DEFINE VERSION VICE 1.3

0002: jump SecondSegment 
DEFINE MEMORY 34329

:SecondSegment
0002: jump ThirdSegment 
DEFINE OBJECTS 1
DEFINE OBJECT (no name)      ;; This is an unused object. You can put anything here.

:ThirdSegment
0002: jump LabelMAIN 
DEFINE MISSIONS 0

;-------------MAIN---------------

:LabelMAIN
03A4: name_thread "MAIN" 
016A: fade 0  0 ms 
01F0: set_max_wanted_level_to 6 
0111: set_wasted_busted_check_to 0 (disabled)  
00C0: set_current_time 12 0 
04E4: unknown_refresh_game_renderer_at 83.0 -849.8 
03CB: set_camera 83.0 -849.8 9.3 
0053: $PLAYER_CHAR = create_player #NULL at 80.0 -849.8 9.3 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0001: wait 0 ms 
01B6: set_weather 0 
00D6: if 0 
8118:   NOT   actor $PLAYER_ACTOR dead 
004D: jump_if_false LabelMAIN2 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER" 
038B: load_requested_models 
0353: refresh_actor $PLAYER_ACTOR 

:LabelMAIN2
016A: fade 1 (back)  1000 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false LabelMAIN3 
04BB: select_interiour 0  ;; select render area 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
01B7: release_weather 

:LabelMAIN3
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false LabelMAIN3 
00D6: if 0 
00E1:   key_pressed 0 19 
004D: jump_if_false LabelMAIN3 
00D6: if 0 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false LabelMAIN9 
03C1: 1@ = player $PLAYER_CHAR car 
0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 2.0 0.0 
00AA: store_car 1@ position_to 5@ 6@ 7@ 
000B: 7@ += 2.0  ;; floating-point values 
02E3: 9@ = car 1@ speed 
0174: 10@ = car 1@ z_angle 
0441: 11@ = car 1@ model 

0247: request_model #skimmer 

:LabelMAIN4
0001: wait 0 ms 
00D6: if 0 
0248:   model #skimmer available 
004D: jump_if_false LabelMAIN4 

012A: put_player $PLAYER_CHAR at 2@ 3@ 4@ and_remove_from_car 
00A6: destroy_car 1@ 
00A5: 8@ = create_car #skimmer at 5@ 6@ 7@ 
0175: set_car 8@ z_angle_to 10@ 
0369: put_player $PLAYER_CHAR in_car 8@ 
04BA: set_car 8@ speed_instantly 9@ 
0249: release_model #skimmer 
01C3: remove_references_to_car 8@  ;; Like turning a car into any random car 

:LabelMAIN5
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false LabelMAIN3 
00D6: if 0 
80E1:   NOT   key_pressed 0 19 
004D: jump_if_false LabelMAIN5 

:LabelMAIN6
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false LabelMAIN3 
00D6: if 0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #skimmer 
004D: jump_if_false LabelMAIN3 
00D6: if 0 
00E1:   key_pressed 0 19 
004D: jump_if_false LabelMAIN6 
03C1: 1@ = player $PLAYER_CHAR car 
0407: create_coordinate 2@ 3@ 4@ from_car 1@ offset 0.0 2.0 0.0 
00AA: store_car 1@ position_to 5@ 6@ 7@ 
000B: 7@ += 2.0  ;; floating-point values 
02E3: 9@ = car 1@ speed 
0174: 10@ = car 1@ z_angle 

0247: request_model 11@ 

:LabelMAIN7
0001: wait 0 ms 
00D6: if 0 
0248:   model 11@ available 
004D: jump_if_false LabelMAIN7 

012A: put_player $PLAYER_CHAR at 2@ 3@ 4@ and_remove_from_car 
00A6: destroy_car 1@ 
00A5: 8@ = create_car 11@ at 5@ 6@ 7@ 
0175: set_car 8@ z_angle_to 10@ 
0369: put_player $PLAYER_CHAR in_car 8@ 
04BA: set_car 8@ speed_instantly 9@ 
0249: release_model 11@ 
01C3: remove_references_to_car 8@  ;; Like turning a car into any random car 
02EB: restore_camera_with_jumpcut 

:LabelMAIN8
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false LabelMAIN3 
00D6: if 0 
80E1:   NOT   key_pressed 0 19 
004D: jump_if_false LabelMAIN8 
0002: jump LabelMAIN3 

:LabelMAIN9
0247: request_model #freeway 

:LabelMAIN10
0001: wait 0 ms 
00D6: if 0 
0248:   model #freeway available 
004D: jump_if_false LabelMAIN10 
0054: store_player $PLAYER_CHAR position_to 5@ 6@ 7@ 
0170: 10@ = player $PLAYER_CHAR z_angle 
00A5: 0@ = create_car #freeway at 5@ 6@ 7@ 
0175: set_car 0@ z_angle_to 10@ 
0369: put_player $PLAYER_CHAR in_car 0@ 
0249: release_model #freeway 
01C3: remove_references_to_car 0@  ;; Like turning a car into any random car 

:LabelMAIN11
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false LabelMAIN3 
00D6: if 0 
80E1:   NOT   key_pressed 0 19 
004D: jump_if_false LabelMAIN11 
0002: jump LabelMAIN3 
