0002: jump Label004364
03A4: name thread "MAIN"
004c: jump if true nowhere  ;; never used
00D6: if  0  
015e:   car $car wheels on ground  ;; never used
0356:   explosion type $dunno in cube 1.0 2.0 3.0 1.0 2.0 3.0  ;; never used
0179:   actor $actor picked up object $object  ;; Never used
00F1:   actor $actor stopped 0 ()near point in car 123.0 234.0 radius 10.0 11.0  ;; never used
00F4:   actor $actor near actor in car $actor2 radius 123.0 234.0 345.0  ;; never used
0103:   actor $actor stopped near point in car 123.0 234.0 345.0 radius 123.0 234.0 345.0 sphere 0  ;; never used
0105:   actor $actor near actor on foot $actor2 radius 123.0 234.0 345.0 sphere 0  ;; never used
0106:   actor $actor near actor in car $actor2 radius 123.0 234.0 345.0 sphere 0  ;; never used
02AE:   player $PLAYER_CHAR in area on foot 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0  ;; never used
02AF:   player $PLAYER_CHAR in area in car 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0  ;; never used
02b0:   player $PLAYER_CHAR stopped in area 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0  ;; never used
02b1:   player $PLAYER_CHAR stopped in area on foot 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0  ;; never used
02b2:   player $PLAYER_CHAR stopped in area in car 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0  ;; never used
02B6:   player $PLAYER_CHAR stopped in cube 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0  ;; never used
02B7:   player $PLAYER_CHAR stopped in cube on foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0  ;; never used
02B8:   player $PLAYER_CHAR stopped in cube in car 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0  ;; never used
0198:   player $PLAYER_CHAR 0 ()in rectangle in car 1089.88 -223.875  1084.5 -228.5  ;; never used
0199:   player $PLAYER_CHAR 0 ()in rectangle 1089.88 -223.875  1084.5 -228.5  ;; never used
019a:   player $PLAYER_CHAR stopped 0 ()in rectangle on foot 1089.88 -223.875  1084.5 -228.5  ;; never used
019e:   player $PLAYER_CHAR stopped 0 ()in cube 123.0 123.0 123.0 234.0 234.0 234.0  ;; never used
019f:   player $PLAYER_CHAR stopped 0 ()in cube on foot 123.0 123.0 123.0 234.0 234.0 234.0  ;; never used
01a1:   actor $actor 0 ()in rectangle on foot 1089.88 -223.875  1084.5 -228.5  ;; never used
01a2:   actor $actor 0 ()in rectangle in car 1089.88 -223.875  1084.5 -228.5  ;; never used
01a4:   actor $actor stopped 0 ()in rectangle on foot 1089.88 -223.875  1084.5 -228.5  ;; never used
01a5:   actor $actor stopped 0 ()in rectangle in car 1089.88 -223.875  1084.5 -228.5  ;; never used
01a6:   actor $actor 0 ()in cube on foot 123.0 123.0 123.0 234.0 234.0 234.0  ;; never used
01a7:   actor $actor 0 ()in cube in car 123.0 123.0 123.0 234.0 234.0 234.0  ;; never used
01a9:   actor $actor stopped 0 ()in cube on foot 123.0 123.0 123.0 234.0 234.0 234.0  ;; never used
01aa:   actor $actor stopped 0 ()in cube in car 123.0 123.0 123.0 234.0 234.0 234.0  ;; never used
0200:   player $PLAYER_CHAR near car on foot $car radius  8.0  10.0  3.0 unknown  0  ;; never used
0201:   player $PLAYER_CHAR near car in car $car radius  8.0  10.0  3.0 unknown  0  ;; never used
0206:   actor $actor near car on foot $car radius 35.0  35.0 35.0  unknown 0  ;; never used
0207:   actor $actor near car in car $car radius 35.0  35.0 35.0  unknown 0  ;; never used
004D: jump if false nowhere2
009d: unknown do nothing  ;; Never used
02EE: projectile in cube 376.062 -445.188 28.0625 380.062 -441.188 31.6875  ;; never used
0079: 1@ += unknown inaccurate float timer 1.0  ;; floating-point
007a: $100 += unknown inaccurate float timer $104  ;; floating-point
007b: 1@ += unknown inaccurate float timer 2@  ;; floating-point
007c: $100 += unknown inaccurate float timer 1@  ;; floating-point
007d: 1@ += unknown inaccurate float timer $100  ;; floating-point
007f: 1@ -= unknown inaccurate float timer 1.0  ;; floating-point
0080: $100 -= unknown inaccurate float timer $104  ;; floating-point
0081: 1@ -= unknown inaccurate float timer 2@  ;; floating-point
0082: $100 -= unknown inaccurate float timer 2@  ;; floating-point
0083: 1@ -= unknown inaccurate float timer $100  ;; floating-point
008E: 1@ = float to integer 2@  ;; never used
008F: 1@ = integer to float 2@  ;; never used
0090: $100 = float to integer 2@  ;; never used
0091: $100 = integer to float 2@  ;; never used
0092: 1@ = float to integer $100  ;; never used
0093: 1@ = integer to float $100  ;; never used
0094: make $100 absolute integer  ;; never used
0095: make 1@ absolute integer  ;; never used
0096: make $100 absolute float  ;; never used
0097: make 1@ absolute float  ;; never used
0098: $100 = random float 0 to 1  ;; never used
00e2: get key pressed $dunno1 $dunno2  ;; never used
0113: set player $PLAYER_CHAR car weapon 23 ammo to 9999  ;; never used
017b: set actor $actor weapon 1 ammo to 1  ;; never used
01E6: text 1number lowpriority "G COST"  100  1000 ms  1 ;; never used
023a: has player collided with object $dunno1 $dunno2  ;; never used
023b: has actor collided with object $dunno1 $dunno2  ;; never used
02FC: text 2numbers "RACETM" $16 $14 5000 ms  1 ;; never used
0300: text 3numbers highpriority "WHEEL02" $29 $30 $31 time  3000 ms  1 ;; never used
0301: text 3numbers lowpriority "WHEEL02" $24 $30 $31 time  3000 ms  1 ;; never used
0303: text 4numbers highpriority "WHEEL01"  $8 $9 $3 $7  3000 ms  1  ;; never used
0306: text 5numbers highpriority "WHEEL01" $8 $9 $3  $numnut  $3  3000 ms  1  ;; never used
036E: text 3numbers styled "IN ROW" $8 $9 $numnut 5000 ms  6 ;; never used
036F: text 4numbers styled "IN ROW" $8 $9 $numnut $numnut2 5000 ms  6 ;; never used
0370: text 5numbers styled "IN ROW" $8 $9 $numnut $numnut2 $numnut3 5000 ms  6 ;; never used
0371: text 5numbers styled "IN ROW" $8 $9 $numnut $numnut2 $numnut3 $numnut4 5000 ms  6 ;; never used
0398: remove forbidden for peds angled cube 10.0 11.0 12.0 13.0 14.0 15.0 angle 45.0  ;; never used
039a: remove forbidden for cars angled cube 10.0 11.0 12.0 13.0 14.0 15.0 angle 45.0  ;; never used
039b: create forbidden for cars angled cube 10.0 11.0 12.0 13.0 14.0 15.0 angle 45.0  ;; never used
0005: $2 =  .0625  ;; floating-point values
0086: $3 = $2  ;; floating-point values only
0015: $3 /=  2.0  ;; floating-point values
0004: $WAIT_TIME =  250  ;; integer values
042C: set total missions to  73
030D: set total mission points to  154
029B: $PLAYER_DOOR = init object -1 (PLAYERSDOOR) at  890.875 -307.6875  8.75
01C7: remove object from mission cleanup list $PLAYER_DOOR
0177: set object $MISTY_DOOR2 z angle to  180.0
01F0: set max wanted level to  4
0219: $PORTLAND_HIDEOUT_GARAGE = create garage  16 from  891.25 -311.0625  7.6875  898.375 -315.5  12.6875
03DA: set garage $PORTLAND_IE_GARAGE camera follows player
03BB: set garage $SALVATORES_GARAGE door type to swing open
0368: create ev crane  1570.25 -675.375  1565.688 -686.5  1576.75 -706.5625  1639.875 -696.6875  26.0  0.0  
02FB: create crusher crane  1119.75  51.75  1135.75  56.0625  1149.75  46.25  1143.0  59.875  5.0  180.0  
015C: set zone gang info "CITYZON"  1 (day)  12  0  0  0  0  0  0  0  20
0152: set zone car info "CITYZON"  1 (day)  10  0  0  0  0  0  0  0  20  240  240  240  240  0  0
0324: set zone pedgroup info "CITYZON"  1 (day)  0
01E8: create forbidden for cars cube  619.5625 -911.5  45.0  834.25 -954.5  32.0
0426: create save cars between levels cube  619.5625 -911.5  45.0  834.25 -954.5  32.0  
022B: create forbidden for peds cube  659.5625  200.0 -25.0  945.75  147.5  5.0
0399: create forbidden for peds angled cube  1222.875 -838.375  13.5  1256.25 -804.875  16.0 angle  58.0  
02CD: call Label00FEAD Label00FEAD  
014B: $JOEY_BFINJECTION = init parked car generator #BFINJECT -1 -1  0 alarm  100 door lock  0  0  10000 at  930.875 -267.625 -100.0 angle  340.0
014C: set parked car generator $JOEY_BFINJECTION cars to generate to  0
0213: $62 = create pickup #COLT45 type  6 at  1068.5 -400.75  15.1875
02ED: set total hidden packages to  100
02EC: put hidden package at  1105.25 -1020.0  25.0625
018D: $6F = create sound  41 at  850.75 -663.6875  15.0
0053: $PLAYER_CHAR = create player #NULL at  811.875 -939.9375  35.75
0171: set player $PLAYER_CHAR z angle to  180.0
01F5: $PLAYER_ACTOR = create emulated actor from player $PLAYER_CHAR
0236: set gang  0 car to #MAFIA
0237: set gang  0 primary weapon to  2 secondary weapon to  2
03F1: pedtype  12 add threat  1
0180: set on mission flag to $ONMISSION
0181: on mission for  12 flag = $ON_MISSION_FOR_8BALL  
0182: contact  12 base brief =  1000  
0111: set wasted busted check to  1 (enabled)
024A: $PHONE_DIABLOS = create phone at  937.875 -230.0625
004F: create thread Label0091D0 
00D7: create thread with wasted busted check Label011C74  
0001: wait  0 ms
02A7: $LUIGI_MISSION_MARKER = create icon marker and sphere  13 at  892.75 -425.75  13.875
0164: disable marker $LUIGI_MISSION_MARKER
02A8: $P&S_MARKER = create marker  18 at  925.0 -359.5 -100.0
035D: make object $FAKETARGET1 targetable
0363: toggle model render at  1027.25 -933.75  15.0 radius  50.0 object -25 (INDHELIX BARRIER)  0
03B6: replace model at  1027.25 -933.75  15.0 radius  50.0 from -25 (INDHELIX BARRIER) to -26 (LOD LAND014)
0256:   player $PLAYER_CHAR defined
01B4: set player $PLAYER_CHAR frozen state  0 (frozen)
0169: set fade color  0  0  0
016A: fade  0 ()  0 ms
0417: start mission  0
03C6:   current island ==  1  
0038:   $ONMISSION ==  0  ;; integer values
0215: destroy pickup $WASTED_INFO_PICKUP
0121:   player $PLAYER_CHAR in zone "S VIEW"
0214:   pickup $WASTED_INFO_PICKUP picked up
016B:   fading
004E: end thread
00DE:   player $PLAYER_CHAR driving vehicle type #TOYZ
00F5:   player $PLAYER_CHAR  0 ()near point  1014.0 -120.0  5.0 radius  5.0  5.0  5.0
00BA: text styled "RC1"  15000 ms  2  
80DE:   NOT   player $PLAYER_CHAR driving vehicle type #TOYZ
8056:   NOT   player $PLAYER_CHAR  0 ()in rectangle  1294.0 -656.0  1316.0 -638.0
80E0:   NOT   player $PLAYER_CHAR driving
0056:   player $PLAYER_CHAR  0 ()in rectangle -230.0  255.0 -210.0  275.0
0293: $CURRENT_CONTROLS = current controls
8038:   NOT   $CURRENT_CONTROLS ==  3  ;; integer values
03E5: text box "ATUTOR"  
00E1:   key pressed  0  19
8256:   NOT   player $PLAYER_CHAR defined
03E6: remove text box
02DE:   player $PLAYER_CHAR driving taxi vehicle
024E: disable phone $PHONE_MARTY
00BF: $41 = current time hours, $42 = current time minutes
0028:   $41 >=  9  ;; integer values
001A:    19 > $41  ;; integer values
0405: enable phone $PHONE_MARTY
00F9:   player $PLAYER_CHAR stopped  0 ()near point on foot  1224.562 -840.25  15.0 radius  1.0  1.0  2.0
03EE:   player $PLAYER_CHAR controllable
03EF: player $PLAYER_CHAR make safe
00F6:   player $PLAYER_CHAR  0 ()near point on foot  1224.562 -840.25  15.0 radius  1.0  1.0  2.0
00E4:   player $PLAYER_CHAR  0 ()near point on foot  811.875 -939.9375 radius  3.5  3.5
03AF: set streaming  0 (disabled)
00BC: text highpriority "WRONGT1"  5000 ms  1  
02B4:   player $PLAYER_CHAR in cube on foot  1466.188 -175.0  50.0  1452.875 -172.0625  60.0 radius  11.5625 sphere  0
010A:   player $PLAYER_CHAR money >  499999
018B: show on radar $PORTLAND_SAVE_MARKER  2
834D:   NOT unknown rotate object $PLAYER_DOOR unknown angle  210.0  10.0  0
019C:   player $PLAYER_CHAR  0 ()in cube on foot  891.1875 -309.6875  7.6875  899.25 -303.25  12.6875  
015F: set camera position  884.5 -305.3125  13.5  0.0  0.0  0.0
0160: point camera  885.25 -305.8125  13.0  2
03CF: load wav "DOOR 1"
83D0:   NOT   wav loaded
03D1: play wav
83D2:   NOT   wav ended
03D8: show save screen
83D9:   NOT   save done
0395: clear area  1 at  888.5625 -308.375 range -100.0  1.0
0055: put player $PLAYER_CHAR at  888.5625 -308.375 -100.0
02EB: restore camera with jumpcut
03C8: rotate player-180-degrees
016C: restart if wasted at  1144.25 -596.875  13.875  90.0
016D: restart if busted at  1143.875 -675.1875 -100.0  90.0
014D: text pager "DIAB1 A"  140  2  0    
0018:   $41 >  17  ;; integer values
018E: stop sound $83
8121:   NOT   player $PLAYER_CHAR in zone "PORT W"
031A: remove all fires
8339:   NOT   objects in cube  1008.0 -899.0  14.0  996.5 -886.5  20.0  0  1  1  0  1
034D: unknown rotate object $FUZZBALL_DOOR1 unknown angle  180.0  10.0  0
834E:   NOT unknown move object $STAUNTON_HIDEOUT_DOOR1 to  105.3125 -482.75  16.25 unknown angle  .0625  0.0  0.0  0
03CA:   object $D exists
0176: $1AE = object $D z angle
8042:   NOT   $1AE ==  0.0  ;; floating-point values
8057:   NOT   player $PLAYER_CHAR  0 ()in cube  889.5625 -418.0625  15.0  895.125 -412.625  18.0
0020:   $1AE > -10.0  ;; floating-point values
0022:    10.0 > $1AE  ;; floating-point values
000D: $1AE -=  10.0  ;; floating-point values
0006:  16@ =  0  ;; integer values
001B:    6000 >  16@  ;; integer values
0051: return
032B: $25A = create weapon pickup #AK47  14 ammo  60 at  1249.0 -858.5  20.5625
0445:   unknown cheat check
00E0:   player $PLAYER_CHAR driving
03C1: $2DF = player $PLAYER_CHAR car
829C:   NOT   $2DF stopped 
01F3:   car $2DF airborne
0137:   car $2DF id == #DODO
0008: $2F2 +=  1  ;; integer values
00AA: store car $2DF position to $CURRENT_X $CURRENT_Y $CURRENT_Z
0174: $304 = car $2DF z angle
0119:   car $2DF wrecked
820D:   NOT   car $2DF flipped
020D:   car $2DF flipped
0061: $305 -= $304  ;; floating-point values
0059: $305 += $306  ;; floating-point values
008C: $JUMP_ROTATION = float to integer $307
0024:   $CURRENT_Z > $HEIGHEST_Z  ;; floating-point values only
815E:   NOT   car $2DF wheels on ground  
0069: $2FE *= $2FE  ;; floating-point values
01FB: $301 = square root $300
030E: save jump distance $301
030F: save jump height $HEIGHEST_Z
008D: $LAND_Z = integer to float $JUMP_DIST
0011: $LAND_Z *=  100.0  ;; floating-point values
0310: save jump flips $JUMP_FLIPS
0311: save jump rotation $JUMP_ROTATION
0084: $JUMP_BONUS = $JUMP_FLIPS  ;; integer values and handles
0010: $JUMP_BONUS *=  180  ;; integer values
0058: $JUMP_BONUS += $JUMP_ROTATION  ;; integer values
0068: $JUMP_BONUS *= $JUMP_MULTIPLY  ;; integer values
0014: $JUMP_BONUS /=  3  ;; integer values
0109: player $PLAYER_CHAR money += $JUMP_BONUS
01E4: text 1number lowpriority "HJ IS" $JUMP_BONUS  2000 ms  1  
0312: save jump type  1
0424:   metric
0308: text 6numbers "HJSTATW" $JUMP_DIST $JUMP_DIST_CM $JUMP_HEIGHT $JUMP_HEIGHT_CM $JUMP_FLIPS $JUMP_ROTATION  5000 ms  5  
042D: $JUMP_DIST = metric to imperial $JUMP_DIST
0302: text 4numbers "HJSTAWF" $JUMP_DIST $JUMP_HEIGHT $JUMP_FLIPS $JUMP_ROTATION  5000 ms  5  
01BD: $DODO_TAKEOFFTIME = current time in ms
02BF:   car $2DF sunk
0060: $DODO_FLIGHTTIME -= $DODO_TAKEOFFTIME  ;; integer values
001C:   $DODO_FLIGHTTIME > $DODO_FLIGHTTIME_RECORD  ;; integer values
01E5: text 1number highpriority "DODO FT" $DODO_FLIGHTTIME  5000 ms  1  
0406: save dodo flight time $DODO_FLIGHTTIME  
0314: set total unique jumps to  20
029C:   $USJ_CAR stopped 
02E3: $USJ_CAR_SPEED = car $USJ_CAR speed
8020:   NOT   $USJ_CAR_SPEED >  25.0  ;; floating-point values
81F3:   NOT   car $USJ_CAR airborne
00E5:   player $PLAYER_CHAR  0 ()near point in car  940.375 -933.6875 radius  4.0  4.0
00F7:   player $PLAYER_CHAR  0 ()near point in car  793.125 -929.9375  42.125 radius  4.0  2.0  3.0
015D: set gamespeed  .25
0158: camera on vehicle $USJ_CAR  15  2
030C: set mission points +=  1
0217: text styled "USJ"  5000 ms  5  
01E3: text 1number styled "REWARD" $VAR_UNIQUE_JUMP_BONUS  6000 ms  6  
018C: play sound  94 at  0.0  0.0  0.0
0313: increment unique jumps found
8214:   NOT   pickup  0@ picked up
0039:    1@ ==  1  ;; integer values
0057:   player $PLAYER_CHAR  0 ()in cube  1066.562 -403.5  14.0  1072.75 -394.0  18.0
023C: load special actor  4 "SAM"
043C: unknown set game sounds  0
823D:   NOT   special actor  4 loaded
009A: $CHAR_GUNSHOPOWNER = create actor  21 #SPECIAL04 at  1070.75 -396.9375  14.1875
0243: set actor $CHAR_GUNSHOPOWNER ped stats to  16
0173: set actor $CHAR_GUNSHOPOWNER z angle to  170.0
0350: unknown actor $CHAR_GUNSHOPOWNER not scared flag  1
01B2: give actor $CHAR_GUNSHOPOWNER weapon  4 ammo  999
022D: set actor $CHAR_GUNSHOPOWNER to look at player $PLAYER_CHAR
0296: unload special actor  4
0452: (unknown)
0157: camera on player $PLAYER_CHAR  15  2
8118:   NOT   actor $CHAR_GUNSHOPOWNER dead
041C: make actor $CHAR_GUNSHOPOWNER say  103  
02DF: unknown player $PLAYER_CHAR
01CA: actor $CHAR_GUNSHOPOWNER kill player $PLAYER_CHAR
0118:   actor $CHAR_GUNSHOPOWNER dead
009B: destroy actor instantly $CHAR_GUNSHOPOWNER
0247: request model #GANG03
8248:   NOT   model #GANG03 available
011A: set actor $FACTORY_TRIAD1 flags  1
009C: set actor $FACTORY_TRIAD1 wander path to  0
01C2: remove references to actor $FACTORY_TRIAD1  
0249: release model #GANG03
0019:    16@ >  1440000  ;; integer values
002A:    5 >= $41  ;; integer values
01EB: set car density to  0.0
0050: gosub Label015239
03BA: clear cars from cube  266.8125 -610.875  30.375  306.25 -479.875  34.8125
03C5: create random car for carpark  311.5 -510.25  28.0625  91.0
0408: set total rampages to  20
01F9: init rampage "PAGE 00"  6  120000 $VAR_RAMPAGE_AMOUNT1 #GANG05 #GANG06 -1 (PLAYERSDOOR) -1 (PLAYERSDOOR)  0  
03DF: all random peds #PIMP
01FA: $FLAG_RAMPAGE_STATUS = rampage status
0367: init gta3 rampage "PAGE 00"  7  120000 $VAR_RAMPAGE_AMOUNT7 #GANG09 #GANG10 -1 (PLAYERSDOOR) -1 (PLAYERSDOOR)  0    
00D8: mission cleanup
0110: clear player $PLAYER_CHAR wanted level
03D4:   garage $PORTLAND_IE_GARAGE contains neededcar  1
02FA: garage $PORTLAND_IE_GARAGE change to type  19
0360: open garage $PORTLAND_IE_GARAGE
0361: close garage $PORTLAND_IE_GARAGE
83B1:   NOT   garage $PORTLAND_IE_GARAGE door closed
00A5: $CAR_PORTLAND_IMPORT = create car $VAR_PORTLAND_IMPORT_TYPE at  1504.062 -680.0625  12.0625
0175: set car $CAR_PORTLAND_IMPORT z angle to  90.0
020A: set car $CAR_PORTLAND_IMPORT door status to  1
8119:   NOT   car $CAR_PORTLAND_IMPORT wrecked
00B0:   car $CAR_PORTLAND_IMPORT  0 ()in rectangle  1496.75 -686.1875  1523.25 -666.75
00A6: destroy car $CAR_PORTLAND_IMPORT
01C3: remove references to car $CAR_PORTLAND_IMPORT  
03EC:   ev crane collected all cars  
01EF: deactivate crane  1570.25 -675.375  
01EE: activate crane  1570.25 -675.375  1638.688 -687.0625  1647.875 -700.0625  1571.062 -696.5  16.0  0.0  
80B0:   NOT   car $CAR_EV_CRANE  0 ()in rectangle  1668.562 -685.6875  1548.062 -745.5
03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages found
816B:   NOT   fading
01BB: store object $TRIAD_FISH_FACTORY_GATE position to $442 $443 $444
0042:   $442 ==  1016.0  ;; floating-point values
02B3:   player $PLAYER_CHAR in cube  1247.562 -822.0  12.0  1253.938 -815.0  18.0 radius  14.0 sphere  0
03BF: set player $PLAYER_CHAR ignored by everyone to  1 (true)
0336: (unknown) $PLAYER_CHAR  0 
03AD: set rubbish  0 (invisible)
043D: unknown set play intro flag  1
03F7: load island data  0  
02F3: load object #CUTOBJ01 "CS BAN"
0352: set actor $PLAYER_ACTOR skin to "PLAYER"
0353: refresh actor $PLAYER_ACTOR
0374: set motion blur  5
01B6: set weather  3
00C0: set current time  12  0
03B7: process cut scene only  0 (true)
038B: load requested models
02E4: load cutscene data "BET"
03CB: set camera -559.625  1030.5  40.0
0244: set cutscene pos -537.375  1051.188  36.875
02E5: $CUTSCENE_PLAYER = create cutscene object #SPECIAL04
02E6: set cutscene anim $CUTSCENE_PLAYER "PLAYERX"
02F4: create cutscene actor $INTRO_CATALINA from head #CUTOBJ05 and body $INTRO_CATALINAS_BODY  
02F5: set head anim $INTRO_CATALINA "CAT"  
0418: (unknown) $452  1 
02E7: start cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
82E9:   NOT cutscene reached end
0009: $463 +=  1.75  ;; floating-point values
039D: scatter particles  19  1.0  0  0  0  0 at $463 $464 $465 $466 $467 $468
044D: load splash "NEWS"
00BE: text clear all
03EB: clear small messages only
03F0: (unknown)  1 
02EA: end cutscene
0421: toggle rain  1  
0354: set up chase scene  1.0  
0250: create light at  780.5 -942.875  39.0 RGB values  235  255  250  
041D: set camera near clip  2.5
040A: remove car from chase  2  
0229: set car $EIGHT_CAR color to  58  1
0245: set actor $8BALL_CHAR walk style to  9
01ED: reset actor $8BALL_CHAR flags
01BE: set actor $8BALL_CHAR to look at spot  811.875 -939.9375  35.75
0355: clean up chase scene  
0373: set camera directly behind player
80E1:   NOT   key pressed  0  16
0344: (unknown)  580.0 
0349: text draw style =  0  
0342: (unknown)  1 
0340: set text draw color  190  190  190 $462
033F: set text draw letter width height  .75  1.0
0348: (unknown)  1 
0346: set text draw background color  0  0  0 $462  
0345: (unknown)  1 
033E: text draw  320.0  400.0 "PAPER1"  
000C: $462 -=  3  ;; integer values
0112:   wasted or busted
01C0: $47D = player $PLAYER_CHAR wanted level
01F7: set player $PLAYER_CHAR ignored by cops state to  1 (true)
03DE: set pedestrians density multiplier to  0.0
009F: set actor $WASTED_HELP_MEDIC objective to-1
03E7: flash hud  4
01D5: actor $WASTED_HELP_MEDIC go to and drive car $WASTED_HELP_AMBULANCE
00A8: set car $WASTED_HELP_AMBULANCE to psycho driver
010D: set player $PLAYER_CHAR wanted level to $47D
00DB:   actor $WASTED_HELP_MEDIC in car $WASTED_HELP_AMBULANCE
00AD: set car $WASTED_HELP_AMBULANCE max speed to  40.0
00AE: unknown set car $WASTED_HELP_AMBULANCE to ignore traffic lights  2
0397: car $WASTED_HELP_AMBULANCE siren =  1 (on)  
00A7: car $WASTED_HELP_AMBULANCE drive to  1023.0 -480.0  19.6875
02A3: toggle widescreen  0 (off)
0129: $BUSTED_HELP_COP_1 = create actor  4 #COP in car $BUSTED_HELP_POLICECAR_1 driverseat
032C: car $BUSTED_HELP_POLICECAR_2 ram $BUSTED_HELP_DIABLOCAR
00A9: set car $BUSTED_HELP_ENFORCER to normal driver
022C: set actor $BUSTED_HELP_SWAT_2 to look at actor $BUSTED_HELP_DIABLO
022F: set actor $BUSTED_HELP_SWAT_1 stop looking
01D4: actor $BUSTED_HELP_SWAT_2 go to car $BUSTED_HELP_ENFORCER and enter it as a passenger
02C2: car $BUSTED_HELP_ENFORCER drive to point  1133.0 -669.0  15.0
01AD:   car $BUSTED_HELP_ENFORCER  0 ()near point  1133.0 -669.0  3.0  3.0
02BC: set cop behaviour  0 (arrest)  
0317: increment mission attempts
0297: clear rampage kills
00DA: $PLAYER_CAR = player $PLAYER_CHAR car
03C4: set status text to $RC_BUGGY_KILLS  0 (number) "KILLS"  
014E: set timer to $COUNTDOWN_TIME1
801A:   NOT    1 > $COUNTDOWN_TIME1  ;; integer values
015A: restore camera
8442:   NOT   player $PLAYER_CHAR in car $PLAYER_CAR
0298: $RC_BUGGY_KILLS = rampage kills #DIABLOS
8241:   NOT   player $PLAYER_CHAR in remote mode
010C: change player into rc buggy $PLAYER_CHAR at $48A $48B $48C  180.0
014F: stop timer $COUNTDOWN_TIME1
0151: remove status text $RC_BUGGY_KILLS
0409: blow up rc buggy
0394: play music  1
0318: set latest mission passed "RC1"  
042F: save record  1 $RC1_RECORD
018A: $OFFROAD_CHECKPOINT_1 = create checkpoint at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z
024F: create corona  1.0  5  0 with color  0  200  200 at point $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z
03FD: save offroad time $182
03FE: save offroadII time $183
03FF: save offroadIII time $184
0400: save mayhem time $185
03C7: unknown maby cops density  .5
0070: $50D /= $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL  ;; integer values
0376: $PATIENT1 = create random actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z
0332: set actor $PATIENT1 bleeding to  1 (true)
02A9: set actor $PATIENT1 immune to nonplayer  1
0208: $PATIENT_Z_ANGLE = random float  0.0  359.875
0319: set actor $PATIENT1 wander state to  1 (off)
0187: $51B = create marker above actor $PATIENT1
0192: set actor $PATIENT1 objective to stand still
0054: store player $PLAYER_CHAR position to $543 $544 $545
02C0: set $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z to ped path coords closest to $PARAMEDIC_PATIENT_RANDOM_X $PARAMEDIC_PATIENT_RANDOM_Y $545
8022:   NOT    1540.0 > $PARAMEDIC_CREATE_PATIENT_X  ;; floating-point values
00EC:   actor $PATIENT1  0 ()near point $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius  25.0  25.0
0071: $553 /= $555  ;; floating-point values
0321: kill actor $PATIENT1
034F: destroy actor with fade $PATIENT1  
03A3: (unknown) $PATIENT1 
00A0: store actor $PATIENT1 position to $54B $54C $54D
00FD:   player $PLAYER_CHAR  0 ()near actor $PATIENT1 in car radius  10.0  10.0  2.0
80EB:   NOT   player $PLAYER_CHAR  0 ()near actor in car $PATIENT1 radius  25.0  25.0
00DF:   actor $PATIENT1 driving
00FA:   player $PLAYER_CHAR stopped  1 (in-sphere)near point in car $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius  6.0  6.0  2.0
01D3: actor $PATIENT1 leave car $PARAMEDIC_MISION_CAR
80DF:   NOT   actor $PATIENT1 driving
0211: actor $PATIENT1 walk to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y
003A:   $50A == $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL  ;; integer values and handles
0403: save highest ambulance level $PARAMEDIC_MISSION_LEVEL
0330: set player $PLAYER_CHAR infinite run to  1 (true)
0227: $503 = car $PARAMEDIC_MISION_CAR health
0209: $515 = random int  0  2
01E9: $506 = car $PARAMEDIC_MISION_CAR num passengers
01EA: $505 = car $PARAMEDIC_MISION_CAR max passengers
0224: set car $PARAMEDIC_MISION_CAR health to $PARAMEDIC_CAR_HEALTH
0401: increment people saved in ambulance
02C1: set $572 $573 $574 to car path coords closest to $56B $56C $571
8019:   NOT    16@ >  3000  ;; integer values
0325: $557 = create car $FIRE_MISSION_CAR fire
0186: $FIRE_MISSION_MARKER = create marker above car $FIRE_MISSION_CAR
02AA: set car $FIRE_MISSION_CAR immune to nonplayer  1
0154:   actor $FIRE_MISSION_DRIVER in zone "PORT W"
0384: text 1string "F START" "PORT W"  5000 ms  1  
82D0:   NOT   fire $557 extinguished
020B: explode car $FIRE_MISSION_CAR
0404: increment fires extinguished
0428: unknown car $VIGILANTE_CRIMINALS_CAR flag  1
0433: (unknown) $CRIMINAL_FOR_VIGILANTE  1 
036A: put actor $CRIMINAL_FOR_VIGILANTE in car $VIGILANTE_CRIMINALS_CAR
0291: unknown actor $CRIMINAL_FOR_VIGILANTE unknown behavior flag  1
03AA: play suspect last seen at $59C $59D $59E
80E9:   NOT   player $PLAYER_CHAR  0 ()near actor $CRIMINAL_FOR_VIGILANTE radius  100.0  100.0
8184:   NOT   actor $CRIMINAL_FOR_VIGILANTE health >=  70
0377: set actor $CRIMINAL_FOR_VIGILANTE objective to-32
00D9: $VIGILANTE_CRIMINALS_CAR = actor $CRIMINAL_FOR_VIGILANTE car
03ED: (unknown) $VIGILANTE_CRIMINALS_CAR  1 
01CE: actor $CRIMINAL_FOR_VIGILANTE avoid player $PLAYER_CHAR
00E9:   player $PLAYER_CHAR  0 ()near actor $CRIMINAL_FOR_VIGILANTE radius  150.0  150.0
0248:   model #SENTINEL available
03D3: point $59C $59D $59E get nearby vector $59C $59D $59E $5A5
01CC: actor $CRIMINAL_FOR_VIGILANTE kill player $PLAYER_CHAR
01D9: actor $CRIMINAL_FOR_VIGILANTE run away from car $593
01C1:   car $VIGILANTE_CRIMINALS_CAR stopped
82CA:   NOT   car $VIGILANTE_CRIMINALS_CAR bounding sphere visible
80C2:   NOT   sphere onscreen $59C $59D $59E  4.0
00AB: put car $VIGILANTE_CRIMINALS_CAR at $59C $59D $59E
01F4:   car $VIGILANTE_CRIMINALS_CAR flipped
8185:   NOT   car $VIGILANTE_CRIMINALS_CAR health >=  250
0402: increment criminals stopped
0218: text 1number styled "REWARD" $VIGILANTE_BONUS  6000 ms  6    
0413: (unknown) $PLAYER_CHAR  1 
0216: set car $TAXI_MISSION_CAR taxi available light to  1 (on)
80DC:   NOT   player $PLAYER_CHAR driving $TAXI_MISSION_CAR
02DD: set actor $PED_FOR_TAXIMISSION creation zone "IND ZON"
0365: set actor $PED_FOR_TAXIMISSION objective to-29
80FD:   NOT   player $PLAYER_CHAR  0 ()near actor $PED_FOR_TAXIMISSION in car radius  7.0  7.0  2.0
81C1:   NOT   car $TAXI_MISSION_CAR stopped
0185:   car $TAXI_MISSION_CAR health >=  500
020F: actor $PED_FOR_TAXIMISSION look at player $PLAYER_CHAR
80DB:   NOT   actor $PED_FOR_TAXIMISSION in car $TAXI_MISSION_CAR
81AC:   NOT   car $TAXI_MISSION_CAR stopped  1 (in-sphere)in cube $5B5 $5B6 $5B7 $5B8 $5B9 $5BA  
001F:    17@ > $5C8  ;; integer values
0315: increment taxi dropoffs
036D: text 2numbers styled "IN ROW" $FARES_INROW_COMPLETED $FARES_INROW_BONUS  5000 ms  6  
0193: set actor $PED_FOR_TAXIMISSION objective to act like ped
00BD: text mediumpriority "TAXI1"  1500 ms  1    
0316: save taxi earnings from $TOTAL_TAXI_EARNINGS
042B: clear peds from cube  1164.25 -888.8125  10.0  1291.75 -811.6875  20.0
03D5: remove text "MEA1 H"  
039E: (unknown) $5CC  1 
00DC:   player $PLAYER_CHAR driving $5CB
80FB:   NOT   player $PLAYER_CHAR  0 ()near actor $5CC radius  30.0  30.0  30.0
03D2:   wav ended
8103:   NOT   actor $5CC stopped near point in car  1205.688 -789.1875  14.75 radius  4.0  4.0  6.0 sphere $A  
040D: clear mission audio
00ED:   actor $5CC  0 ()near point on foot  1204.188 -801.875 radius  .5  .5
0029:    17@ >=  20000  ;; integer values
00A1: put actor $5CC at  1204.188 -801.875  13.6875
80FF:   NOT   actor $5CC  0 ()near point on foot  1205.875 -805.75  14.0 radius  1.0  1.0  1.0
01AC:   car $5CB stopped  0 ()in cube  1135.75  55.5 -1.0  1149.75  46.25  9.0  
00E3:   player $PLAYER_CHAR  0 ()near point  1140.25  50.0625 radius  20.0  20.0
83A0:   NOT   car $5CB picked up by crane  1120.0  46.0  
0149:   car $5CB crushed by car crusher  
00FF:   actor $5DA  0 ()near point on foot  1209.375 -807.1875  14.0 radius  4.0  4.0  4.0
0329:   garage $PORTLAND_PAYNSPRAY_GARAGE respray done
8329:   NOT   garage $PORTLAND_PAYNSPRAY_GARAGE respray done
8199:   NOT   player $PLAYER_CHAR  0 ()in rectangle  922.5625 -366.0625  928.5625 -354.25  
81B0:   NOT   car $5D9 stopped $A near point  1195.562 -805.0  13.6875 radius  4.0  4.0  4.0
01B0:   car $5D9 stopped  0 ()near point  1195.562 -805.0  13.6875 radius  4.0  4.0  4.0
0135:  2 = car $5D9 door status  
82BF:   NOT   car $5ED sunk
01E0: clear leader $MEAT4_CARLOS
020E: actor $MEAT4_CARLOS look at actor $5F6
01C9: actor $MEAT4_CARLOS kill actor $5F6
016E: override restart at  811.875 -939.9375  35.75  180.0
02A2: create particle  4  0 at  791.625 -936.875  38.3125  
0159: camera on ped $8BALL_CHAR  15  2
041E: set radio station  0  0
81A0:   NOT   player $PLAYER_CHAR stopped $A in cube in car  879.375 -303.375  7.25  870.0625 -311.6875  10.0  
81AA:   NOT   actor $8BALL_CHAR stopped  0 ()in cube in car  879.375 -303.375  7.25  870.0625 -311.6875  10.0  
8448:   NOT   actor $8BALL_CHAR in car $EIGHT_CAR
03F3: get car $EIGHT_CAR color $62D $62E
0239: actor $8BALL_CHAR run to  892.6875 -308.5625
0339:   objects in cube  870.375 -309.875  6.0  865.1875 -314.6875  12.0  0  1  1  1  1
011C: actor $PLAYER_ACTOR clear objective
01B7: release weather
03AE: remove objects from cube  804.0 -948.0  30.0  765.125 -924.3125  50.0
0108: destroy object $45E
83EE:   NOT   player $PLAYER_CHAR controllable
00EB:   player $PLAYER_CHAR  0 ()near actor in car $MISTY_CHAR radius  20.0  20.0
029F:   player $PLAYER_CHAR stopped
01DF: tie actor $MISTY_CHAR to player $PLAYER_CHAR
8320:   NOT   actor $MISTY_CHAR in range of player $PLAYER_CHAR
81A8:   NOT   actor $MISTY_CHAR stopped $A in cube  903.75 -420.1875  14.0  908.25 -431.0625  18.0  
819E:   NOT   player $PLAYER_CHAR stopped  0 ()in cube  903.75 -420.1875  14.0  908.25 -431.0625  18.0  
0255: set critical mission restart at  811.875 -939.9375  35.75 angle  180.0  
01F6: cancel override restart
03DC: $LUIGI2_BAT_MARKER = create marker above pickup $LUIGI2_BAT_PICKUP
03F9: make actors $LUIGI2_DEALER $LUIGI2_PROSTITUTE1 converse in -1 ms
00FB:   player $PLAYER_CHAR  0 ()near actor $LUIGI2_DEALER radius  10.0  10.0  10.0
0335: set free paynspray to  1 (true)
03BC: $647 = create sphere  925.0625 -350.5  9.25  2.5
03BD: destroy sphere $647
021B: set garage $LUIGIS_LOCKUP_GARAGE to accept car $LUIGI2_DEALER_CAR
821C:   NOT   car inside garage $LUIGIS_LOCKUP_GARAGE
80F7:   NOT   player $PLAYER_CHAR  0 ()near point in car  1088.375 -574.375  13.6875 radius  2.5  2.5  2.5
0422:   garage contain car $LUIGIS_LOCKUP_GARAGE $LUIGI2_DEALER_CAR  
022A: remove forbidden for peds cube  1609.75 -615.1875  9.0  1557.75 -673.375  20.0
01D0: actor $LUIGI2_PROSTITUTE1 avoid player $PLAYER_CHAR
80E8:   NOT   player $PLAYER_CHAR stopped $A near point in car  937.875 -259.75 radius  3.0  3.0  
8122:   NOT   player $PLAYER_CHAR pressing horn
8443:   NOT   player $PLAYER_CHAR in a car
8126:   NOT   actor $LUIGI3_MISTY walking
01D2: actor $LUIGI3_MISTY follow player $PLAYER_CHAR
80E6:   NOT   player $PLAYER_CHAR stopped $A near point  1196.0 -874.0 radius  3.0  4.0  
80EF:   NOT   actor $LUIGI3_MISTY stopped  0 ()near point  1196.0 -874.0 radius  3.0  4.0  
039C: (unknown) $LUIGI4_PIMP_CAR  1 
01C8: $LUIGI4_PIMP = create actor  4 #PIMP in car $LUIGI4_PIMP_CAR passenger seat  0
00AF: set car $LUIGI4_PIMP_CAR driver behaviour to  11
03DD: pickup $LUIGI4_COLT45_PICKUP show on radar  20 $665  
03D0:   wav loaded
02CA:   car $LUIGI4_PIMP_CAR bounding sphere visible
00FC:   player $PLAYER_CHAR  0 ()near actor $LUIGI5_PROSTITUTE1 on foot radius  8.0  8.0  2.0
01A8:   actor $LUIGI5_PROSTITUTE1 stopped  0 ()in cube  1003.5 -883.0  13.875  996.75 -876.375  18.0  
0396:  1 (set) useless flag
01C4: remove references to object $LUIGI5_POLICE_BALL_SIGN  
044F: (unknown) $LIPSFORELLI_CAR  1 
0294: unknown car $LIPSFORELLI_CAR flag  0
021D: set free bomb shop to  1 (true)  
8228:   NOT   car $LIPSFORELLI_CAR bomb status ==  2  
03C9:   car $LIPSFORELLI_CAR damaged  
0228:   car $LIPSFORELLI_CAR bomb status ==  5  
010F:   player $PLAYER_CHAR wanted level >  0
019D:   player $PLAYER_CHAR  0 ()in cube in car  1339.562 -459.5  49.0  1332.75 -462.75  53.0  
80B1:   NOT   car $LIPSFORELLI_CAR  0 ()in cube  1339.562 -459.5  49.0  1332.75 -462.75  53.0
03F4:  1 (set) cars can be damaged
0107: $JOEY2_NOODLE_STAND = create object -137 (NOODLESBOX) at  975.0 -720.0  14.0
0194: set actor $JOEY2_TRIAD1 objective to go to point  976.0625 -715.25  14.1875
035F: set actor $CHUNKY_LEE_CHONG armour to  100
0226: $JOEY2_CHUNKY_HEALTH = actor $CHUNKY_LEE_CHONG health
02AC: set car $JOEY3_VAN immunities  1  1  0  0  1
010E: set player $PLAYER_CHAR minimum wanted level to  1
03A5: set garage $SECURICAR_GARAGE type to  7  118  
0369: put player $PLAYER_CHAR in car $JOEY4_LIMO
022E: set player $PLAYER_CHAR to look at actor $TONI_CIPRIANI
81AD:   NOT   car $JOEY4_LIMO  0 ()near point  1198.5 -871.375  2.0  2.0
0230: set player $PLAYER_CHAR stop looking
03A2: (unknown) $JOEY4_LIMO  0 
02AB: set actor $JOEY4_TRIAD1 immunities  1  1  1  1  1
01A0:   player $PLAYER_CHAR stopped  0 ()in cube in car  839.1875 -667.375  14.0  842.0625 -673.875  17.0  
0126:   actor $JOEY4_TRIAD1 walking
01B9: set actor $TONI_CIPRIANI armed weapon to  0
01E7: remove forbidden for cars cube  824.875 -633.75  13.0  845.25 -693.75  18.0
03AB: (unknown) $FORELLI_CAR1  1 
00B1:   car $CAR_WITH_CORPSE  0 ()in cube  1135.75  55.5 -1.0  1149.75  46.25  30.0
8149:   NOT   car $CAR_WITH_CORPSE crushed by car crusher  
819B:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)in rectangle in car  1089.875 -223.875  1084.5 -228.5  
019B:   player $PLAYER_CHAR stopped  0 ()in rectangle in car  1089.875 -223.875  1084.5 -228.5  
8198:   NOT   player $PLAYER_CHAR  0 ()in rectangle in car  1089.875 -223.875  1084.5 -228.5  
0197:   player $PLAYER_CHAR  0 ()in rectangle on foot  1089.875 -223.875  1084.5 -228.5  
8018:   NOT   $735 >  2  ;; integer values
0221: set player $PLAYER_CHAR trapped in car  0
042A:   ped threat exists  8  1  
03F2: pedgroup  8 remove threat  1
80F6:   NOT   player $PLAYER_CHAR  1 (in-sphere)near point on foot  1219.562 -320.6875  27.375 radius  1.0  1.0  2.0
03D6: remove big text "M PASS"  
819D:   NOT   player $PLAYER_CHAR  0 ()in cube in car  903.75 -420.1875  14.0  908.25 -431.0625  18.0  
012A: put player $PLAYER_CHAR at  1454.562 -189.5  55.0 and remove from car
01B1: give player $PLAYER_CHAR weapon  4 ammo  20
01B8: set player $PLAYER_CHAR armed weapon to  4
01DE: tie actor $TONI4_TRIAD4 to actor $TONI4_TRIAD1
0242: set car $BLOWFISH_GARBAGE_TRUCK bomb status to  1  
01B5: force weather  0
8356:   NOT   explosion type  3 in cube  961.0 -1112.5  12.5  969.5 -1122.75  15.0  
0003: shake camera  300
020C: create explosion  5 at  965.75 -1111.875  15.5
02CF: $7BA = create fire at  966.0 -1111.75  13.75
0392: object $7BF toggle in moving list  1
0381: throw object $7BF distance -10.0  6.0  18.0
8117:   NOT   player $PLAYER_CHAR wasted
80E5:   NOT   player $PLAYER_CHAR  0 ()near point in car $81A $81B radius  30.0  30.0
01D1: actor $MARIA follow actor $CHICO_DRUGDEALER
80F0:   NOT   actor $MARIA stopped  0 ()near point on foot $81A $81B radius  3.0  3.0
0372: set actor $CHICO_DRUGDEALER anim  0 wait state time  100 ms
016F: create particle  3  0.0  1.0  0  255  0  0 at  1270.812 -1107.688  11.0625
80F1:   NOT   actor $MARIA stopped $811 near point in car  1259.0 -1107.75 radius  3.0  3.0  
80ED:   NOT   actor $MARIA  0 ()near point on foot  1266.812 -1107.625 radius  1.0  1.0
03EA: generate cars around camera  1
01AF:   car $FRANK1_ENFORCER1  0 ()near point $814 $815 $816 radius  2.0  2.0  2.0
81AF:   NOT   car $FRANK1_ENFORCER1  0 ()near point $814 $815 $816 radius  2.0  2.0  2.0
03D7: set wav location $81A $81B $81C
80EC:   NOT   actor $FRANK1_PARTY_PERSON1  0 ()near point $81D $81E radius  2.0  2.0
01AE:   car $FRANK1_ENFORCER1 stopped  0 ()near point  1252.0 -1086.0  18.0  18.0
82CB:   NOT   actor $MARIA bounding sphere visible
00F0:   actor $MARIA stopped  0 ()near point on foot  1440.5 -179.125 radius  1.0  1.0
0172: $814 = actor $MARIA z angle
00E7:   player $PLAYER_CHAR stopped  0 ()near point on foot  1440.625 -181.375 radius  1.0  1.0
0210: player $PLAYER_CHAR look at actor $MARIA
00AC:   car $FRANK1_PARTY_CAR1 on land  
02A0:   actor $FRANK1_PARTY_PERSON1 stopped  
82E0:   NOT unknown actor $FRANK1_PARTY_PERSON1
00E8:   player $PLAYER_CHAR stopped  0 ()near point in car  906.0 -425.0 radius  4.0  4.0  
81F4:   NOT   car $FRANK2_TAXI flipped
03CC: car $FRANK2_TAXI add to stuck car check  5.0 =  30000
03CE:   car $FRANK2_TAXI stuck
00A3:   actor $CURLY_BOB  0 ()in rectangle  1538.0 -741.0  1304.0 -901.0
03CD: car $FRANK2_TAXI remove from stuck car check
01E2: add route point  0 at  1533.875 -926.0 -100.0
01E1: set actor $FRANK3_CARTEL3 follow route  0  3
00E6:   player $PLAYER_CHAR stopped $A near point  1529.0 -824.0 radius  3.0  4.0  
00EF:   actor $FRANK3_8BALL stopped  1 (in-sphere)near point  1529.0 -824.0 radius  3.0  4.0  
002B:    5000 >=  16@  ;; integer values 
02D5:   player $PLAYER_CHAR firing weapons in rectangle  1610.562 -614.5625  1340.875 -1074.5  0
043A: start boat foam animation  
043B: update boat $A5 foam animation  
017A: set player $PLAYER_CHAR weapon  7 ammo to  0
03AC: clear route  0
00FE:   actor $FRANK3_CARTEL4  0 ()near point  1517.5 -940.5625  18.375 radius  .5  .5  2.0
80FA:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near point in car  827.25 -1084.25  6.75 radius  5.0  5.0  4.0
0323: unknown car $FRANK4_BOAT flag  1
02D4: unknown turn off car $FRANK4_BOAT engine
03FC: (unknown) $MARIA  0 
0438: (unknown) $MARIA  1 
80A4:   NOT   actor $MARIA  0 ()in cube  565.25 -678.375 -2.0  575.25 -688.375  4.0
044C: change to island  2  
034A: portland complete  
0161: tie marker $DIABLO1_CHEETAH1_MARKER to car $DIABLO1_CHEETAH1  0  1
0167: $925 = create marker at $DIABLO1_NEXT_CHECKPOINT_X $DIABLO1_NEXT_CHECKPOINT_Y $DIABLO1_NEXT_CHECKPOINT_Z  5  2
0168: show on radar $925  2
0166: set marker $925 brightness to  1
803A:   NOT   $934 == $935  ;; integer values and handles
838A:   NOT   car in cube $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z  4.0  4.0  4.0
039F: car $DIABLO1_CHEETAH1 race to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1
03E2: actor $DIABLO1_RACE_TIME exit car
00BB: text lowpriority "DIAB2 1"  5000 ms  1  
037F: give player detonator  
8383:   NOT   player $958 car horn activated == true
02C3: create donkey mags  0  
02C5: $981 = donkey mags picked up  
02D9: donkey mags picked up = none  
02C6: remove pickup items from ground  
02FD: text 2numbers lowpriority "AM1 F" $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS  15000 ms  1  
02FE: text 2numbers highpriority "AM1 8" $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS  5000 ms  1    
00C1: $ASUKA1_MINS_TO_SALVATORE_LEAVES = minutes to current time $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS
83C6:   NOT   current island ==  1  
80E3:   NOT   player $PLAYER_CHAR  0 ()near point  908.25 -86.0 radius  100.0  100.0
0123:   actor $ASUKA1_MAFIA9 spotted player $PLAYER_CHAR
0327: $9BE = create random car with actors -1 in area  900.4375 -431.875  905.75 -419.9375
0203:   actor $ASUKA1_MAFIA11 near car on foot $9BE radius  4.0  4.0 unknown  0
00EE:   actor $SALVATORE  0 ()near point in car  1371.0 -283.875 radius  50.0  50.0
0204:   actor $ASUKA1_MAFIA1 near car in car $9C2 radius  10.0  10.0 unknown  0  
00A4:   actor $SALVATORE  0 ()in cube  1428.75 -187.0  50.0  1442.5 -179.875  53.0
03B1:   garage $SALVATORES_GARAGE door closed
0411: (unknown) $ASUKA1_MAFIA14  1 
02E2: set actor $ASUKA2_MAFIA4 weapon accuracy to  70
81FC:   NOT   player $PLAYER_CHAR near car $ASUKA3_REPORTER_BOAT radius  55.0  55.0  0
02DB: set boat $ASUKA3_REPORTER_BOAT speed to  48.0
02D3: boat $ASUKA3_REPORTER_BOAT drive to  744.75 -350.0625  0.0
0362: remove actor $ASUKA3_REPORTER from car and place at  547.25 -778.375 -100.0
0188: $A40 = create marker above object $ASUKA4_FAKETARGET1
024C: text phone $PHONE_RAY1 "AM4 1A"    
8447:   NOT (unknown) $PLAYER_CHAR 
83C2:   NOT   phone $PHONE_RAY1 answered  
0447: (unknown) $PLAYER_CHAR 
03FB: (unknown) $ASUKA5_TANNER_CAR  1 
021C:   car inside garage $KENJI_LOCKUP_GARAGE
83C9:   NOT   car $KENJI2_CHEETAH damaged  
829F:   NOT   player $PLAYER_CHAR stopped
80F8:   NOT   player $PLAYER_CHAR stopped $A near point  452.25 -1465.75  17.5625 radius  4.0  4.0  4.0
0156: set zone ped density "PARK"  1 (day)  0  
0162: tie marker $KENJI5_YARDIE1_MARKER to actor $KENJI5_YARDIE1  1  3
82EE:   NOT   projectile in cube  376.5 -445.1875  28.0625  380.0625 -441.1875  31.6875  
0419: $RAY1_WITNESS_CAR = player $PLAYER_CHAR weapon  11 ammo
02EF:   projectile in cube  376.0625 -445.1875  28.0625  380.0625 -441.1875  31.6875  
0444: create fire audio $B93  1  
02B9: deactivate garage $WITSEC_HOUSE_GARAGE  
0299: activate garage $WITSEC_HOUSE_GARAGE  
00A2:   actor $RAY1_WITNESS alive  
80A3:   NOT   actor $RAY1_COP3  0 ()in rectangle  375.0 -441.5  386.0 -434.0
02CB:   actor $RAY1_WITNESS bounding sphere visible
0223: set actor $RAY2_PHIL health to  5
0382: unknown set object $C17 collision detection  0
035C: place object $C17 relative to car $C1D offset  .25 -1.6875 -.0625
01FC:   player $PLAYER_CHAR near car $C1D radius  20.0  20.0  0
038C: object $C17 scatter  0.0  0.0  16.0
02F8: unknown car $RAY4_GHOST unknown cosine $C83
02F9: unknown car $RAY4_GHOST unknown sinus $C84
02F1: unknown create gta3 exploding barrel at $C7A $C7B $C7C
01A3:   actor $RAY4_RAT stopped  0 ()in rectangle  1364.062 -614.5  1473.75 -560.1875  
02CE: $C7C = ground z $C7A $C7B $C7C
0099: $CBC = random integer 0-to-65535
8366:   NOT (unknown) $CAE 
03F8: (unknown) $CB0 
02D7:   player $PLAYER_CHAR currentweapon ==  2
00EA:   player $PLAYER_CHAR  0 ()near actor on foot $CCC radius  40.0  40.0
034E: unknown move object $3A to -770.375 -597.8125  11.8125 unknown angle  .0625  .0625  .0625  0
02E1: $CF3 = create cash pickup  20000 at  238.9375 -993.6875  21.0
01BC: put object $3A at -770.375 -599.25  11.8125
0358: create drop off cessna    
0359:   drop off cessna shot down  
035A: get drop off cessna coords $D70 $D71 $D72  
035B: $D5E = create drop off package $D70 $D71 $D72  
80F9:   NOT   player $PLAYER_CHAR stopped  1 (in-sphere)near point on foot  87.25 -1548.562  28.25 radius  2.0  1.0  2.0
80E4:   NOT   player $PLAYER_CHAR  0 ()near point on foot  87.4375 -1548.688 radius  1.0  1.0
034B: staunton complete  
81AE:   NOT   car $DC4 stopped  0 ()near point  113.0 -272.0  5.0  5.0
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  3
82D8:   NOT   actor $DC5 currentweapon ==  4
02A1: (unknown)  3500  1 
0351:   gore enabled  
81FD:   NOT   player $PLAYER_CHAR near car on foot $E27 radius  6.0  6.0  0  
0437: scatter particle  5  0.0 at $463 $464 $465 $466 $467 $468
81FE:   NOT   player $PLAYER_CHAR near car in car $E89 radius  15.0  15.0  0
01FD:   player $PLAYER_CHAR near car on foot $E89 radius  15.0  15.0  0  
044E: car $E89 level  1 (set from position)  
01AB:   car $E89 stopped  0 ()in rectangle -1049.125 -77.4375 -1037.188 -69.125  
0202:   actor $E9A near car $E89 radius  40.0  40.0 unknown  0
032D: car $E8F block $E89  
0165: set marker $F29 color to  4
01CB: actor $EEA kill actor $F0E
0130:   player $PLAYER_CHAR busted  
0420: override police station  2  
0117:   player $PLAYER_CHAR wasted
041F: override hospital  2  
0450: car $EE4 warp to player
0366: (unknown) $F67 
033A: create incoming cessna  
03A6: get drug plane coords $1003 $1004 $1005  
033B:   incoming cessna landed  
033C:   incoming cessna destroyed  
0240: unknown $1006  1  
0178:   player $PLAYER_CHAR picked up object $1006
0442:   player $PLAYER_CHAR in car $1046
0407: time taken defuse mission = $1067
02C7: scatter platinum  90 at -1080.0 -163.1875 -100.0  100.0  
8028:   NOT   $106D >=  30  ;; integer values
02C8: $106F = platinum pieces in car  
02C9: remove platinum from car  
031D:   actor $1077 hit by weapon  1
0410: override gang model  6  0  
03B8: clear weapons from player $PLAYER_CHAR
03B2: start catalina flyby  
03B9: create catalinas chopper $CAT1_CHOPPER  
03B5:   catalina shot down  
03B3: catalina take off  
83B5:   NOT   catalina shot down  
03B4: remove catalina heli  
0451: load end of game audio
043F: play cutscene music
034C: shoreside complete  
0434: show credits
8436:   NOT   reached end of credits
0436:   reached end of credits
0435: end credits
0222: set player $PLAYER_CHAR health to  100
0440: stop cutscene music
