 = 3 

:CARMOD_11534
if 
00E1:   player 0 pressed_key 16 
else_jump @CARMOD_11612 
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'COLORNO'  // ~s~Your vehicle is already this color.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
$2545 = 0 
$10417 = 0 
$2544 = 0 
$10083 = 4 

:CARMOD_11612
if 
  $10083 == 3 
else_jump @CARMOD_12023 
if 
80E1:   not player 0 pressed_key 15 
else_jump @CARMOD_12023 
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11731 
if 
  $10085 > -1 
else_jump @CARMOD_11713 
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
06ED: set_car $CARMOD_CAR paintjob $10085 
jump @CARMOD_11724 

:CARMOD_11713
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 

:CARMOD_11724
jump @CARMOD_11845 

:CARMOD_11731
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_11811 
if 
  0 > $10085 
else_jump @CARMOD_11796 
06ED: set_car $CARMOD_CAR paintjob -1 
0229: set_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
jump @CARMOD_11804 

:CARMOD_11796
06ED: set_car $CARMOD_CAR paintjob $10085 

:CARMOD_11804
jump @CARMOD_11813 

:CARMOD_11811
096C: set_present_mod_remove 

:CARMOD_11813
if 
  $10425 == 1 
else_jump @CARMOD_11845 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_11845
if 
  $10427 == 1 
else_jump @CARMOD_11877 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_11877
if 
  $10437 == 1 
else_jump @CARMOD_11909 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_11909
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_11963 
if 
  $10437 == 0 
else_jump @CARMOD_11956 
gosub @CARMOD_21421 

:CARMOD_11956
jump @CARMOD_11995 

:CARMOD_11963
if 
  $2424 == 0 
else_jump @CARMOD_11995 
gosub @CARMOD_17406 
gosub @CARMOD_14661 

:CARMOD_11995
$10441 = 0 
$10442 = 0 
$10083 = 0 
$10082 = 4 

:CARMOD_12023
if 
  $10083 == 4 
else_jump @CARMOD_13929 
if 
80E1:   not player 0 pressed_key 16 
else_jump @CARMOD_13929 
$SHOPS_PLAYER_CASH = Player.Money($PLAYER_CHAR)
if 
  $10399($10411,12i) == 101 
else_jump @CARMOD_12932 
if 
  $SHOPS_PLAYER_CASH >= 150 
else_jump @CARMOD_12863 
if 
  $10441 == 1 
else_jump @CARMOD_12494 
if 
803A:   not  $10422 == $10440 // (int) 
else_jump @CARMOD_12425 
Player.Money($PLAYER_CHAR) += -150
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
0A30: repair_car $CARMOD_CAR 
096B: set_present_mod_apply 
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_12251 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_12251
if 
  $10427 == 1 
else_jump @CARMOD_12283 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_12283
if 
  $10425 == 1 
else_jump @CARMOD_12315 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_12315
if 
  $10437 == 1 
else_jump @CARMOD_12347 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_12347
if 
  $2420 == 0 
else_jump @CARMOD_12379 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_12379
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
jump @CARMOD_12487 

:CARMOD_12425
if 
  $10417 == 0 
else_jump @CARMOD_12487 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
$10083 = 2 
$10417 = 1 

:CARMOD_12487
jump @CARMOD_12856 

:CARMOD_12494
if 
803A:   not  $10423 == $10440 // (int) 
else_jump @CARMOD_12794 
Player.Money($PLAYER_CHAR) += -150
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
0A30: repair_car $CARMOD_CAR 
096B: set_present_mod_apply 
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_12620 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_12620
if 
  $10427 == 1 
else_jump @CARMOD_12652 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_12652
if 
  $10425 == 1 
else_jump @CARMOD_12684 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_12684
if 
  $10437 == 1 
else_jump @CARMOD_12716 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_12716
if 
  $2420 == 0 
else_jump @CARMOD_12748 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_12748
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
jump @CARMOD_12856 

:CARMOD_12794
if 
  $10417 == 0 
else_jump @CARMOD_12856 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
$10083 = 2 
$10417 = 1 

:CARMOD_12856
jump @CARMOD_12925 

:CARMOD_12863
if 
  $2544 == 0 
else_jump @CARMOD_12925 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
$10083 = 2 
$2544 = 1 

:CARMOD_12925
jump @CARMOD_13929 

:CARMOD_12932
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_13419 
if 
  $SHOPS_PLAYER_CASH >= 500 
else_jump @CARMOD_13350 
if 
003A:   $10086 == $10085 // (int) 
else_jump @CARMOD_13061 
if 
  $2545 == 0 
else_jump @CARMOD_13054 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
$10083 = 2 
$2545 = 1 

:CARMOD_13054
jump @CARMOD_13343 

:CARMOD_13061
Player.Money($PLAYER_CHAR) += -500
0624: add 500.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
0A30: repair_car $CARMOD_CAR 
096B: set_present_mod_apply 
0084: $10085 = $10086 // (int) 
03F3: get_car $CARMOD_CAR primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1134 
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_13176 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_13176
if 
  $10427 == 1 
else_jump @CARMOD_13208 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_13208
if 
  $10425 == 1 
else_jump @CARMOD_13240 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_13240
if 
  $10437 == 1 
else_jump @CARMOD_13272 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_13272
if 
  $2420 == 0 
else_jump @CARMOD_13304 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_13304
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)

:CARMOD_13343
jump @CARMOD_13412 

:CARMOD_13350
if 
  $2544 == 0 
else_jump @CARMOD_13412 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
$10083 = 2 
$2544 = 1 

:CARMOD_13412
jump @CARMOD_13929 

:CARMOD_13419
if 
002C:   $SHOPS_PLAYER_CASH >= $2426($10412,12i) // (int) 
else_jump @CARMOD_13867 
if 
803A:   not  $10421 == $10415 // (int) 
else_jump @CARMOD_13798 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1133 
0790: charge_money_for_shopping_item_with_textureCRC $10415 
0878: unknown_car $CARMOD_CAR unknown_set 0.0 
096B: set_present_mod_apply 
0084: $10421 = $10415 // (int) 
if 
  $2758 == 0 
else_jump @CARMOD_13578 
if or
05AD:   s$2450[0] == 'BMBSM'  // 2x Nitrous
05AD:   s$2450[0] == 'BMBTN'  // 10x Nitrous
05AD:   s$2450[0] == 'BMBLN'  // 5x Nitrous
else_jump @CARMOD_13578 
$2758 = 1 

:CARMOD_13578
$10083 = 0 
$10082 = 3 
if 
  $2424 == 1 
else_jump @CARMOD_13624 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_13624
if 
  $10427 == 1 
else_jump @CARMOD_13656 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_13656
if 
  $10425 == 1 
else_jump @CARMOD_13688 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_13688
if 
  $10437 == 1 
else_jump @CARMOD_13720 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_13720
if 
  $2420 == 0 
else_jump @CARMOD_13752 
gosub @CARMOD_15620 
gosub @CARMOD_14259 

:CARMOD_13752
Camera.SetPosition($10088, $10089, $10090, 0.0, 0.0, 0.0)
Camera.PointAt($10091, $10092, $10093, 2)
jump @CARMOD_13860 

:CARMOD_13798
if 
  $2545 == 0 
else_jump @CARMOD_13860 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
$10083 = 2 
$2545 = 1 

:CARMOD_13860
jump @CARMOD_13929 

:CARMOD_13867
if 
  $2544 == 0 
else_jump @CARMOD_13929 
097A: play_audio_at $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
$10083 = 2 
$2544 = 1 

:CARMOD_13929
jump @CARMOD_13943 

:CARMOD_13936
gosub @CARMOD_13950 

:CARMOD_13943
jump @CARMOD_1406 

:CARMOD_13950
if 
  $2420 == 1 
else_jump @CARMOD_13982 
08DA: remove_panel $2419 
03E6: remove_text_box 
$2420 = 0 

:CARMOD_13982
if 
  $2424 == 1 
else_jump @CARMOD_14014 
08DA: remove_panel $2423 
03E6: remove_text_box 
$2424 = 0 

:CARMOD_14014
if 
  $10427 == 1 
else_jump @CARMOD_14046 
08DA: remove_panel $CARMOD_MENU_COLORS 
03E6: remove_text_box 
$10427 = 0 

:CARMOD_14046
if 
  $10425 == 1 
else_jump @CARMOD_14078 
08DA: remove_panel $10424 
03E6: remove_text_box 
$10425 = 0 

:CARMOD_14078
if 
  $10437 == 1 
else_jump @CARMOD_14110 
08DA: remove_panel $10436 
03E6: remove_text_box 
$10437 = 0 

:CARMOD_14110
if 
  $10082 >= 1 
else_jump @CARMOD_14130 
03E6: remove_text_box 

:CARMOD_14130
$10441 = 0 
$10442 = 0 
$10416 = 0 
$2545 = 0 
$2544 = 0 
$10417 = 0 
$10483 = 0 
$10484 = 0 
$10485 = 0 
$10082 = 0 
$10083 = 0 
057E: set_radar_grey 0 
08F8: display_stat_update_box 1 
09BD: unknown_flag 0 
if 
  $2758 == 1 
else_jump @CARMOD_14255 
03E5: show_text_box 'NITROH1'  // Press ~k~~PED_FIREWEAPON~ to activate the car's nitrous.
$2758 = 2 

:CARMOD_14255
end_thread 
return 

:CARMOD_14259
if 
  $2420 == 0 
else_jump @CARMOD_14659 
0512: show_permanent_text_box 'MODH1'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_14350 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14591 

:CARMOD_14350
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_14412 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14591 

:CARMOD_14412
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_14474 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14591 

:CARMOD_14474
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_14536 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14591 

:CARMOD_14536
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_14591 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_14591
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
$2420 = 1 

:CARMOD_14659
return 

:CARMOD_14661
if 
  $2424 == 0 
else_jump @CARMOD_15277 
0512: show_permanent_text_box 'MODH3'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_14752 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14993 

:CARMOD_14752
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_14814 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14993 

:CARMOD_14814
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_14876 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14993 

:CARMOD_14876
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_14938 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_14993 

:CARMOD_14938
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_14993 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_14993
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_15215 
$2515 = 0 

:CARMOD_15083
if 
001C:   $10446 > $2515 // (int) 
else_jump @CARMOD_15153 
0084: $10087 = $2515 // (int) 
$10087 += 1 
08EE: set_panel $2423 column 0 row $2515 text_1number GXT 'PJOB' number $10087  // Paintjob ~1~
$2515 += 1 
jump @CARMOD_15083 

:CARMOD_15153
$2515 = 0 

:CARMOD_15160
if 
001C:   $10446 > $2515 // (int) 
else_jump @CARMOD_15208 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @CARMOD_15160 

:CARMOD_15208
jump @CARMOD_15270 

:CARMOD_15215
$2515 = 0 

:CARMOD_15222
if 
001C:   $10414 > $2515 // (int) 
else_jump @CARMOD_15270 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
$2515 += 1 
jump @CARMOD_15222 

:CARMOD_15270
$2424 = 1 

:CARMOD_15277
return 

:CARMOD_15279
if 
  $10427 == 0 
else_jump @CARMOD_15618 
0512: show_permanent_text_box 'MODH6'  // Use the movement controls to select a color.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_15370 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
jump @CARMOD_15611 

:CARMOD_15370
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_15432 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
jump @CARMOD_15611 

:CARMOD_15432
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_15494 
0964: create_square_color_panel 'CARM1' position 29.0 155.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
jump @CARMOD_15611 

:CARMOD_15494
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_15556 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors
jump @CARMOD_15611 

:CARMOD_15556
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_15611 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS  // Colors

:CARMOD_15611
$10427 = 1 

:CARMOD_15618
return 

:CARMOD_15620
$10187 = 0 
$10190 = 0 
$10191 = 0 
$10192 = 0 
$10193 = 0 
$10194 = 0 
$10195 = 0 
$10196 = 0 
$10198 = 0 
$10199 = 0 
$10200 = 0 
$10201 = 0 
$10202 = 0 
$10203 = 0 
$10197 = 0 
$10446 = 0 
$10084 = 0 
$10206 = 0 
$10205 = 0 
$10445 = 0 
06EC: get_car $CARMOD_CAR number_of_color_indices_to $10446 
if 
   not $10446 == 0 
else_jump @CARMOD_15822 
05A9: $2450($10187,12s) = 'CARM11'  // Paint Jobs
$10399($10187,12i) = 100 
$10187 += 1 

:CARMOD_15822
097D: get_car $CARMOD_CAR number_of_possible_paintjobs_to $10084 
if 
   not $10084 == 0 
else_jump @CARMOD_15884 
05A9: $2450($10187,12s) = 'CARM1'  // Colors
$10399($10187,12i) = 101 
$10187 += 1 

:CARMOD_15884
if 
001C:   $2514 > $10445 // (int) 
else_jump @CARMOD_17389 
0760: store_shopping_data_index $10445 textureCRC_to $10188 
06E6: get_itemID $10188 destinated_component_slot_to $10189 
if 
04A3:   $10189 == 12 // $ == any 
else_jump @CARMOD_16010 
if 
  $10197 == 0 
else_jump @CARMOD_15991 
05A9: $2450($10187,12s) = 'CARM12'  // Wheels
04AE: $10399($10187,12i) = 12 // $ = any 
$10187 += 1 

:CARMOD_15991
0084: $10363($10197,12i) = $10188 // (int) 
$10197 += 1 

:CARMOD_16010
if 
04A3:   $10189 == 3 // $ == any 
else_jump @CARMOD_16101 
if 
  $10190 == 0 
else_jump @CARMOD_16082 
05A9: $2450($10187,12s) = 'CARM4'  // Side Skirts
04AE: $10399($10187,12i) = 3 // $ = any 
$10187 += 1 

:CARMOD_16082
0084: $10207($10190,12i) = $10188 // (int) 
$10190 += 1 

:CARMOD_16101
if 
04A3:   $10189 == 7 // $ == any 
else_jump @CARMOD_16192 
if 
  $10191 == 0 
else_jump @CARMOD_16173 
05A9: $2450($10187,12s) = 'CARM10'  // Roof
04AE: $10399($10187,12i) = 7 // $ = any 
$10187 += 1 

:CARMOD_16173
0084: $10219($10191,12i) = $10188 // (int) 
$10191 += 1 

:CARMOD_16192
if 
04A3:   $10189 == 13 // $ == any 
else_jump @CARMOD_16283 
if 
  $10192 == 0 
else_jump @CARMOD_16264 
05A9: $2450($10187,12s) = 'CARM5'  // Exhausts
04AE: $10399($10187,12i) = 13 // $ = any 
$10187 += 1 

:CARMOD_16264
0084: $10231($10192,12i) = $10188 // (int) 
$10192 += 1 

:CARMOD_16283
if 
04A3:   $10189 == 8 // $ == any 
else_jump @CARMOD_16374 
if 
  $10193 == 0 
else_jump @CARMOD_16355 
05A9: $2450($10187,12s) = 'CARM6'  // Nitro
04AE: $10399($10187,12i) = 8 // $ = any 
$10187 += 1 

:CARMOD_16355
0084: $10243($10193,12i) = $10188 // (int) 
$10193 += 1 

:CARMOD_16374
if 
04A3:   $10189 == 2 // $ == any 
else_jump @CARMOD_16465 
if 
  $10194 == 0 
else_jump @CARMOD_16446 
05A9: $2450($10187,12s) = 'CARM2'  // Spoilers
04AE: $10399($10187,12i) = 2 // $ = any 
$10187 += 1 

:CARMOD_16446
0084: $10255($10194,12i) = $10188 // (int) 
$10194 += 1 

:CARMOD_16465
if 
04A3:   $10189 == 0 // $ == any 
else_jump @CARMOD_16556 
if 
  $10195 == 0 
else_jump @CARMOD_16537 
05A9: $2450($10187,12s) = 'CARM3'  // Hood
04AE: $10399($10187,12i) = 0 // $ = any 
$10187 += 1 

:CARMOD_16537
0084: $10267($10195,12i) = $10188 // (int) 
$10195 += 1 

:CARMOD_16556
if 
04A3:   $10189 == 1 // $ == any 
else_jump @CARMOD_16647 
if 
  $10196 == 0 
else_jump @CARMOD_16628 
05A9: $2450($10187,12s) = 'CARM17'  // Vents
04AE: $10399($10187,12i) = 1 // $ = any 
$10187 += 1 

:CARMOD_16628
0084: $10279($10196,12i) = $10188 // (int) 
$10196 += 1 

:CARMOD_16647
if 
04A3:   $10189 == 14 // $ == any 
else_jump @CARMOD_16738 
if 
  $10198 == 0 
else_jump @CARMOD_16719 
05A9: $2450($10187,12s) = 'CARM7'  // Front Bumper
04AE: $10399($10187,12i) = 14 // $ = any 
$10187 += 1 

:CARMOD_16719
0084: $10291($10198,12i) = $10188 // (int) 
$10198 += 1 

:CARMOD_16738
if 
04A3:   $10189 == 15 // $ == any 
else_jump @CARMOD_16829 
if 
  $10199 == 0 
else_jump @CARMOD_16810 
05A9: $2450($10187,12s) = 'CARM8'  // Rear Bumper
04AE: $10399($10187,12i) = 15 // $ = any 
$10187 += 1 

:CARMOD_16810
0084: $10303($10199,12i) = $10188 // (int) 
$10199 += 1 

:CARMOD_16829
if 
04A3:   $10189 == 6 // $ == any 
else_jump @CARMOD_16920 
if 
  $10200 == 0 
else_jump @CARMOD_16901 
05A9: $2450($10187,12s) = 'CARM9'  // Lights
04AE: $10399($10187,12i) = 6 // $ = any 
$10187 += 1 

:CARMOD_16901
0084: $10315($10200,12i) = $10188 // (int) 
$10200 += 1 

:CARMOD_16920
if 
04A3:   $10189 == 4 // $ == any 
else_jump @CARMOD_17011 
if 
  $10201 == 0 
else_jump @CARMOD_16992 
05A9: $2450($10187,12s) = 'CARM13'  // Front bullbars
04AE: $10399($10187,12i) = 4 // $ = any 
$10187 += 1 

:CARMOD_16992
0084: $10327($10201,12i) = $10188 // (int) 
$10201 += 1 

:CARMOD_17011
if 
04A3:   $10189 == 5 // $ == any 
else_jump @CARMOD_17102 
if 
  $10202 == 0 
else_jump @CARMOD_17083 
05A9: $2450($10187,12s) = 'CARM14'  // Rear bullbars
04AE: $10399($10187,12i) = 5 // $ = any 
$10187 += 1 

:CARMOD_17083
0084: $10339($10202,12i) = $10188 // (int) 
$10202 += 1 

:CARMOD_17102
if 
04A3:   $10189 == 16 // $ == any 
else_jump @CARMOD_17193 
if 
  $10203 == 0 
else_jump @CARMOD_17174 
05A9: $2450($10187,12s) = 'CARM15'  // Misc
04AE: $10399($10187,12i) = 16 // $ = any 
$10187 += 1 

:CARMOD_17174
0084: $10351($10203,12i) = $10188 // (int) 
$10203 += 1 

:CARMOD_17193
if 
04A3:   $10189 == 9 // $ == any 
else_jump @CARMOD_17284 
if 
  $10206 == 0 
else_jump @CARMOD_17265 
05A9: $2450($10187,12s) = 'CARM18'  // Hydraulics
04AE: $10399($10187,12i) = 9 // $ = any 
$10187 += 1 

:CARMOD_17265
0084: $10387($10206,12i) = $10188 // (int) 
$10206 += 1 

:CARMOD_17284
if 
04A3:   $10189 == 10 // $ == any 
else_jump @CARMOD_17375 
if 
  $10205 == 0 
else_jump @CARMOD_17356 
05A9: $2450($10187,12s) = 'CARM16'  // Car Stereo
04AE: $10399($10187,12i) = 10 // $ = any 
$10187 += 1 

:CARMOD_17356
0084: $10375($10205,12i) = $10188 // (int) 
$10205 += 1 

:CARMOD_17375
$10445 += 1 
jump @CARMOD_15884 

:CARMOD_17389
0084: $2515 = $10187 // (int) 
gosub @CARMOD_21347 
return 

:CARMOD_17406
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_17617 
$10413 = 0 
0084: $10414 = $10446 // (int) 

:CARMOD_17443
if 
001C:   $10446 > $10413 // (int) 
else_jump @CARMOD_17554 
05A9: $2450($10413,12s) = 'PAINTJB' 
$2426($10413,12i) = 500 
if 
003A:   $10085 == $10413 // (int) 
else_jump @CARMOD_17529 
$2498($10413,12i) = 0 
jump @CARMOD_17540 

:CARMOD_17529
$2498($10413,12i) = 1 

:CARMOD_17540
$10413 += 1 
jump @CARMOD_17443 

:CARMOD_17554
0084: $2515 = $10446 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_17617
if 
04A3:   $10399($10411,12i) == 12 // $ == any 
else_jump @CARMOD_17850 
$10413 = 0 
0084: $10414 = $10197 // (int) 

:CARMOD_17654
if 
001C:   $10197 > $10413 // (int) 
else_jump @CARMOD_17787 
078C: get_shopping_item_with_textureCRC $10363($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10363($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10363($10413,12i) // (int) 
if 
003A:   $10421 == $10363($10413,12i) // (int) 
else_jump @CARMOD_17762 
$2498($10413,12i) = 0 
jump @CARMOD_17773 

:CARMOD_17762
$2498($10413,12i) = 1 

:CARMOD_17773
$10413 += 1 
jump @CARMOD_17654 

:CARMOD_17787
0084: $2515 = $10197 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10094 // (float) 
0086: $10182 = $10095 // (float) 
0086: $10183 = $10096 // (float) 
0086: $10184 = $10097 // (float) 
0086: $10185 = $10098 // (float) 
0086: $10186 = $10099 // (float) 

:CARMOD_17850
if 
04A3:   $10399($10411,12i) == 3 // $ == any 
else_jump @CARMOD_18083 
$10413 = 0 
0084: $10414 = $10190 // (int) 

:CARMOD_17887
if 
001C:   $10190 > $10413 // (int) 
else_jump @CARMOD_18020 
078C: get_shopping_item_with_textureCRC $10207($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10207($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10207($10413,12i) // (int) 
if 
003A:   $10421 == $10207($10413,12i) // (int) 
else_jump @CARMOD_17995 
$2498($10413,12i) = 0 
jump @CARMOD_18006 

:CARMOD_17995
$2498($10413,12i) = 1 

:CARMOD_18006
$10413 += 1 
jump @CARMOD_17887 

:CARMOD_18020
0084: $2515 = $10190 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10106 // (float) 
0086: $10182 = $10107 // (float) 
0086: $10183 = $10108 // (float) 
0086: $10184 = $10109 // (float) 
0086: $10185 = $10110 // (float) 
0086: $10186 = $10111 // (float) 

:CARMOD_18083
if 
04A3:   $10399($10411,12i) == 7 // $ == any 
else_jump @CARMOD_18316 
$10413 = 0 
0084: $10414 = $10191 // (int) 

:CARMOD_18120
if 
001C:   $10191 > $10413 // (int) 
else_jump @CARMOD_18253 
078C: get_shopping_item_with_textureCRC $10219($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10219($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10219($10413,12i) // (int) 
if 
003A:   $10421 == $10219($10413,12i) // (int) 
else_jump @CARMOD_18228 
$2498($10413,12i) = 0 
jump @CARMOD_18239 

:CARMOD_18228
$2498($10413,12i) = 1 

:CARMOD_18239
$10413 += 1 
jump @CARMOD_18120 

:CARMOD_18253
0084: $2515 = $10191 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10112 // (float) 
0086: $10182 = $10113 // (float) 
0086: $10183 = $10114 // (float) 
0086: $10184 = $10115 // (float) 
0086: $10185 = $10116 // (float) 
0086: $10186 = $10117 // (float) 

:CARMOD_18316
if 
04A3:   $10399($10411,12i) == 13 // $ == any 
else_jump @CARMOD_18549 
$10413 = 0 
0084: $10414 = $10192 // (int) 

:CARMOD_18353
if 
001C:   $10192 > $10413 // (int) 
else_jump @CARMOD_18486 
078C: get_shopping_item_with_textureCRC $10231($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10231($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10231($10413,12i) // (int) 
if 
003A:   $10421 == $10231($10413,12i) // (int) 
else_jump @CARMOD_18461 
$2498($10413,12i) = 0 
jump @CARMOD_18472 

:CARMOD_18461
$2498($10413,12i) = 1 

:CARMOD_18472
$10413 += 1 
jump @CARMOD_18353 

:CARMOD_18486
0084: $2515 = $10192 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10124 // (float) 
0086: $10182 = $10125 // (float) 
0086: $10183 = $10126 // (float) 
0086: $10184 = $10127 // (float) 
0086: $10185 = $10128 // (float) 
0086: $10186 = $10129 // (float) 

:CARMOD_18549
if 
04A3:   $10399($10411,12i) == 8 // $ == any 
else_jump @CARMOD_18782 
$10413 = 0 
0084: $10414 = $10193 // (int) 

:CARMOD_18586
if 
001C:   $10193 > $10413 // (int) 
else_jump @CARMOD_18719 
078C: get_shopping_item_with_textureCRC $10243($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10243($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10243($10413,12i) // (int) 
if 
003A:   $10421 == $10243($10413,12i) // (int) 
else_jump @CARMOD_18694 
$2498($10413,12i) = 0 
jump @CARMOD_18705 

:CARMOD_18694
$2498($10413,12i) = 1 

:CARMOD_18705
$10413 += 1 
jump @CARMOD_18586 

:CARMOD_18719
0084: $2515 = $10193 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10160 // (float) 
0086: $10182 = $10161 // (float) 
0086: $10183 = $10162 // (float) 
0086: $10184 = $10163 // (float) 
0086: $10185 = $10164 // (float) 
0086: $10186 = $10165 // (float) 

:CARMOD_18782
if 
04A3:   $10399($10411,12i) == 2 // $ == any 
else_jump @CARMOD_19015 
$10413 = 0 
0084: $10414 = $10194 // (int) 

:CARMOD_18819
if 
001C:   $10194 > $10413 // (int) 
else_jump @CARMOD_18952 
078C: get_shopping_item_with_textureCRC $10255($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10255($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10255($10413,12i) // (int) 
if 
003A:   $10421 == $10255($10413,12i) // (int) 
else_jump @CARMOD_18927 
$2498($10413,12i) = 0 
jump @CARMOD_18938 

:CARMOD_18927
$2498($10413,12i) = 1 

:CARMOD_18938
$10413 += 1 
jump @CARMOD_18819 

:CARMOD_18952
0084: $2515 = $10194 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10100 // (float) 
0086: $10182 = $10101 // (float) 
0086: $10183 = $10102 // (float) 
0086: $10184 = $10103 // (float) 
0086: $10185 = $10104 // (float) 
0086: $10186 = $10105 // (float) 

:CARMOD_19015
if 
04A3:   $10399($10411,12i) == 0 // $ == any 
else_jump @CARMOD_19248 
$10413 = 0 
0084: $10414 = $10195 // (int) 

:CARMOD_19052
if 
001C:   $10195 > $10413 // (int) 
else_jump @CARMOD_19185 
078C: get_shopping_item_with_textureCRC $10267($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10267($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10267($10413,12i) // (int) 
if 
003A:   $10421 == $10267($10413,12i) // (int) 
else_jump @CARMOD_19160 
$2498($10413,12i) = 0 
jump @CARMOD_19171 

:CARMOD_19160
$2498($10413,12i) = 1 

:CARMOD_19171
$10413 += 1 
jump @CARMOD_19052 

:CARMOD_19185
0084: $2515 = $10195 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10118 // (float) 
0086: $10182 = $10119 // (float) 
0086: $10183 = $10120 // (float) 
0086: $10184 = $10121 // (float) 
0086: $10185 = $10122 // (float) 
0086: $10186 = $10123 // (float) 

:CARMOD_19248
if 
04A3:   $10399($10411,12i) == 1 // $ == any 
else_jump @CARMOD_19481 
$10413 = 0 
0084: $10414 = $10196 // (int) 

:CARMOD_19285
if 
001C:   $10196 > $10413 // (int) 
else_jump @CARMOD_19418 
078C: get_shopping_item_with_textureCRC $10279($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10279($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10279($10413,12i) // (int) 
if 
003A:   $10421 == $10279($10413,12i) // (int) 
else_jump @CARMOD_19393 
$2498($10413,12i) = 0 
jump @CARMOD_19404 

:CARMOD_19393
$2498($10413,12i) = 1 

:CARMOD_19404
$10413 += 1 
jump @CARMOD_19285 

:CARMOD_19418
0084: $2515 = $10196 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10118 // (float) 
0086: $10182 = $10119 // (float) 
0086: $10183 = $10120 // (float) 
0086: $10184 = $10121 // (float) 
0086: $10185 = $10122 // (float) 
0086: $10186 = $10123 // (float) 

:CARMOD_19481
if 
04A3:   $10399($10411,12i) == 14 // $ == any 
else_jump @CARMOD_19714 
$10413 = 0 
0084: $10414 = $10198 // (int) 

:CARMOD_19518
if 
001C:   $10198 > $10413 // (int) 
else_jump @CARMOD_19651 
078C: get_shopping_item_with_textureCRC $10291($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10291($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10291($10413,12i) // (int) 
if 
003A:   $10421 == $10291($10413,12i) // (int) 
else_jump @CARMOD_19626 
$2498($10413,12i) = 0 
jump @CARMOD_19637 

:CARMOD_19626
$2498($10413,12i) = 1 

:CARMOD_19637
$10413 += 1 
jump @CARMOD_19518 

:CARMOD_19651
0084: $2515 = $10198 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10130 // (float) 
0086: $10182 = $10131 // (float) 
0086: $10183 = $10132 // (float) 
0086: $10184 = $10133 // (float) 
0086: $10185 = $10134 // (float) 
0086: $10186 = $10135 // (float) 

:CARMOD_19714
if 
04A3:   $10399($10411,12i) == 15 // $ == any 
else_jump @CARMOD_19947 
$10413 = 0 
0084: $10414 = $10199 // (int) 

:CARMOD_19751
if 
001C:   $10199 > $10413 // (int) 
else_jump @CARMOD_19884 
078C: get_shopping_item_with_textureCRC $10303($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10303($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10303($10413,12i) // (int) 
if 
003A:   $10421 == $10303($10413,12i) // (int) 
else_jump @CARMOD_19859 
$2498($10413,12i) = 0 
jump @CARMOD_19870 

:CARMOD_19859
$2498($10413,12i) = 1 

:CARMOD_19870
$10413 += 1 
jump @CARMOD_19751 

:CARMOD_19884
0084: $2515 = $10199 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10136 // (float) 
0086: $10182 = $10137 // (float) 
0086: $10183 = $10138 // (float) 
0086: $10184 = $10139 // (float) 
0086: $10185 = $10140 // (float) 
0086: $10186 = $10141 // (float) 

:CARMOD_19947
if 
04A3:   $10399($10411,12i) == 6 // $ == any 
else_jump @CARMOD_20180 
$10413 = 0 
0084: $10414 = $10200 // (int) 

:CARMOD_19984
if 
001C:   $10200 > $10413 // (int) 
else_jump @CARMOD_20117 
078C: get_shopping_item_with_textureCRC $10315($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10315($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10315($10413,12i) // (int) 
if 
003A:   $10421 == $10315($10413,12i) // (int) 
else_jump @CARMOD_20092 
$2498($10413,12i) = 0 
jump @CARMOD_20103 

:CARMOD_20092
$2498($10413,12i) = 1 

:CARMOD_20103
$10413 += 1 
jump @CARMOD_19984 

:CARMOD_20117
0084: $2515 = $10200 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10142 // (float) 
0086: $10182 = $10143 // (float) 
0086: $10183 = $10144 // (float) 
0086: $10184 = $10145 // (float) 
0086: $10185 = $10146 // (float) 
0086: $10186 = $10147 // (float) 

:CARMOD_20180
if 
04A3:   $10399($10411,12i) == 4 // $ == any 
else_jump @CARMOD_20413 
$10413 = 0 
0084: $10414 = $10201 // (int) 

:CARMOD_20217
if 
001C:   $10201 > $10413 // (int) 
else_jump @CARMOD_20350 
078C: get_shopping_item_with_textureCRC $10327($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10327($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10327($10413,12i) // (int) 
if 
003A:   $10421 == $10327($10413,12i) // (int) 
else_jump @CARMOD_20325 
$2498($10413,12i) = 0 
jump @CARMOD_20336 

:CARMOD_20325
$2498($10413,12i) = 1 

:CARMOD_20336
$10413 += 1 
jump @CARMOD_20217 

:CARMOD_20350
0084: $2515 = $10201 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10148 // (float) 
0086: $10182 = $10149 // (float) 
0086: $10183 = $10150 // (float) 
0086: $10184 = $10151 // (float) 
0086: $10185 = $10152 // (float) 
0086: $10186 = $10153 // (float) 

:CARMOD_20413
if 
04A3:   $10399($10411,12i) == 5 // $ == any 
else_jump @CARMOD_20646 
$10413 = 0 
0084: $10414 = $10202 // (int) 

:CARMOD_20450
if 
001C:   $10202 > $10413 // (int) 
else_jump @CARMOD_20583 
078C: get_shopping_item_with_textureCRC $10339($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10339($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10339($10413,12i) // (int) 
if 
003A:   $10421 == $10339($10413,12i) // (int) 
else_jump @CARMOD_20558 
$2498($10413,12i) = 0 
jump @CARMOD_20569 

:CARMOD_20558
$2498($10413,12i) = 1 

:CARMOD_20569
$10413 += 1 
jump @CARMOD_20450 

:CARMOD_20583
0084: $2515 = $10202 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10154 // (float) 
0086: $10182 = $10155 // (float) 
0086: $10183 = $10156 // (float) 
0086: $10184 = $10157 // (float) 
0086: $10185 = $10158 // (float) 
0086: $10186 = $10159 // (float) 

:CARMOD_20646
if 
04A3:   $10399($10411,12i) == 16 // $ == any 
else_jump @CARMOD_20879 
$10413 = 0 
0084: $10414 = $10203 // (int) 

:CARMOD_20683
if 
001C:   $10203 > $10413 // (int) 
else_jump @CARMOD_20816 
078C: get_shopping_item_with_textureCRC $10351($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10351($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10351($10413,12i) // (int) 
if 
003A:   $10421 == $10351($10413,12i) // (int) 
else_jump @CARMOD_20791 
$2498($10413,12i) = 0 
jump @CARMOD_20802 

:CARMOD_20791
$2498($10413,12i) = 1 

:CARMOD_20802
$10413 += 1 
jump @CARMOD_20683 

:CARMOD_20816
0084: $2515 = $10203 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10172 // (float) 
0086: $10182 = $10173 // (float) 
0086: $10183 = $10174 // (float) 
0086: $10184 = $10175 // (float) 
0086: $10185 = $10176 // (float) 
0086: $10186 = $10177 // (float) 

:CARMOD_20879
if 
04A3:   $10399($10411,12i) == 9 // $ == any 
else_jump @CARMOD_21112 
$10413 = 0 
0084: $10414 = $10206 // (int) 

:CARMOD_20916
if 
001C:   $10206 > $10413 // (int) 
else_jump @CARMOD_21049 
078C: get_shopping_item_with_textureCRC $10387($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10387($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10387($10413,12i) // (int) 
if 
003A:   $10421 == $10387($10413,12i) // (int) 
else_jump @CARMOD_21024 
$2498($10413,12i) = 0 
jump @CARMOD_21035 

:CARMOD_21024
$2498($10413,12i) = 1 

:CARMOD_21035
$10413 += 1 
jump @CARMOD_20916 

:CARMOD_21049
0084: $2515 = $10206 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_21112
if 
04A3:   $10399($10411,12i) == 10 // $ == any 
else_jump @CARMOD_21345 
$10413 = 0 
0084: $10414 = $10205 // (int) 

:CARMOD_21149
if 
001C:   $10205 > $10413 // (int) 
else_jump @CARMOD_21282 
078C: get_shopping_item_with_textureCRC $10375($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10375($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10375($10413,12i) // (int) 
if 
003A:   $10421 == $10375($10413,12i) // (int) 
else_jump @CARMOD_21257 
$2498($10413,12i) = 0 
jump @CARMOD_21268 

:CARMOD_21257
$2498($10413,12i) = 1 

:CARMOD_21268
$10413 += 1 
jump @CARMOD_21149 

:CARMOD_21282
0084: $2515 = $10205 // (int) 
gosub @CARMOD_21347 
0086: $10181 = $10166 // (float) 
0086: $10182 = $10167 // (float) 
0086: $10183 = $10168 // (float) 
0086: $10184 = $10169 // (float) 
0086: $10185 = $10170 // (float) 
0086: $10186 = $10171 // (float) 

:CARMOD_21345
return 

:CARMOD_21347
if 
  12 > $2515 
else_jump @CARMOD_21419 
$2438($2515,12i) = -1 
$2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' 
$2515 += 1 
jump @CARMOD_21347 

:CARMOD_21419
return 

:CARMOD_21421
if 
  $10437 == 0 
else_jump @CARMOD_22335 
if 
  $10443 == 1 
else_jump @CARMOD_21492 
05A9: s$10432 = 'CARCOL1'  // Car Color 1
05A9: s$10434 = 'DUMMY' 
jump @CARMOD_21520 

:CARMOD_21492
05A9: s$10432 = 'CARCOL1'  // Car Color 1
05A9: s$10434 = 'CARCOL2'  // Car Color 2

:CARMOD_21520
0512: show_permanent_text_box 'MODH5'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_21593 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_21834 

:CARMOD_21593
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_21655 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_21834 

:CARMOD_21655
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_21717 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_21834 

:CARMOD_21717
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_21779 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
jump @CARMOD_21834 

:CARMOD_21779
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_21834 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_21834
08D6: set_panel $10436 column 0 alignment 1 
08DB: set_panel $10436 column 0 header 'UPGRADE' data s$10432 s$10434 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Upgrades
if 
  $10443 == 1 
else_jump @CARMOD_22134 
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
jump @CARMOD_22309 

:CARMOD_22134
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
08EE: set_panel $10436 column 1 row 1 text_1number GXT 'DOLLAR' number 150  // $~1~

:CARMOD_22309
09DB: set_panel $10436 column 0 width 140 
09DB: set_panel $10436 column 1 width 46 
$10437 = 1 

:CARMOD_22335
return 

:CARMOD_22337
if or
04A3:   $10444 == 401 // $ == any 
04A3:   $10444 == 402 // $ == any 
04A3:   $10444 == 404 // $ == any 
04A3:   $10444 == 405 // $ == any 
04A3:   $10444 == 409 // $ == any 
04A3:   $10444 == 410 // $ == any 
else_jump @CARMOD_22403 
$10443 = 1 

:CARMOD_22403
if or
04A3:   $10444 == 411 // $ == any 
04A3:   $10444 == 412 // $ == any 
04A3:   $10444 == 413 // $ == any 
04A3:   $10444 == 415 // $ == any 
04A3:   $10444 == 418 // $ == any 
04A3:   $10444 == 419 // $ == any 
else_jump @CARMOD_22469 
$10443 = 1 

:CARMOD_22469
if or
04A3:   $10444 == 421 // $ == any 
04A3:   $10444 == 426 // $ == any 
04A3:   $10444 == 434 // $ == any 
04A3:   $10444 == 436 // $ == any 
04A3:   $10444 == 440 // $ == any 
else_jump @CARMOD_22527 
$10443 = 1 

:CARMOD_22527
if or
04A3:   $10444 == 444 // $ == any 
04A3:   $10444 == 445 // $ == any 
04A3:   $10444 == 451 // $ == any 
04A3:   $10444 == 457 // $ == any 
04A3:   $10444 == 458 // $ == any 
04A3:   $10444 == 461 // $ == any 
else_jump @CARMOD_22593 
$10443 = 1 

:CARMOD_22593
if or
04A3:   $10444 == 462 // $ == any 
04A3:   $10444 == 463 // $ == any 
04A3:   $10444 == 468 // $ == any 
04A3:   $10444 == 474 // $ == any 
04A3:   $10444 == 475 // $ == any 
04A3:   $10444 == 477 // $ == any 
else_jump @CARMOD_22659 
$10443 = 1 

:CARMOD_22659
if or
04A3:   $10444 == 478 // $ == any 
04A3:   $10444 == 481 // $ == any 
04A3:   $10444 == 482 // $ == any 
04A3:   $10444 == 500 // $ == any 
04A3:   $10444 == 506 // $ == any 
else_jump @CARMOD_22717 
$10443 = 1 

:CARMOD_22717
if or
04A3:   $10444 == 507 // $ == any 
04A3:   $10444 == 510 // $ == any 
04A3:   $10444 == 516 // $ == any 
04A3:   $10444 == 518 // $ == any 
04A3:   $10444 == 521 // $ == any 
04A3:   $10444 == 526 // $ == any 
else_jump @CARMOD_22783 
$10443 = 1 

:CARMOD_22783
if or
04A3:   $10444 == 527 // $ == any 
04A3:   $10444 == 529 // $ == any 
04A3:   $10444 == 530 // $ == any 
04A3:   $10444 == 531 // $ == any 
04A3:   $10444 == 533 // $ == any 
04A3:   $10444 == 534 // $ == any 
else_jump @CARMOD_22849 
$10443 = 1 

:CARMOD_22849
if or
04A3:   $10444 == 539 // $ == any 
04A3:   $10444 == 540 // $ == any 
04A3:   $10444 == 543 // $ == any 
04A3:   $10444 == 545 // $ == any 
04A3:   $10444 == 546 // $ == any 
else_jump @CARMOD_22907 
$10443 = 1 

:CARMOD_22907
if or
04A3:   $10444 == 547 // $ == any 
04A3:   $10444 == 550 // $ == any 
04A3:   $10444 == 551 // $ == any 
04A3:   $10444 == 552 // $ == any 
04A3:   $10444 == 555 // $ == any 
04A3:   $10444 == 556 // $ == any 
else_jump @CARMOD_22973 
$10443 = 1 

:CARMOD_22973
if or
04A3:   $10444 == 559 // $ == any 
04A3:   $10444 == 560 // $ == any 
04A3:   $10444 == 561 // $ == any 
04A3:   $10444 == 509 // $ == any 
04A3:   $10444 == 562 // $ == any 
04A3:   $10444 == 558 // $ == any 
else_jump @CARMOD_23039 
$10443 = 1 

:CARMOD_23039
if or
04A3:   $10444 == 565 // $ == any 
04A3:   $10444 == 571 // $ == any 
04A3:   $10444 == 572 // $ == any 
04A3:   $10444 == 574 // $ == any 
04A3:   $10444 == 579 // $ == any 
04A3:   $10444 == 580 // $ == any 
else_jump @CARMOD_23105 
$10443 = 1 

:CARMOD_23105
if or
04A3:   $10444 == 581 // $ == any 
04A3:   $10444 == 582 // $ == any 
04A3:   $10444 == 585 // $ == any 
04A3:   $10444 == 586 // $ == any 
04A3:   $10444 == 589 // $ == any 
04A3:   $10444 == 543 // $ == any 
else_jump @CARMOD_23171 
$10443 = 1 

:CARMOD_23171
if or
04A3:   $10444 == 587 // $ == any 
04A3:   $10444 == 600 // $ == any 
04A3:   $10444 == 602 // $ == any 
04A3:   $10444 == 420 // $ == any 
04A3:   $10444 == 400 // $ == any 
04A3:   $10444 == 439 // $ == any 
else_jump @CARMOD_23237 
$10443 = 1 

:CARMOD_23237
if or
04A3:   $10444 == 535 // $ == any 
04A3:   $10444 == 542 // $ == any 
04A3:   $10444 == 549 // $ == any 
04A3:   $10444 == 438 // $ == any 
else_jump @CARMOD_23287 
$10443 = 1 

:CARMOD_23287
if or
04A3:   $10444 == 422 // $ == any 
04A3:   $10444 == 423 // $ == any 
04A3:   $10444 == 424 // $ == any 
04A3:   $10444 == 429 // $ == any 
04A3:   $10444 == 442 // $ == any 
04A3:   $10444 == 536 // $ == any 
else_jump @CARMOD_23353 
$10443 = 2 

:CARMOD_23353
if or
04A3:   $10444 == 466 // $ == any 
04A3:   $10444 == 467 // $ == any 
04A3:   $10444 == 471 // $ == any 
04A3:   $10444 == 479 // $ == any 
04A3:   $10444 == 483 // $ == any 
04A3:   $10444 == 489 // $ == any 
else_jump @CARMOD_23419 
$10443 = 2 

:CARMOD_23419
if or
04A3:   $10444 == 491 // $ == any 
04A3:   $10444 == 492 // $ == any 
04A3:   $10444 == 494 // $ == any 
04A3:   $10444 == 495 // $ == any 
04A3:   $10444 == 496 // $ == any 
04A3:   $10444 == 502 // $ == any 
else_jump @CARMOD_23485 
$10443 = 2 

:CARMOD_23485
if or
04A3:   $10444 == 503 // $ == any 
04A3:   $10444 == 504 // $ == any 
04A3:   $10444 == 517 // $ == any 
04A3:   $10444 == 522 // $ == any 
04A3:   $10444 == 525 // $ == any 
04A3:   $10444 == 480 // $ == any 
else_jump @CARMOD_23551 
$10443 = 2 

:CARMOD_23551
if or
04A3:   $10444 == 541 // $ == any 
04A3:   $10444 == 517 // $ == any 
04A3:   $10444 == 554 // $ == any 
04A3:   $10444 == 567 // $ == any 
else_jump @CARMOD_23601 
$10443 = 2 

:CARMOD_23601
if or
04A3:   $10444 == 573 // $ == any 
04A3:   $10444 == 575 // $ == any 
04A3:   $10444 == 576 // $ == any 
04A3:   $10444 == 583 // $ == any 
04A3:   $10444 == 603 // $ == any 
else_jump @CARMOD_23659 
$10443 = 2 

:CARMOD_23659
if 
04A3:   $10444 == 557 // $ == any 
else_jump @CARMOD_23685 
$10443 = 2 

:CARMOD_23685
return 

:CARMOD_23687
$2515 = 0 
$10481 = 0 

:CARMOD_23701
if 
  16 > $2515 
else_jump @CARMOD_23781 
06E5: get_car $CARMOD_CAR possible_to_built_in_component_pool_index $10449($2515,16i) itemID_to $10465($2515,16i) 
if 
   not $10465($2515,16i) == -1 
else_jump @CARMOD_23767 
$10481 += 1 

:CARMOD_23767
$2515 += 1 
jump @CARMOD_23701 

:CARMOD_23781
return 

:CARMOD_23783
if 
  $10425 == 0 
else_jump @CARMOD_24473 
0512: show_permanent_text_box 'MODH2'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Buy Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
if 
04A3:   $CURRENT_LANGUAGE == 0 // $ == any 
else_jump @CARMOD_23874 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
jump @CARMOD_24115 

:CARMOD_23874
if 
04A3:   $CURRENT_LANGUAGE == 1 // $ == any 
else_jump @CARMOD_23936 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
jump @CARMOD_24115 

:CARMOD_23936
if 
04A3:   $CURRENT_LANGUAGE == 2 // $ == any 
else_jump @CARMOD_23998 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
jump @CARMOD_24115 

:CARMOD_23998
if 
04A3:   $CURRENT_LANGUAGE == 3 // $ == any 
else_jump @CARMOD_24060 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
jump @CARMOD_24115 

:CARMOD_24060
if 
04A3:   $CURRENT_LANGUAGE == 4 // $ == any 
else_jump @CARMOD_24115 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades

:CARMOD_24115
08D6: set_panel $10424 column 0 alignment 1 
08DB: set_panel $10424 column 0 header 'UPGRADE' data $2450($10412,12s) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Upgrades
if 
  $10399($10411,12i) == 100 
else_jump @CARMOD_24289 
08EE: set_panel $10424 column 0 row 0 text_1number GXT 'PJOB' number $10087  // Paintjob ~1~

:CARMOD_24289
08D6: set_panel $10424 column 1 alignment 2 
08DB: set_panel $10424 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10424 column 1 row 0 text_1number GXT 'DOLLAR' number $2426($10412,12i)  // $~1~
09DB: set_panel $10424 column 0 width 140 
09DB: set_panel $10424 column 1 width 46 
$10425 = 1 

:CARMOD_24473
return 
end_thread 

//-------------External script 67 (CRANE1)---------------

:CRANE1
thread 'CRANE1' 
5@ = 0 
if 
  5@ == 1 
else_jump @CRANE1_102 
0@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
2@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANE1_102
if 
03CA:   object 0@ exists 
else_jump @CRANE1_258 
if 
04E5:   object 0@ near_point -2080.441 256.015 radius 10.0 10.0 flag 0 
else_jump @CRANE1_188 
008B: 1@ = $2723 // (int) 
008B: 2@ = $2724 // (int) 
008B: 3@ = $2726 // (int) 
008B: 4@ = $2725 // (int) 

:CRANE1_188
if 
04E5:   object 0@ near_point 2399.202 1879.139 radius 10.0 10.0 flag 0 
else_jump @CRANE1_258 
008B: 1@ = $2744 // (int) 
008B: 2@ = $2745 // (int) 
008B: 3@ = $2747 // (int) 
008B: 4@ = $2746 // (int) 

:CRANE1_258
$10490 = 0 
21@ = 0 

:CRANE1_272
wait 0 
if 
03CA:   object 0@ exists 
else_jump @CRANE1_2496 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_2489 
if 
  $10493 == 0 
else_jump @CRANE1_2489 
if 
  $1911 == 1 
else_jump @CRANE1_351 
gosub @CRANE1_2512 

:CRANE1_351
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 flag 0 
else_jump @CRANE1_2487 
if 
  $FLAG_PLAYER_IN_CRANE == 1 
else_jump @CRANE1_407 
gosub @CRANE1_2512 

:CRANE1_407
if 
  5@ == 0 
else_jump @CRANE1_461 
0400: store_coords_to 9@ 10@ 11@ from_object 0@ with_offset 0.0 -7.2092 -31.7581 
5@ += 1 

:CRANE1_461
if 
  5@ == 1 
else_jump @CRANE1_646 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 9@ 10@ 11@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE1_619 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE1_612 
if 
  $10490 == 0 
else_jump @CRANE1_573 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
$10490 = 1 

:CRANE1_573
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE1_612 
5@ += 1 
32@ = 6000 
$10490 = 0 

:CRANE1_612
jump @CRANE1_646 

:CRANE1_619
if 
   not $10490 == 0 
else_jump @CRANE1_646 
03E6: remove_text_box 
$10490 = 0 

:CRANE1_646
if 
  5@ == 2 
else_jump @CRANE1_1068 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_688 
097B: play_audio_at_object 1@ event 1019 

:CRANE1_688
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
fade 0 500 

:CRANE1_706
if 
fading 
else_jump @CRANE1_730 
wait 0 
jump @CRANE1_706 

:CRANE1_730
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_758 
079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 
jump @CRANE1_760 

:CRANE1_758
07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site magnocrane 

:CRANE1_760
0A44: unknown_flag 1 
7@ = Object.Angle(1@)
Object.StorePos(1@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.StorePos(2@, 12@, 13@, 14@)
0509: 8@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 12@ 13@ 
if 
  8@ > 47.5 
else_jump @CRANE1_848 
8@ = 47.5 

:CRANE1_848
if 
  10.0 > 8@ 
else_jump @CRANE1_879 
8@ = 10.0 

:CRANE1_879
if 
03CA:   object 1@ exists 
else_jump @CRANE1_943 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_943 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 0@ offset_from_object_origin 0.0 0.0 34.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE1_943
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_1016 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
$FLAG_PLAYER_IN_CRANE = 1 
22@ = 0 

:CRANE1_1016
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @CRANE1_2512 
fade 1 500 

:CRANE1_1037
if 
fading 
else_jump @CRANE1_1061 
wait 0 
jump @CRANE1_1037 

:CRANE1_1061
5@ += 1 

:CRANE1_1068
if 
  5@ == 3 
else_jump @CRANE1_2277 
if 
  32@ > 6000 
else_jump @CRANE1_1468 
$10490 += 1 
if 
  7 > $10490 
else_jump @CRANE1_1461 
0871: init_jump_table $10490 total_jumps 6 default_jump 0 @CRANE1_1461 jumps 1 @CRANE1_1193 2 @CRANE1_1250 3 @CRANE1_1307 4 @CRANE1_1364 5 @CRANE1_1421 6 @CRANE1_1441 -1 @CRANE1_1461 

:CRANE1_1193
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1232 
0512: show_permanent_text_box 'CONS_1'  // Push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the wrecker ball crane.
jump @CRANE1_1243 

:CRANE1_1232
0512: show_permanent_text_box 'CONS_1B'  // Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the crane.

:CRANE1_1243
jump @CRANE1_1461 

:CRANE1_1250
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1289 
0512: show_permanent_text_box 'CONS_2'  // Push ~k~~GO_BACK~ to move the wrecker ball closer or ~k~~GO_FORWARD~ to move it further away.
jump @CRANE1_1300 

:CRANE1_1289
0512: show_permanent_text_box 'CONS_2B'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to move the magnet closer or further away.

:CRANE1_1300
jump @CRANE1_1461 

:CRANE1_1307
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1346 
0512: show_permanent_text_box 'CONS_3'  // Press ~k~~PED_JUMPING~ to raise the wrecker ball.
jump @CRANE1_1357 

:CRANE1_1346
0512: show_permanent_text_box 'CONS_3B'  // Press ~k~~PED_JUMPING~ to raise the magnet.

:CRANE1_1357
jump @CRANE1_1461 

:CRANE1_1364
03E6: remove_text_box 
if 
07D6:   1@ == $2723 // integer vars 
else_jump @CRANE1_1403 
0512: show_permanent_text_box 'CONS_4'  // Press ~k~~PED_SPRINT~ to lower the wrecker ball.
jump @CRANE1_1414 

:CRANE1_1403
0512: show_permanent_text_box 'CONS_4B'  // Press ~k~~PED_SPRINT~ to lower the magnet.

:CRANE1_1414
jump @CRANE1_1461 

:CRANE1_1421
03E6: remove_text_box 
0512: show_permanent_text_box 'CONS_5'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera view.
jump @CRANE1_1461 

:CRANE1_1441
03E6: remove_text_box 
03E5: show_text_box 'CR_3'  // ~k~~VEHICLE_ENTER_EXIT~ Exit Crane
jump @CRANE1_1461 

:CRANE1_1461
32@ = 0 

:CRANE1_1468
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_2277 
if 
0735:   NOP_false 81 
else_jump @CRANE1_1509 
$10487 += 0.1 

:CRANE1_1509
if 
0735:   NOP_false 65 
else_jump @CRANE1_1534 
$10487 += -0.1 

:CRANE1_1534
if 
0735:   NOP_false 87 
else_jump @CRANE1_1559 
$10488 += 0.1 

:CRANE1_1559
if 
0735:   NOP_false 83 
else_jump @CRANE1_1584 
$10488 += -0.1 

:CRANE1_1584
if 
0735:   NOP_false 69 
else_jump @CRANE1_1609 
$10489 += 0.1 

:CRANE1_1609
if 
0735:   NOP_false 68 
else_jump @CRANE1_1634 
$10489 += -0.1 

:CRANE1_1634
if 
00E1:   player 0 pressed_key 0 
else_jump @CRANE1_1749 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_X to_float 
6@ /= 500.0 
0081: 7@ -= unknown_float * 6@ // (float) 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_1742 
if 
   not 22@ == 1 
else_jump @CRANE1_1742 
097B: play_audio_at_object 1@ event 1020 
22@ = 1 

:CRANE1_1742
jump @CRANE1_1798 

:CRANE1_1749
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_1798 
if 
   not 22@ == 0 
else_jump @CRANE1_1798 
097B: play_audio_at_object 1@ event 1021 
22@ = 0 

:CRANE1_1798
if 
00E1:   player 0 pressed_key 1 
else_jump @CRANE1_2000 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_Y to_float 
6@ /= 128.0 
if or
  6@ > 0.6 
  -0.6 > 6@ 
else_jump @CRANE1_1993 
6@ *= 0.15 
0081: 8@ -= unknown_float * 6@ // (float) 
if 
  8@ > 47.5 
else_jump @CRANE1_1929 
8@ = 47.5 

:CRANE1_1929
if 
  10.0 > 8@ 
else_jump @CRANE1_1960 
8@ = 10.0 

:CRANE1_1960
if 
   not 23@ == 1 
else_jump @CRANE1_1993 
097B: play_audio_at_object 2@ event 1020 
23@ = 1 

:CRANE1_1993
jump @CRANE1_2033 

:CRANE1_2000
if 
   not 23@ == 0 
else_jump @CRANE1_2033 
097B: play_audio_at_object 2@ event 1021 
23@ = 0 

:CRANE1_2033
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2071 
if 
00E1:   player 0 pressed_key 16 
else_jump @CRANE1_2071 
0799: set_crane_magnet 2@ release_stuff_from_magnet 

:CRANE1_2071
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2172 
if 
03CA:   object 0@ exists 
else_jump @CRANE1_2172 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 0.0 0.0 32.521 
Object.Angle(1@) = 7@
if 
03CA:   object 3@ exists 
else_jump @CRANE1_2164 
Object.Angle(3@) = 7@

:CRANE1_2164
Actor.Angle($PLAYER_ACTOR) = 7@

:CRANE1_2172
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2253 
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2253 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ with_offset 0.0 8@ 3.453 
0815: put_object 2@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
Object.Angle(2@) = 7@

:CRANE1_2253
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE1_2277 
5@ += 1 

:CRANE1_2277
if 
  5@ == 4 
else_jump @CRANE1_2480 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE1_2480 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2349 
097B: play_audio_at_object 1@ event 1022 

:CRANE1_2349
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: unknown_flag 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 0@ with_offset 2.0 -7.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
$FLAG_PLAYER_IN_CRANE = 0 
5@ = 0 
end_thread 

:CRANE1_2480
jump @CRANE1_2489 

:CRANE1_2487
end_thread 

:CRANE1_2489
jump @CRANE1_2505 

:CRANE1_2496
5@ = 0 
end_thread 

:CRANE1_2505
jump @CRANE1_272 

:CRANE1_2512
if 
  $10494 == 0 
else_jump @CRANE1_3074 
if 
00E1:   player 0 pressed_key 13 
else_jump @CRANE1_2619 
if 
  24@ == 0 
else_jump @CRANE1_2612 
21@ += 1 
if 
  21@ > 2 
else_jump @CRANE1_2597 
21@ = 0 

:CRANE1_2597
008A: $10495 = 21@ // (int) 
24@ += 1 

:CRANE1_2612
jump @CRANE1_2644 

:CRANE1_2619
if 
   not 24@ == 0 
else_jump @CRANE1_2644 
24@ = 0 

:CRANE1_2644
if 
  $FLAG_PLAYER_IN_CRANE == 1 
else_jump @CRANE1_2695 
if 
  $1911 == 1 
else_jump @CRANE1_2695 
0084: $10495 = $10495 // (int) 
$1911 = 0 

:CRANE1_2695
if 
  21@ == 0 
else_jump @CRANE1_2758 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2758 
0400: store_coords_to 15@ 16@ 17@ from_object 1@ with_offset -7.18 -6.42 15.79 

:CRANE1_2758
if 
  21@ == 1 
else_jump @CRANE1_2920 
if 
03CA:   object 1@ exists 
else_jump @CRANE1_2920 
0400: store_coords_to 15@ 16@ 17@ from_object 2@ with_offset 0.0 -4.5 20.1999 
if 
03CA:   object 2@ exists 
else_jump @CRANE1_2920 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 20.1999 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
6@ += -1.0 
6@ *= -1.0 
6@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 6@ // (float) 
0089: 17@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE1_2920
if 
03CA:   object 2@ exists 
else_jump @CRANE1_3035 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 2.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
6@ += -1.0 
6@ *= -1.0 
6@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 6@ // (float) 
0089: 18@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 19@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 20@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE1_3035
Camera.SetPosition(15@, 16@, 17@, 0.0, 0.0, 0.0)
Camera.PointAt(18@, 19@, 20@, 2)

:CRANE1_3074
return 
end_thread 

//-------------External script 68 (CRANE2)---------------

:CRANE2
thread 'CRANE2' 
0@ = 0 
if 
  0@ == 1 
else_jump @CRANE2_102 
$2727 = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
$2728 = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
$CRANE_MAGNET = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANE2_102
$10491 = 0 
$10509 = 33.7 
$2738 = 15.0 
28@ = 0 
27@ = 1 
$1919 = 0 

:CRANE2_150
wait 0 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4720 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_4713 
if 
  $10493 == 0 
else_jump @CRANE2_4713 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 flag 0 
else_jump @CRANE2_4711 
if 
  $1911 == 1 
else_jump @CRANE2_260 
gosub @CRANE2_4736 

:CRANE2_260
if and
   Player.Defined($PLAYER_CHAR)
  $1912 == 0 
else_jump @CRANE2_4704 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 flag 0 
else_jump @CRANE2_4679 
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @CRANE2_339 
gosub @CRANE2_4736 

:CRANE2_339
if 
  0@ == 0 
else_jump @CRANE2_393 
0400: store_coords_to 1@ 2@ 3@ from_object $2727 with_offset -1.7837 2.4699 -24.1519 
0@ += 1 

:CRANE2_393
if 
  0@ == 1 
else_jump @CRANE2_691 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1@ 2@ 3@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE2_538 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE2_531 
if 
  $10491 == 0 
else_jump @CRANE2_505 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
$10491 = 1 

:CRANE2_505
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE2_531 
03E6: remove_text_box 
0@ += 1 

:CRANE2_531
jump @CRANE2_565 

:CRANE2_538
if 
   not $10491 == 0 
else_jump @CRANE2_565 
03E6: remove_text_box 
$10491 = 0 

:CRANE2_565
if 
  15.0 > $2738 
else_jump @CRANE2_628 
$2738 = 15.0 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_628 
0453: set_object $CRANE_MAGNET XY_rotation $2738 0.0 angle $2737 

:CRANE2_628
if 
  $2738 > 30.0 
else_jump @CRANE2_691 
$2738 = 30.0 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_691 
0453: set_object $CRANE_MAGNET XY_rotation $2738 0.0 angle $2737 

:CRANE2_691
if 
  0@ == 2 
else_jump @CRANE2_1309 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_733 
097B: play_audio_at_object $2728 event 1019 

:CRANE2_733
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
$FLAG_PLAYER_IN_CRANE = 2 
fade 0 500 

:CRANE2_758
if 
fading 
else_jump @CRANE2_782 
wait 0 
jump @CRANE2_758 

:CRANE2_782
079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 
0A44: unknown_flag 1 
$2736 = Object.Angle($2728)
$2737 = Object.Angle($CRANE_MAGNET)
if 
03CA:   object $2727 exists 
else_jump @CRANE2_882 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_882 
Object.StorePos($2727, $2733, $2734, $2735)
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $2727 offset_from_object_origin 0.0 0.0 2.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE2_882
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_948 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
$10515 = 0 

:CRANE2_948
if 
03CA:   object $2727 exists 
else_jump @CRANE2_978 
Object.StorePos($2727, 21@, 22@, $TEMPVAR_FLOAT_3)

:CRANE2_978
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_1002 
25@ = Object.Angle($CRANE_MAGNET)

:CRANE2_1002
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_1204 
0400: store_coords_to $10503 $10504 $10505 from_object $CRANE_MAGNET with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to 4@ // float 
4@ += -1.0 
4@ *= -1.0 
4@ *= 50.0 
0067: $10505 -= 4@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $10503 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $2733 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10504 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10503 $10504 and_XY $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $10509 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $10509 // (float) 
0086: $10503 = $2733 // (float) 
0059: $10503 += $TEMPVAR_FLOAT_1 // (float) 
0086: $10504 = $2734 // (float) 
0059: $10504 += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_1204
0089: 10@ = $10503 // (float) 
0089: 11@ = $10504 // (float) 
$10510 = 0.0 
$10511 = 0.0 
$10512 = 0.3 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
gosub @CRANE2_4736 
fade 1 500 

:CRANE2_1271
if 
fading 
else_jump @CRANE2_1302 
wait 0 
gosub @CRANE2_4736 
jump @CRANE2_1271 

:CRANE2_1302
0@ += 1 

:CRANE2_1309
if 
  0@ == 3 
else_jump @CRANE2_4430 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_4430 
if 
0735:   NOP_false 131 
else_jump @CRANE2_1369 
$10509 += 0.1 

:CRANE2_1369
if 
0735:   NOP_false 130 
else_jump @CRANE2_1395 
$10509 += -0.1 

:CRANE2_1395
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @CRANE2_3930 
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
else_jump @CRANE2_2947 
if 
   not $10515 == 1 
else_jump @CRANE2_1485 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_1478 
097B: play_audio_at_object $2728 event 1020 

:CRANE2_1478
$10515 = 1 

:CRANE2_1485
if 
  $1918 == 0 
else_jump @CRANE2_2940 
28@ = 1 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 6@ = integer $MOVE_AXIS_X to_float 
008F: 7@ = integer $MOVE_AXIS_Y to_float 
6@ /= 128.0 
7@ /= 128.0 
6@ *= 0.15 
7@ *= 0.15 
0089: 12@ = $10506 // (float) 
0089: 13@ = $10507 // (float) 
0087: 15@ = 13@ // (float) 
0087: 16@ = 12@ // (float) 
16@ *= -1.0 
006B: 12@ *= 7@ // (float) 
006B: 13@ *= 7@ // (float) 
12@ *= -1.0 
13@ *= -1.0 
007B: 10@ += unknown_float * 12@ // (float) 
007B: 11@ += unknown_float * 13@ // (float) 
006B: 15@ *= 6@ // (float) 
006B: 16@ *= 6@ // (float) 
007B: 10@ += unknown_float * 15@ // (float) 
007B: 11@ += unknown_float * 16@ // (float) 
0509: 4@ = distance_between_XY 10@ 11@ and_XY $10500 $10501 
if 
  4@ > 0.3 
else_jump @CRANE2_1846 
0088: $TEMPVAR_FLOAT_1 = 10@ // (float) 
0061: $TEMPVAR_FLOAT_1 -= $10500 // (float) 
0088: $TEMPVAR_FLOAT_2 = 11@ // (float) 
0061: $TEMPVAR_FLOAT_2 -= $10501 // (float) 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
$TEMPVAR_FLOAT_1 *= 0.3 
$TEMPVAR_FLOAT_2 *= 0.3 
0089: 10@ = $10500 // (float) 
005D: 10@ += $TEMPVAR_FLOAT_1 // (float) 
0089: 11@ = $10501 // (float) 
005D: 11@ += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_1846
$TEMPVAR_FLOAT_3 = 0.0 
0088: $TEMPVAR_FLOAT_2 = 11@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_FLOAT_2 // (float) 
$TEMPVAR_FLOAT_1 -= 1671.5 
0087: 8@ = 10@ // (float) 
0087: 9@ = 8@ // (float) 
9@ += 1671.5 
005F: $TEMPVAR_FLOAT_1 += 8@ // (float) 
005F: $TEMPVAR_FLOAT_2 += 9@ // (float) 
$TEMPVAR_FLOAT_1 /= 2.0 
$TEMPVAR_FLOAT_2 /= 2.0 
if 
  -1648.057 > $TEMPVAR_FLOAT_1 
else_jump @CRANE2_2116 
0509: 4@ = distance_between_XY -1648.057 23.852 and_XY 10@ 11@ 
if 
0027:   4@ > $10509 // (float) 
else_jump @CRANE2_2109 
0087: 12@ = 10@ // (float) 
12@ += 1648.057 
0087: 13@ = 11@ // (float) 
13@ -= 23.852 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
10@ = -1648.057 
005B: 10@ += 12@ // (float) 
11@ = 23.852 
005B: 11@ += 13@ // (float) 

:CRANE2_2109
jump @CRANE2_2420 

:CRANE2_2116
if 
  $TEMPVAR_FLOAT_1 > -1532.742 
else_jump @CRANE2_2288 
0509: 4@ = distance_between_XY -1532.742 138.719 and_XY 10@ 11@ 
if 
0027:   4@ > $10509 // (float) 
else_jump @CRANE2_2281 
0087: 12@ = 10@ // (float) 
12@ += 1532.742 
0087: 13@ = 11@ // (float) 
13@ -= 138.719 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
10@ = -1532.742 
005B: 10@ += 12@ // (float) 
11@ = 138.719 
005B: 11@ += 13@ // (float) 

:CRANE2_2281
jump @CRANE2_2420 

:CRANE2_2288
0509: 4@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 10@ 11@ 
if 
0027:   4@ > $10509 // (float) 
else_jump @CRANE2_2420 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_1 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $TEMPVAR_FLOAT_2 // (float) 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0089: 10@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 10@ += 12@ // (float) 
0089: 11@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 11@ += 13@ // (float) 

:CRANE2_2420
0509: 18@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 10@ 11@ 
0089: 4@ = $10509 // (float) 
006F: 4@ *= $10509 // (float) 
0087: 5@ = 18@ // (float) 
006B: 5@ *= 18@ // (float) 
0087: 19@ = 4@ // (float) 
0063: 19@ -= 5@ // (float) 
0087: 20@ = 19@ // (float) 
20@ /= 2.0 
01FB: 20@ = square_root 20@ 
0089: 21@ = $TEMPVAR_FLOAT_1 // (float) 
0063: 21@ -= 20@ // (float) 
0089: 22@ = $TEMPVAR_FLOAT_2 // (float) 
0063: 22@ -= 20@ // (float) 
0089: 23@ = $TEMPVAR_FLOAT_1 // (float) 
005B: 23@ += 20@ // (float) 
0089: 24@ = $TEMPVAR_FLOAT_2 // (float) 
005B: 24@ += 20@ // (float) 
26@ = 0 
if and
  -1532.742 > 21@ 
  21@ > -1648.057 
else_jump @CRANE2_2620 
26@ += 1 

:CRANE2_2620
if and
  -1532.742 > 23@ 
  23@ > -1648.057 
else_jump @CRANE2_2658 
26@ += 2 

:CRANE2_2658
if 
   not 26@ == 0 
else_jump @CRANE2_2881 
if 
  26@ == 1 
else_jump @CRANE2_2694 

:CRANE2_2694
if 
  26@ == 2 
else_jump @CRANE2_2728 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2728
if 
  26@ == 3 
else_jump @CRANE2_2831 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_2831 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
0509: 5@ = distance_between_XY $2733 $2734 and_XY 23@ 24@ 
if 
0025:   4@ > 5@ // (float) 
else_jump @CRANE2_2831 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_2831
0087: 12@ = 10@ // (float) 
0063: 12@ -= 21@ // (float) 
0087: 13@ = 11@ // (float) 
0063: 13@ -= 22@ // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
jump @CRANE2_2940 

:CRANE2_2881
0089: 21@ = $2733 // (float) 
0089: 22@ = $2734 // (float) 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $2733 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 

:CRANE2_2940
jump @CRANE2_3246 

:CRANE2_2947
if 
   not $10515 == 0 
else_jump @CRANE2_2996 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_2989 
097B: play_audio_at_object $2728 event 1021 

:CRANE2_2989
$10515 = 0 

:CRANE2_2996
if 
   not 28@ == 0 
else_jump @CRANE2_3246 
if 
  28@ == 1 
else_jump @CRANE2_3107 
0086: $TEMPVAR_FLOAT_1 = $10503 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10504 // (float) 
0089: 12@ = $TEMPVAR_FLOAT_1 // (float) 
0065: 12@ -= $2733 // (float) 
0089: 13@ = $TEMPVAR_FLOAT_2 // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 

:CRANE2_3107
if 
  $10510 > 0.0 
else_jump @CRANE2_3246 
$10511 = -0.007 
007A: $10510 += unknown_float * $10511 // (float) 
if 
  0.0 > $10510 
else_jump @CRANE2_3191 
$10510 = 0.0 
28@ = 0 
jump @CRANE2_3198 

:CRANE2_3191
28@ = 2 

:CRANE2_3198
0086: $TEMPVAR_FLOAT_1 = $10510 // (float) 
006D: $TEMPVAR_FLOAT_1 *= 12@ // (float) 
0086: $TEMPVAR_FLOAT_2 = $10510 // (float) 
006D: $TEMPVAR_FLOAT_2 *= 13@ // (float) 
0059: $2733 += $TEMPVAR_FLOAT_1 // (float) 
0059: $2734 += $TEMPVAR_FLOAT_2 // (float) 

:CRANE2_3246
if 
  28@ == 1 
else_jump @CRANE2_3530 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_3530 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
if 
  4@ > 0.01 
else_jump @CRANE2_3366 
0088: $10513 = 21@ // (float) 
0061: $10513 -= $2733 // (float) 
0088: $10514 = 22@ // (float) 
0061: $10514 -= $2734 // (float) 
0075: $10513 /= 4@ // (float) 
0075: $10514 /= 4@ // (float) 

:CRANE2_3366
if 
  4@ > 0.01 
else_jump @CRANE2_3530 
$10511 = 0.003 
007A: $10510 += unknown_float * $10511 // (float) 
if 
0024:   $10510 > $10512 // (float) 
else_jump @CRANE2_3432 
0086: $10510 = $10512 // (float) 

:CRANE2_3432
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 
if 
0027:   4@ > $10510 // (float) 
else_jump @CRANE2_3490 
006F: 12@ *= $10510 // (float) 
006F: 13@ *= $10510 // (float) 
jump @CRANE2_3514 

:CRANE2_3490
006B: 12@ *= 4@ // (float) 
006B: 13@ *= 4@ // (float) 
0088: $10510 = 4@ // (float) 

:CRANE2_3514
005F: $2733 += 12@ // (float) 
005F: $2734 += 13@ // (float) 

:CRANE2_3530
if 
  28@ == 1 
else_jump @CRANE2_3888 
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_3888 
if 
  25@ > 180.0 
else_jump @CRANE2_3595 
25@ += -360.0 

:CRANE2_3595
if 
  -180.0 > 25@ 
else_jump @CRANE2_3626 
25@ += 360.0 

:CRANE2_3626
0086: $TEMPVAR_ANGLE = $2737 // (float) 
if 
  $TEMPVAR_ANGLE > 180.0 
else_jump @CRANE2_3665 
$TEMPVAR_ANGLE += -360.0 

:CRANE2_3665
if 
  -180.0 > $TEMPVAR_ANGLE 
else_jump @CRANE2_3696 
$TEMPVAR_ANGLE += 360.0 

:CRANE2_3696
0087: 4@ = 25@ // (float) 
0065: 4@ -= $TEMPVAR_ANGLE // (float) 
if 
  4@ > 180.0 
else_jump @CRANE2_3743 
4@ += -360.0 

:CRANE2_3743
if 
  -180.0 > 4@ 
else_jump @CRANE2_3774 
4@ += 360.0 

:CRANE2_3774
if 
  4@ >= 0.0 
else_jump @CRANE2_3833 
if 
  4@ > 0.2 
else_jump @CRANE2_3826 
4@ = 0.2 

:CRANE2_3826
jump @CRANE2_3864 

:CRANE2_3833
if 
  -0.2 > 4@ 
else_jump @CRANE2_3864 
4@ = -0.2 

:CRANE2_3864
007D: $TEMPVAR_ANGLE += unknown_float * 4@ // (float) 
0086: $2736 = $TEMPVAR_ANGLE // (float) 
0086: $2737 = $TEMPVAR_ANGLE // (float) 

:CRANE2_3888
if 
  $1913 == 0 
else_jump @CRANE2_3930 
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE2_3930 
0@ += 1 

:CRANE2_3930
if and
  -1532.742 > $2733 
  $2733 > -1648.057 
else_jump @CRANE2_3998 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_3991 
0815: put_object $2727 at $2733 $2734 $2735 and_keep_rotation 

:CRANE2_3991
jump @CRANE2_4028 

:CRANE2_3998
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4028 
Object.StorePos($2727, $2733, $2734, $2735)

:CRANE2_4028
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4104 
if 
03CA:   object $2730 exists 
else_jump @CRANE2_4104 
Object.StorePos($2727, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2727)
Object.PutAt($2730, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2730) = $TEMPVAR_ANGLE

:CRANE2_4104
if 
03CA:   object $2727 exists 
else_jump @CRANE2_4255 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4195 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 0.0 0.0 0.0 
Object.Angle($2728) = $2736
0815: put_object $2728 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
Actor.Angle($PLAYER_ACTOR) = $2736

:CRANE2_4195
if 
03CA:   object $2731 exists 
else_jump @CRANE2_4255 
Object.StorePos($2728, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($2728)
Object.PutAt($2731, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2731) = $TEMPVAR_ANGLE

:CRANE2_4255
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_4430 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4354 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2728 with_offset 0.0 -2.185 8.51 
$2737 = Object.Angle($2728)
0815: put_object $CRANE_MAGNET at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object $CRANE_MAGNET XY_rotation $2738 0.0 angle $2737 

:CRANE2_4354
if 
03CA:   object $2732 exists 
else_jump @CRANE2_4430 
Object.StorePos($CRANE_MAGNET, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$TEMPVAR_ANGLE = Object.Angle($CRANE_MAGNET)
Object.PutAt($2732, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.Angle($2732) = $TEMPVAR_ANGLE
0453: set_object $2732 XY_rotation $2738 0.0 angle $2737 

:CRANE2_4430
if or
  0@ == 4 
  $1915 == 1 
else_jump @CRANE2_4672 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE2_4672 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4509 
097B: play_audio_at_object $2728 event 1022 

:CRANE2_4509
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: unknown_flag 0 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object $2727 with_offset 2.0 -4.0 0.0 
02CE: $TEMPVAR_FLOAT_3 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$FLAG_PLAYER_IN_CRANE = 0 
$1915 = 0 
0@ = 0 
Object.Throw($2727, 0.0, 0.0, 0.0)

:CRANE2_4672
jump @CRANE2_4704 

:CRANE2_4679
if 
   not 0@ == 0 
else_jump @CRANE2_4704 
0@ = 0 

:CRANE2_4704
jump @CRANE2_4713 

:CRANE2_4711
end_thread 

:CRANE2_4713
jump @CRANE2_4729 

:CRANE2_4720
0@ = 0 
end_thread 

:CRANE2_4729
jump @CRANE2_150 

:CRANE2_4736
if 
00E1:   player 0 pressed_key 13 
else_jump @CRANE2_4825 
if 
  29@ == 0 
else_jump @CRANE2_4818 
27@ += 1 
if 
  27@ > 2 
else_jump @CRANE2_4803 
27@ = 0 

:CRANE2_4803
008A: $1919 = 27@ // (int) 
29@ += 1 

:CRANE2_4818
jump @CRANE2_4850 

:CRANE2_4825
if 
   not 29@ == 0 
else_jump @CRANE2_4850 
29@ = 0 

:CRANE2_4850
if 
  $FLAG_PLAYER_IN_CRANE == 2 
else_jump @CRANE2_4901 
if 
  $1911 == 1 
else_jump @CRANE2_4901 
008B: 27@ = $1919 // (int) 
$1911 = 0 

:CRANE2_4901
if 
803C:   not  $1919 == 27@ // (int) 
else_jump @CRANE2_4928 
008A: $1919 = 27@ // (int) 

:CRANE2_4928
if 
  27@ == 0 
else_jump @CRANE2_4998 
if 
03CA:   object $2728 exists 
else_jump @CRANE2_4991 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 6.1 15.0 5.1 

:CRANE2_4991
jump @CRANE2_5113 

:CRANE2_4998
if 
  27@ == 1 
else_jump @CRANE2_5068 
if 
03CA:   object $2727 exists 
else_jump @CRANE2_5061 
0400: store_coords_to $10497 $10498 $10499 from_object $2727 with_offset -4.0 17.3 35.0 

:CRANE2_5061
jump @CRANE2_5113 

:CRANE2_5068
if 
03CA:   object $2728 exists 
else_jump @CRANE2_5113 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 3.0 45.0 0.0 

:CRANE2_5113
if 
03CA:   object $CRANE_MAGNET exists 
else_jump @CRANE2_5750 
0400: store_coords_to $10500 $10501 $10502 from_object $CRANE_MAGNET with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to 4@ // float 
4@ += -1.0 
4@ *= -1.0 
4@ *= 50.0 
0067: $10502 -= 4@ // (float) 
0086: $TEMPVAR_FLOAT_1 = $10500 // (float) 
0061: $TEMPVAR_FLOAT_1 -= $2733 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10501 // (float) 
0061: $TEMPVAR_FLOAT_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10500 $10501 and_XY $2733 $2734 
0075: $TEMPVAR_FLOAT_1 /= 4@ // (float) 
0075: $TEMPVAR_FLOAT_2 /= 4@ // (float) 
0069: $TEMPVAR_FLOAT_1 *= $10509 // (float) 
0069: $TEMPVAR_FLOAT_2 *= $10509 // (float) 
0086: $10500 = $2733 // (float) 
0059: $10500 += $TEMPVAR_FLOAT_1 // (float) 
0086: $10501 = $2734 // (float) 
0059: $10501 += $TEMPVAR_FLOAT_2 // (float) 
050A: 4@ = distance_between_XYZ $10500 $10501 $10502 and_XYZ $10503 $10504 $10505 
if 
  4@ > 0.3 
else_jump @CRANE2_5461 
0086: $10506 = $10500 // (float) 
0061: $10506 -= $10503 // (float) 
0086: $10507 = $10501 // (float) 
0061: $10507 -= $10504 // (float) 
0086: $10508 = $10502 // (float) 
0061: $10508 -= $10505 // (float) 
$10506 *= 0.05 
$10507 *= 0.05 
$10508 *= 0.05 
0059: $10503 += $10506 // (float) 
0059: $10504 += $10507 // (float) 
0059: $10505 += $10508 // (float) 

:CRANE2_5461
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
  $1912 == 0 
else_jump @CRANE2_5616 
0089: 12@ = $10497 // (float) 
0065: 12@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 13@ = $10498 // (float) 
0065: 13@ -= $TEMPVAR_FLOAT_2 // (float) 
0089: 14@ = $10499 // (float) 
0065: 14@ -= $TEMPVAR_FLOAT_3 // (float) 
12@ *= 0.2 
13@ *= 0.2 
14@ *= 0.2 
0086: $10497 = $TEMPVAR_FLOAT_1 // (float) 
005F: $10497 += 12@ // (float) 
0086: $10498 = $TEMPVAR_FLOAT_2 // (float) 
005F: $10498 += 13@ // (float) 
0086: $10499 = $TEMPVAR_FLOAT_3 // (float) 
005F: $10499 += 14@ // (float) 

:CRANE2_5616
Camera.SetPosition($10497, $10498, $10499, 0.0, 0.0, 0.0)
Camera.PointAt($10503, $10504, $10505, 2)
0086: $10506 = $10503 // (float) 
0061: $10506 -= $10497 // (float) 
0086: $10507 = $10504 // (float) 
0061: $10507 -= $10498 // (float) 
0086: $10508 = $10505 // (float) 
0061: $10508 -= $10499 // (float) 
050A: 4@ = distance_between_XYZ $10497 $10498 $10499 and_XYZ $10503 $10504 $10505 
0075: $10506 /= 4@ // (float) 
0075: $10507 /= 4@ // (float) 
0075: $10508 /= 4@ // (float) 

:CRANE2_5750
return 
end_thread 

//-------------External script 69 (CRANE3)---------------

:CRANE3
thread 'CRANE3' 
3@ = 0 
if 
  3@ == 1 
else_jump @CRANE3_124 
0@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
1@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
2@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)
3@ = Object.Init(#WOODENBOX, 0.0, 0.0, 0.0)

:CRANE3_124
$10492 = 0 

:CRANE3_131
wait 0 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1554 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_1547 
if 
  $10493 == 0 
else_jump @CRANE3_1547 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 flag 0 
else_jump @CRANE3_1538 
if 
  3@ == 0 
else_jump @CRANE3_270 
0400: store_coords_to 5@ 6@ 7@ from_object 0@ with_offset 3.0899 2.9792 0.0081 
3@ += 1 

:CRANE3_270
if 
  3@ == 1 
else_jump @CRANE3_440 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 5@ 6@ 7@ radius 1.2 1.2 1.5 on_foot 
else_jump @CRANE3_413 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CRANE3_406 
if 
  $10492 == 0 
else_jump @CRANE3_382 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
$10492 = 1 

:CRANE3_382
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE3_406 
3@ += 1 

:CRANE3_406
jump @CRANE3_440 

:CRANE3_413
if 
   not $10492 == 0 
else_jump @CRANE3_440 
03E6: remove_text_box 
$10492 = 0 

:CRANE3_440
if 
  3@ == 2 
else_jump @CRANE3_719 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_482 
097B: play_audio_at_object 0@ event 1019 

:CRANE3_482
Player.CanMove($PLAYER_CHAR) = False
09BD: unknown_flag 1 
fade 0 500 

:CRANE3_500
if 
fading 
else_jump @CRANE3_524 
wait 0 
jump @CRANE3_500 

:CRANE3_524
07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarry magnocrane 
0A44: unknown_flag 1 
4@ = Object.Angle(1@)
if 
03CA:   object 0@ exists 
else_jump @CRANE3_570 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_570 

:CRANE3_570
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_656 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Actor.PutAt($PLAYER_ACTOR, 713.5652, 906.2935, -18.0674)
0337: set_actor $PLAYER_ACTOR visibility 0 
Player.CanMove($PLAYER_CHAR) = True
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
15@ = 0 

:CRANE3_656
0512: show_permanent_text_box 'QUAR_1'  // The movement controls rotate the crane.~N~~k~~PED_JUMPING~ Raise winch.~N~~k~~PED_SPRINT~ Lower winch.~N~~k~~PED_FIREWEAPON~ Release objects.
gosub @CRANE3_1570 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
fade 1 500 

:CRANE3_688
if 
fading 
else_jump @CRANE3_712 
wait 0 
jump @CRANE3_688 

:CRANE3_712
3@ += 1 

:CRANE3_719
if 
  3@ == 3 
else_jump @CRANE3_1383 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_1383 
gosub @CRANE3_1570 
if 
00E1:   player 0 pressed_key 0 
else_jump @CRANE3_875 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 8@ = integer $MOVE_AXIS_X to_float 
8@ /= 500.0 
0081: 4@ -= unknown_float * 8@ // (float) 
if 
   not 15@ == 1 
else_jump @CRANE3_868 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_868 
097B: play_audio_at_object 0@ event 1020 
15@ = 1 

:CRANE3_868
jump @CRANE3_924 

:CRANE3_875
if 
   not 15@ == 0 
else_jump @CRANE3_924 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_924 
097B: play_audio_at_object 0@ event 1021 
15@ = 0 

:CRANE3_924
if 
00E1:   player 0 pressed_key 1 
else_jump @CRANE3_1187 
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008F: 8@ = integer $MOVE_AXIS_Y to_float 
8@ /= 1000.0 
8@ *= 1.5 
0083: $2739 -= unknown_float * 8@ // (float) 

:CRANE3_993
if 
  0.0 > $2739 
else_jump @CRANE3_1031 
$2739 += 360.0 
jump @CRANE3_993 

:CRANE3_1031
if 
  $2739 > 360.0 
else_jump @CRANE3_1069 
$2739 += -360.0 
jump @CRANE3_1031 

:CRANE3_1069
if 
  $2739 > 70.0 
else_jump @CRANE3_1100 
$2739 = 70.0 

:CRANE3_1100
if 
  10.0 > $2739 
else_jump @CRANE3_1131 
$2739 = 10.0 

:CRANE3_1131
if 
   not 16@ == 1 
else_jump @CRANE3_1180 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1180 
097B: play_audio_at_object 2@ event 1020 
16@ = 1 

:CRANE3_1180
jump @CRANE3_1236 

:CRANE3_1187
if 
   not 16@ == 0 
else_jump @CRANE3_1236 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1236 
097B: play_audio_at_object 2@ event 1021 
16@ = 0 

:CRANE3_1236
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1268 
Object.Angle(1@) = 4@
Actor.Angle($PLAYER_ACTOR) = 4@

:CRANE3_1268
if 
03CA:   object 2@ exists 
else_jump @CRANE3_1359 
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1359 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 1@ with_offset 0.0 0.0 1.0206 
0815: put_object 2@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
0453: set_object 2@ XY_rotation 0.0 $2739 angle 4@ 

:CRANE3_1359
if 
00E1:   player 0 pressed_key 15 
else_jump @CRANE3_1383 
3@ += 1 

:CRANE3_1383
if 
  3@ == 4 
else_jump @CRANE3_1531 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CRANE3_1531 
03E6: remove_text_box 
if 
03CA:   object 0@ exists 
else_jump @CRANE3_1443 
097B: play_audio_at_object 0@ event 1022 

:CRANE3_1443
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: unknown_flag 0 
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
Actor.PutAt($PLAYER_ACTOR, 706.2595, 918.6275, -19.6407)
Actor.Angle($PLAYER_ACTOR) = 127.184
Camera.Restore_WithJumpCut
3@ = 0 

:CRANE3_1531
jump @CRANE3_1547 

:CRANE3_1538
3@ = 0 
end_thread 

:CRANE3_1547
jump @CRANE3_1563 

:CRANE3_1554
3@ = 0 
end_thread 

:CRANE3_1563
jump @CRANE3_131 

:CRANE3_1570
if 
03CA:   object 1@ exists 
else_jump @CRANE3_1615 
0400: store_coords_to 9@ 10@ 11@ from_object 1@ with_offset -9.0 -6.8 6.0 

:CRANE3_1615
if 
03CA:   object 2@ exists 
else_jump @CRANE3_1730 
0400: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_object 2@ with_offset 0.0 0.0 59.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 8@ // float 
8@ += -1.0 
8@ *= -1.0 
8@ *= 72.0 
0067: $TEMPVAR_FLOAT_3 -= 8@ // (float) 
0089: 12@ = $TEMPVAR_FLOAT_1 // (float) 
0089: 13@ = $TEMPVAR_FLOAT_2 // (float) 
0089: 14@ = $TEMPVAR_FLOAT_3 // (float) 

:CRANE3_1730
Camera.SetPosition(9@, 10@, 11@, 0.0, 0.0, 0.0)
Camera.PointAt(12@, 13@, 14@, 2)
return 
end_thread 

//-------------External script 70 (CARPARK1)---------------

:CARPRK1
thread 'CARPRK1' 
set_wb_check_to 0 
0@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
8@ = 0 
9@ = 0 

:CARPRK1_85
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CARPRK1_2769 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2037.568 2366.152 9.8203 cornerB 2119.283 2472.418 14.1172 
else_jump @CARPRK1_251 
if 
  0@ == 0 
else_jump @CARPRK1_244 
03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.099 2414.177 9.8203 z_angle 90.4575 
03C5: create_random_car_for_carpark 2104.859 2416.439 9.8203 z_angle 270.7819 
0@ = 1 

:CARPRK1_244
jump @CARPRK1_308 

:CARPRK1_251
if 
  0@ == 1 
else_jump @CARPRK1_308 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 9.8203 cornerB 2117.283 2441.002 14.1172 
0@ = 0 

:CARPRK1_308
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 13.1172 cornerB 2119.283 2441.002 18.4219 
else_jump @CARPRK1_520 
if 
  1@ == 0 
else_jump @CARPRK1_513 
03C5: create_random_car_for_carpark 2104.537 2412.3 14.1172 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 14.1172 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 14.1172 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 14.1172 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 14.1172 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 14.1172 z_angle 98.3338 
1@ = 1 

:CARPRK1_513
jump @CARPRK1_577 

:CARPRK1_520
if 
  1@ == 1 
else_jump @CARPRK1_577 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 14.1172 cornerB 2117.283 2441.002 18.4219 
1@ = 0 

:CARPRK1_577
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 17.4219 cornerB 2119.283 2441.002 22.7188 
else_jump @CARPRK1_789 
if 
  2@ == 0 
else_jump @CARPRK1_782 
03C5: create_random_car_for_carpark 2104.517 2405.886 18.4219 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 18.4219 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 18.4219 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 18.4219 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 18.4219 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 18.4219 z_angle 270.7297 
2@ = 1 

:CARPRK1_782
jump @CARPRK1_846 

:CARPRK1_789
if 
  2@ == 1 
else_jump @CARPRK1_846 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 18.4219 cornerB 2117.283 2441.002 22.7188 
2@ = 0 

:CARPRK1_846
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 21.7188 cornerB 2119.283 2441.002 27.0234 
else_jump @CARPRK1_1058 
if 
  3@ == 0 
else_jump @CARPRK1_1051 
03C5: create_random_car_for_carpark 2104.499 2411.852 22.7188 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 22.7188 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 22.7188 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 22.7188 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 22.7188 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 22.7188 z_angle 87.7661 
3@ = 1 

:CARPRK1_1051
jump @CARPRK1_1115 

:CARPRK1_1058
if 
  3@ == 1 
else_jump @CARPRK1_1115 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 22.7188 cornerB 2117.283 2441.002 27.0234 
3@ = 0 

:CARPRK1_1115
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 24.7815 cornerB 2119.283 2441.002 31.3203 
else_jump @CARPRK1_1327 
if 
  4@ == 0 
else_jump @CARPRK1_1320 
03C5: create_random_car_for_carpark 2069.661 2416.422 27.0234 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 27.0234 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 27.0234 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 27.0234 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 27.0234 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 27.0234 z_angle 270.7819 
4@ = 1 

:CARPRK1_1320
jump @CARPRK1_1384 

:CARPRK1_1327
if 
  4@ == 1 
else_jump @CARPRK1_1384 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 27.0234 cornerB 2117.283 2441.002 31.3203 
4@ = 0 

:CARPRK1_1384
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 30.3203 cornerB 2119.283 2441.002 35.6172 
else_jump @CARPRK1_1596 
if 
  5@ == 0 
else_jump @CARPRK1_1589 
03C5: create_random_car_for_carpark 2104.537 2412.3 31.3203 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 31.3203 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 31.3203 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 31.3203 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 31.3203 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 31.3203 z_angle 98.3338 
5@ = 1 

:CARPRK1_1589
jump @CARPRK1_1653 

:CARPRK1_1596
if 
  5@ == 1 
else_jump @CARPRK1_1653 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 31.3203 cornerB 2117.283 2441.002 35.6172 
5@ = 0 

:CARPRK1_1653
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 34.6172 cornerB 2119.283 2441.002 39.9219 
else_jump @CARPRK1_1865 
if 
  6@ == 0 
else_jump @CARPRK1_1858 
03C5: create_random_car_for_carpark 2104.517 2405.886 35.6172 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 35.6172 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 35.6172 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 35.6172 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 35.6172 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 35.6172 z_angle 270.7297 
6@ = 1 

:CARPRK1_1858
jump @CARPRK1_1922 

:CARPRK1_1865
if 
  6@ == 1 
else_jump @CARPRK1_1922 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 35.6172 cornerB 2117.283 2441.002 39.9219 
6@ = 0 

:CARPRK1_1922
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 38.9219 cornerB 2119.283 2441.002 44.2188 
else_jump @CARPRK1_2134 
if 
  7@ == 0 
else_jump @CARPRK1_2127 
03C5: create_random_car_for_carpark 2104.499 2411.852 39.9219 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 39.9219 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 39.9219 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 39.9219 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 39.9219 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 39.9219 z_angle 87.7661 
7@ = 1 

:CARPRK1_2127
jump @CARPRK1_2191 

:CARPRK1_2134
if 
  7@ == 1 
else_jump @CARPRK1_2191 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 39.9219 cornerB 2117.283 2441.002 44.2188 
7@ = 0 

:CARPRK1_2191
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 43.2188 cornerB 2119.283 2441.002 48.5234 
else_jump @CARPRK1_2403 
if 
  8@ == 0 
else_jump @CARPRK1_2396 
03C5: create_random_car_for_carpark 2069.661 2416.422 44.2188 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 44.2188 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 44.2188 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 44.2188 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 44.2188 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 44.2188 z_angle 270.7819 
8@ = 1 

:CARPRK1_2396
jump @CARPRK1_2460 

:CARPRK1_2403
if 
  8@ == 1 
else_jump @CARPRK1_2460 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 44.2188 cornerB 2117.283 2441.002 48.5234 
8@ = 0 

:CARPRK1_2460
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 44.5234 cornerB 2119.283 2441.002 55.9123 
else_jump @CARPRK1_2672 
if 
  9@ == 0 
else_jump @CARPRK1_2665 
03C5: create_random_car_for_carpark 2104.537 2412.3 48.5234 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 48.5234 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 48.5234 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 48.5234 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 48.5234 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 48.5234 z_angle 98.3338 
9@ = 1 

:CARPRK1_2665
jump @CARPRK1_2729 

:CARPRK1_2672
if 
  9@ == 1 
else_jump @CARPRK1_2729 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 48.5234 cornerB 2117.283 2441.002 52.9123 
9@ = 0 

:CARPRK1_2729
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2119.9 2483.922 
else_jump @CARPRK1_2769 
end_thread 

:CARPRK1_2769
jump @CARPRK1_85 
end_thread 

//-------------External script 71 (IMPOUND)---------------

:IMPND
thread 'IMPND' 
$10549[0] = 0 
$10549[1] = 0 
$10549[2] = 0 
$10549[3] = 0 
$10549[4] = 0 
$10549[5] = 0 
$10549[6] = 0 
$10549[7] = 0 
$10559 = 1540.632 
$10563 = -1603.163 
$10567 = 17.6564 
$10571 = 1607.27 
$10575 = -1637.528 
$10579 = 12.774 
$10583 = 1613.319 
$10587 = -1633.612 
$10591 = 12.077 
$10595 = 1522.73 
$10599 = -1721.398 
$10603 = 4.2191 
$10560 = -1572.807 
$10564 = 646.8937 
$10568 = 10.5019 
$10572 = -1641.409 
$10576 = 687.6273 
$10580 = 4.8704 
$10584 = -1700.933 
$10588 = 680.025 
$10592 = 27.7313 
$10596 = -1638.982 
$10600 = 699.3646 
$10604 = 5.0489 
$10561 = 2238.01 
$10565 = 2430.891 
$10569 = 11.764 
$10573 = 2304.289 
$10577 = 2502.322 
$10581 = -9.0538 
$10585 = 2238.01 
$10589 = 2430.891 
$10593 = 11.764 
$10597 = 2304.289 
$10601 = 2502.322 
$10605 = -9.0538 
$10606[1] = 1544.691 
$10610[1] = -1630.75 
$10614[1] = 13.043 
$10618[1] = 0.0 
$10622[1] = 0.0 
$10626[1] = 0.0 
$10630[1] = 0.0 
$10634[1] = 0.0 
$10606[2] = -1572.203 
$10610[2] = 658.7618 
$10614[2] = 6.8916 
$10618[2] = 0.0 
$10622[2] = -1701.43 
$10626[2] = 687.7184 
$10630[2] = 24.6525 
$10634[2] = 180.0 
$10606[3] = 2238.199 
$10610[3] = 2450.339 
$10614[3] = 10.5829 
$10618[3] = 0.0 
$10622[3] = 0.0 
$10626[3] = 0.0 
$10630[3] = 0.0 
$10634[3] = 0.0 
$10638[1] = 1588.503 
$10642[1] = -1637.872 
$10646[1] = 14.5641 
$10650[1] = 0.0 
$10654[1] = 0.0 
$10658[1] = 0.0 
$10662[1] = 0.0 
$10666[1] = 0.0 
$10638[2] = -1631.767 
$10642[2] = 688.4075 
$10646[2] = 8.5436 
$10650[2] = 90.0 
$10654[2] = 0.0 
$10658[2] = 0.0 
$10662[2] = 0.0 
$10666[2] = 0.0 
$10638[3] = 2293.83 
$10642[3] = 2498.804 
$10646[3] = 4.4414 
$10650[3] = 90.0 
$10654[3] = 2335.178 
$10658[3] = 2443.621 
$10662[3] = 6.9743 
$10666[3] = 59.9993 
$10730 = 0 
$10731 = 0 
$10732 = 0 
$10733 = 0 

Player.ClearWantedLevel($PLAYER_CHAR)
Model.Load(#BANSHEE)
Model.Load(#STALLION)
Model.Load(#COPCARLA)
:IMPND_JOSH_CAR
wait 0
if and
Model.Available(#COPCARLA)
Model.Available(#STALLION)                              
Model.Available(#BANSHEE)
jf @IMPND_JOSH_CAR

if 
  8@ == 90 
else_jump @IMPND_1039 
9@ = Object.Create(#POLICE_BARRIER, 0.0, 0.0, 0.0)
6@ = Object.Create(#KMB_SHUTTER, 0.0, 0.0, 0.0)
0376: 24@ = create_random_actor_at 0.0 0.0 0.0 
0376: 19@ = create_random_actor_at 0.0 0.0 0.0 

:IMPND_1039
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IMPND_4118 
if 
  0@ == 0 
else_jump @IMPND_2453 
if 
  1@ == 0 
else_jump @IMPND_1289 
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @IMPND_1144 
Model.Load(#LAPD1)
Model.Load(#COLT45)
Model.Load(#COPCARLA)
04AE: $10710 = 280 // $ = any 
04AE: $10711 = 596 // $ = any 

:IMPND_1144
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @IMPND_1193 
Model.Load(#SFPD1)
Model.Load(#COLT45)
Model.Load(#COPCARSF)
04AE: $10710 = 281 // $ = any 
04AE: $10711 = 597 // $ = any 

:IMPND_1193
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @IMPND_1242 
Model.Load(#LVPD1)
Model.Load(#COLT45)
Model.Load(#COPCARVG)

04AE: $10710 = 282 // $ = any 
04AE: $10711 = 598 // $ = any 

:IMPND_1242
if 
  $ONMISSION == 0 
else_jump @IMPND_1282 
22@ = 1 
Model.Load(#POLICE_BARRIER)
Model.Load(#SFCOPDR)
Model.Load(#KMB_SHUTTER)

:IMPND_1282
1@ = 2 

:IMPND_1289
if 
  1@ == 2 
else_jump @IMPND_2453 
if and
   Model.Available($10710)
   Model.Available(#COLT45)
   Model.Available($10711)
else_jump @IMPND_2453 
1@ = 0 
if 
   not $ONMISSION == 1 
else_jump @IMPND_1358 

:IMPND_1358
9@ = Object.Init(#POLICE_BARRIER, $10606($IMPOUND_TOWN_NUMBER,4f), $10610($IMPOUND_TOWN_NUMBER,4f), $10614($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 9@ XY_rotation -90.0 0.0 angle $10618($IMPOUND_TOWN_NUMBER,4f) 
if 
   not $10622($IMPOUND_TOWN_NUMBER,4f) == 0.0 
else_jump @IMPND_1529 
10@ = Object.Init(#POLICE_BARRIER, $10622($IMPOUND_TOWN_NUMBER,4f), $10626($IMPOUND_TOWN_NUMBER,4f), $10630($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 10@ XY_rotation -90.0 0.0 angle $10634($IMPOUND_TOWN_NUMBER,4f) 

:IMPND_1529
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_1562 
11@ = -388 
jump @IMPND_1570 

:IMPND_1562
11@ = -387 

:IMPND_1570
6@ = Object.Init(11@, $10638($IMPOUND_TOWN_NUMBER,4f), $10642($IMPOUND_TOWN_NUMBER,4f), $10646($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 6@ XY_rotation 0.0 0.0 angle $10650($IMPOUND_TOWN_NUMBER,4f) 
if 
   not $10654($IMPOUND_TOWN_NUMBER,4f) == 0.0 
else_jump @IMPND_1697 
7@ = Object.Init(11@, $10654($IMPOUND_TOWN_NUMBER,4f), $10658($IMPOUND_TOWN_NUMBER,4f), $10662($IMPOUND_TOWN_NUMBER,4f))
0453: set_object 7@ XY_rotation 0.0 0.0 angle $10666($IMPOUND_TOWN_NUMBER,4f) 

:IMPND_1697
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_1885 
$10516[0] = Actor.Create(Mission1, $10710, 1544.383, -1631.849, 12.3905)
Actor.Angle($10516[0]) = 45.0
$10516[2] = Actor.Create(Mission1, $10710, 1578.957, -1634.127, 12.5547)
Actor.Angle($10516[2]) = 0.0
$10670 = 1544.383 
$10680 = -1631.849 
$10690 = 12.3905 
$10700 = 45.0 
$10672 = 1544.383 
$10682 = 1578.957 
$10692 = -1634.127 
$10702 = 12.554 
$10734 = -90.0 
$10736 = 0.0 

:IMPND_1885
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_2158 
$10516[1] = Actor.Create(Mission1, $10710, -1700.839, 688.9841, 23.9032)
Actor.Angle($10516[1]) = 134.0
$10516[0] = Actor.Create(Mission1, $10710, -1572.705, 657.5745, 6.2446)
Actor.Angle($10516[0]) = 304.0
$10516[2] = Actor.Create(Mission1, $10710, -1616.822, 679.9485, 6.1901)
Actor.Angle($10516[2]) = 188.0
$10670 = -1572.705 
$10680 = 657.5745 
$10690 = 6.2446 
$10700 = 304.0 
$10671 = -1700.839 
$10681 = 688.9841 
$10691 = 23.9032 
$10701 = 134.0 
$10672 = -1616.822 
$10682 = 679.9485 
$10692 = 6.1901 
$10702 = 188.0 
$10734 = -90.0 
$10735 = -90.0 
$10736 = 0.0 

:IMPND_2158
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_2326 
$10516[0] = Actor.Create(Mission1, $10710, 2238.569, 2449.417, 10.0372)
Actor.Angle($10516[0]) = 90.0
$10516[2] = Actor.Create(Mission1, $10710, 2250.277, 2489.333, 9.8203)
Actor.Angle($10516[2]) = 90.0
$10670 = 2238.569 
$10680 = 2449.417 
$10690 = 10.0372 
$10700 = 90.0 
$10672 = 2250.277 
$10682 = 2489.333 
$10692 = 9.8203 
$10702 = 90.0 

:IMPND_2326
12@ = 0 

:IMPND_2333
if 
  3 > 12@ 
else_jump @IMPND_2446 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_2432 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
$10533(12@,8i) = 0 
$10525(12@,8i) = 5 

:IMPND_2432
12@ += 1 
jump @IMPND_2333 

:IMPND_2446
0@ = 2 

:IMPND_2453
if 
  0@ == 2 
else_jump @IMPND_4111 

Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
gosub @IMPND_5547 
if 
001D:   32@ > 4@ // (int) 
else_jump @IMPND_2583 
0085: 4@ = 32@ // (int) 
4@ += 90 
gosub @IMPND_21068 
if 
  $10729 == 0 
else_jump @IMPND_2583 
if 
  $10713 == 1 
else_jump @IMPND_2583 
$10729 = 1 
gosub @IMPND_4150 

:IMPND_2583
if 
  $ONMISSION == 1 
else_jump @IMPND_2641 
if 
  22@ == 1 
else_jump @IMPND_2641 
22@ = 0 
Model.Destroy(#POLICE_BARRIER)
Model.Destroy(#SFCOPDR)
Model.Destroy(#KMB_SHUTTER)

:IMPND_2641
if 
  20@ == 1 
else_jump @IMPND_2754 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
if 
  8@ == 0 
else_jump @IMPND_2697 
03CF: load_wav 10204 as 4 

:IMPND_2697
if 
  8@ == 1 
else_jump @IMPND_2722 
03CF: load_wav 10205 as 4 

:IMPND_2722
if 
  8@ == 2 
else_jump @IMPND_2747 
03CF: load_wav 10206 as 4 

:IMPND_2747
20@ = 2 

:IMPND_2754


:IMPND_2851
if 
  20@ == 3 
else_jump @IMPND_2925 
if 
001D:   32@ > 21@ // (int) 
else_jump @IMPND_2925 
20@ = 0 
if 
   not Actor.Dead(19@)
else_jump @IMPND_2925 
0489: set_actor 19@ muted 0 

:IMPND_2925
if 
  20@ == 4 
else_jump @IMPND_3038 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
if 
  8@ == 0 
else_jump @IMPND_2981 
03CF: load_wav 10200 as 4 

:IMPND_2981
if 
  8@ == 1 
else_jump @IMPND_3006 
03CF: load_wav 10201 as 4 

:IMPND_3006
if 
  8@ == 2 
else_jump @IMPND_3031 
03CF: load_wav 10202 as 4 

:IMPND_3031
20@ = 2 

:IMPND_3038
if 
  20@ == 5 
else_jump @IMPND_3076 
040D: unload_wav 4 
03CF: load_wav 36000 as 4 
20@ = 2 

:IMPND_3076
if 
  $10524 == 1 
else_jump @IMPND_3407 
if 
03D2:   wav 4 ended 
else_jump @IMPND_3407 
if 
03D0:   wav 4 loaded 
else_jump @IMPND_3407 
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_3199 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location 1589.06 -1694.729 10.4887 
03D1: play_wav 4 
03D7: set_wav 4 location 1541.513 -1685.943 10.1571 
03D1: play_wav 4 

:IMPND_3199
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_3297 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location -1619.873 742.786 -2.1389 
03D1: play_wav 4 
03D7: set_wav 4 location -1594.096 716.011 -3.1454 
03D1: play_wav 4 
03D7: set_wav 4 location -1605.518 672.6205 -3.2395 
03D1: play_wav 4 

:IMPND_3297
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_3407 
03D7: set_wav 4 location 2296.433 2444.295 7.0111 
03D1: play_wav 4 
03D7: set_wav 4 location 2255.404 2446.676 5.6601 
03D1: play_wav 4 
03D7: set_wav 4 location 2243.107 2498.225 8.5154 
03D1: play_wav 4 
03D7: set_wav 4 location 2296.927 2492.902 0.2841 
03D1: play_wav 4 

:IMPND_3407
16@ = 0 

:IMPND_3414
if 
  8 > 16@ 
else_jump @IMPND_3682 
if 
   not Actor.Dead($10516(16@,8i))
else_jump @IMPND_3668 
if 
   not 0 > $10716(16@,8i) 
else_jump @IMPND_3668 
if 
   not $10716(16@,8i) == 0 
else_jump @IMPND_3668 
if or
04A3:   $10716(16@,8i) == 15 // $ == any 
04A3:   $10716(16@,8i) == 49 // $ == any 
04A3:   $10716(16@,8i) == 9 // $ == any 
else_jump @IMPND_3581 
$10716(16@,8i) = -2 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)

:IMPND_3581
if 
04A3:   $10716(16@,8i) == 62 // $ == any 
else_jump @IMPND_3668 

:IMPND_3668
16@ += 1 
jump @IMPND_3414 

:IMPND_3682
if 
001D:   32@ > 3@ // (int) 
else_jump @IMPND_3892 
0085: 3@ = 32@ // (int) 
3@ += 100 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_3794 
$10714 = 0 
23@ = 0 
008B: 13@ = $10525(12@,8i) // (int) 
gosub @IMPND_21725 
gosub @IMPND_10480 
$10716(12@,8i) = 0 
jump @IMPND_3860 

:IMPND_3794
if 
07D6:   19@ == $10516(12@,8i) // integer vars 
else_jump @IMPND_3860 
if and
   not 20@ == 0 
  $10524 == 0 
else_jump @IMPND_3846 
040D: unload_wav 4 

:IMPND_3846
20@ = 0 
19@ = 0 

:IMPND_3860
12@ += 1 
if 
  12@ > 7 
else_jump @IMPND_3892 
12@ = 0 

:IMPND_3892
if 
04A3:   $CURRENT_TOWN_NUMBER == 1 // $ == any 
else_jump @IMPND_3965 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
else_jump @IMPND_3965 
gosub @IMPND_22003 

:IMPND_3965
if 
04A3:   $CURRENT_TOWN_NUMBER == 2 // $ == any 
else_jump @IMPND_4038 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
else_jump @IMPND_4038 
gosub @IMPND_22003 

:IMPND_4038
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @IMPND_4111 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
else_jump @IMPND_4111 
gosub @IMPND_22003 

:IMPND_4111
jump @IMPND_4143 

:IMPND_4118
if 
  0@ == 2 
else_jump @IMPND_4143 
gosub @IMPND_22003 

:IMPND_4143
jump @IMPND_1039 

:IMPND_4150
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_4580 
$10725[0] = Car.Create($10711, 2285.502, 2473.748, 2.266)
$10725[1] = Car.Create($10711, 2314.358, 2475.845, 2.266)
$10725[2] = Car.Create($10711, 2240.971, 2476.485, -8.4476)
$10725[3] = Car.Create($10711, 2303.053, 2431.712, -8.4531)
//This is some general GTA weirdness here. For some reason when you damage the ass end of the Banshee
//the plate reads JOSHUA but if you repair it the plate is random.
0674: set_car_model #BANSHEE numberplate "_JOSHUA_"
$10725[4] =  Car.Create(#BANSHEE, 2291.2253, 2476.1692, 10.5044)
Car.Angle($10725[4]) = 180.0
Car.DoorStatus($10725[4], 0)                   //No locked doors
053F: set_car $10725[4] tires_vulnerability 0  //No popped tries
//This car the front plate reads VINCENT and if you damage it then it goes random. 
//Each car model reacts differently to this code.
0674: set_car_model #STALLION numberplate "VINCENT_"
$10725[5] =  Car.Create(#STALLION, 2282.5508, 2444.0813, 10.2302)
Car.Angle($10725[5]) = 0.0
Car.DoorStatus($10725[5], 0)                   //No locked doors
053F: set_car $10725[5] tires_vulnerability 0  //No popped tries

Car.Angle($10725[0]) = 179.4722
Car.Angle($10725[1]) = 268.529
Car.Angle($10725[2]) = 92.5631
Car.Angle($10725[3]) = 180.0971
Car.DoorStatus($10725[0]) = 3
Car.DoorStatus($10725[1]) = 1
Car.DoorStatus($10725[2]) = 3
Car.DoorStatus($10725[3]) = 1
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
$10516[5] = Actor.Create(Mission1, $10710, 2278.1, 2425.453, 2.4766)
$10516[6] = Actor.Create(Mission1, $10710, 2268.906, 2449.246, -8.1953)
Actor.Angle($10516[5]) = 187.5721
Actor.Angle($10516[6]) = 228.3262
$10525[3] = 5 
$10525[4] = 5 
$10525[5] = 5 
$10525[6] = 5 
$10533[3] = 0 
$10533[4] = 0 
$10533[5] = 0 
$10533[6] = 0 
12@ = 3 

:IMPND_4489
if 
  7 > 12@ 
else_jump @IMPND_4580 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_4566 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 

:IMPND_4566
12@ += 1 
jump @IMPND_4489 

:IMPND_4580
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_5017 
$10725[0] = Car.Create($10711, -1600.142, 748.2594, -6.2344)
$10725[1] = Car.Create($10711, -1616.233, 691.9449, -6.2422)
$10725[2] = Car.Create($10711, -1574.061, 717.9744, -6.2344)
$10725[3] = Car.Create($10711, -1574.305, 726.8611, -6.2344)
0674: set_car_model #COPCARLA numberplate "_CRASH_"
$10725[5] =  Car.Create(#COPCARLA, -1612.1849, 749.1492, -5.0878)
Car.Angle($10725[5]) = 0.0
Car.DoorStatus($10725[5], 0)                   //No locked doors
053F: set_car $10725[5] tires_vulnerability 0  //No popped tries
Car.Angle($10725[0]) = 359.8067
Car.Angle($10725[1]) = 358.8804
Car.Angle($10725[2]) = 268.0333
Car.Angle($10725[3]) = 268.3534
Car.DoorStatus($10725[0]) = 3
Car.DoorStatus($10725[1]) = 1
Car.DoorStatus($10725[2]) = 3
Car.DoorStatus($10725[3]) = 1
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
$10516[5] = Actor.Create(Mission1, $10710, -1606.067, 701.3859, -5.9062)
$10516[6] = Actor.Create(Mission1, $10710, -1615.934, 695.0814, -6.2422)
Actor.Angle($10516[5]) = 270.5721
Actor.Angle($10516[6]) = 180.3262
$10525[3] = 5 
$10525[4] = 5 
$10525[5] = 5 
$10525[6] = 5 
$10533[3] = 0 
$10533[4] = 0 
$10533[5] = 0 
$10533[6] = 0 
12@ = 3 

:IMPND_4919
if 
  8 > 12@ 
else_jump @IMPND_5010 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_4996 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 

:IMPND_4996
12@ += 1 
jump @IMPND_4919 

:IMPND_5010
12@ = 0 

:IMPND_5017
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_5545 
$10725[0] = Car.Create($10711, 1586.254, -1671.732, 4.8916)
$10725[1] = Car.Create($10711, 1601.52, -1699.925, 4.8984)
$10725[2] = Car.Create($10711, 1565.429, -1710.81, 4.8984)
$10725[3] = Car.Create($10711, 1529.675, -1688.105, 4.897)
0674: set_car_model #COPCARLA numberplate "_CRASH_"
$10725[4] =  Car.Create(#COPCARLA, 1591.9401, -1711.5687, 5.5248)
Car.Angle($10725[4]) = 180.0
Car.DoorStatus($10725[4], 0)                   //No locked doors
053F: set_car $10725[4] tires_vulnerability 0  //No popped tries
Car.Angle($10725[0]) = 90.8726
Car.Angle($10725[1]) = 268.6337
Car.Angle($10725[2]) = 177.2788
Car.Angle($10725[3]) = 270.141
Car.DoorStatus($10725[0]) = 3
Car.DoorStatus($10725[1]) = 1
Car.DoorStatus($10725[2]) = 3
Car.DoorStatus($10725[3]) = 1
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
$10516[5] = Actor.Create(Mission1, $10710, 1527.145, -1675.299, 4.8984)
$10516[6] = Actor.Create(Mission1, $10710, 1603.711, -1714.294, 5.2187)
$10516[1] = Actor.Create(Mission1, $10710, 1608.285, -1715.779, 5.2187)
$10516[7] = Actor.Create(Mission1, $10710, 1532.631, -1688.01, 4.8984)
Actor.Angle($10516[5]) = 90.5721
Actor.Angle($10516[6]) = 242.3262
Actor.Angle($10516[1]) = 225.3262
Actor.Angle($10516[7]) = 90.3262
$10525[1] = 5 
$10525[3] = 5 
$10525[4] = 5 
$10525[5] = 5 
$10525[6] = 5 
$10525[7] = 5 
$10533[3] = 0 
$10533[4] = 0 
$10533[5] = 0 
$10533[6] = 0 
$10533[7] = 0 
12@ = 0 

:IMPND_5447
if 
  8 > 12@ 
else_jump @IMPND_5538 
if 
   not Actor.Dead($10516(12@,8i))
else_jump @IMPND_5524 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 

:IMPND_5524
12@ += 1 
jump @IMPND_5447 

:IMPND_5538
12@ = 0 

:IMPND_5545
return 

:IMPND_5547
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_6873 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_6147 jumps 0 @IMPND_5628 1 @IMPND_5887 2 @IMPND_5950 3 @IMPND_6017 -1 @IMPND_6147 -1 @IMPND_6147 -1 @IMPND_6147 

:IMPND_5628
if 
  $10549[0] == 0 
else_jump @IMPND_5801 
if 
09C3:   police_car_in_rectangle_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 
else_jump @IMPND_5801 
if 
   not Actor.Dead($10516[0])
else_jump @IMPND_5801 
if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 1543.595 -1631.279 cornerB 1545.022 -1632.704 
else_jump @IMPND_5801 
$10730 = 1 
if 
  $10524 == 0 
else_jump @IMPND_5801 
if 
  20@ == 0 
else_jump @IMPND_5801 
20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_5801
if 
  $10557 == 1 
else_jump @IMPND_5880 
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_5880 
if 
00B0:   car $10725[1] sphere 0 in_rectangle_cornerA 1544.988 -1622.29 cornerB 1556.178 -1632.62 
else_jump @IMPND_5880 
$10730 = 1 

:IMPND_5880
jump @IMPND_6147 

:IMPND_5887
$10734 += 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  $10734 >= 0.0 
else_jump @IMPND_5943 
$10730 = 2 

:IMPND_5943
jump @IMPND_6147 

:IMPND_5950
if 
8339:   not anything_in_cube_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6010 
$10730 = 3 

:IMPND_6010
jump @IMPND_6147 

:IMPND_6017
if 
0339:   anything_in_cube_cornerA 1540.938 -1623.681 14.3551 cornerB 1550.887 -1631.648 12.1949 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6084 
$10730 = 1 
jump @IMPND_6140 

:IMPND_6084
$10734 -= 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  -90.0 >= $10734 
else_jump @IMPND_6140 
$10730 = 0 

:IMPND_6140
jump @IMPND_6147 

:IMPND_6147
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_6873 jumps 0 @IMPND_6210 1 @IMPND_6484 2 @IMPND_6611 3 @IMPND_6686 -1 @IMPND_6873 -1 @IMPND_6873 -1 @IMPND_6873 

:IMPND_6210
if 
  $10713 == 1 
else_jump @IMPND_6409 
if 
09C3:   police_car_in_rectangle_cornerA 1592.251 -1637.59 17.1898 cornerB 1578.344 -1624.273 11.9866 
else_jump @IMPND_6409 
if 
  $10549[2] == 0 
else_jump @IMPND_6409 
if 
   not Actor.Dead($10516[2])
else_jump @IMPND_6409 
if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 1582.153 -1637.67 cornerB 1577.585 -1633.235 
else_jump @IMPND_6409 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $10524 == 0 
else_jump @IMPND_6409 
if 
  20@ == 0 
else_jump @IMPND_6409 
20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_6409
if 
0339:   anything_in_cube_cornerA 1581.732 -1639.463 16.4817 cornerB 1599.936 -1652.072 7.8825 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6477 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6477
jump @IMPND_6873 

:IMPND_6484
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 += 0.0173 
$10736 += 0.9 
if 
  $10736 >= 90.0 
else_jump @IMPND_6574 
$10732 = 2 
$10740 = 16.425 
$10736 = 90.0 
097B: play_audio_at_object 6@ event 1154 

:IMPND_6574
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
0453: set_object 6@ XY_rotation $10736 0.0 angle $10650[1] 
jump @IMPND_6873 

:IMPND_6611
if 
8339:   not anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6679 
$10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_6679
jump @IMPND_6873 

:IMPND_6686
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 -= 0.00775 
$10736 -= 0.45 
if 
  0.0 >= $10736 
else_jump @IMPND_6776 
097B: play_audio_at_object 6@ event 1154 
$10732 = 0 
$10736 = 0.0 
$10740 = 14.5641 

:IMPND_6776
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
0453: set_object 6@ XY_rotation $10736 0.0 angle $10650[1] 
if 
0339:   anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_6866 
$10732 = 1 

:IMPND_6866
jump @IMPND_6873 

:IMPND_6873
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_8639 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_7394 jumps 0 @IMPND_6954 1 @IMPND_7134 2 @IMPND_7197 3 @IMPND_7264 -1 @IMPND_7394 -1 @IMPND_7394 -1 @IMPND_7394 

:IMPND_6954
if 
  $10549[0] == 0 
else_jump @IMPND_7127 
if 
09C3:   police_car_in_rectangle_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 
else_jump @IMPND_7127 
if 
   not Actor.Dead($10516[0])
else_jump @IMPND_7127 
if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA -1573.406 656.8607 cornerB -1572.033 658.196 
else_jump @IMPND_7076 
$10730 = 1 

:IMPND_7076
if 
  $10524 == 0 
else_jump @IMPND_7127 
if 
  20@ == 0 
else_jump @IMPND_7127 
20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_7127
jump @IMPND_7394 

:IMPND_7134
$10734 += 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  $10734 >= 0.0 
else_jump @IMPND_7190 
$10730 = 2 

:IMPND_7190
jump @IMPND_7394 

:IMPND_7197
if 
8339:   not anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7257 
$10730 = 3 

:IMPND_7257
jump @IMPND_7394 

:IMPND_7264
if 
0339:   anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7331 
$10730 = 1 
jump @IMPND_7387 

:IMPND_7331
$10734 -= 0.3 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  -90.0 >= $10734 
else_jump @IMPND_7387 
$10730 = 0 

:IMPND_7387
jump @IMPND_7394 

:IMPND_7394
0871: init_jump_table $10731 total_jumps 4 default_jump 0 @IMPND_7897 jumps 0 @IMPND_7457 1 @IMPND_7637 2 @IMPND_7700 3 @IMPND_7767 -1 @IMPND_7897 -1 @IMPND_7897 -1 @IMPND_7897 

:IMPND_7457
if 
  $10549[1] == 0 
else_jump @IMPND_7630 
if 
09C3:   police_car_in_rectangle_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 
else_jump @IMPND_7630 
if 
   not Actor.Dead($10516[1])
else_jump @IMPND_7630 
if 
00A3:   actor $10516[1] sphere 0 in_rectangle_cornerA -1701.648 689.5652 cornerB -1700.086 688.274 
else_jump @IMPND_7579 
$10731 = 1 

:IMPND_7579
if 
  $10524 == 0 
else_jump @IMPND_7630 
if 
  20@ == 0 
else_jump @IMPND_7630 
20@ = 1 
008B: 19@ = $10516[1] // (int) 

:IMPND_7630
jump @IMPND_7897 

:IMPND_7637
$10735 += 0.5 
0453: set_object 10@ XY_rotation $10735 0.0 angle 180.0 
if 
  $10735 >= 0.0 
else_jump @IMPND_7693 
$10731 = 2 

:IMPND_7693
jump @IMPND_7897 

:IMPND_7700
if 
8339:   not anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7760 
$10731 = 3 

:IMPND_7760
jump @IMPND_7897 

:IMPND_7767
if 
0339:   anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_7834 
$10731 = 1 
jump @IMPND_7890 

:IMPND_7834
$10735 -= 0.3 
0453: set_object 10@ XY_rotation $10735 0.0 angle 180.0 
if 
  -90.0 >= $10735 
else_jump @IMPND_7890 
$10731 = 0 

:IMPND_7890
jump @IMPND_7897 

:IMPND_7897
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_8639 jumps 0 @IMPND_7960 1 @IMPND_8312 2 @IMPND_8403 3 @IMPND_8478 -1 @IMPND_8639 -1 @IMPND_8639 -1 @IMPND_8639 

:IMPND_7960
if 
  $10713 == 1 
else_jump @IMPND_8159 
if 
09C3:   police_car_in_rectangle_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 
else_jump @IMPND_8159 
if 
  $10549[2] == 0 
else_jump @IMPND_8159 
if 
   not Actor.Dead($10516[2])
else_jump @IMPND_8159 
if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA -1613.253 679.4489 cornerB -1618.76 688.0851 
else_jump @IMPND_8159 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $10524 == 0 
else_jump @IMPND_8159 
if 
  20@ == 0 
else_jump @IMPND_8159 
20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_8159
if 
  $10557 == 1 
else_jump @IMPND_8245 
if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8245 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8245
if 
0339:   anything_in_cube_cornerA -1620.061 715.371 -4.554 cornerB -1640.881 691.9899 11.1863 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8305 
$10732 = 1 

:IMPND_8305
jump @IMPND_8639 

:IMPND_8312
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 += 0.0155 
if 
  $10740 >= 13.2513 
else_jump @IMPND_8382 
$10732 = 2 
$10740 = 13.2513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8382
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
jump @IMPND_8639 

:IMPND_8403
if 
8339:   not anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8471 
$10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_8471
jump @IMPND_8639 

:IMPND_8478
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 -= 0.0155 
if 
  8.5436 >= $10740 
else_jump @IMPND_8558 
$10732 = 0 
$10736 = 0.0 
$10740 = 8.5436 
097B: play_audio_at_object 6@ event 1154 

:IMPND_8558
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_8632 
$10732 = 1 

:IMPND_8632
jump @IMPND_8639 

:IMPND_8639
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_10478 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_9276 jumps 0 @IMPND_8720 1 @IMPND_9016 2 @IMPND_9079 3 @IMPND_9146 -1 @IMPND_9276 -1 @IMPND_9276 -1 @IMPND_9276 

:IMPND_8720
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPND_8930 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 
else_jump @IMPND_8930 
if 
  $10549[0] == 0 
else_jump @IMPND_8930 
if 
   not Actor.Dead($10516[0])
else_jump @IMPND_8930 
if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_8930 
$10730 = 1 
if 
  $10524 == 0 
else_jump @IMPND_8930 
if 
  20@ == 0 
else_jump @IMPND_8930 
20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_8930
if 
  $10557 == 1 
else_jump @IMPND_9009 
if 
   not Car.Wrecked($10725[0])
else_jump @IMPND_9009 
if 
00B0:   car $10725[0] sphere 0 in_rectangle_cornerA 2222.316 2432.012 cornerB 2246.956 2467.653 
else_jump @IMPND_9009 
$10730 = 1 

:IMPND_9009
jump @IMPND_9276 

:IMPND_9016
$10734 += 0.5 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  $10734 >= 0.0 
else_jump @IMPND_9072 
$10730 = 2 

:IMPND_9072
jump @IMPND_9276 

:IMPND_9079
if 
8339:   not anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9139 
$10730 = 3 

:IMPND_9139
jump @IMPND_9276 

:IMPND_9146
if 
0339:   anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9213 
$10730 = 1 
jump @IMPND_9269 

:IMPND_9213
$10734 -= 0.3 
0453: set_object 9@ XY_rotation $10734 0.0 angle 0.0 
if 
  -90.0 >= $10734 
else_jump @IMPND_9269 
$10730 = 0 

:IMPND_9269
jump @IMPND_9276 

:IMPND_9276
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_9995 jumps 0 @IMPND_9339 1 @IMPND_9668 2 @IMPND_9759 3 @IMPND_9834 -1 @IMPND_9995 -1 @IMPND_9995 -1 @IMPND_9995 

:IMPND_9339
if 
  $10713 == 1 
else_jump @IMPND_9575 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IMPND_9575  
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2237.808 2486.764 12.7579 cornerB 2280.211 2502.595 6.2211 
else_jump @IMPND_9575 
if 
  $10549[2] == 0 
else_jump @IMPND_9575 
if 
   not Actor.Dead($10516[2])
else_jump @IMPND_9575 
if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
else_jump @IMPND_9575 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 
if 
  $10524 == 0 
else_jump @IMPND_9575 
if 
  20@ == 0 
else_jump @IMPND_9575 
20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_9575
if 
  $10557 == 1 
else_jump @IMPND_9661 
if 
0339:   anything_in_cube_cornerA 2294.371 2493.447 6.6617 cornerB 2305.78 2504.33 2.1808 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9661 
$10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9661
jump @IMPND_9995 

:IMPND_9668
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 += 0.0155 
if 
  $10740 >= 8.8513 
else_jump @IMPND_9738 
$10732 = 2 
$10740 = 8.8513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9738
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
jump @IMPND_9995 

:IMPND_9759
if 
8339:   not anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9827 
$10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_9827
jump @IMPND_9995 

:IMPND_9834
Object.StorePos(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
$10740 -= 0.0155 
if 
  4.4414 >= $10740 
else_jump @IMPND_9914 
$10732 = 0 
$10736 = 0.0 
$10740 = 4.4414 
097B: play_audio_at_object 6@ event 1154 

:IMPND_9914
Object.PutAt(6@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10740)
if 
0339:   anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_9988 
$10732 = 1 

:IMPND_9988
jump @IMPND_9995 

:IMPND_9995
0871: init_jump_table $10733 total_jumps 4 default_jump 0 @IMPND_10478 jumps 0 @IMPND_10058 1 @IMPND_10151 2 @IMPND_10242 3 @IMPND_10317 -1 @IMPND_10478 -1 @IMPND_10478 -1 @IMPND_10478 

:IMPND_10058
if 
  $10713 == 1 
else_jump @IMPND_10144 
if 
0339:   anything_in_cube_cornerA 2333.481 2439.576 8.8878 cornerB 2319.688 2452.0 2.1724 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10144 
$10733 = 1 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10144
jump @IMPND_10478 

:IMPND_10151
Object.StorePos(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
$10741 += 0.0155 
if 
  $10741 >= 11.6441 
else_jump @IMPND_10221 
$10733 = 2 
$10741 = 11.6441 
097B: play_audio_at_object 7@ event 1154 

:IMPND_10221
Object.PutAt(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
jump @IMPND_10478 

:IMPND_10242
if 
8339:   not anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10310 
$10733 = 3 
097B: play_audio_at_object 7@ event 1153 

:IMPND_10310
jump @IMPND_10478 

:IMPND_10317
Object.StorePos(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
$10741 -= 0.0155 
if 
  6.9743 >= $10741 
else_jump @IMPND_10397 
$10733 = 0 
$10737 = 0.0 
$10741 = 6.9743 
097B: play_audio_at_object 6@ event 1154 

:IMPND_10397
Object.PutAt(7@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $10741)
if 
0339:   anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @IMPND_10471 
$10733 = 1 

:IMPND_10471
jump @IMPND_10478 

:IMPND_10478
return 

:IMPND_10480
0871: init_jump_table 13@ total_jumps 7 default_jump 0 @IMPND_12863 jumps 1 @IMPND_12316 2 @IMPND_10853 3 @IMPND_11228 4 @IMPND_11920 5 @IMPND_10543 6 @IMPND_12714 9 @IMPND_11530 

:IMPND_10543
gosub @IMPND_12865 
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_10597 
$10525(12@,8i) = 2 
$10533(12@,8i) = 0 

:IMPND_10597
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_10707 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0086: $10712 = $TEMPVAR_Z_COORD // (float) 
0061: $10712 -= $TEMPVAR_FLOAT_3 // (float) 
if 
  3.0 > $10712 
else_jump @IMPND_10707 
$10525(12@,8i) = 9 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_10707
if 
  $10716(12@,8i) == -1 
else_jump @IMPND_10806 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0086: $10712 = $TEMPVAR_Z_COORD // (float) 
0061: $10712 -= $TEMPVAR_FLOAT_3 // (float) 
if 
  3.0 > $10712 
else_jump @IMPND_10806 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_10806
if 
  $10524 == 1 
else_jump @IMPND_10846 
$10525(12@,8i) = 6 
$10533(12@,8i) = 0 

:IMPND_10846
jump @IMPND_12863 

:IMPND_10853
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_11166 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_11012 
if 
  $10524 == 0 
else_jump @IMPND_10955 
if 
  20@ == 0 
else_jump @IMPND_10955 
008B: 19@ = $10516(12@,8i) // (int) 
20@ = 4 

:IMPND_10955
008A: $10541(12@,8i) = 32@ // (int) 
$10541(12@,8i) += 6000 
$10533(12@,8i) = 1 

:IMPND_11012
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_11166 
if 
001F:   32@ > $10541(12@,8i) // (int) 
else_jump @IMPND_11166 
if 
  $10524 == 0 
else_jump @IMPND_11133 
if 
  20@ == 0 
else_jump @IMPND_11126 
$10525(12@,8i) = 1 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11126
jump @IMPND_11166 

:IMPND_11133
$10525(12@,8i) = 3 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11166
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_11221 
$10525(12@,8i) = 3 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11221
jump @IMPND_12863 

:IMPND_11228
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_11476 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_11322 
008A: $10541(12@,8i) = 32@ // (int) 
$10541(12@,8i) += 7000 
$10533(12@,8i) = 1 

:IMPND_11322
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_11476 
if 
001F:   32@ > $10541(12@,8i) // (int) 
else_jump @IMPND_11476 
if 
  $10524 == 0 
else_jump @IMPND_11443 
if 
  20@ == 0 
else_jump @IMPND_11436 
$10525(12@,8i) = 1 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11436
jump @IMPND_11476 

:IMPND_11443
$10525(12@,8i) = 3 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11476
if 
  $10714 == 0 
else_jump @IMPND_11523 
$10724 += 1 
$10525(12@,8i) = 4 
$10533(12@,8i) = 0 

:IMPND_11523
jump @IMPND_12863 

:IMPND_11530
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_11617 
$10533(12@,8i) = 1 

:IMPND_11617
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_11760 
if 
  $10549(12@,8i) == 0 
else_jump @IMPND_11716 
$10525(12@,8i) = 8 
$10533(12@,8i) = 0 

:IMPND_11716
if 
  $10549(12@,8i) == 1 
else_jump @IMPND_11760 
$10525(12@,8i) = 6 
$10533(12@,8i) = 0 

:IMPND_11760
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_11858 
if 
  $10549(12@,8i) == 0 
else_jump @IMPND_11836 
$10525(12@,8i) = 2 
$10533(12@,8i) = 0 
jump @IMPND_11858 

:IMPND_11836
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_11858
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_11913 
$10525(12@,8i) = 9 
$10549(12@,8i) = 1 
$10533(12@,8i) = 0 

:IMPND_11913
jump @IMPND_12863 

:IMPND_11920
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_12019 
gosub @IMPND_19919 
if 
  23@ == 0 
else_jump @IMPND_12008 

:IMPND_12008
$10533(12@,8i) = 1 

:IMPND_12019
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_12097 
$10533(12@,8i) = 2 

:IMPND_12097
if 
  $10533(12@,8i) == 2 
else_jump @IMPND_12174 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_12174 
$10525(12@,8i) = 6 
$10533(12@,8i) = 0 

:IMPND_12174
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_12221 
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_12221
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_12265 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12265
if 
  $10716(12@,8i) == -1 
else_jump @IMPND_12309 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12309
jump @IMPND_12863 

:IMPND_12316
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_12437 
if 
  20@ == 0 
else_jump @IMPND_12437 
20@ = 5 
008B: 19@ = $10516(12@,8i) // (int) 
$10533(12@,8i) = 1 

:IMPND_12437
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_12707 
if 
  $10524 == 0 
else_jump @IMPND_12685 
$10524 = 1 
if 
   not Actor.Dead(24@)
else_jump @IMPND_12545 

:IMPND_12545
040D: unload_wav 4 
03CF: load_wav 41800 as 4 
$10549[0] = 1 
$10549[1] = 1 
$10549[2] = 1 
$10549[3] = 1 
$10549[4] = 1 
$10549[5] = 1 
$10549[6] = 1 
$10549[7] = 1 
if 
   not Actor.Dead($10516[1])
else_jump @IMPND_12637 
01B9: set_actor $10516[1] armed_weapon_to 22 

:IMPND_12637
if 
   not Actor.Dead($10516[6])
else_jump @IMPND_12660 
01B9: set_actor $10516[6] armed_weapon_to 22 

:IMPND_12660
if 
  $ONMISSION == 0 
else_jump @IMPND_12685 

:IMPND_12685
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_12707
jump @IMPND_12863 

:IMPND_12714
gosub @IMPND_15737 
if and
  $10714 == 1 
  $10713 == 1 
else_jump @IMPND_12768 
$10525(12@,8i) = 3 
$10533(12@,8i) = 0 

:IMPND_12768
if 
  $10716(12@,8i) == -2 
else_jump @IMPND_12812 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12812
if 
  $10716(12@,8i) == -1 
else_jump @IMPND_12856 
$10525(12@,8i) = 9 
$10533(12@,8i) = 0 

:IMPND_12856
jump @IMPND_12863 

:IMPND_12863
return 

:IMPND_12865
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_13978 
if 
  $10713 == 1 
else_jump @IMPND_13630 
if 
  $10729 == 1 
else_jump @IMPND_13630 
if 
  12.0 > $TEMPVAR_Z_COORD 
else_jump @IMPND_13630 
$10557 = 1 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_13630 
if 
  12@ == 3 
else_jump @IMPND_13102 

:IMPND_13102
if 
  12@ == 4 
else_jump @IMPND_13238 

:IMPND_13238
if 
  12@ == 5 
else_jump @IMPND_13493 
0615: define_AS_pack_begin $10742 
if 
   not Car.Wrecked($10725[2])
else_jump @IMPND_13350 

:IMPND_13350
if 
   not Car.Wrecked($10725[2])
else_jump @IMPND_13455 

:IMPND_13455
$10533(12@,8i) = 1 

:IMPND_13493
if 
  12@ == 6 
else_jump @IMPND_13578 
0376: 24@ = create_random_actor_at 1610.446 -1720.474 5.2252 
Actor.Angle(24@) = 45.0
017B: set_actor 24@ weapon 22 ammo_to 99999 
01B9: set_actor $10516(12@,8i) armed_weapon_to 0 
05E2: AS_actor $10516(12@,8i) kill_actor 24@ 

:IMPND_13578
if 
  12@ == 7 
else_jump @IMPND_13619 
if 
   not Car.Wrecked($10725[3])
else_jump @IMPND_13619 
0657: car $10725[3] open_componentA 0 

:IMPND_13619
$10533(12@,8i) = 1 

:IMPND_13630
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_13978 
if 
  12@ == 5 
else_jump @IMPND_13853 
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_13853 
if 
   not Actor.Dead($10516[5])
else_jump @IMPND_13853 
if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_13853 
Actor.RemoveReferences($10516[5])
Car.RemoveReferences($10725[1])
if 
  $10734 > -25.0 
else_jump @IMPND_13853 
$10533(12@,8i) = 2 

:IMPND_13853
if 
  12@ == 6 
else_jump @IMPND_13978 
if 
   not Actor.Dead(24@)
else_jump @IMPND_13978 
Actor.Health(24@) = 100
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_13978 
if 
   not Actor.Dead($10516[1])
else_jump @IMPND_13978 
0605: actor $10516[1] perform_animation_sequence "FUCKU" IFP_file "PED" 4.0 loop 0 0 0 0 time -2 // versionA 

:IMPND_13978
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_14838 
if 
  $10729 == 1 
else_jump @IMPND_14838 
if 
  -0.7114 > $TEMPVAR_Z_COORD 
else_jump @IMPND_14633 
$10557 = 1 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_14633 
if 
  12@ == 3 
else_jump @IMPND_14190 

:IMPND_14190
if 
  12@ == 4 
else_jump @IMPND_14292 

:IMPND_14292
if 
  12@ == 5 
else_jump @IMPND_14581 
if 
   not Car.Wrecked($10725[3])
else_jump @IMPND_14404 

:IMPND_14404
if 
   not Car.Wrecked($10725[3])
else_jump @IMPND_14543 

:IMPND_14543
$10533(12@,8i) = 1 

:IMPND_14581
if 
  12@ == 6 
else_jump @IMPND_14622 
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_14622 
0657: car $10725[1] open_componentA 0 

:IMPND_14622
$10533(12@,8i) = 1 

:IMPND_14633
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_14838 
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_14827 
if 
   not Actor.Dead($10516[5])
else_jump @IMPND_14827 
062E: unknown_get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_14827 
if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_14827 
Actor.RemoveReferences($10516[5])
Car.RemoveReferences($10725[1])
if 
  $10734 > -25.0 
else_jump @IMPND_14827 

:IMPND_14827
$10533(12@,8i) = 2 

:IMPND_14838
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_15735 
if 
  $10729 == 1 
else_jump @IMPND_15735 
if and
  4.3 > $TEMPVAR_Z_COORD 
  $TEMPVAR_X_COORD > 2292.0 
else_jump @IMPND_15530 
$10557 = 1 
if 
  $10533(12@,8i) == 0 
else_jump @IMPND_15530 
if 
  12@ == 3 
else_jump @IMPND_15094 

:IMPND_15094
if 
  12@ == 4 
else_jump @IMPND_15230 

:IMPND_15230
if 
  12@ == 5 
else_jump @IMPND_15519 
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_15342 

:IMPND_15342
if 
   not Car.Wrecked($10725[1])
else_jump @IMPND_15481 

:IMPND_15481
$10533(12@,8i) = 1 

:IMPND_15519
$10533(12@,8i) = 1 

:IMPND_15530
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_15735 
if 
  $10533(12@,8i) == 1 
else_jump @IMPND_15724 
if 
   not Actor.Dead($10516[5])
else_jump @IMPND_15724 
if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
else_jump @IMPND_15724 
Actor.RemoveReferences($10516[5])
Car.RemoveReferences($10725[1])
if 
  $10734 > -25.0 
else_jump @IMPND_15724 

:IMPND_15724
$10533(12@,8i) = 2 

:IMPND_15735
return 

:IMPND_15737
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_16699 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 16.3914 
else_jump @IMPND_16011 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1553.0 -1627.837 12.3905 radius 5.0 5.0 5.0 
else_jump @IMPND_15923 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_15916 

:IMPND_15916
jump @IMPND_16004 

:IMPND_15923
if 
  $10745 > 15.0 
else_jump @IMPND_16004 

:IMPND_16004
jump @IMPND_16699 

:IMPND_16011
if and
  $TEMPVAR_FLOAT_1 > 1580.82 
  $TEMPVAR_FLOAT_2 > -1678.518 
else_jump @IMPND_16293 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1596.388 -1665.798 4.8604 radius 5.0 5.0 5.0 
else_jump @IMPND_16171 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16164 

:IMPND_16164
jump @IMPND_16286 

:IMPND_16171
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16286 
if 
  $10745 > 10.5 
else_jump @IMPND_16259 
jump @IMPND_16286 

:IMPND_16259

:IMPND_16286
jump @IMPND_16699 

:IMPND_16293
if 
  $TEMPVAR_FLOAT_1 > 1565.101 
else_jump @IMPND_16510 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1593.21 -1702.36 4.897 radius 5.0 5.0 5.0 
else_jump @IMPND_16443 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16436 

:IMPND_16436
jump @IMPND_16503 

:IMPND_16443
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16503 

:IMPND_16503
jump @IMPND_16699 

:IMPND_16510
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1542.683 -1706.747 4.8984 radius 5.0 5.0 5.0 
else_jump @IMPND_16639 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16632 

:IMPND_16632
jump @IMPND_16699 

:IMPND_16639
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16699 

:IMPND_16699
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_18601 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 1.6789 
else_jump @IMPND_17702 
if 
  -1667.059 > $TEMPVAR_FLOAT_1 
else_jump @IMPND_17056 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1697.185 684.1302 23.01 radius 5.0 5.0 5.0 
else_jump @IMPND_16906 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_16899 

:IMPND_16899
jump @IMPND_17049 

:IMPND_16906
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17049 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17011 
jump @IMPND_17049 

:IMPND_17011
0209: 16@ = random_int_in_ranges 5000 8000 

:IMPND_17049
jump @IMPND_17695 

:IMPND_17056
if 
  $TEMPVAR_FLOAT_1 > -1604.599 
else_jump @IMPND_17356 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1576.953 661.7159 6.1901 radius 5.0 5.0 5.0 
else_jump @IMPND_17206 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17199 

:IMPND_17199
jump @IMPND_17349 

:IMPND_17206
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17349 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17311 
0209: 16@ = random_int_in_ranges 5000 8000 
jump @IMPND_17349 

:IMPND_17311

:IMPND_17349
jump @IMPND_17695 

:IMPND_17356
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1629.609 683.5222 6.1901 radius 5.0 5.0 5.0 
else_jump @IMPND_17485 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17478 

:IMPND_17478
jump @IMPND_17695 

:IMPND_17485
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17695 
0209: 16@ = random_int_in_ranges 0 3 
if 
  16@ == 0 
else_jump @IMPND_17583 

:IMPND_17583
if 
  16@ == 1 
else_jump @IMPND_17639 

:IMPND_17639
if 
  16@ == 2 
else_jump @IMPND_17695 

:IMPND_17695
jump @IMPND_18601 

:IMPND_17702
if and
  -1598.681 > $TEMPVAR_FLOAT_1 
  $TEMPVAR_FLOAT_2 > 707.923 
else_jump @IMPND_18005 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1618.067 742.9348 -6.2344 radius 5.0 5.0 5.0 
else_jump @IMPND_17862 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_17855 

:IMPND_17855
jump @IMPND_18005 

:IMPND_17862
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18005 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_17967 
jump @IMPND_18005 

:IMPND_17967

:IMPND_18005
if and
  $TEMPVAR_FLOAT_1 > -1598.681 
  $TEMPVAR_FLOAT_2 > 707.923 
else_jump @IMPND_18308 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1581.888 738.4942 -6.2422 radius 5.0 5.0 5.0 
else_jump @IMPND_18165 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18158 

:IMPND_18158
jump @IMPND_18308 

:IMPND_18165
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18308 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_18270 
jump @IMPND_18308 

:IMPND_18270

:IMPND_18308
if 
  707.923 > $TEMPVAR_FLOAT_2 
else_jump @IMPND_18601 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1591.093 688.555 -6.2422 radius 5.0 5.0 5.0 
else_jump @IMPND_18458 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18451 

:IMPND_18451
jump @IMPND_18601 

:IMPND_18458
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18601 
0209: 16@ = random_int_in_ranges 0 2 
if 
  16@ == 0 
else_jump @IMPND_18563 
jump @IMPND_18601 

:IMPND_18563

:IMPND_18601
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_19852 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
  $TEMPVAR_FLOAT_3 > 8.9783 
else_jump @IMPND_19229 
if 
  2484.598 > $TEMPVAR_FLOAT_2 
else_jump @IMPND_18932 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2241.879 2453.603 9.82 radius 5.0 5.0 5.0 
else_jump @IMPND_18808 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18801 

:IMPND_18801
jump @IMPND_18925 

:IMPND_18808
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_18925 
0209: 16@ = random_int_in_ranges 5000 8000 
if 
  13@ == 6 
else_jump @IMPND_18904 
jump @IMPND_18925 

:IMPND_18904

:IMPND_18925
jump @IMPND_19222 
  
:IMPND_18932
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2243.24 2495.099 9.8203 radius 5.0 5.0 5.0 
else_jump @IMPND_19061 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19054 

:IMPND_19054
jump @IMPND_19222 

:IMPND_19061
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19222 
if 
  13@ == 6 
else_jump @IMPND_19201 
if 
  $10745 > 5.0 
else_jump @IMPND_19167 
jump @IMPND_19194 

:IMPND_19167

:IMPND_19194
jump @IMPND_19222 

:IMPND_19201
 
:IMPND_19222
jump @IMPND_19852 
 
:IMPND_19229
if 
  $TEMPVAR_FLOAT_3 > 2.1249 
else_jump @IMPND_19663 
if 
  $TEMPVAR_FLOAT_2 > 2458.327 
else_jump @IMPND_19467 
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2306.376 2495.541 2.266 radius 5.0 5.0 5.0 
else_jump @IMPND_19400 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19393 

:IMPND_19393
jump @IMPND_19460 

:IMPND_19400
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19460 

:IMPND_19460
jump @IMPND_19656 

:IMPND_19467
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2316.06 2446.912 2.266 radius 5.0 5.0 5.0 
else_jump @IMPND_19596 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19589 

:IMPND_19589
jump @IMPND_19656 

:IMPND_19596
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19656 

:IMPND_19656
jump @IMPND_19852 

:IMPND_19663
if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2238.753 2457.831 -8.4531 radius 5.0 5.0 5.0 
else_jump @IMPND_19792 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19785 

:IMPND_19785
jump @IMPND_19852 

:IMPND_19792
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19852 
 
:IMPND_19852
return 

if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_19917 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_19917 

:IMPND_19917
return 

:IMPND_19919
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_20411 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20411 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20411 
if 
  $TEMPVAR_FLOAT_3 > 8.9783 
else_jump @IMPND_20411 
if 
  2481.796 > $TEMPVAR_FLOAT_2 
else_jump @IMPND_20178 
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_20178 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
else_jump @IMPND_20178 
23@ = 1 

:IMPND_20178
if 
  $TEMPVAR_FLOAT_2 >= 2481.796 
else_jump @IMPND_20411 
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
else_jump @IMPND_20411 
if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
else_jump @IMPND_20411 
23@ = 1 

:IMPND_20411
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_20881 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20881 
if 
04A4:   14@ == 7 // @ == any 
else_jump @IMPND_20881 
if 
  $TEMPVAR_FLOAT_3 > 12.0 
else_jump @IMPND_20881 
if 
  1569.0 > $TEMPVAR_FLOAT_1 
else_jump @IMPND_20677 
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1543.749 -1632.588 cornerB 1544.821 -1631.425 
else_jump @IMPND_20670 
if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1544.966 -1632.88 cornerB 1546.495 -1630.646 
else_jump @IMPND_20670 
23@ = 1 

:IMPND_20670
jump @IMPND_20881 

:IMPND_20677
if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
else_jump @IMPND_20881 
if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
else_jump @IMPND_20881 
23@ = 1 
 
:IMPND_20881
return 
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_21066 
if 
  12@ == 0 
else_jump @IMPND_21066 
if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
else_jump @IMPND_21066 
if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
else_jump @IMPND_21038 
jump @IMPND_21066 

:IMPND_21038

:IMPND_21066
return 

:IMPND_21068
$10713 = 0 
if 
  $IMPOUND_TOWN_NUMBER == 3 
else_jump @IMPND_21221 
if and
  $TEMPVAR_Z_COORD > 3.9517 
  14.0 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21193 
if and
  $TEMPVAR_X_COORD > 2238.0 
  2299.0 > $TEMPVAR_X_COORD 
else_jump @IMPND_21193 
if and
  $TEMPVAR_Y_COORD > 2430.916 
  2502.681 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21193 
$10713 = 1 

:IMPND_21193
if 
  3.9517 >= $TEMPVAR_Z_COORD 
else_jump @IMPND_21221 
$10713 = 1 

:IMPND_21221
if 
  $IMPOUND_TOWN_NUMBER == 2 
else_jump @IMPND_21439 
if and
  $TEMPVAR_X_COORD > -1645.533 
  -1572.785 > $TEMPVAR_X_COORD 
else_jump @IMPND_21339 
if and
  $TEMPVAR_Y_COORD > 646.8482 
  761.5287 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21339 
if and
  11.4577 > $TEMPVAR_Z_COORD 
  $TEMPVAR_Z_COORD > -7.3486 
else_jump @IMPND_21339 
$10713 = 1 

:IMPND_21339
if and
  $TEMPVAR_X_COORD > -1701.013 
  -1640.991 > $TEMPVAR_X_COORD 
else_jump @IMPND_21439 
if and
  $TEMPVAR_Y_COORD > 674.5198 
  697.4974 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21439 
if and
  $TEMPVAR_Z_COORD > 6.096 
  26.5941 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21439 
$10713 = 1 

:IMPND_21439
if 
  $IMPOUND_TOWN_NUMBER == 1 
else_jump @IMPND_21723 
if 
  11.7746 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21554 
if and
  $TEMPVAR_X_COORD > 1524.017 
  1612.404 > $TEMPVAR_X_COORD 
else_jump @IMPND_21547 
if and
  -1633.573 > $TEMPVAR_Y_COORD 
  $TEMPVAR_Y_COORD > -1722.036 
else_jump @IMPND_21547 
$10713 = 1 

:IMPND_21547
jump @IMPND_21623 

:IMPND_21554
if and
  $TEMPVAR_X_COORD > 1544.427 
  1607.588 > $TEMPVAR_X_COORD 
else_jump @IMPND_21623 
if and
  -1603.015 > $TEMPVAR_Y_COORD 
  $TEMPVAR_Y_COORD > -1637.697 
else_jump @IMPND_21623 
$10713 = 1 

:IMPND_21623
if and
  $TEMPVAR_X_COORD > 1581.407 
  1605.203 > $TEMPVAR_X_COORD 
else_jump @IMPND_21723 
if and
  $TEMPVAR_Y_COORD > -1666.734 
  -1637.67 > $TEMPVAR_Y_COORD 
else_jump @IMPND_21723 
if and
  $TEMPVAR_Z_COORD > 4.8451 
  13.6917 > $TEMPVAR_Z_COORD 
else_jump @IMPND_21723 
$10713 = 1 

:IMPND_21723
return 

:IMPND_21725
if 
0364:   actor $10516(12@,8i) spotted_actor $PLAYER_ACTOR 
else_jump @IMPND_22001 
Actor.StorePos($10516(12@,8i), $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
28@ = Actor.Angle($10516(12@,8i))
0089: 25@ = $TEMPVAR_X_COORD // (float) 
0065: 25@ -= $TEMPVAR_FLOAT_1 // (float) 
0089: 26@ = $TEMPVAR_Y_COORD // (float) 
0065: 26@ -= $TEMPVAR_FLOAT_2 // (float) 
0604: get_Z_angle_for_point 25@ 26@ store_to 27@ 
0063: 28@ -= 27@ // (float) 
if 
  -180.0 > 28@ 
else_jump @IMPND_21887 
28@ += 360.0 

:IMPND_21887
0097: make 28@ absolute_float 
if 
  5@ == 0 
else_jump @IMPND_21959 
if 
  90.0 > 28@ 
else_jump @IMPND_21952 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)
$10714 = 1 

:IMPND_21952
jump @IMPND_22001 

:IMPND_21959
if 
  120.0 > 28@ 
else_jump @IMPND_22001 
Actor.StorePos($PLAYER_ACTOR, $10743, $10744, $10745)
$10714 = 1 

:IMPND_22001
return 

:IMPND_22003
$10729 = 0 
$10713 = 0 
$10557 = 0 
$10549[0] = 0 
$10549[1] = 0 
$10549[2] = 0 
$10549[3] = 0 
$10549[4] = 0 
$10549[5] = 0 
$10549[6] = 0 
$10549[7] = 0 
0@ = 0 
1@ = 0 
040D: unload_wav 4 
Model.Destroy($10710)
Model.Destroy($10711)
Model.Destroy(#COLT45)
Model.Destroy(#POLICE_BARRIER)
Model.Destroy(#SFCOPDR)
Model.Destroy(#KMB_SHUTTER)
//065C: release_decision_maker 2@ 
Object.Destroy(9@)
Object.Destroy(10@)
Object.Destroy(6@)
Object.Destroy(7@)
16@ = 0 

:IMPND_22160
if 
  8 > 16@ 
else_jump @IMPND_22243 
if 
056D:   actor $10516(16@,8i) defined 
else_jump @IMPND_22207 
Actor.DestroyInstantly($10516(16@,8i))

:IMPND_22207
$10716(16@,8i) = 0 
$10525(16@,8i) = 0 
16@ += 1 
jump @IMPND_22160 

:IMPND_22243
16@ = 0 

:IMPND_22250
if 
  4 > 16@ 
else_jump @IMPND_22311 
if 
   not Car.Wrecked($10725(16@,4i))
else_jump @IMPND_22297 
Car.RemoveReferences($10725(16@,4i))

:IMPND_22297
16@ += 1 
jump @IMPND_22250 

:IMPND_22311
Actor.RemoveReferences(24@)
$10730 = 0 
$10731 = 0 
$10732 = 0 
$10733 = 0 
$10524 = 0 
end_thread 
return 
end_thread 

//-------------External script 72 (VALET)---------------

:VALET
thread 'VALET' 
8@ = 0 
5@ = 1 
$1883 = 1 
$1896 = 0 
$1887[0] = 1 
$1887[1] = 1 
$1887[2] = 1 
4@ = 0 
if 
  8@ == 99 
else_jump @VALET_400 
$1874(6@,3i) = Actor.Create(CivMale, #WMYVA, $10756(6@,3f), $10759(6@,3f), $10762(6@,3f))
$10748 = Actor.Create(CivMale, #WMYVA, $10756(6@,3f), $10759(6@,3f), $10762(6@,3f))
$1877 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1878[1] = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1881 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$10934 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1867 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$10946 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
$1882 = Car.Create(#CHEETAH, 0.0, 0.0, 0.0)
19@ = Marker.CreateAboveCar($1877)
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
//07E5: copy_decision_maker 65542 to 7@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 

:VALET_400
if 
   not Actor.Dead($1874[0])
else_jump @VALET_421 
Actor.DestroyInstantly($1874[0])

:VALET_421
04AE: $1892[0] = 1 // $ = any 
$1887[0] = 1 
if 
   not Actor.Dead($1874[1])
else_jump @VALET_456 
Actor.DestroyInstantly($1874[1])

:VALET_456
04AE: $1892[1] = 1 // $ = any 
$1887[1] = 1 
if 
   not Actor.Dead($1874[2])
else_jump @VALET_491 
Actor.DestroyInstantly($1874[2])

:VALET_491
04AE: $1892[2] = 1 // $ = any 
$1887[2] = 1 
$10756[0] = 330.4229 
$10756[1] = 328.9663 
$10756[2] = 326.4376 
$10759[0] = -1510.783 
$10759[1] = -1512.467 
$10759[2] = -1515.406 
$10762[0] = 35.0247 
$10762[1] = 35.0247 
$10762[2] = 35.0313 
$10765[0] = 222.0 
$10765[1] = 222.0 
$10765[2] = 222.0 
$10768[0] = -1761.029 
$10768[1] = -1759.914 
$10768[2] = -1749.713 
$10771[0] = 959.5504 
$10771[1] = 960.2669 
$10771[2] = 960.1956 
$10774[0] = 23.8828 
$10774[1] = 23.8828 
$10774[2] = 23.8906 
$10777[0] = 204.3268 
$10777[1] = 199.167 
$10777[2] = 142.3291 
$10780[0] = 2029.758 
$10780[1] = 2027.666 
$10780[2] = 2026.394 
$10783[0] = 1905.943 
$10792[1] = 336.9336 
$10796[1] = 323.919 
$10800[1] = -1531.027 
$10804[1] = -1504.174 
$10792[2] = -1768.295 
$10796[2] = -1729.094 
$10800[2] = 958.9591 
$10804[2] = 942.184 
$10792[3] = 2050.881 
$10796[3] = 2016.906 
$10800[3] = 1958.541 
$10804[3] = 1871.065 
$10808[1] = 336.0477 
$10816[1] = -1452.225 
$10824[1] = 31.9445 
$10812[1] = 271.6679 
$10820[1] = -1550.242 
$10828[1] = 23.1681 
$10808[2] = -1760.178 
$10816[2] = 972.2405 
$10824[2] = 16.1633 
$10812[2] = -1679.605 
$10820[2] = 1064.293 
$10828[2] = 24.8629 
$10808[3] = 1968.502 
$10816[3] = 1755.079 
$10824[3] = 11.4898 
$10812[3] = 1917.811 
$10820[3] = 1788.146 
$10828[3] = 17.3118 
$10844[1] = 363.3463 
$10848[1] = -1522.373 
$10852[1] = 393.1729 
$10856[1] = -1479.321 
$10860[1] = 125.0 
$10864[1] = 324.8593 
$10868[1] = -1591.327 
$10872[1] = 324.8593 
$10876[1] = -1591.327 
$10880[1] = 338.0 
$10864[2] = -1743.524 
$10868[2] = 930.9304 
$10872[2] = -1780.081 
$10876[2] = 908.4018 
$10880[2] = 270.0 
$10844[2] = -1737.715 
$10848[2] = 943.7812 
$10852[2] = -1704.216 
$10856[2] = 911.4586 
$10860[2] = 45.0 
$10844[3] = 2067.529 
$10848[3] = 1957.289 
$10852[3] = 2097.263 
$10856[3] = 1976.0 
$10860[3] = 120.0 
$10864[3] = 2051.536 
$10868[3] = 1933.685 
$10872[3] = 2062.818 
$10876[3] = 1905.085 
$10880[3] = 7.0 
$10884[1] = 332.8306 
$10888[1] = -1516.251 
$10892[1] = 34.8606 
$10884[2] = -1754.514 
$10888[2] = 953.5991 
$10892[2] = 23.75 
$10884[3] = 2035.729 
$10888[3] = 1912.09 
$10892[3] = 11.1751 
$10832[0] = -1748.376 
$10836[0] = 985.3066 
$10840[0] = 17.9009 
$10832[1] = 330.7534 
$10836[1] = -1474.608 
$10840[1] = 24.9126 
$10832[2] = -1738.28 
$10836[2] = 985.5498 
$10840[2] = 16.6718 
$10832[3] = 2061.337 
$10836[3] = 1808.956 
$10840[3] = 9.6719 
$10896[1] = 403.2297 
$10900[1] = -1475.298 
$10904[1] = 30.0032 
$10908[1] = 128.9467 
$10912[1] = 341.1339 
$10916[1] = -1556.116 
$10920[1] = 31.9903 
$10924[1] = 328.7578 
$10896[2] = -1717.204 
$10900[2] = 962.7901 
$10904[2] = 23.7474 
$10908[2] = 179.9692 
$10912[2] = -1791.269 
$10916[2] = 886.3627 
$10920[2] = 23.75 
$10924[2] = 359.2426 
$10896[3] = 2073.563 
$10900[3] = 1879.736 
$10904[3] = 10.4288 
$10908[3] = 45.5873 
$10912[3] = 2084.156 
$10916[3] = 1965.573 
$10920[3] = 9.9974 
$10924[3] = 117.4401 
065C: release_decision_maker 7@ 
07E5: copy_decision_maker 65542 to 7@ 
0709: set_decision_maker 7@ on_event 9 taskID 200 unknown 0.0 100.0 chance 100.0 unknown 100.0 1 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 415 unknown 0.0 20.0 chance 20.0 unknown 20.0 0 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 200 unknown 0.0 80.0 chance 80.0 unknown 80.0 1 1 // see *.ped files 
$1896 = 1 

:VALET_1959
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_2291 
if 
  $1873 == 1 
else_jump @VALET_2004 
gosub @VALET_16854 

:VALET_2004
if 
   not $10753 == 1 
else_jump @VALET_2284 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_2284 
if 
  5@ == 1 
else_jump @VALET_2095 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_2088 
5@ = 0 

:VALET_2088
jump @VALET_2127 

:VALET_2095
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_2127 
5@ = 1 

:VALET_2127
gosub @VALET_2371 
if 
  $1896 == 1 
else_jump @VALET_2284 
gosub @VALET_3854 
gosub @VALET_7842 
gosub @VALET_13021 
gosub @VALET_16071 
if 
001D:   32@ > 8@ // (int) 
else_jump @VALET_2215 
0085: 8@ = 32@ // (int) 
8@ += 2300 

:VALET_2215
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_2249 
0085: 9@ = 32@ // (int) 
9@ += 100 

:VALET_2249
if 
001D:   32@ > 10@ // (int) 
else_jump @VALET_2284 
0085: 10@ = 32@ // (int) 
10@ += 900 

:VALET_2284
jump @VALET_2364 

:VALET_2291
if 
  $1896 == 1 
else_jump @VALET_2364 
if 
  $1870 == 1 
else_jump @VALET_2357 
$1870 = 0 
$ONMISSION = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:VALET_2357
gosub @VALET_16854 

:VALET_2364
jump @VALET_1959 

:VALET_2371
if 
001D:   32@ > 16@ // (int) 
else_jump @VALET_3353 
0085: 16@ = 32@ // (int) 
16@ += 1000 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$1884 = 0 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
else_jump @VALET_2472 
$1884 = 2 

:VALET_2472
if 
  $1884 == 0 
else_jump @VALET_3118 
077E: get_active_interior_to $10930 
if 
  $10930 == 0 
else_jump @VALET_2894 
if 
  $10931 == 0 
else_jump @VALET_2887 
if 
  $10932 == 0 
else_jump @VALET_2670 
if 
  $1896 == 1 
else_jump @VALET_2663 
if 
   not $1886 == 1 
else_jump @VALET_2663 
if 
  $1870 == 1 
else_jump @VALET_2649 
$1870 = 0 
$ONMISSION = 0 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!

:VALET_2649
gosub @VALET_16854 
$1896 = 0 

:VALET_2663
jump @VALET_2887 

:VALET_2670
$10931 = 1 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_2747 
Actor.LockInCurrentPosition($1874[0]) = True
if 
   Actor.Driving($1874[0])
else_jump @VALET_2747 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2747 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2747
if 
   not Actor.Dead($1874[1])
else_jump @VALET_2817 
Actor.LockInCurrentPosition($1874[1]) = True
if 
   Actor.Driving($1874[1])
else_jump @VALET_2817 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2817 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2817
if 
   not Actor.Dead($1874[2])
else_jump @VALET_2887 
Actor.LockInCurrentPosition($1874[2]) = True
if 
   Actor.Driving($1874[2])
else_jump @VALET_2887 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2887 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2887
jump @VALET_3111 

:VALET_2894
$10931 = 1 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_2971 
Actor.LockInCurrentPosition($1874[0]) = True
if 
   Actor.Driving($1874[0])
else_jump @VALET_2971 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_2971 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_2971
if 
   not Actor.Dead($1874[1])
else_jump @VALET_3041 
Actor.LockInCurrentPosition($1874[1]) = True
if 
   Actor.Driving($1874[1])
else_jump @VALET_3041 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3041 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_3041
if 
   not Actor.Dead($1874[2])
else_jump @VALET_3111 
Actor.LockInCurrentPosition($1874[2]) = True
if 
   Actor.Driving($1874[2])
else_jump @VALET_3111 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3111 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = True

:VALET_3111
jump @VALET_3353 

:VALET_3118
if 
  $10931 == 1 
else_jump @VALET_3353 
$10931 = 0 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_3213 
Actor.LockInCurrentPosition($1874[0]) = False
if 
   Actor.Driving($1874[0])
else_jump @VALET_3213 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[0] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3213 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False

:VALET_3213
if 
   not Actor.Dead($1874[1])
else_jump @VALET_3283 
Actor.LockInCurrentPosition($1874[1]) = False
if 
   Actor.Driving($1874[1])
else_jump @VALET_3283 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[1] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3283 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False

:VALET_3283
if 
   not Actor.Dead($1874[2])
else_jump @VALET_3353 
Actor.LockInCurrentPosition($1874[2]) = False
if 
   Actor.Driving($1874[2])
else_jump @VALET_3353 
0811: $TEMPVAR_ACTOR_CAR = actor $1874[2] car // versionC 
if 
   not Car.Wrecked($TEMPVAR_ACTOR_CAR)
else_jump @VALET_3353 
Car.LockInCurrentPosition($TEMPVAR_ACTOR_CAR) = False

:VALET_3353
if 
  $10750 == 1 
else_jump @VALET_3597 
if 
  $1884 == 1 
else_jump @VALET_3444 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 328.1585 -1512.888 35.0247 radius 10.0 10.0 10.0 
else_jump @VALET_3444 
$10750 = 0 

:VALET_3444
if 
  $1884 == 2 
else_jump @VALET_3517 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1753.936 961.8587 23.8906 radius 10.0 10.0 10.0 
else_jump @VALET_3517 
$10750 = 0 

:VALET_3517
if 
  $1884 == 3 
else_jump @VALET_3590 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2021.337 1918.236 11.3438 radius 10.0 10.0 10.0 
else_jump @VALET_3590 
$10750 = 0 

:VALET_3590
jump @VALET_3852 

:VALET_3597
if 
   not $ONMISSION == 1 
else_jump @VALET_3852 
if 
  $1869 == 1 
else_jump @VALET_3852 
if 
  $1870 == 0 
else_jump @VALET_3852 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_3852 
if 
  $1884 == 2 
else_jump @VALET_3852 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1753.936 961.8587 23.8906 radius 2.0 2.0 2.0 on_foot 
else_jump @VALET_3852 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_3836 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 0
else_jump @VALET_3813 
00BC: show_text_highpriority GXT 'VAL_A7' time 5000 flag 1  // ~s~Valet Parking
$1870 = 1 
$ONMISSION = 1 
jump @VALET_3829 

:VALET_3813
00BC: show_text_highpriority GXT 'VAL_C1' time 1000 flag 1  // ~s~You can't work here with a wanted level!

:VALET_3829
jump @VALET_3852 

:VALET_3836
00BC: show_text_highpriority GXT 'VAL_90' time 1000 flag 1  // ~S~Get a valet uniform to work as a valet.

:VALET_3852
return 

:VALET_3854
if 
  $1870 == 1 
else_jump @VALET_7840 
if 
   Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @VALET_3894 
06D0: enable_emergency_traffic 1 

:VALET_3894
if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_3958 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B1' time 5000 flag 1  // ~r~You no longer have the valet uniform.
$10936 = 8 

:VALET_3958
if 
   not $10934 == 0 
else_jump @VALET_4102 
if 
856E:   not car $10934 defined 
else_jump @VALET_4047 
if 
  $10937 > 0 
else_jump @VALET_4033 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
$10936 = 8 

:VALET_4033
$10934 = 0 
jump @VALET_4102 

:VALET_4047
if 
   Car.Wrecked($10934)
else_jump @VALET_4102 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B6' time 5000 flag 1  // ~r~The customer's car was destroyed.
$10936 = 8 

:VALET_4102
if 
  $5286 == 0 
else_jump @VALET_4152 
if 
   not Car.Wrecked($10946)
else_jump @VALET_4152 
0987: unknown_car $10946 unknown_store_car_handle_to $VALET_CAR 
0084: $10754 = $VALET_CAR // (int) 

:VALET_4152
if 
  $10936 == 0 
else_jump @VALET_4575 
if 
   Model.Available(#WMYVA)
else_jump @VALET_4570 
if 
   Actor.Dead($1874[0])
else_jump @VALET_4263 
$1874[0] = Actor.Create(CivMale, #WMYVA, -1783.804, 968.6431, 23.7343)
060B: set_actor $1874[0] decision_maker_to 7@ 
02A9: set_actor $1874[0] immune_to_nonplayer 1 
0446: set_actor $1874[0] immune_to_headshots 0 
$1892[0] = 2 
0@ = 2 

:VALET_4263
if 
   Actor.Dead($1874[1])
else_jump @VALET_4340 
$1874[1] = Actor.Create(CivMale, #WMYVA, -1782.65, 965.0251, 23.8906)
060B: set_actor $1874[1] decision_maker_to 7@ 
02A9: set_actor $1874[1] immune_to_nonplayer 1 
0446: set_actor $1874[1] immune_to_headshots 0 
$1892[1] = 2 
1@ = 2 

:VALET_4340
if 
   Actor.Dead($1874[2])
else_jump @VALET_4417 
$1874[2] = Actor.Create(CivMale, #WMYVA, -1783.731, 965.4009, 23.8961)
060B: set_actor $1874[2] decision_maker_to 7@ 
02A9: set_actor $1874[2] immune_to_nonplayer 1 
0446: set_actor $1874[2] immune_to_headshots 0 
$1892[2] = 2 
2@ = 2 

:VALET_4417
03DE: set_pedestrians_density_multiplier_to 0.3 
06D0: enable_emergency_traffic 0 
$10934 = 0 
054C: use_GXT_table 'VALET1' 
00BE: text_clear_all 
00BA: show_text_styled GXT 'VAL_A7' time 3000 style 1  // ~s~Valet Parking
$VALET_PARKED_CARS_NUMBER = 0 
0085: 17@ = 32@ // (int) 
17@ += 4000 
$10936 = 1 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_4517 
039E: set_actor $1874[0] locked 1 while_in_car 

:VALET_4517
if 
   not Actor.Dead($1874[1])
else_jump @VALET_4540 
039E: set_actor $1874[1] locked 1 while_in_car 

:VALET_4540
if 
   not Actor.Dead($1874[2])
else_jump @VALET_4563 
039E: set_actor $1874[2] locked 1 while_in_car 

:VALET_4563
jump @VALET_4575 

:VALET_4570
Model.Load(#WMYVA)

:VALET_4575
if 
  $10936 == 1 
else_jump @VALET_4642 
if 
001D:   32@ > 17@ // (int) 
else_jump @VALET_4642 
$10933 = 3 
$10935 = 2 
18@ = 1 
00BE: text_clear_all 
$10936 = 2 

:VALET_4642
if 
  $10936 == 2 
else_jump @VALET_4947 
if 
001D:   32@ > 17@ // (int) 
else_jump @VALET_4947 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'VAL_60' number 18@ time 4000 style 1  // ~s~Valet Mission Level ~1~
02FD: show_text_2numbers_lowpriority GXT 'VAL_76' numbers $10933 $10935 time 4000 flag 1  // ~s~Park ~1~ cars in ~1~ minutes.
$10935 *= 60000 
0151: remove_status_text $10935 
0151: remove_status_text $10933 
03C3: set_timer_to $10935 type 1 GXT 'VAL_A8' // global_variable  // ~s~Time left
04F7: status_text $10933 type 0 line 1 GXT 'VAL_A3' // global_variable  // Cars to park
0085: 17@ = 32@ // (int) 
17@ += 5000 
$10936 = 4 
if 
  $1892[0] == 6 
else_jump @VALET_4831 
$1892[0] = 1 
$1897 = 0 

:VALET_4831
if 
  $1892[1] == 6 
else_jump @VALET_4863 
$1892[1] = 1 
$1898 = 0 

:VALET_4863
if 
  $1892[2] == 6 
else_jump @VALET_4895 
$1892[2] = 1 
$1899 = 0 

:VALET_4895
if 
   not $1881 == 0 
else_jump @VALET_4921 
0084: $10946 = $1881 // (int) 

:VALET_4921
if 
   not $1877 == 0 
else_jump @VALET_4947 
0084: $10946 = $1877 // (int) 

:VALET_4947
if 
  $10936 == 3 
else_jump @VALET_4991 
if 
001D:   32@ > 17@ // (int) 
else_jump @VALET_4991 
$10936 = 4 

:VALET_4991
if and
   Actor.Dead($1874[0])
  $1897 == 0 
  $1892[0] == 6 
else_jump @VALET_5077 
$1897 = 1 
$10935 -= 20000 
if 
  0 > $10935 
else_jump @VALET_5061 
$10935 = 0 

:VALET_5061
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5077
if and
   Actor.Dead($1874[1])
  $1898 == 0 
  $1892[1] == 6 
else_jump @VALET_5163 
$1898 = 1 
$10935 -= 20000 
if 
  0 > $10935 
else_jump @VALET_5147 
$10935 = 0 

:VALET_5147
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5163
if and
   Actor.Dead($1874[2])
  $1899 == 0 
  $1892[2] == 6 
else_jump @VALET_5249 
$1899 = 1 
$10935 -= 20000 
if 
  0 > $10935 
else_jump @VALET_5233 
$10935 = 0 

:VALET_5233
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_5249
if 
  $10936 > 3 
else_jump @VALET_5326 
if 
  $10935 == 0 
else_jump @VALET_5326 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_47' time 4000 flag 1  // ~r~You ran out of time!
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
$10936 = 8 

:VALET_5326
if 
  $10936 == 4 
else_jump @VALET_5476 
if 
   not $1877 == 0 
else_jump @VALET_5476 
if 
   not Car.Wrecked($1877)
else_jump @VALET_5476 
if 
003A:   $1877 == $10946 // (int) 
else_jump @VALET_5476 
046C: $VALET_CAR_DRIVER = car $1877 driver 
if 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_5476 
$10936 = 20 
00BB: show_text_lowpriority GXT 'VAL_84' time 4000 flag 1  // ~s~There's a car waiting to be serviced.
19@ = Marker.CreateAboveCar($1877)
07E0: set_marker 19@ type_to 1 
0084: $10934 = $1877 // (int) 
$10936 = 5 

:VALET_5476
if 
  $10936 == 5 
else_jump @VALET_5875 
if 
   not Car.Wrecked($10934)
else_jump @VALET_5849 
046C: $VALET_CAR_DRIVER = car $10934 driver 
if 
   not $VALET_CAR_DRIVER == -1 
else_jump @VALET_5842 
if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_5765 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_25' time 4000 flag 1  // ~s~Take this car to the marked parking space.
Marker.Disable(19@)
$10937 = 60 
Car.Health($10934) = 1000
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to 21@ 22@ 23@ 
if 
   not 21@ == 0.0 
else_jump @VALET_5758 
0395: clear_area 0 at 21@ 22@ 23@ radius 5.0 
0088: $10942 = 21@ // (float) 
0088: $10943 = 22@ // (float) 
0088: $10944 = 23@ // (float) 
Marker.Disable(20@)
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
$10936 = 6 

:VALET_5758
jump @VALET_5842 

:VALET_5765
if or
003A:   $VALET_CAR_DRIVER == $1874[0] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[1] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[2] // (int) 
else_jump @VALET_5842 
Marker.Disable(19@)
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_5842
jump @VALET_5875 

:VALET_5849
Marker.Disable(19@)
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_5875
if 
  $10936 == 6 
else_jump @VALET_7430 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_7430 
if 
   not Car.Wrecked($10934)
else_jump @VALET_7407 
$10937 = Car.Health($10934)
$VALET_STAGE = 17 
0066: $VALET_STAGE -= 18@ // (int) 
$VALET_STAGE *= 20 
$10937 += -1000 
0094: make $10937 absolute_integer 
008F: 13@ = integer $10937 to_float 
008F: 27@ = integer $VALET_STAGE to_float 
0087: 28@ = 13@ // (float) 
0073: 28@ /= 27@ // (float) 
if 
  28@ > 1.0 
else_jump @VALET_6031 
28@ = 1.0 

:VALET_6031
28@ -= 1.0 
0097: make 28@ absolute_float 
28@ *= 45.0 
0090: $10937 = float 28@ to_integer 
if 
  $10937 > 45 
else_jump @VALET_6089 
$10937 = 45 

:VALET_6089
if 
  0 > $10937 
else_jump @VALET_6114 
$10937 = 0 

:VALET_6114
046C: $VALET_CAR_DRIVER = car $10934 driver 
if 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_6173 
Marker.Disable(20@)
19@ = Marker.CreateAboveCar($10934)
07E0: set_marker 19@ type_to 1 
0151: remove_status_text $10937 
$10936 = 7 

:VALET_6173
if and
   not $VALET_CAR_DRIVER == -1 
803A:   not  $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[0] // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[1] // (int) 
803A:   not  $VALET_CAR_DRIVER == $1874[2] // (int) 
else_jump @VALET_6263 
$10934 = 0 
Marker.Disable(19@)
0151: remove_status_text $10937 
$10936 = 4 
00BB: show_text_lowpriority GXT 'VAL_A4' time 4000 flag 1  // ~s~Your car's been stolen! Get back to the service area.

:VALET_6263
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @VALET_6314 
if 
   not Actor.InCar($PLAYER_ACTOR, $10934)
else_jump @VALET_6314 
00BC: show_text_highpriority GXT 'VAL_A18' time 1000 flag 1  // ~s~This car doesn't need servicing.

:VALET_6314
if 
01B0:   car $10934 sphere 1 in_sphere 21@ 22@ 23@ radius 4.0 4.0 4.0 stopped 
else_jump @VALET_7400 
Marker.Disable(20@)
081D: set_car $10934 engine_operation 1 
Car.RemoveReferences($10934)
0151: remove_status_text $10937 
008B: 6@ = $10935 // (int) 
03D3: get_route_nearest_for 21@ 22@ 23@ store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to 24@ 
Car.StorePos($10934, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0509: 26@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 21@ 22@ 
25@ = Car.Angle($10934)
0097: make 24@ absolute_float 
if 
  24@ > 180.0 
else_jump @VALET_6484 
24@ -= 180.0 

:VALET_6484
0097: make 25@ absolute_float 
if 
  25@ > 180.0 
else_jump @VALET_6520 
25@ -= 180.0 

:VALET_6520
0087: 27@ = 24@ // (float) 
0063: 27@ -= 25@ // (float) 
0097: make 27@ absolute_float 
0093: 13@ = integer 18@ to_float 
13@ *= 2.0 
29@ = 45.0 
0063: 29@ -= 13@ // (float) 
0087: 28@ = 27@ // (float) 
0073: 28@ /= 29@ // (float) 
13@ = 1.0 
0063: 13@ -= 28@ // (float) 
if 
  0.0 > 13@ 
else_jump @VALET_6642 
13@ = 0.0 

:VALET_6642
13@ *= 10.0 
0090: $10939 = float 13@ to_integer 
0090: $10940 = float 13@ to_integer 
0093: 13@ = integer 18@ to_float 
13@ -= 20.0 
0097: make 13@ absolute_float 
13@ /= 6.0 
0087: 27@ = 26@ // (float) 
0073: 27@ /= 13@ // (float) 
28@ = 1.0 
0063: 28@ -= 27@ // (float) 
if 
  0.0 > 28@ 
else_jump @VALET_6766 
28@ = 0.0 

:VALET_6766
28@ *= 5.0 
0090: $VALET_STAGE = float 28@ to_integer 
0084: $10938 = $VALET_STAGE // (int) 
0058: $10940 += $VALET_STAGE // (int) 
if and
   not $10940 == 1 
   not $10937 == 1 
else_jump @VALET_6847 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A10' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ seconds

:VALET_6847
if and
  $10940 == 1 
   not $10937 == 1 
else_jump @VALET_6894 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A12' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ seconds

:VALET_6894
if and
   not $10940 == 1 
  $10937 == 1 
else_jump @VALET_6941 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A11' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ second

:VALET_6941
if and
  $10940 == 0 
  $10937 == 0 
else_jump @VALET_6988 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A13' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ second

:VALET_6988
0084: $VALET_STAGE = $10940 // (int) 
0058: $VALET_STAGE += $10937 // (int) 
if 
   not $VALET_STAGE == 1 
else_jump @VALET_7048 
01E4: show_text_1number_lowpriority GXT 'VAL_A14' number $VALET_STAGE time 2500 flag 1  // ~s~Total Bonus +~1~ seconds
jump @VALET_7067 

:VALET_7048
01E4: show_text_1number_lowpriority GXT 'VAL_A15' number $VALET_STAGE time 2500 flag 1  // ~s~Total Bonus +~1~ second

:VALET_7067
00BB: show_text_lowpriority GXT 'VAL_A16' time 3000 flag 1  // ~s~Get back to the car port.
$10937 *= 1000 
$10940 *= 1000 
0058: $10935 += $10937 // (int) 
0058: $10935 += $10940 // (int) 
$10937 = 0 
$10934 = 0 
$10933 -= 1 
$VALET_PARKED_CARS_NUMBER += 1 
0652: $VALET_STAGE = integer_stat 175 
if 
001C:   $VALET_PARKED_CARS_NUMBER > $VALET_STAGE // (int) 
else_jump @VALET_7178 
0629: change_integer_stat 175 to $VALET_PARKED_CARS_NUMBER 

:VALET_7178
if 
  $10933 == 0 
else_jump @VALET_7393 
00BE: text_clear_all 
014F: stop_timer $10935 
0151: remove_status_text $10933 
18@ += 1 
$10936 = 2 
008A: $10933 = 18@ // (int) 
$10933 += 2 
$10935 = 2 
if 
  6 > 18@ 
else_jump @VALET_7361 
008A: $VALET_STAGE = 18@ // (int) 
$VALET_STAGE -= 1 
01E3: show_text_1number_styled GXT 'VAL_62' number $VALET_STAGE time 3000 style 1  // ~s~Valet Mission Level ~1~ Passed.
008A: $VALET_STAGE = 18@ // (int) 
$VALET_STAGE *= 100 
$VALET_STAGE -= 100 
01E4: show_text_1number_lowpriority GXT 'VAL_65' number $VALET_STAGE time 4000 flag 1  // ~s~You received $~1~ tip.
Player.Money($PLAYER_CHAR) += $VALET_STAGE
0085: 17@ = 32@ // (int) 
17@ += 5000 

:VALET_7361
if 
  18@ == 6 
else_jump @VALET_7386 
gosub @VALET_16442 

:VALET_7386
jump @VALET_7400 

:VALET_7393
$10936 = 4 

:VALET_7400
jump @VALET_7430 

:VALET_7407
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
$10936 = 8 

:VALET_7430
if 
  $10936 == 7 
else_jump @VALET_7675 
if 
   not Car.Wrecked($10934)
else_jump @VALET_7649 
046C: $VALET_CAR_DRIVER = car $10934 driver 
if 
   not $VALET_CAR_DRIVER == -1 
else_jump @VALET_7642 
if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_7565 
Marker.Disable(19@)
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
$10936 = 6 
jump @VALET_7642 

:VALET_7565
if or
003A:   $VALET_CAR_DRIVER == $1874[0] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[1] // (int) 
003A:   $VALET_CAR_DRIVER == $1874[2] // (int) 
else_jump @VALET_7642 
Marker.Disable(19@)
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_7642
jump @VALET_7675 

:VALET_7649
Marker.Disable(19@)
$10936 = 4 
$10934 = 0 
$10946 = 0 

:VALET_7675
if 
  $10936 == 8 
else_jump @VALET_7840 
Marker.Disable(19@)
Marker.Disable(20@)
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
$1870 = 0 
$ONMISSION = 0 
$10936 = 0 
$10934 = 0 
$10750 = 1 
03C7: set_sensitivity_to_crime 1.0 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_7794 
039E: set_actor $1874[0] locked 0 while_in_car 

:VALET_7794
if 
   not Actor.Dead($1874[1])
else_jump @VALET_7817 
039E: set_actor $1874[1] locked 0 while_in_car 

:VALET_7817
if 
   not Actor.Dead($1874[2])
else_jump @VALET_7840 
039E: set_actor $1874[2] locked 0 while_in_car 

:VALET_7840
return 

:VALET_7842
6@ = 0 

:VALET_7849
if 
  3 > 6@ 
else_jump @VALET_13019 
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_7985 
if 
095D:   unknown_actor_check $1874(6@,3i) 
else_jump @VALET_7985 
062E: unknown_get_actor $1874(6@,3i) task 2089 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_7985 
0792: disembark_instantly_actor $1874(6@,3i) 
0829: actor $1874(6@,3i) perform_animation "KO_SKID_FRONT" IFP_file "PED" 1000.0 time 0 and_dies 

:VALET_7985
if and
   not $1892(6@,3i) == 4 
   not $1892(6@,3i) == 5 
else_jump @VALET_8395 
if and
   not Actor.Dead($1874(6@,3i))
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_8395 
if 
074F:   actor $1874(6@,3i) ped_event == 9 
else_jump @VALET_8344 
if or
0104:   actor $PLAYER_ACTOR near_actor $1874(6@,3i) radius 5.0 5.0 5.0 sphere 0 
051A:   actor $1874(6@,3i) damaged_by_actor $PLAYER_ACTOR 
else_jump @VALET_8328 
$1892(6@,3i) = 5 
$10928 += 1 
0687: clear_actor $1874(6@,3i) task 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_8203 
if 
0104:   actor $PLAYER_ACTOR near_actor $1874[0] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8203 
$1892[0] = 5 

:VALET_8203
if 
   not Actor.Dead($1874[1])
else_jump @VALET_8262 
if 
0104:   actor $PLAYER_ACTOR near_actor $1874[1] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8262 
$1892[1] = 5 

:VALET_8262
if 
   not Actor.Dead($1874[2])
else_jump @VALET_8321 
if 
0104:   actor $PLAYER_ACTOR near_actor $1874[2] radius 15.0 15.0 15.0 sphere 0 
else_jump @VALET_8321 
$1892[2] = 5 

:VALET_8321
jump @VALET_8344 

:VALET_8328
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_8344
if 
   not $1892(6@,3i) == 9 
else_jump @VALET_8395 
if 
04A3:   $1895 == 7 // $ == any 
else_jump @VALET_8395 
$1892(6@,3i) = 9 

:VALET_8395
if 
   not $1892(6@,3i) == 1 
else_jump @VALET_8704 
if 
056D:   actor $1874(6@,3i) defined 
else_jump @VALET_8704 
if 
   Actor.Dead($1874(6@,3i))
else_jump @VALET_8704 
0889: store_actor $1874(6@,3i) center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not $1892(6@,3i) == 6 
else_jump @VALET_8684 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_8576 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 15.0 15.0 15.0 
else_jump @VALET_8576 
$1892[0] = 5 
$1892[1] = 5 
$1892[2] = 5 

:VALET_8576
if 
  $1870 == 1 
else_jump @VALET_8684 
if or
0024:   $10808($1884,4f) > $TEMPVAR_FLOAT_1 // (float) 
0024:   $10816($1884,4f) > $TEMPVAR_FLOAT_2 // (float) 
0024:   $10824($1884,4f) > $TEMPVAR_FLOAT_3 // (float) 
0024:   $TEMPVAR_FLOAT_1 > $10812($1884,4f) // (float) 
0024:   $TEMPVAR_FLOAT_2 > $10820($1884,4f) // (float) 
0024:   $TEMPVAR_FLOAT_3 > $10828($1884,4f) // (float) 
else_jump @VALET_8684 
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:VALET_8684
$1892(6@,3i) = 6 
Actor.RemoveReferences($1874(6@,3i))

:VALET_8704
0871: init_jump_table $1892(6@,3i) total_jumps 11 default_jump 0 @VALET_13005 jumps 1 @VALET_8836 2 @VALET_9149 3 @VALET_9763 4 @VALET_10506 5 @VALET_10614 6 @VALET_12998 7 @VALET_11111 
0872: jump_table_jumps 8 @VALET_12285 9 @VALET_12607 10 @VALET_10325 11 @VALET_12792 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 -1 @VALET_13005 

:VALET_8836
if 
  $1887(6@,3i) == 1 
else_jump @VALET_9142 
Model.Load(#WMYVA)
if 
   Model.Available(#WMYVA)
else_jump @VALET_9142 
if 
  $1884 == 1 
else_jump @VALET_8948 
$1874(6@,3i) = Actor.Create(Mission1, #WMYVA, $10756(6@,3f), $10759(6@,3f), $10762(6@,3f))
Actor.Angle($1874(6@,3i)) = $10765(6@,3f)

:VALET_8948
if 
  $1884 == 2 
else_jump @VALET_9017 
$1874(6@,3i) = Actor.Create(Mission1, #WMYVA, $10768(6@,3f), $10771(6@,3f), $10774(6@,3f))
Actor.Angle($1874(6@,3i)) = $10777(6@,3f)

:VALET_9017
if 
  $1884 == 3 
else_jump @VALET_9086 
$1874(6@,3i) = Actor.Create(Mission1, #WMYVA, $10780(6@,3f), $10783(6@,3f), $10786(6@,3f))
Actor.Angle($1874(6@,3i)) = $10789(6@,3f)

:VALET_9086
060B: set_actor $1874(6@,3i) decision_maker_to 7@ 
02A9: set_actor $1874(6@,3i) immune_to_nonplayer 1 
0446: set_actor $1874(6@,3i) immune_to_headshots 0 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 

:VALET_9142
jump @VALET_13005 

:VALET_9149
if 
001D:   32@ > 8@ // (int) 
else_jump @VALET_9756 
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_9756 
if 
  $1884 == 1 
else_jump @VALET_9342 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9342 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$1892(6@,3i) = 3 

:VALET_9342
if 
  $1884 == 2 
else_jump @VALET_9602 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9503 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$1892(6@,3i) = 3 
jump @VALET_9602 

:VALET_9503
062E: unknown_get_actor $1874(6@,3i) task 1492 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_9602 
$10755 = Actor.Angle($1874(6@,3i))
0061: $10755 -= $10777(6@,3f) // (float) 
0096: make $10755 absolute_float 
if 
   not 10.0 > $10755 
else_jump @VALET_9602 
05D4: AS_actor $1874(6@,3i) rotate_angle $10777(6@,3f) 

:VALET_9602
if 
  $1884 == 3 
else_jump @VALET_9756 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 2.0 2.0 2.0 
else_jump @VALET_9756 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
$1892(6@,3i) = 3 

:VALET_9756
jump @VALET_13005 

:VALET_9763
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_10318 
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_10318 
062E: unknown_get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_10318 
if 
  $1884 == 1 
else_jump @VALET_9996 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_9985 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_9996 

:VALET_9985
$1892(6@,3i) = 2 

:VALET_9996
if 
  $1884 == 2 
else_jump @VALET_10157 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_10146 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_10157 

:VALET_10146
$1892(6@,3i) = 2 

:VALET_10157
if 
  $1884 == 3 
else_jump @VALET_10318 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 3.0 3.0 3.0 
else_jump @VALET_10307 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 -2 ms // versionB 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
jump @VALET_10318 

:VALET_10307
$1892(6@,3i) = 2 

:VALET_10318
jump @VALET_13005 

:VALET_10325
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_10499 
062E: unknown_get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_10499 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) radius 3.0 3.0 3.0 
else_jump @VALET_10477 
05F5: AS_actor $1874(6@,3i) goto_point $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) mode 6 -2 ms // versionB 
jump @VALET_10499 

:VALET_10477
0@(6@,3i) = 3 
$1892(6@,3i) = 3 

:VALET_10499
jump @VALET_13005 

:VALET_10506
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_10607 
if 
874F:   not actor $1874(6@,3i) ped_event == 9 
else_jump @VALET_10591 
0812: AS_actor $1874(6@,3i) perform_animation "FUCKU" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
4@ += 1 

:VALET_10591
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10607
jump @VALET_13005 

:VALET_10614
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_11104 
062E: unknown_get_actor $1874(6@,3i) task 1506 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_10679 
05E2: AS_actor $1874(6@,3i) kill_actor $PLAYER_ACTOR 

:VALET_10679
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_11104 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_11104 
if 
  $1884 == 1 
else_jump @VALET_10844 
if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_10844 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10844
if 
  $1884 == 2 
else_jump @VALET_10974 
if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_10974 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_10974
if 
  $1884 == 3 
else_jump @VALET_11104 
if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 10.0 10.0 10.0 
else_jump @VALET_11104 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_11104
jump @VALET_13005 

:VALET_11111
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_12278 
if 
  $1884 == 1 
else_jump @VALET_11240 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11240 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11240
if 
  $1884 == 2 
else_jump @VALET_11349 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11349 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11349
if 
  $1884 == 3 
else_jump @VALET_11458 
if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 23.0 23.0 8.0 
else_jump @VALET_11458 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11458
if 
   not $1892(6@,3i) == 2 
else_jump @VALET_12278 
062E: unknown_get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12033 
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_11993 
if 
   Actor.InCar($1874(6@,3i), $1878(6@,3i))
else_jump @VALET_11828 
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
if 
   not $TEMPVAR_FLOAT_1 == 0.0 
else_jump @VALET_11821 
if 
003A:   $1878(6@,3i) == $1877 // (int) 
else_jump @VALET_11664 
$1877 = 0 

:VALET_11664
0086: $10942 = $TEMPVAR_FLOAT_1 // (float) 
0086: $10943 = $TEMPVAR_FLOAT_2 // (float) 
0086: $10944 = $TEMPVAR_FLOAT_3 // (float) 
if 
0686:   car $1878(6@,3i) attached 
else_jump @VALET_11734 
0684: detach_car $1878(6@,3i) 0.0 0.0 0.0 collision_detection 0 

:VALET_11734
05D1: AS_actor $1874(6@,3i) drive_car $1878(6@,3i) to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 speed 15.0 1 model #NULL 0 
if 
  $1870 == 1 
else_jump @VALET_11799 
039E: set_actor $1874(6@,3i) locked 1 while_in_car 

:VALET_11799
$1892(6@,3i) = 8 
0@(6@,3i) = 7 

:VALET_11821
jump @VALET_11986 

:VALET_11828
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_11953 
if 
0205:   actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
else_jump @VALET_11946 
0615: define_AS_pack_begin 11@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05CB: AS_actor -1 enter_car $1878(6@,3i) as_driver -2 ms 
0616: define_AS_pack_end 11@ 
$10929 += 1 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_11946
jump @VALET_11986 

:VALET_11953
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_11986
jump @VALET_12026 

:VALET_11993
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_12026
jump @VALET_12278 

:VALET_12033
if and
   not Car.Wrecked($1878(6@,3i))
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_12278 
0811: $VALET_CAR = actor $PLAYER_ACTOR car // versionC 
if 
003A:   $VALET_CAR == $1878(6@,3i) // (int) 
else_jump @VALET_12174 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_12174 
if and
89DE:   not actor $1874(6@,3i) entering_car 
   not Actor.Driving($1874(6@,3i))
else_jump @VALET_12174 
0687: clear_actor $1874(6@,3i) task 
$1892(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_12174
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_12271 
if 
8205:   not actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
else_jump @VALET_12271 
$1892(6@,3i) = 2 
0@(6@,3i) = 2 
$1878(6@,3i) = 0 

:VALET_12271
jump @VALET_12278 

:VALET_12278
jump @VALET_13005 

:VALET_12285
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_12600 
062E: unknown_get_actor $1874(6@,3i) task 1489 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12460 
if 
00A4:   actor $1874(6@,3i) sphere 0 in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) 
else_jump @VALET_12431 
$1892(6@,3i) = 3 
0@(6@,3i) = 3 
jump @VALET_12453 

:VALET_12431
$1892(6@,3i) = 3 
0@(6@,3i) = 3 

:VALET_12453
jump @VALET_12600 

:VALET_12460
if or
  $ONMISSION == 0 
  $1870 == 1 
  $1886 > 0 
else_jump @VALET_12600 
if 
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_12600 
0987: unknown_car $1878(6@,3i) unknown_store_car_handle_to $VALET_CAR 
if 
   not Car.Wrecked($VALET_CAR)
else_jump @VALET_12600 
046C: $VALET_CAR_DRIVER = car $VALET_CAR driver 
if or
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_12600 
if 
   not $VALET_CAR == -1 
else_jump @VALET_12600 
0084: $10754 = $VALET_CAR // (int) 

:VALET_12600
jump @VALET_13005 

:VALET_12607
if and
   not Actor.Dead($1874(6@,3i))
   not Car.Wrecked($1878(6@,3i))
else_jump @VALET_12785 
if 
   not Actor.InCar($1874(6@,3i), $1878(6@,3i))
else_jump @VALET_12785 
046C: $10749 = car $1878(6@,3i) driver 
if 
   not $10749 == -1 
else_jump @VALET_12785 
0811: $VALET_CAR = actor $PLAYER_ACTOR car // versionC 
if 
003A:   $VALET_CAR == $1878(6@,3i) // (int) 
else_jump @VALET_12774 
if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
else_jump @VALET_12756 
jump @VALET_12767 

:VALET_12756
$1892(6@,3i) = 2 

:VALET_12767
jump @VALET_12785 

:VALET_12774
$1892(6@,3i) = 2 

:VALET_12785
jump @VALET_13005 

:VALET_12792
if 
   not Actor.Dead($1874(6@,3i))
else_jump @VALET_12991 
062E: unknown_get_actor $1874(6@,3i) task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12991 
if 
  6@ == 0 
else_jump @VALET_12991 
if 
   not Actor.Dead($1874[1])
else_jump @VALET_12991 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_12991 
062E: unknown_get_actor $1874[1] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12991 
062E: unknown_get_actor $1874[0] task 1655 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_12991 
0677: AS_actor $1874[0] chat_with_actor $1874[1] lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor $1874[1] chat_with_actor $1874[0] lead_speaker_flag 0 unknown_flag 1 
0@ = 11 
1@ = 11 

:VALET_12991
jump @VALET_13005 

:VALET_12998
jump @VALET_13005 

:VALET_13005
6@ += 1 
jump @VALET_7849 

:VALET_13019
return 

:VALET_13021
if or
  $1890 == 0 
  $10752 > 0 
else_jump @VALET_13235 
if 
  $1885 == 0 
else_jump @VALET_13235 
if 
  $1881 == 0 
else_jump @VALET_13235 
if 
8339:   not anything_in_cube_cornerA $10792($1884,4f) $10800($1884,4f) 0.0 cornerB $10796($1884,4f) $10804($1884,4f) 80.0 solid 0 car 1 actor 0 object 0 particle 0 
else_jump @VALET_13164 
$10752 -= 1 
$1885 = 1 
15@ = 0 

:VALET_13164
if 
  $1885 == 0 
else_jump @VALET_13235 
if and
  $10934 == 0 
  $1877 == 0 
  $1881 == 0 
else_jump @VALET_13235 
$10752 -= 1 
$1885 = 1 
15@ = 0 

:VALET_13235
if 
   not $1881 == 0 
else_jump @VALET_13392 
if 
   Car.Wrecked($1881)
else_jump @VALET_13283 
$1891 = 1 
$1881 = 0 

:VALET_13283
if 
   not Car.Wrecked($1881)
else_jump @VALET_13392 
046C: $VALET_CAR_DRIVER = car $1881 driver 
if 
   not Actor.Dead($VALET_CAR_DRIVER)
else_jump @VALET_13347 
if 
8448:   not actor $VALET_CAR_DRIVER in_car $1881 
else_jump @VALET_13347 
Car.RemoveReferences($1881)

:VALET_13347
if or
  $VALET_CAR_DRIVER == -1 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_13392 
Car.RemoveReferences($1881)
$1891 = 2 
$1881 = 0 

:VALET_13392
if 
   not $1877 == 0 
else_jump @VALET_13507 
if 
   Car.Wrecked($1877)
else_jump @VALET_13433 
$1877 = 0 

:VALET_13433
if 
   not Car.Wrecked($1877)
else_jump @VALET_13507 
046C: $VALET_CAR_DRIVER = car $1877 driver 
if 
003A:   $VALET_CAR_DRIVER == $PLAYER_ACTOR // (int) 
else_jump @VALET_13507 
if 
803A:   not  $1877 == $1867 // (int) 
else_jump @VALET_13500 
Car.RemoveReferences($1877)

:VALET_13500
$1877 = 0 

:VALET_13507
if 
001D:   32@ > 9@ // (int) 
else_jump @VALET_14641 
if or
  $1892[0] == 2 
  $1892[1] == 2 
  $1892[2] == 2 
  $1870 == 1 
  $ONMISSION == 1 
else_jump @VALET_14641 
if and
   not $1892[0] == 7 
   not $1892[1] == 7 
   not $1892[2] == 7 
else_jump @VALET_14641 
053E: $1882 = get_random_car_with_model -1 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
if 
   not Car.Wrecked($1867)
else_jump @VALET_13709 
if 
00B0:   car $1867 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
else_jump @VALET_13709 
0084: $1882 = $1867 // (int) 

:VALET_13709
if 
  $1882 == -1 
else_jump @VALET_13797 
if 
   not Car.Wrecked($1881)
else_jump @VALET_13797 
if 
00B0:   car $1881 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
else_jump @VALET_13797 
0084: $1882 = $1881 // (int) 

:VALET_13797
if 
  $1882 == -1 
else_jump @VALET_13885 
if 
   not Car.Wrecked($10946)
else_jump @VALET_13885 
if 
00B0:   car $10946 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
else_jump @VALET_13885 
0084: $1882 = $10946 // (int) 

:VALET_13885
$10724 = 0 
if 
   not $1882 == -1 
else_jump @VALET_14022 
0084: $10945 = $1882 // (int) 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14022 
046C: $VALET_CAR_DRIVER = car $1882 driver 
if 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_14022 
08EC: 12@ = car $1882 type 
if and
84A4:   not  12@ == 0 // @ == any 
84A4:   not  12@ == 1 // @ == any 
84A4:   not  12@ == 2 // @ == any 
84A4:   not  12@ == 3 // @ == any 
else_jump @VALET_14022 
0084: $10754 = $1882 // (int) 
$1882 = -1 

:VALET_14022
if 
   not $1882 == -1 
else_jump @VALET_14087 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14087 
if 
0975:   car $1882 emergency_vehicle 
else_jump @VALET_14087 
0084: $10754 = $1882 // (int) 
$1882 = -1 

:VALET_14087
if 
   not $1882 == -1 
else_jump @VALET_14641 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14267 
046C: $VALET_CAR_DRIVER = car $1882 driver 
if 
   not $VALET_CAR_DRIVER == -1 
else_jump @VALET_14267 
if 
   not Actor.Dead($VALET_CAR_DRIVER)
else_jump @VALET_14267 
if 
8448:   not actor $VALET_CAR_DRIVER in_car $1882 
else_jump @VALET_14197 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14197
062E: unknown_get_actor $VALET_CAR_DRIVER task 1560 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 1 // @ == any 
else_jump @VALET_14267 
0646: unknown_get_actor $VALET_CAR_DRIVER task_1560_status_store_to 3@ // similar to 062E 
if 
  3@ == 1 
else_jump @VALET_14267 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14267
if 
  $VALET_CAR_DRIVER == -1 
else_jump @VALET_14300 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_14300
0811: $VALET_CAR = actor $PLAYER_ACTOR car // versionC 
if 
003A:   $VALET_CAR == $1877 // (int) 
else_jump @VALET_14334 
$1877 = 0 

:VALET_14334
if 
003A:   $1877 == $1882 // (int) 
else_jump @VALET_14634 
if 
   not Car.Wrecked($1882)
else_jump @VALET_14521 
01EA: 30@ = car $1882 max_passengers 
6@ = 0 

:VALET_14384
if 
001D:   30@ > 6@ // (int) 
else_jump @VALET_14521 
if 
8431:   not car $1882 passenger_seat_free 6@ 
else_jump @VALET_14507 
0432: $10749 = get_actor_handle_from_car $1882 passenger_seat 6@ 
if 
   not Actor.Dead($10749)
else_jump @VALET_14507 
if 
0448:   actor $10749 in_car $1882 
else_jump @VALET_14507 
062E: unknown_get_actor $10749 task 1502 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_14507 
Actor.RemoveReferences($10749)
05DE: AS_actor $10749 walk_around_ped_path 

:VALET_14507
6@ += 1 
jump @VALET_14384 

:VALET_14521
if 
  $1892[0] == 2 
else_jump @VALET_14561 
$1892[0] = 7 
0084: $1878[0] = $1877 // (int) 
jump @VALET_14634 

:VALET_14561
if 
  $1892[1] == 2 
else_jump @VALET_14601 
$1892[1] = 7 
0084: $1878[1] = $1877 // (int) 
jump @VALET_14634 

:VALET_14601
if 
  $1892[2] == 2 
else_jump @VALET_14634 
$1892[2] = 7 
0084: $1878[2] = $1877 // (int) 

:VALET_14634
$1882 = 0 

:VALET_14641
if 
  $1885 == 1 
else_jump @VALET_16069 
if 
001D:   32@ > 10@ // (int) 
else_jump @VALET_16069 
$1891 = 3 
$1881 = 0 
053E: $VALET_CAR = get_random_car_with_model -1 in_rectangle_cornerA $10844($1884,4f) $10848($1884,4f) cornerB $10852($1884,4f) $10856($1884,4f) 
if 
   not $VALET_CAR == -1 
else_jump @VALET_14983 
if 
   not Car.Wrecked($VALET_CAR)
else_jump @VALET_14983 
24@ = Car.Angle($VALET_CAR)
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10860($1884,4f) // (float) 
0097: make 13@ absolute_float 
if 
  45.0 > 13@ 
else_jump @VALET_14983 
08EC: 12@ = car $VALET_CAR type 
if or
04A4:   12@ == 0 // @ == any 
04A4:   12@ == 1 // @ == any 
04A4:   12@ == 2 // @ == any 
04A4:   12@ == 3 // @ == any 
else_jump @VALET_14983 
12@ = Car.Model($VALET_CAR)
if or
84A4:   not  12@ == 596 // @ == any 
84A4:   not  12@ == 420 // @ == any 
else_jump @VALET_14983 
046C: $10747 = car $VALET_CAR driver 
if 
   not $10747 == -1 
else_jump @VALET_14983 
if 
   not Actor.Dead($10747)
else_jump @VALET_14983 
062E: unknown_get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_14983 
0084: $1881 = $VALET_CAR // (int) 
073B: unknown_car $1881 flag 0 

:VALET_14983
if 
  $1881 == 0 
else_jump @VALET_15292 
053E: $VALET_CAR = get_random_car_with_model -1 in_rectangle_cornerA $10864($1884,4f) $10868($1884,4f) cornerB $10872($1884,4f) $10876($1884,4f) 
if 
   not $VALET_CAR == -1 
else_jump @VALET_15292 
if 
   not Car.Wrecked($VALET_CAR)
else_jump @VALET_15292 
24@ = Car.Angle($VALET_CAR)
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10880($1884,4f) // (float) 
0097: make 13@ absolute_float 
if 
  45.0 > 13@ 
else_jump @VALET_15292 
08EC: 12@ = car $VALET_CAR type 
if or
04A4:   12@ == 0 // @ == any 
04A4:   12@ == 1 // @ == any 
04A4:   12@ == 2 // @ == any 
04A4:   12@ == 3 // @ == any 
else_jump @VALET_15292 
12@ = Car.Model($VALET_CAR)
if or
84A4:   not  12@ == 596 // @ == any 
84A4:   not  12@ == 420 // @ == any 
else_jump @VALET_15292 
046C: $10747 = car $VALET_CAR driver 
if 
   not $10747 == -1 
else_jump @VALET_15292 
if 
   not Actor.Dead($10747)
else_jump @VALET_15292 
062E: unknown_get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
if 
04A4:   3@ == 7 // @ == any 
else_jump @VALET_15292 
0084: $1881 = $VALET_CAR // (int) 
073B: unknown_car $1881 flag 0 

:VALET_15292
if or
  $1870 == 1 
  $1886 > 0 
else_jump @VALET_15771 
if 
  $1881 == 0 
else_jump @VALET_15771 
15@ += 1 
if 
  15@ == 6 
else_jump @VALET_15462 
0209: 6@ = random_int_in_ranges 0 3 
if 
  6@ == 0 
else_jump @VALET_15400 
Model.Load(#PREVION)
04AF: 14@ = 436 // @ = any 

:VALET_15400
if 
  6@ == 1 
else_jump @VALET_15431 
Model.Load(#FELTZER)
04AF: 14@ = 533 // @ = any 

:VALET_15431
if 
  6@ == 2 
else_jump @VALET_15462 
Model.Load(#ELEGANT)
04AF: 14@ = 507 // @ = any 

:VALET_15462
if 
  15@ >= 6 
else_jump @VALET_15771 
if 
   not 14@ == 0 
else_jump @VALET_15771 
if 
   Model.Available(14@)
else_jump @VALET_15771 
if 
80C2:   not sphere_onscreen $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
else_jump @VALET_15646 
0395: clear_area 0 at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
$1881 = Car.Create(14@, $10896($1884,4f), $10900($1884,4f), $10904($1884,4f))
Car.Angle($1881) = $10908($1884,4f)
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 
jump @VALET_15771 

:VALET_15646
if 
80C2:   not sphere_onscreen $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
else_jump @VALET_15771 
0395: clear_area 0 at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
$1881 = Car.Create(14@, $10912($1884,4f), $10916($1884,4f), $10920($1884,4f))
Car.Angle($1881) = $10924($1884,4f)
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 

:VALET_15771
if 
   not $1881 == 0 
else_jump @VALET_16069 
$1885 = 0 
if and
   not Actor.Dead($10747)
   not Car.Wrecked($1881)
else_jump @VALET_16039 
if 
  $1901 == 1 
else_jump @VALET_15844 
0229: set_car $1881 primary_color_to 3 secondary_color_to 3 

:VALET_15844
Actor.RemoveReferences($10747)
0615: define_AS_pack_begin 11@ 
if 
  $ONMISSION == 0 
else_jump @VALET_15911 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 0 

:VALET_15911
if 
  $ONMISSION == 1 
else_jump @VALET_15968 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 2 

:VALET_15968
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 11@ 
if 
   not Actor.Dead($10747)
else_jump @VALET_16000 
039E: set_actor $10747 locked 1 while_in_car 

:VALET_16000
if 
  $1870 == 1 
else_jump @VALET_16026 
0084: $10946 = $1881 // (int) 

:VALET_16026
0618: assign_actor $10747 to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_16039
if 
   not 14@ == 0 
else_jump @VALET_16069 
Model.Destroy(14@)
14@ = 0 

:VALET_16069
return 

:VALET_16071
if or
  $1870 == 1 
  $1871 == 1 
else_jump @VALET_16440 
if and
   not $10754 == -1 
803A:   not  $10754 == $1867 // (int) 
803A:   not  $10754 == $10934 // (int) 
else_jump @VALET_16440 
if 
803A:   not  $10947 == $10754 // (int) 
else_jump @VALET_16440 
if 
   not Car.Wrecked($10754)
else_jump @VALET_16440 
Car.StorePos($10754, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
if or
  -1760.178 > $TEMPVAR_FLOAT_1 
  972.2405 > $TEMPVAR_FLOAT_2 
  16.1633 > $TEMPVAR_FLOAT_3 
  $TEMPVAR_FLOAT_1 > -1679.605 
  $TEMPVAR_FLOAT_2 > 1064.293 
  $TEMPVAR_FLOAT_3 > 24.8629 
else_jump @VALET_16440 
if 
   not Actor.InCar($PLAYER_ACTOR, $10754)
else_jump @VALET_16440 
if 
82CA:   not car $10754 bounding_sphere_visible 
else_jump @VALET_16297 
Car.Destroy($10754)
jump @VALET_16440 

:VALET_16297
046C: $10749 = car $10754 driver 
if 
  $10749 == -1 
else_jump @VALET_16440 
if 
8205:   not actor $PLAYER_ACTOR near_car $10754 radius 8.0 8.0 8.0 flag 0 
else_jump @VALET_16440 
0376: $10749 = create_random_actor_at 0.0 0.0 0.0 
Actor.RemoveReferences($10749)
Car.RemoveReferences($10754)
if and
   not Actor.Dead($10749)
   not Car.Wrecked($10754)
else_jump @VALET_16440 
036A: put_actor $10749 in_car $10754 
05D2: AS_actor $10749 run_to_and_hijack_car $10754 max_search_radius 20.0 traffic_behavior 2 
$10754 = 0 

:VALET_16440
return 

:VALET_16442
if 
  $1900 == 0 
else_jump @VALET_16829 
030C: progress_made += 1 
0394: play_music 1 
$1900 = 1 
fade 0 500 

:VALET_16482
if 
fading 
else_jump @VALET_16506 
wait 0 
jump @VALET_16482 

:VALET_16506
00BE: text_clear_all 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_16791 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
04A6: $5271 = create_asset_money_pickup_at -1757.668 961.7819 24.3828 money 2000 2000 
Camera.SetAtPos(-1757.668, 961.7819, 24.3828)
Camera.SetPosition(-1761.832, 910.2675, 30.7224, 0.0, 0.0, 0.0)
Camera.PointAt(-1761.689, 911.2571, 30.7291, 2)
fade 1 500 

:VALET_16636
if 
fading 
else_jump @VALET_16660 
wait 0 
jump @VALET_16636 

:VALET_16660
0394: play_music 2 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
wait 5000 
Camera.SetPosition(-1748.38, 951.821, 27.5455, 0.0, 0.0, 0.0)
Camera.PointAt(-1748.938, 952.5872, 27.2272, 2)
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number 2000 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
wait 6000 
fade 0 500 

:VALET_16767
if 
fading 
else_jump @VALET_16791 
wait 0 
jump @VALET_16767 

:VALET_16791
if 
   Player.Defined($PLAYER_CHAR)
else_jump @VALET_16829 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 

:VALET_16829
00BA: show_text_styled GXT 'VAL_A33' time 5000 style 1  // ~S~Valet Parking Complete
$10936 = 8 
return 

:VALET_16854
Model.Destroy(#WMYVA)
Actor.RemoveReferences($1874[0])
Actor.RemoveReferences($1874[1])
Actor.RemoveReferences($1874[2])
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
065C: release_decision_maker 7@ 
if 
   not Actor.Dead($1874[0])
else_jump @VALET_16915 
Actor.DestroyInstantly($1874[0])

:VALET_16915
if 
   not Actor.Dead($1874[1])
else_jump @VALET_16936 
Actor.DestroyInstantly($1874[1])

:VALET_16936
if 
   not Actor.Dead($1874[2])
else_jump @VALET_16957 
Actor.DestroyInstantly($1874[2])

:VALET_16957
if 
  $1870 == 1 
else_jump @VALET_16986 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 

:VALET_16986
$1892[0] = 1 
$1892[1] = 1 
$1892[2] = 1 
4@ = 0 
$10932 = 0 
if 
   not Car.Wrecked($10934)
else_jump @VALET_17077 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17077 
if 
   not Actor.InCar($PLAYER_ACTOR, $10934)
else_jump @VALET_17077 
Car.Destroy($10934)

:VALET_17077
if 
   not Car.Wrecked($1878[0])
else_jump @VALET_17133 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17133 
if 
   not Actor.InCar($PLAYER_ACTOR, $1878[0])
else_jump @VALET_17133 
Car.Destroy($1878[0])

:VALET_17133
if 
   not Car.Wrecked($1878[1])
else_jump @VALET_17189 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17189 
if 
   not Actor.InCar($PLAYER_ACTOR, $1878[1])
else_jump @VALET_17189 
Car.Destroy($1878[1])

:VALET_17189
if 
   not Car.Wrecked($1878[2])
else_jump @VALET_17245 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17245 
if 
   not Actor.InCar($PLAYER_ACTOR, $1878[2])
else_jump @VALET_17245 
Car.Destroy($1878[2])

:VALET_17245
if 
   not Car.Wrecked($1877)
else_jump @VALET_17301 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17301 
if 
   not Actor.InCar($PLAYER_ACTOR, $1877)
else_jump @VALET_17301 
Car.Destroy($1877)

:VALET_17301
if 
   not Car.Wrecked($1881)
else_jump @VALET_17357 
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @VALET_17357 
if 
   not Actor.InCar($PLAYER_ACTOR, $1881)
else_jump @VALET_17357 
Car.Destroy($1881)

:VALET_17357
$1897 = 0 
$1898 = 0 
$1899 = 0 
$10934 = 0 
$1878[0] = 0 
$1878[1] = 0 
$1878[2] = 0 
$1877 = 0 
$1891 = 4 
$1881 = 0 
$10936 = 0 
$10753 = 0 
$1873 = 0 
$1896 = 0 
Marker.Disable(20@)
Marker.Disable(19@)
end_thread 
return 
end_thread 

//-------------External script 73 (PHOTO)---------------

:PHOTO
thread 'PHOTO' 
2@ = 0 
if 
  2@ == 1 
else_jump @PHOTO_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PHOTO_60
04ED: load_animation "CAMERA" 
Model.Load(#CAMERA)

:PHOTO_75
if 
   not Model.Available(#CAMERA)
else_jump @PHOTO_117 
04ED: load_animation "CAMERA" 
Model.Load(#CAMERA)
wait 0 
jump @PHOTO_75 

:PHOTO_117
if 
84EE:   not animation "CAMERA" loaded 
else_jump @PHOTO_164 
04ED: load_animation "CAMERA" 
Model.Load(#CAMERA)
wait 0 
jump @PHOTO_117 

:PHOTO_164
3@ = 1 
4@ = 0 
if 
   not Actor.Dead(0@)
else_jump @PHOTO_204 
01B2: give_actor 0@ weapon 43 ammo 1000 // Load the weapon model before using this 

:PHOTO_204
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
else_jump @PHOTO_306 
if 
09C5:   unknown_actor 0@ 
else_jump @PHOTO_292 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PHOTO_278 
jump @PHOTO_2447 
jump @PHOTO_285 

:PHOTO_278
gosub @PHOTO_320 

:PHOTO_285
jump @PHOTO_299 

:PHOTO_292
gosub @PHOTO_2405 

:PHOTO_299
jump @PHOTO_313 

:PHOTO_306
gosub @PHOTO_2405 

:PHOTO_313
jump @PHOTO_204 

:PHOTO_320
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PHOTO_397 jumps 1 @PHOTO_383 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 -1 @PHOTO_397 

:PHOTO_383
gosub @PHOTO_399 
jump @PHOTO_397 

:PHOTO_397
return 

:PHOTO_399
0871: init_jump_table 4@ total_jumps 13 default_jump 0 @PHOTO_2403 jumps 0 @PHOTO_527 1 @PHOTO_587 2 @PHOTO_744 3 @PHOTO_912 4 @PHOTO_1047 5 @PHOTO_1172 6 @PHOTO_1414 
0872: jump_table_jumps 7 @PHOTO_1540 8 @PHOTO_1704 9 @PHOTO_1777 10 @PHOTO_1902 11 @PHOTO_2144 12 @PHOTO_2277 -1 @PHOTO_2403 -1 @PHOTO_2403 -1 @PHOTO_2403 

:PHOTO_527
0605: actor 0@ perform_animation_sequence "CAMSTND_IDLELOOP" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 
jump @PHOTO_2403 

:PHOTO_587
if 
   Actor.Animation(0@) == "CAMSTND_IDLELOOP"
else_jump @PHOTO_737 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_737 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation_sequence "CAMSTND_LKABT" IFP_file "CAMERA" 4.0 loop 1 0 0 1 time 2@ // versionA 
33@ = 0 
4@ += 1 

:PHOTO_737
jump @PHOTO_2403 

:PHOTO_744
if 
002D:   33@ >= 2@ // (int) 
else_jump @PHOTO_905 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_852 
0605: actor 0@ perform_animation_sequence "CAMSTND_TO_CAMCRCH" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ = 7 
jump @PHOTO_905 

:PHOTO_852
0605: actor 0@ perform_animation_sequence "CAMSTND_IDLELOOP" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ = 3 

:PHOTO_905
jump @PHOTO_2403 

:PHOTO_912
if 
   Actor.Animation(0@) == "CAMSTND_IDLELOOP"
else_jump @PHOTO_1040 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1040 
0605: actor 0@ perform_animation_sequence "PICSTND_IN" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1040
jump @PHOTO_2403 

:PHOTO_1047
if 
   Actor.Animation(0@) == "PICSTND_IN"
else_jump @PHOTO_1165 
0613: 7@ = actor 0@ animation "PICSTND_IN" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1165 
0605: actor 0@ perform_animation_sequence "PICSTND_TAKE" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1165
jump @PHOTO_2403 

:PHOTO_1172
if 
   Actor.Animation(0@) == "PICSTND_TAKE"
else_jump @PHOTO_1407 
0613: 7@ = actor 0@ animation "PICSTND_TAKE" time 
if and
  7@ > 0.5 
  1.0 > 7@ 
  6@ == 0 
else_jump @PHOTO_1331 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
6@ = 1 

:PHOTO_1331
if 
  7@ >= 1.0 
else_jump @PHOTO_1407 
0605: actor 0@ perform_animation_sequence "PICSTND_OUT" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
6@ = 0 
4@ += 1 

:PHOTO_1407
jump @PHOTO_2403 

:PHOTO_1414
if 
   Actor.Animation(0@) == "PICSTND_OUT"
else_jump @PHOTO_1533 
0613: 7@ = actor 0@ animation "PICSTND_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1533 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_1526 
4@ = 0 
jump @PHOTO_1533 

:PHOTO_1526
gosub @PHOTO_2405 

:PHOTO_1533
jump @PHOTO_2403 

:PHOTO_1540
if 
   Actor.Animation(0@) == "CAMSTND_TO_CAMCRCH"
else_jump @PHOTO_1697 
0613: 7@ = actor 0@ animation "CAMSTND_TO_CAMCRCH" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1697 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation_sequence "CAMCRCH_IDLELOOP" IFP_file "CAMERA" 4.0 loop 1 0 0 1 time 2@ // versionA 
33@ = 0 
4@ += 1 

:PHOTO_1697
jump @PHOTO_2403 

:PHOTO_1704
if 
002D:   33@ >= 2@ // (int) 
else_jump @PHOTO_1770 
0605: actor 0@ perform_animation_sequence "PICCRCH_IN" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1770
jump @PHOTO_2403 

:PHOTO_1777
if 
   Actor.Animation(0@) == "PICCRCH_IN"
else_jump @PHOTO_1895 
0613: 7@ = actor 0@ animation "PICCRCH_IN" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_1895 
0605: actor 0@ perform_animation_sequence "PICCRCH_TAKE" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
4@ += 1 

:PHOTO_1895
jump @PHOTO_2403 

:PHOTO_1902
if 
   Actor.Animation(0@) == "PICCRCH_TAKE"
else_jump @PHOTO_2137 
0613: 7@ = actor 0@ animation "PICCRCH_TAKE" time 
if and
  7@ > 0.5 
  1.0 > 7@ 
  6@ == 0 
else_jump @PHOTO_2061 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.6 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
6@ = 1 

:PHOTO_2061
if 
  7@ >= 1.0 
else_jump @PHOTO_2137 
0605: actor 0@ perform_animation_sequence "PICCRCH_OUT" IFP_file "CAMERA" 4.0 loop 0 0 0 1 time -1 // versionA 
6@ = 0 
4@ += 1 

:PHOTO_2137
jump @PHOTO_2403 

:PHOTO_2144
if 
   Actor.Animation(0@) == "PICCRCH_OUT"
else_jump @PHOTO_2270 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_2270 
0605: actor 0@ perform_animation_sequence "CAMCRCH_TO_CAMSTND" IFP_file "CAMERA" 4.0 loop 0 0 0 0 time -1 // versionA 
4@ += 1 

:PHOTO_2270
jump @PHOTO_2403 

:PHOTO_2277
if 
   Actor.Animation(0@) == "PICCRCH_OUT"
else_jump @PHOTO_2396 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
if 
  7@ >= 1.0 
else_jump @PHOTO_2396 
0209: 2@ = random_int_in_ranges 0 100 
if 
  2@ > 50 
else_jump @PHOTO_2389 
4@ = 0 
jump @PHOTO_2396 

:PHOTO_2389
gosub @PHOTO_2405 

:PHOTO_2396
jump @PHOTO_2403 

:PHOTO_2403
return 

:PHOTO_2405
04EF: release_animation "CAMERA" 
if 
   not Actor.Dead(0@)
else_jump @PHOTO_2438 
0555: remove_weapon 43 from_actor 0@ 

:PHOTO_2438
Model.Destroy(#CAMERA)
end_thread 
return 

:PHOTO_2447
wait 0 
if 
   not Actor.Dead(0@)
else_jump @PHOTO_2511 
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
if 
04A4:   5@ == 7 // @ == any 
else_jump @PHOTO_2504 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:PHOTO_2504
jump @PHOTO_2518 

:PHOTO_2511
gosub @PHOTO_2405 

:PHOTO_2518
jump @PHOTO_2447 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 74 (PRISONR)---------------

:PRISONR
thread 'PRISONR' 
2@ = 0 
if 
  2@ == 1 
else_jump @PRISONR_60 
0@ = Actor.Create(CivFemale, #NULL, 0.0, 0.0, 0.0)

:PRISONR_60
if 
   not Actor.Dead(0@)
else_jump @PRISONR_109 
089F: get_actor 0@ pedtype_to 9@ 
if 
04A4:   9@ == 6 // @ == any 
else_jump @PRISONR_109 
Actor.DestroyInstantly(0@)
end_thread 

:PRISONR_109
04ED: load_animation "GANGS" 
Model.Load(#CIGAR)

:PRISONR_122
if 
84EE:   not animation "GANGS" loaded 
else_jump @PRISONR_153 
wait 0 
jump @PRISONR_122 

:PRISONR_153
if 
   not Model.Available(#CIGAR)
else_jump @PRISONR_179 
wait 0 
jump @PRISONR_153 

:PRISONR_179
if 
   not Actor.Dead(0@)
else_jump @PRISONR_266 
Actor.StorePos(0@, 6@, 7@, 8@)
12@ = Object.Create(#CIGAR, 6@, 7@, 8@)
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:PRISONR_266
3@ = 1 
4@ = 0 
10@ = 0 

:PRISONR_287
wait 0 
if and
   not Actor.Dead(0@)
   Player.Defined($PLAYER_CHAR)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PRISONR_374 
if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
else_jump @PRISONR_360 
060B: set_actor 0@ decision_maker_to $INTERIOR_DECISION_MAKER_A 
jump @PRISONR_1286 
jump @PRISONR_367 

:PRISONR_360
gosub @PRISONR_388 

:PRISONR_367
jump @PRISONR_381 

:PRISONR_374
gosub @PRISONR_1259 

:PRISONR_381
jump @PRISONR_287 

:PRISONR_388
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PRISONR_465 jumps 1 @PRISONR_451 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 -1 @PRISONR_465 

:PRISONR_451
gosub @PRISONR_467 
jump @PRISONR_465 

:PRISONR_465
return 

:PRISONR_467
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PRISONR_1257 jumps 0 @PRISONR_530 1 @PRISONR_943 2 @PRISONR_986 3 @PRISONR_1029 4 @PRISONR_1148 -1 @PRISONR_1257 -1 @PRISONR_1257 

:PRISONR_530
0209: 9@ = random_int_in_ranges 0 100 
if 
  9@ >= 80 
else_jump @PRISONR_753 
Actor.StorePos(0@, 6@, 7@, 8@)
073F: get_actor_in_sphere 6@ 7@ 8@ radius 2.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 11@ 
if and
   not Actor.Dead(11@)
803B:   not  11@ == 0@ // (int) 
else_jump @PRISONR_649 
05E2: AS_actor 0@ kill_actor 11@ 
4@ = 2 
jump @PRISONR_1257 
jump @PRISONR_746 

:PRISONR_649
0605: actor 0@ perform_animation_sequence "SMKCIG_PRTL" IFP_file "GANGS" 1.0 loop 0 0 0 0 time 0 // versionA 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 flag 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
4@ = 3 
jump @PRISONR_1257 

:PRISONR_746
jump @PRISONR_936 

:PRISONR_753
if 
  9@ >= 30 
else_jump @PRISONR_839 
0605: actor 0@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 1.0 loop 1 0 0 0 time 5000 // versionA 
0947: unknown_actor 0@ play_audio_event 45 store_to 9@ 
4@ = 1 
jump @PRISONR_1257 
jump @PRISONR_936 

:PRISONR_839
0605: actor 0@ perform_animation_sequence "SMKCIG_PRTL" IFP_file "GANGS" 1.0 loop 0 0 0 0 time 0 // versionA 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 flag 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
4@ = 3 
jump @PRISONR_1257 

:PRISONR_936
jump @PRISONR_1257 

:PRISONR_943
062E: unknown_get_actor 0@ task 1541 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // @ == any 
else_jump @PRISONR_979 
4@ = 0 

:PRISONR_979
jump @PRISONR_1257 

:PRISONR_986
062E: unknown_get_actor 0@ task 1506 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // @ == any 
else_jump @PRISONR_1022 
4@ = 0 

:PRISONR_1022
jump @PRISONR_1257 

:PRISONR_1029
if 
   Actor.Animation(0@) == "SMKCIG_PRTL"
else_jump @PRISONR_1129 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
if and
  6@ >= 0.5 
  1.0 > 6@ 
else_jump @PRISONR_1122 
064C: make_particle 13@ visible 
4@ += 1 

:PRISONR_1122
jump @PRISONR_1141 

:PRISONR_1129
4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1141
jump @PRISONR_1257 

:PRISONR_1148
if 
   Actor.Animation(0@) == "SMKCIG_PRTL"
else_jump @PRISONR_1238 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
if 
  6@ >= 1.0 
else_jump @PRISONR_1231 
0650: destroy_particle 13@ 
4@ = 0 

:PRISONR_1231
jump @PRISONR_1250 

:PRISONR_1238
4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_1250
jump @PRISONR_1257 

:PRISONR_1257
return 

:PRISONR_1259
04EF: release_animation "GANGS" 
Model.Destroy(#CIGAR)
Object.Destroy(12@)
0650: destroy_particle 13@ 
end_thread 
return 

:PRISONR_1286
wait 0 
if and
   not Actor.Dead(0@)
  $PLAYER_IN_INTERIOR == 0 
else_jump @PRISONR_1356 
062E: unknown_get_actor 0@ task 1477 status_store_to 10@ // ret 7 if not found 
if 
04A4:   10@ == 7 // @ == any 
else_jump @PRISONR_1349 
05C5: AS_actor 0@ cower -2 ms 

:PRISONR_1349
jump @PRISONR_1363 

:PRISONR_1356
gosub @PRISONR_1259 

:PRISONR_1363
jump @PRISONR_1286 
0663: NOP "PEDSTATE" 3@ 
0663: NOP "SUBSTATESTATUS" 4@ 
0663: NOP "LOOP_TIMER" 33@ 
0663: NOP "SCRIPT_TIMER" 32@ 
return 
end_thread 

//-------------External script 75 (CAMERA)---------------

:CAMERA
thread 'CAMERA' 
if 
  0@ == -100 
else_jump @CAMERA_53 
8@ = Actor.Create(CivMale, #NULL, 0.0, 0.0, 0.0)

:CAMERA_53
3@ = 0 
2@ = 0 
1@ = 0 
12@ = 0.0 
13@ = 25.0 
14@ = -25.0 
0A2F: show_first_person_view 0 

:CAMERA_108
wait 3@ 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @CAMERA_819 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 43)
else_jump @CAMERA_722 
gosub @CAMERA_3382 
if 
  11@ == 1 
else_jump @CAMERA_557 
if 
   Actor.Stopped($PLAYER_ACTOR)
else_jump @CAMERA_473 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
else_jump @CAMERA_385 
if 
00E1:   player 0 pressed_key 6 
else_jump @CAMERA_306 
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_247 
03E6: remove_text_box 

:CAMERA_247
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_271 
03E6: remove_text_box 

:CAMERA_271
3@ = 0 
2@ = 0 
4@ = 0 
gosub @CAMERA_833 
jump @CAMERA_378 

:CAMERA_306
1@ = 0 
if 
88B4:   not test $390 bit 1 
else_jump @CAMERA_338 
gosub @CAMERA_1963 

:CAMERA_338
if 
  2@ > 0 
else_jump @CAMERA_370 
3@ = 0 
jump @CAMERA_378 

:CAMERA_370
3@ = 500 

:CAMERA_378
jump @CAMERA_466 

:CAMERA_385
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_409 
03E6: remove_text_box 

:CAMERA_409
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_433 
03E6: remove_text_box 

:CAMERA_433
0A2F: show_first_person_view 0 
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 

:CAMERA_466
jump @CAMERA_550 

:CAMERA_473
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_497 
03E6: remove_text_box 

:CAMERA_497
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_521 
03E6: remove_text_box 

:CAMERA_521
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 

:CAMERA_550
jump @CAMERA_715 

:CAMERA_557
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_581 
03E6: remove_text_box 

:CAMERA_581
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_605 
03E6: remove_text_box 

:CAMERA_605
0A2F: show_first_person_view 0 
3@ = 500 
1@ = 0 
2@ = 0 
4@ = 0 
if 
  2@ >= 3 
else_jump @CAMERA_715 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_715 
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 
if and
  $ONMISSION == 0 
  5@ == 0 
else_jump @CAMERA_715 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_715
jump @CAMERA_812 

:CAMERA_722
if 
  2@ >= 3 
else_jump @CAMERA_805 
Model.Load(#CAMERA)
3@ = 0 
gosub @CAMERA_3382 
if 
  11@ == 1 
else_jump @CAMERA_791 
gosub @CAMERA_1963 
jump @CAMERA_798 

:CAMERA_791
gosub @CAMERA_3556 

:CAMERA_798
jump @CAMERA_812 

:CAMERA_805
gosub @CAMERA_3556 

:CAMERA_812
jump @CAMERA_826 

:CAMERA_819
gosub @CAMERA_3556 

:CAMERA_826
jump @CAMERA_108 

:CAMERA_833
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @CAMERA_1961 jumps 0 @CAMERA_896 1 @CAMERA_998 2 @CAMERA_1361 3 @CAMERA_1542 4 @CAMERA_1730 -1 @CAMERA_1961 -1 @CAMERA_1961 

:CAMERA_896
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
if 
  7@ > 0 
else_jump @CAMERA_991 
if 
  7@ > 3 
else_jump @CAMERA_950 
7@ = 3 

:CAMERA_950
6@ = 0 
7@ -= 1 
15@ = 3.0 
15@ += 0.2 
1@ += 1 

:CAMERA_991
jump @CAMERA_1961 

:CAMERA_998
Actor.StorePos($PLAYER_ACTOR, 19@, 20@, 21@)
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
if or
  21@ > 2.5 
  -2.5 > 21@ 
else_jump @CAMERA_1108 
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1108
Actor.StorePos($PLAYER_ACTOR, 19@, 20@, 21@)
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
if or
  21@ > 2.5 
  -2.5 > 21@ 
else_jump @CAMERA_1218 
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1218
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.0 
if 
872D:   not unknown_check 16@ 17@ 19@ 20@ 7.0 0 
else_jump @CAMERA_1340 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 335 store_to 6@ 
6@ = 0 
1@ += 1 
jump @CAMERA_1354 

:CAMERA_1340
1@ = -1 
jump @CAMERA_1961 

:CAMERA_1354
jump @CAMERA_1961 

:CAMERA_1361
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1408 
6@ = 0 
10@ = 0 
1@ += 1 
jump @CAMERA_1535 

:CAMERA_1408
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_1528 
if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ aggressive 
else_jump @CAMERA_1528 
if 
  3 > 6@ 
else_jump @CAMERA_1511 
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@(6@,3f) 
jump @CAMERA_1528 

:CAMERA_1511
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@ 

:CAMERA_1528
6@ += 1 

:CAMERA_1535
jump @CAMERA_1961 

:CAMERA_1542
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1615 
6@ = 0 
if 
001D:   10@ > 7@ // (int) 
else_jump @CAMERA_1608 
6@ = 0 
10@ = 0 
1@ += 1 

:CAMERA_1608
jump @CAMERA_1723 

:CAMERA_1615
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_1716 
if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ aggressive 
else_jump @CAMERA_1716 
062E: unknown_get_actor 8@ task 1704 status_store_to 9@ // ret 7 if not found 
if 
04A4:   9@ == 7 // @ == any 
else_jump @CAMERA_1716 
05BA: AS_actor 8@ move_mouth 5000 ms 
10@ += 1 

:CAMERA_1716
6@ += 1 

:CAMERA_1723
jump @CAMERA_1961 

:CAMERA_1730
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_1770 
6@ = 0 
1@ = -1 
jump @CAMERA_1954 

:CAMERA_1770
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_1947 
if 
02CB:   actor 8@ bounding_sphere_visible 
else_jump @CAMERA_1947 
if or
   Actor.Model(8@) == #GANGRL3
   Actor.Model(8@) == #MECGRL3
   Actor.Model(8@) == #GUNGRL3
   Actor.Model(8@) == #COPGRL3
   Actor.Model(8@) == #NURGRL3
   Actor.Model(8@) == #CROGRL3
else_jump @CAMERA_1939 
if 
04EE:   animation "KISSING" loaded 
else_jump @CAMERA_1932 
0605: actor 8@ perform_animation_sequence "GFWAVE2" IFP_file "KISSING" 4.0 loop 0 0 0 0 time 0 // versionA 

:CAMERA_1932
jump @CAMERA_1947 

:CAMERA_1939
0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 

:CAMERA_1947
6@ += 1 

:CAMERA_1954
jump @CAMERA_1961 

:CAMERA_1961
return 

:CAMERA_1963
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @CAMERA_3380 jumps 0 @CAMERA_2091 1 @CAMERA_2155 2 @CAMERA_2310 3 @CAMERA_2445 4 @CAMERA_2569 5 @CAMERA_2820 6 @CAMERA_3231 
0872: jump_table_jumps 7 @CAMERA_3261 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 -1 @CAMERA_3380 

:CAMERA_2091
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
if 
  7@ > 0 
else_jump @CAMERA_2148 
6@ = 0 
7@ -= 1 
2@ += 1 
3@ = 0 

:CAMERA_2148
jump @CAMERA_3380 

:CAMERA_2155
if 
001D:   6@ > 7@ // (int) 
else_jump @CAMERA_2188 
6@ = 0 
jump @CAMERA_2303 

:CAMERA_2188
092B: 8@ = group $PLAYER_GROUP member 6@ 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_2296 
if 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 1.5 1.5 1.5 sphere 0 
else_jump @CAMERA_2296 
if and
88FE:   not text_box_displayed 
  4@ == 0 
else_jump @CAMERA_2289 
03E5: show_text_box 'CAM_001'  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
4@ = 1 

:CAMERA_2289
2@ += 1 

:CAMERA_2296
6@ += 1 

:CAMERA_2303
jump @CAMERA_3380 

:CAMERA_2310
if and
   not Actor.Dead(8@)
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2431 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2417 
if 
00E1:   player 0 pressed_key 4 
else_jump @CAMERA_2410 
0947: unknown_actor $PLAYER_ACTOR play_audio_event 334 store_to 6@ 
2@ += 1 

:CAMERA_2410
jump @CAMERA_2424 

:CAMERA_2417
2@ = 0 

:CAMERA_2424
jump @CAMERA_2438 

:CAMERA_2431
2@ = 0 

:CAMERA_2438
jump @CAMERA_3380 

:CAMERA_2445
if and
   not Actor.Dead(8@)
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2555 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2541 
if 
80E1:   not player 0 pressed_key 4 
else_jump @CAMERA_2534 
2@ += 1 

:CAMERA_2534
jump @CAMERA_2548 

:CAMERA_2541
2@ = 0 

:CAMERA_2548
jump @CAMERA_2562 

:CAMERA_2555
2@ = 0 

:CAMERA_2562
jump @CAMERA_3380 

:CAMERA_2569
if 
   not Actor.Dead(8@)
else_jump @CAMERA_2806 
if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 3.0 3.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
06EE:   actor 8@ in_group $PLAYER_GROUP 
else_jump @CAMERA_2792 
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_2658 
03E6: remove_text_box 

:CAMERA_2658
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_2682 
03E6: remove_text_box 

:CAMERA_2682
00BE: text_clear_all 
Actor.LockInCurrentPosition(8@) = True
0337: set_actor 8@ visibility 0 
Actor.StorePos(8@, 16@, 17@, 18@)
18@ += 0.8 
Camera.SetPosition(16@, 17@, 18@, 0.0, 0.2, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0A2F: show_first_person_view 1 
041A: 10@ = actor $PLAYER_ACTOR weapon 43 ammo 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
2@ += 1 
jump @CAMERA_2799 

:CAMERA_2792
2@ = 0 

:CAMERA_2799
jump @CAMERA_2813 

:CAMERA_2806
2@ = 0 

:CAMERA_2813
jump @CAMERA_3380 

:CAMERA_2820
if 
   not Actor.Dead(8@)
else_jump @CAMERA_3098 
if and
06EE:   actor 8@ in_group $PLAYER_GROUP 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 6.0 6.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_2951 
0512: show_permanent_text_box 'CAM_002'  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
if 
00E1:   player 0 pressed_key 4 
else_jump @CAMERA_2920 
2@ += 1 

:CAMERA_2920
if 
00E1:   player 0 pressed_key 15 
else_jump @CAMERA_2944 
2@ = 7 

:CAMERA_2944
jump @CAMERA_3091 

:CAMERA_2951
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_2975 
03E6: remove_text_box 

:CAMERA_2975
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_2999 
03E6: remove_text_box 

:CAMERA_2999
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3084 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3084
2@ = 0 

:CAMERA_3091
jump @CAMERA_3224 

:CAMERA_3098
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_3122 
03E6: remove_text_box 

:CAMERA_3122
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_3146 
03E6: remove_text_box 

:CAMERA_3146
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3196 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3196
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
2@ = 0 

:CAMERA_3224
jump @CAMERA_3380 

:CAMERA_3231
03E6: remove_text_box 
00BE: text_clear_all 
0A2F: show_first_person_view 0 
0A1E: dump_screen 1 
wait 100 
2@ += 1 
jump @CAMERA_3380 

:CAMERA_3261
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_3285 
03E6: remove_text_box 

:CAMERA_3285
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_3309 
03E6: remove_text_box 

:CAMERA_3309
00BE: text_clear_all 
if 
   not Actor.Dead(8@)
else_jump @CAMERA_3341 
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 

:CAMERA_3341
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
2@ = 0 
jump @CAMERA_3380 

:CAMERA_3380
return 

:CAMERA_3382
11@ = 0 
if 
  $ONMISSION == 0 
else_jump @CAMERA_3554 
if 
  $PHONE_RINGING_FLAG == 0 
else_jump @CAMERA_3554 
if 
  $FREEFALL_STAGE == 0 
else_jump @CAMERA_3554 
if 
88B4:   not test $390 bit 20 
else_jump @CAMERA_3554 
if 
89BE:   not unknown_check_09BD 
else_jump @CAMERA_3554 
if 
044B:   actor $PLAYER_ACTOR on_foot 
else_jump @CAMERA_3554 
if 
8A03:   not unknown_gang_war_in_progress 
else_jump @CAMERA_3554 
if 
   not fading 
else_jump @CAMERA_3554 
if 
  $1250 == 0 
else_jump @CAMERA_3554 
if 
86B9:   not cutscene_data_loaded 
else_jump @CAMERA_3554 
11@ = 1 

:CAMERA_3554
return 

:CAMERA_3556
if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
else_jump @CAMERA_3580 
03E6: remove_text_box 

:CAMERA_3580
if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
else_jump @CAMERA_3604 
03E6: remove_text_box 

:CAMERA_3604
if 
   not Actor.Dead(8@)
else_jump @CAMERA_3634 
Actor.LockInCurrentPosition(8@) = False
0337: set_actor 8@ visibility 1 

:CAMERA_3634
if 
  $ONMISSION == 0 
else_jump @CAMERA_3731 
if 
  2@ >= 3 
else_jump @CAMERA_3727 
068D: get_camera_position_to 19@ 20@ 21@ 
if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
else_jump @CAMERA_3720 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3720
jump @CAMERA_3731 

:CAMERA_3727
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:CAMERA_3731
0A2F: show_first_person_view 0 
Model.Destroy(#CAMERA)
end_thread 
return 
return 
end_thread 

//-------------External script 76 (DEBT)---------------

:DEBT
thread 'DEBT' 
0@ = 0 
1@ = 0 
2@ = 0 
3@ = 0 
4@ = 0 
5@ = 0 
6@ = 0 
7@ = 0 
8@ = 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 50 
008B: 10@ = $CURRENT_TIME_IN_MS2 // (int) 
10@ -= 10 

:DEBT_109
wait 250 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
  0@ == 0 
else_jump @DEBT_644 
if 
  $ONMISSION == 0 
else_jump @DEBT_607 
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_600 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DEBT_563 
077E: get_active_interior_to 11@ 
if 
  11@ == 0 
else_jump @DEBT_519 
if 
   not Player.WantedLevel($PLAYER_CHAR) > 1
else_jump @DEBT_475 
if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
else_jump @DEBT_431 
if 
04A3:   $CURRENT_TOWN_NUMBER == 3 // $ == any 
else_jump @DEBT_387 
11@ = Player.Money($PLAYER_CHAR)
if 
  11@ > -1 
else_jump @DEBT_291 

:DEBT_291
if 
  -5000 > 11@ 
else_jump @DEBT_317 
1@ = 1 

:DEBT_317
if 
  -50000 > 11@ 
else_jump @DEBT_345 
1@ = 2 

:DEBT_345
if 
  -500000 > 11@ 
else_jump @DEBT_373 
1@ = 3 

:DEBT_373
0@ += 1 
jump @DEBT_424 

:DEBT_387
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_424 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 

:DEBT_424
jump @DEBT_468 

:DEBT_431
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_468 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 

:DEBT_468
jump @DEBT_512 

:DEBT_475
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_512 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 

:DEBT_512
jump @DEBT_556 

:DEBT_519
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_556 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 

:DEBT_556
jump @DEBT_600 

:DEBT_563
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_600 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 

:DEBT_600
jump @DEBT_644 

:DEBT_607
if 
001E:   $CURRENT_TIME_IN_MS2 > 9@ // (int) 
else_jump @DEBT_644 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 

:DEBT_644
if 
  0@ == 1 
else_jump @DEBT_977 

:DEBT_662
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DEBT_945 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_FLOAT_3)
0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // (float) 
$TEMPVAR_FLOAT_1 -= 200.0 
$TEMPVAR_X_COORD += 200.0 
0208: $TEMPVAR_FLOAT_1 = random_float_in_ranges $TEMPVAR_FLOAT_1 $TEMPVAR_X_COORD 
0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // (float) 
$TEMPVAR_FLOAT_2 -= 200.0 
$TEMPVAR_Y_COORD += 200.0 
0208: $TEMPVAR_FLOAT_2 = random_float_in_ranges $TEMPVAR_FLOAT_2 $TEMPVAR_Y_COORD 
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
0509: $DISTANCE_BETWEEN_POINTS = distance_between_XY $TEMPVAR_X_COORD $TEMPVAR_Y_COORD and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
if 
  1.0 > $TEMPVAR_FLOAT_3 
else_jump @DEBT_861 
wait 0 
jump @DEBT_662 

:DEBT_861
if 
  50.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DEBT_893 
wait 0 
jump @DEBT_662 

:DEBT_893
if 
00C2:   sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @DEBT_931 
wait 0 
jump @DEBT_662 

:DEBT_931
0@ += 1 
jump @DEBT_977 

:DEBT_945
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_977
if 
  0@ == 2 
else_jump @DEBT_1931 
if and
   Model.Available(#VINCENT)
   Model.Available(#VWMYCR)
   Model.Available(#VBMYCR)
   Model.Available(#VWMYCD)
   Model.Available(#HMYCR)
   Model.Available(#MICRO_UZI)
else_jump @DEBT_1737 
if 
   Model.Available(#AK47)
else_jump @DEBT_1702 
12@ = Car.Create(#VINCENT, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(12@) = $TEMPVAR_ANGLE
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
Car.Health(12@) = 1500
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 
if 
  2@ == 1 
else_jump @DEBT_1151 
Model.Destroy(#VINCENT)
2@ = 0 

:DEBT_1151
0129: 13@ = create_actor_pedtype 24 model #VWMYCR in_car 12@ driverseat 
if 
  3@ == 1 
else_jump @DEBT_1194 
Model.Destroy(#VWMYCR)
3@ = 0 

:DEBT_1194
if 
  1@ > 0 
else_jump @DEBT_1418 
062F: 17@ = create_group_type 0 
0630: put_actor 13@ in_group 17@ as_leader 
07E6: copy_group_decision_maker -1 to 18@ 
0749: reset_group_decision_maker 18@ event 41 
06AD: set_group 17@ group_decision_maker_to 18@ 
01C8: 14@ = create_actor_pedtype 24 model #VBMYCR in_car 12@ passenger_seat 0 
if 
  4@ == 1 
else_jump @DEBT_1294 
Model.Destroy(#VBMYCR)
4@ = 0 

:DEBT_1294
if 
  1@ > 1 
else_jump @DEBT_1357 
01C8: 15@ = create_actor_pedtype 24 model #VWMYCD in_car 12@ passenger_seat 1 
if 
  5@ == 1 
else_jump @DEBT_1357 
Model.Destroy(#VWMYCD)
5@ = 0 

:DEBT_1357
if 
  1@ > 2 
else_jump @DEBT_1418 
01C8: 16@ = create_actor_pedtype 24 model #HMYCR in_car 12@ passenger_seat 2 
if 
  6@ == 1 
else_jump @DEBT_1418 
Model.Destroy(#HMYCR)
6@ = 0 

:DEBT_1418
07E5: copy_decision_maker -1 to 19@ 
0708: reset_decision_maker 19@ event 41 
$3400 = 0 

:DEBT_1439
if 
  4 > $3400 
else_jump @DEBT_1628 
if 
   not Actor.Dead(13@($3400,4i))
else_jump @DEBT_1614 
060B: set_actor 13@($3400,4i) decision_maker_to 19@ 
02A9: set_actor 13@($3400,4i) immune_to_nonplayer 1 
077A: set_actor 13@($3400,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
03FE: set_actor 13@($3400,4i) money 10000 
0961: unknown_actor 13@($3400,4i) flag 1 
if or
  $3400 == 0 
  $3400 == 2 
else_jump @DEBT_1575 
01B2: give_actor 13@($3400,4i) weapon 28 ammo 9999 // Load the weapon model before using this 

:DEBT_1575
if or
  $3400 == 1 
  $3400 == 3 
else_jump @DEBT_1614 
01B2: give_actor 13@($3400,4i) weapon 30 ammo 9999 // Load the weapon model before using this 

:DEBT_1614
$3400 += 1 
jump @DEBT_1439 

:DEBT_1628
if 
  7@ == 1 
else_jump @DEBT_1658 
Model.Destroy(#MICRO_UZI)
7@ = 0 

:DEBT_1658
if 
  8@ == 1 
else_jump @DEBT_1688 
Model.Destroy(#AK47)
8@ = 0 

:DEBT_1688
0@ += 1 
jump @DEBT_1730 

:DEBT_1702
if 
   not Model.Available(#AK47)
else_jump @DEBT_1730 
Model.Load(#AK47)
8@ = 1 

:DEBT_1730
jump @DEBT_1931 

:DEBT_1737
if 
   not Model.Available(#VINCENT)
else_jump @DEBT_1765 
Model.Load(#VINCENT)
2@ = 1 

:DEBT_1765
if 
   not Model.Available(#VWMYCR)
else_jump @DEBT_1793 
Model.Load(#VWMYCR)
3@ = 1 

:DEBT_1793
if 
   not Model.Available(#VBMYCR)
else_jump @DEBT_1821 
Model.Load(#VBMYCR)
4@ = 1 

:DEBT_1821
if 
   not Model.Available(#VWMYCD)
else_jump @DEBT_1849 
Model.Load(#VWMYCD)
5@ = 1 

:DEBT_1849
if 
   not Model.Available(#HMYCR)
else_jump @DEBT_1875 
Model.Load(#HMYCR)
6@ = 1 

:DEBT_1875
if 
   not Model.Available(#MICRO_UZI)
else_jump @DEBT_1903 
Model.Load(#MICRO_UZI)
7@ = 1 

:DEBT_1903
if 
   not Model.Available(#AK47)
else_jump @DEBT_1931 
Model.Load(#AK47)
8@ = 1 

:DEBT_1931
if 
  0@ == 3 
else_jump @DEBT_3778 
if 
  $ONMISSION == 0 
else_jump @DEBT_3683 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @DEBT_3644 
if 
   not Player.Money($PLAYER_CHAR) > -1
else_jump @DEBT_3621 
077E: get_active_interior_to 11@ 
if 
  11@ == 0 
else_jump @DEBT_3582 
if 
   not Actor.Dead(13@)
else_jump @DEBT_3169 
if 
00F2:   actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 
else_jump @DEBT_3130 
if 
0449:   actor 13@ in_a_car 
else_jump @DEBT_2690 
if 
   not Car.Wrecked(12@)
else_jump @DEBT_2678 
if 
001E:   $CURRENT_TIME_IN_MS2 > 10@ // (int) 
else_jump @DEBT_2349 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @DEBT_2314 
0209: 11@ = random_int_in_ranges 0 4 
03C0: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car 
if 
  11@ == 0 
else_jump @DEBT_2193 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 15 max_speed 100.0 traffic_flag 2 

:DEBT_2193
if 
  11@ == 1 
else_jump @DEBT_2231 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 19 max_speed 100.0 traffic_flag 2 

:DEBT_2231
if 
  11@ == 2 
else_jump @DEBT_2269 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 29 max_speed 100.0 traffic_flag 2 

:DEBT_2269
if 
  11@ == 3 
else_jump @DEBT_2307 
06E1: AS_actor 13@ using_car 12@ target_car $TEMPVAR_ACTOR_CAR with_order 30 max_speed 100.0 traffic_flag 2 

:DEBT_2307
jump @DEBT_2333 

:DEBT_2314
06E1: AS_actor 13@ using_car 12@ target_car -1 with_order 2 max_speed 100.0 traffic_flag 2 

:DEBT_2333
008B: 10@ = $CURRENT_TIME_IN_MS2 // (int) 
10@ += 8000 

:DEBT_2349
06AC: $DISTANCE_BETWEEN_POINTS = actor $PLAYER_ACTOR movement_speed 
if or
044B:   actor $PLAYER_ACTOR on_foot 
  5.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DEBT_2558 
if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
else_jump @DEBT_2558 
062E: unknown_get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2558 
0615: define_AS_pack_begin 20@ 
0209: 11@ = random_int_in_ranges 0 2 
if 
  11@ == 0 
else_jump @DEBT_2506 
06C7: AS_actor -1 driver_of_car 12@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 4 timelimit 1000 
jump @DEBT_2530 

:DEBT_2506
06C7: AS_actor -1 driver_of_car 12@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 5 timelimit 1000 

:DEBT_2530
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 5000 ms 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2558
if and
03CE:   car 12@ stuck 
  15.0 > $DISTANCE_BETWEEN_POINTS 
else_jump @DEBT_2671 
if 
0202:   actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 flag 0 
else_jump @DEBT_2671 
if 
02CA:   car 12@ bounding_sphere_visible 
else_jump @DEBT_2671 
062E: unknown_get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2671 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_2671
jump @DEBT_2683 

:DEBT_2678
Car.RemoveReferences(12@)

:DEBT_2683
jump @DEBT_3123 

:DEBT_2690
if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
else_jump @DEBT_2768 
062E: unknown_get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2761 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_2761
jump @DEBT_3123 

:DEBT_2768
if 
   not Car.Wrecked(12@)
else_jump @DEBT_2869 
062E: unknown_get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_2862 
0615: define_AS_pack_begin 20@ 
0772: AS_actor -1 run_to_car 12@ 99999 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 12@ as_driver -2 ms 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_2862
jump @DEBT_3123 

:DEBT_2869
Car.RemoveReferences(12@)
if 
80F2:   not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 
else_jump @DEBT_3083 
Actor.StorePos(13@, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 
if 
838A:   not any_car_in_cube_cornerA $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 cornerB 4.0 4.0 4.0 
else_jump @DEBT_3076 
if 
80C2:   not sphere_onscreen $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 4.0 
else_jump @DEBT_3076 
12@ = Car.Create(#VINCENT, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Car.Angle(12@) = $TEMPVAR_ANGLE
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
Car.Health(12@) = 1500
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC 

:DEBT_3076
jump @DEBT_3123 

:DEBT_3083
062E: unknown_get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_3123 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_3123
jump @DEBT_3162 

:DEBT_3130
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 
0@ = 0 

:DEBT_3162
jump @DEBT_3334 

:DEBT_3169
Actor.RemoveReferences(13@)
$3400 = 1 

:DEBT_3181
if 
  4 > $3400 
else_jump @DEBT_3334 
if 
   not Actor.Dead(13@($3400,4i))
else_jump @DEBT_3311 
if 
07FD:   group 17@ alive 
else_jump @DEBT_3304 
if 
06EE:   actor 13@($3400,4i) in_group 17@ 
else_jump @DEBT_3304 
if 
06EF:   actor 13@($3400,4i) leading_group 17@ 
else_jump @DEBT_3304 
0085: 13@ = 13@($3400,4i) // (int) 
13@($3400,4i) = -1 

:DEBT_3304
jump @DEBT_3320 

:DEBT_3311
Actor.RemoveReferences(13@($3400,4i))

:DEBT_3320
$3400 += 1 
jump @DEBT_3181 

:DEBT_3334
$3400 = 1 

:DEBT_3341
if 
  4 > $3400 
else_jump @DEBT_3575 
if 
   not Actor.Dead(13@)
else_jump @DEBT_3561 
if 
   not Actor.Dead(13@($3400,4i))
else_jump @DEBT_3552 
if 
07FD:   group 17@ alive 
else_jump @DEBT_3545 
if 
86EE:   not actor 13@($3400,4i) in_group 17@ 
else_jump @DEBT_3545 
if 
00F2:   actor 13@($3400,4i) near_actor 13@ radius 30.0 30.0 0 
else_jump @DEBT_3488 
0631: put_actor 13@($3400,4i) in_group 17@ 
jump @DEBT_3545 

:DEBT_3488
062E: unknown_get_actor 13@($3400,4i) task 1957 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // $ == any 
else_jump @DEBT_3545 
Actor.RemoveReferences(13@($3400,4i))
07A5: AS_actor 13@($3400,4i) attack_actor $PLAYER_ACTOR 5000 ms 

:DEBT_3545
jump @DEBT_3561 

:DEBT_3552
Actor.RemoveReferences(13@($3400,4i))

:DEBT_3561
$3400 += 1 
jump @DEBT_3341 

:DEBT_3575
jump @DEBT_3614 

:DEBT_3582
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 60000 
0@ = 0 

:DEBT_3614
jump @DEBT_3637 

:DEBT_3621
gosub @DEBT_3801 
$1376 = 0 
end_thread 

:DEBT_3637
jump @DEBT_3676 

:DEBT_3644
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3676
jump @DEBT_3715 

:DEBT_3683
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3715
if and
   Actor.Dead(13@)
   Actor.Dead(14@)
   Actor.Dead(15@)
   Actor.Dead(16@)
else_jump @DEBT_3778 
gosub @DEBT_3801 
008B: 9@ = $CURRENT_TIME_IN_MS2 // (int) 
9@ += 120000 
0@ = 0 

:DEBT_3778
jump @DEBT_109 
if 
82CA:   not car 12@ bounding_sphere_visible 
else_jump @DEBT_3801 

:DEBT_3801
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Car.RemoveReferences(12@)
065C: release_decision_maker 19@ 
065C: release_decision_maker 18@ 
0632: release_group 17@ 
if 
  2@ == 1 
else_jump @DEBT_3871 
Model.Destroy(#VINCENT)
2@ = 0 

:DEBT_3871
if 
  3@ == 1 
else_jump @DEBT_3901 
Model.Destroy(#VWMYCR)
3@ = 0 

:DEBT_3901
if 
  4@ == 1 
else_jump @DEBT_3931 
Model.Destroy(#VBMYCR)
4@ = 0 

:DEBT_3931
if 
  5@ == 1 
else_jump @DEBT_3961 
Model.Destroy(#VWMYCD)
5@ = 0 

:DEBT_3961
if 
  6@ == 1 
else_jump @DEBT_3990 
Model.Destroy(#HMYCR)
6@ = 0 

:DEBT_3990
if 
  7@ == 1 
else_jump @DEBT_4020 
Model.Destroy(#MICRO_UZI)
7@ = 0 

:DEBT_4020
if 
  8@ == 1 
else_jump @DEBT_4050 
Model.Destroy(#AK47)
8@ = 0 

:DEBT_4050
return 
end_thread 

//-------------External script 77 (HOTDOG)---------------

:HOTDOGV
thread 'HOTDOGV' 
2@ = 0 
if 
  2@ == 1 
else_jump @HOTDOGV_77 
0@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0)
1@ = Car.Create(#HOTDOG, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:HOTDOGV_77
wait 0 
01BD: $CURRENT_TIME_IN_MS2 = current_time_in_ms 
if 
   not Actor.Dead(0@)
else_jump @HOTDOGV_698 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @HOTDOGV_673 
if 
0A32:   unknown_actor 0@ in_car 
else_jump @HOTDOGV_648 
0A33: unknown_get_actor 0@ car_handle_to 1@ 
if 
   not Actor.InCar($PLAYER_ACTOR, 1@)
else_jump @HOTDOGV_616 
if 
  2@ == 0 
else_jump @HOTDOGV_434 
if 
0203:   actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot 
else_jump @HOTDOGV_434 
04ED: load_animation "VENDING" 
if 
04EE:   animation "VENDING" loaded 
else_jump @HOTDOGV_434 
if 
   Player.Money($PLAYER_CHAR) > 0
else_jump @HOTDOGV_434 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ with_offset 2.0 0.0 0.0 
if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @HOTDOGV_434 
$3396 = Actor.Health($PLAYER_ACTOR)
$3396 += 50 
Actor.Health($PLAYER_ACTOR) = $3396
0A1A: actor $PLAYER_ACTOR perform_animation "VEND_EAT1_P" IFP_file "VENDING" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 3000 
Player.Money($PLAYER_CHAR) += -1
2@ += 1 

:HOTDOGV_434
if 
  2@ == 1 
else_jump @HOTDOGV_494 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @HOTDOGV_494 
008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 
3@ += 27000 
2@ += 1 

:HOTDOGV_494
if 
  2@ == 2 
else_jump @HOTDOGV_609 
if 
001E:   $CURRENT_TIME_IN_MS2 > 3@ // (int) 
else_jump @HOTDOGV_609 
0407: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_car 1@ with_offset 1.0 0.0 0.0 
if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 on_foot 
else_jump @HOTDOGV_609 
2@ = 0 

:HOTDOGV_609
jump @HOTDOGV_641 

:HOTDOGV_616
Actor.RemoveReferences(0@)
05C5: AS_actor 0@ cower -2 ms 
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_641
jump @HOTDOGV_666 

:HOTDOGV_648
Actor.RemoveReferences(0@)
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_666
jump @HOTDOGV_691 

:HOTDOGV_673
Actor.RemoveReferences(0@)
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_691
jump @HOTDOGV_716 

:HOTDOGV_698
Actor.RemoveReferences(0@)
04EF: release_animation "VENDING" 
end_thread 

:HOTDOGV_716
jump @HOTDOGV_77 
end_thread 
