; This file is made to look like the player has completed the game.
; It is based on the very_stripped.txt and barely_stripped.txt file.

; Details:
; - No hidden packages (Tommy's collected all of them)
; - No rampages (Tommy's completed all of them)
; - No Unique Stunt Jumps (Tommy's done all of them)
; - Bonus weapon pickups (all weapons available outside hideouts)
; - Bonus player attributes (unlimited ammo, fast reload, run fast, 200 health, 200 armour, fireproof)
; - Bonus mission objects (like moneybags, shovel, damaged paintings in V. Estate).
; - Bonus mission threads (like rob the bank anytime, bodyguards (modded version))

; If you don't want unlimited ammo, remove the line '030C: set_mission_points += 154&'

DEFINE VERSION VICE 1.3

0002: jump Label008620 
DEFINE MEMORY  34329

:Label008620
0002: jump Label00994C 
DEFINE OBJECTS  204
DEFINE OBJECT (no name)                   ;; This is an unused object. You can put anything here.
DEFINE OBJECT DTN_STADDOORA               ;; Object number -1
DEFINE OBJECT DTN_STADDOORB               ;; Object number -2
DEFINE OBJECT DTHOTRING_A                 ;; Object number -3
DEFINE OBJECT BRIBE                       ;; Object number -4
DEFINE OBJECT CI_GATESCLOSED              ;; Object number -5
DEFINE OBJECT CI_BACKGATECLOSE            ;; Object number -6
DEFINE OBJECT INFO                        ;; Object number -7
DEFINE OBJECT YT_MAIN_BODY                ;; Object number -8
DEFINE OBJECT YT_MAIN_BODY2               ;; Object number -9
DEFINE OBJECT YT_DOORS14                  ;; Object number -10
DEFINE OBJECT YT_TMP_BOAT                 ;; Object number -11
DEFINE OBJECT LODMAIN_BODY                ;; Object number -12
DEFINE OBJECT YACHT_CHUNK_KB              ;; Object number -13
DEFINE OBJECT YT_GANGPLNK_TMP             ;; Object number -14
DEFINE OBJECT DTBLOODRING_A               ;; Object number -15
DEFINE OBJECT DTDIRTRING_A                ;; Object number -16
DEFINE OBJECT PICKUPSAVE                  ;; Object number -17
DEFINE OBJECT BODYARMOUR                  ;; Object number -18
DEFINE OBJECT STRIPCLBDROPEN              ;; Object number -19
DEFINE OBJECT OD_CLBDR_OPEN               ;; Object number -20
DEFINE OBJECT COP_DR_CLOSED               ;; Object number -21
DEFINE OBJECT STRPBCKDRCLSD               ;; Object number -22
DEFINE OBJECT STRIPCLBDRCLSD              ;; Object number -23
DEFINE OBJECT COP_DR_OPEN                 ;; Object number -24
DEFINE OBJECT OD_CLBDR_CLOSE              ;; Object number -25
DEFINE OBJECT LH_IMP_EXP01                ;; Object number -26
DEFINE OBJECT LH_IMP_EXP02                ;; Object number -27
DEFINE OBJECT LH_IMP_EXP03                ;; Object number -28
DEFINE OBJECT LH_IMP_EXP04                ;; Object number -29
DEFINE OBJECT LH_STRIKETHROUGH            ;; Object number -30
DEFINE OBJECT COMGATE1OPEN                ;; Object number -31
DEFINE OBJECT COMGATE2OPEN                ;; Object number -32
DEFINE OBJECT ELECTRICGATE                ;; Object number -33
DEFINE OBJECT MONEYBAG                    ;; Object number -34
DEFINE OBJECT BOOMSHINE                   ;; Object number -35
DEFINE OBJECT MASK                        ;; Object number -36
DEFINE OBJECT COKE_VOODOO                 ;; Object number -37
DEFINE OBJECT TROPHY1                     ;; Object number -38
DEFINE OBJECT SUTIBAG                     ;; Object number -39
DEFINE OBJECT PORNPOSTERS                 ;; Object number -40
DEFINE OBJECT FRAME1                      ;; Object number -41
DEFINE OBJECT FRAME1DAMAGED               ;; Object number -42
DEFINE OBJECT FLAME_TINS                  ;; Object number -43
DEFINE OBJECT TROPHIES                    ;; Object number -44
DEFINE OBJECT HELI_BOX                    ;; Object number -45
DEFINE OBJECT PIZZA_BOX1                  ;; Object number -46
DEFINE OBJECT PIZZA_MESS                  ;; Object number -47
DEFINE OBJECT PIZZA_MESS2                 ;; Object number -48
DEFINE OBJECT MAN_RUBBISH03               ;; Object number -49
DEFINE OBJECT GASH_BAGS1                  ;; Object number -50
DEFINE OBJECT GASHBAGS2                   ;; Object number -51
DEFINE OBJECT POLOROIDS                   ;; Object number -52
DEFINE OBJECT GUN_DOCS                    ;; Object number -53
DEFINE OBJECT SHOVEL                      ;; Object number -54
DEFINE OBJECT KILLFRENZY                  ;; Object number -55
DEFINE OBJECT COMGATE1CLOSED              ;; Object number -56
DEFINE OBJECT COMGATE2CLOSED              ;; Object number -57
DEFINE OBJECT NT_ROADBLOCKCI              ;; Object number -58
DEFINE OBJECT NT_ROADBLOCKGF              ;; Object number -59
DEFINE OBJECT WSH_ROADBLOCK               ;; Object number -60
DEFINE OBJECT MANSION_NEW_DOORS           ;; Object number -61
DEFINE OBJECT MAN_DOORCLOSED              ;; Object number -62
DEFINE OBJECT WSHPERDRCLSD                ;; Object number -63
DEFINE OBJECT HAITAXIDR                   ;; Object number -64
DEFINE OBJECT B_HSE_DOORS                 ;; Object number -65
DEFINE OBJECT DK_CAMJONESDOOR             ;; Object number -66
DEFINE OBJECT DTS_GS_LIFTDOORL            ;; Object number -67
DEFINE OBJECT DTS_GS_LIFTDOORR            ;; Object number -68
DEFINE OBJECT DTS_SPOT_A                  ;; Object number -69
DEFINE OBJECT DTS_SOAPYTITWANK_A          ;; Object number -70
DEFINE OBJECT DT_GSPOT_STAIRS             ;; Object number -71
DEFINE OBJECT OD_CELLDOOR02               ;; Object number -72
DEFINE OBJECT CI_JETYGATESCLOSED          ;; Object number -73
DEFINE OBJECT NHAITPLATDR                 ;; Object number -74
DEFINE OBJECT NHAITPLATDRR                ;; Object number -75
DEFINE OBJECT SPAD_DR_CLOSED1             ;; Object number -76
DEFINE OBJECT SPAD_DR_CLOSED2             ;; Object number -77
DEFINE OBJECT SPAD_DR_CLOSED3             ;; Object number -78
DEFINE OBJECT PH_BUILD_DR_CLOSED          ;; Object number -79
DEFINE OBJECT ICEDOOR                     ;; Object number -80
DEFINE OBJECT DTS_BBDOOR                  ;; Object number -81
DEFINE OBJECT GOLF_GATESCLOSED            ;; Object number -82
DEFINE OBJECT PRINTDOOOR                  ;; Object number -83
DEFINE OBJECT UNROCKETED_WIN1             ;; Object number -84
DEFINE OBJECT BNK_GRILL01                 ;; Object number -85
DEFINE OBJECT HEALTH                      ;; Object number -86
DEFINE OBJECT ADRENALINE                  ;; Object number -87
DEFINE OBJECT MOB_MOBROOM2                ;; Object number -88
DEFINE OBJECT MOB_DETAILSB                ;; Object number -89
DEFINE OBJECT AP_RADAR1_01                ;; Object number -90
DEFINE OBJECT VEG_PALM04                  ;; Object number -91
DEFINE OBJECT DOC_CRANEEGGS04             ;; Object number -92
DEFINE OBJECT DOC_CRANE_CAB04             ;; Object number -93
DEFINE OBJECT DOCKFUEL07                  ;; Object number -94
DEFINE OBJECT LODCARGOSHP03               ;; Object number -95
DEFINE OBJECT LODCARGOSHP04               ;; Object number -96
DEFINE OBJECT LODCARGOSHP05               ;; Object number -97
DEFINE OBJECT LODCARGOSHP24               ;; Object number -98
DEFINE OBJECT LODCARGOSHP25               ;; Object number -99
DEFINE OBJECT LODCARGOSHP28               ;; Object number -100
DEFINE OBJECT LODCARGOSHP32               ;; Object number -101
DEFINE OBJECT LODCARGOSHP35               ;; Object number -102
DEFINE OBJECT LODCARGOSHP41               ;; Object number -103
DEFINE OBJECT LODCARGOSHP47               ;; Object number -104
DEFINE OBJECT LODCARGOSHP50               ;; Object number -105
DEFINE OBJECT LODCARGOSHP51               ;; Object number -106
DEFINE OBJECT LODCARGOSHP64               ;; Object number -107
DEFINE OBJECT LODCARGOSHP70               ;; Object number -108
DEFINE OBJECT LODCARGOSHP71               ;; Object number -109
DEFINE OBJECT LODCARGOSHP72               ;; Object number -110
DEFINE OBJECT LODCARGOSHP73               ;; Object number -111
DEFINE OBJECT LODARGOHULL2                ;; Object number -112
DEFINE OBJECT BIG_POLY_TINGS_B            ;; Object number -113
DEFINE OBJECT BARREL4                     ;; Object number -114
DEFINE OBJECT BIG_POLY_TINGS              ;; Object number -115
DEFINE OBJECT SPAD_DR_OPEN3               ;; Object number -116
DEFINE OBJECT SPAD_DR_OPEN2               ;; Object number -117
DEFINE OBJECT SPAD_DR_OPEN1               ;; Object number -118
DEFINE OBJECT SEXYPOOLCOVER               ;; Object number -119
DEFINE OBJECT BRIEFCASE                   ;; Object number -120
DEFINE OBJECT FAKETARGET                  ;; Object number -121
DEFINE OBJECT MAN_DOOROPEN                ;; Object number -122
DEFINE OBJECT GOLF_GATESOPEN              ;; Object number -123
DEFINE OBJECT DYNAMITE                    ;; Object number -124
DEFINE OBJECT BARREL2                     ;; Object number -125
DEFINE OBJECT BLDNGST2MESHDAM             ;; Object number -126
DEFINE OBJECT BLDNGST2MESH                ;; Object number -127
DEFINE OBJECT JW_COFFIN                   ;; Object number -128
DEFINE OBJECT KEYCARD                     ;; Object number -129
DEFINE OBJECT TAR_GUN1                    ;; Object number -130
DEFINE OBJECT TAR_GUN2                    ;; Object number -131
DEFINE OBJECT TAR_FRAME                   ;; Object number -132
DEFINE OBJECT TAR_DOWNLEFT                ;; Object number -133
DEFINE OBJECT TAR_DOWNRIGHT               ;; Object number -134
DEFINE OBJECT TAR_TOP                     ;; Object number -135
DEFINE OBJECT TAR_UPLEFT                  ;; Object number -136
DEFINE OBJECT TAR_UPRIGHT                 ;; Object number -137
DEFINE OBJECT BNK_LFT_DOOR1               ;; Object number -138
DEFINE OBJECT BNK_LFT_DOOR2               ;; Object number -139
DEFINE OBJECT GASGRENADE                  ;; Object number -140
DEFINE OBJECT ROCKETED_WIN1               ;; Object number -141
DEFINE OBJECT OD_CLUBOUT_DY               ;; Object number -142
DEFINE OBJECT OD_CLUBOUT_NT               ;; Object number -143
DEFINE OBJECT OD_CLUBNEON                 ;; Object number -144
DEFINE OBJECT OD_CLUBDOORS                ;; Object number -145
DEFINE OBJECT VEG_PALMKBB11               ;; Object number -146
DEFINE OBJECT ODNROAD01_NT                ;; Object number -147
DEFINE OBJECT ODNROAD01_DY                ;; Object number -148
DEFINE OBJECT OD_CLUBBACK                 ;; Object number -149
DEFINE OBJECT MIAMIODNROADXA              ;; Object number -150
DEFINE OBJECT LODD_BUILD2                 ;; Object number -151
DEFINE OBJECT SPAD_BUILDNEW               ;; Object number -152
DEFINE OBJECT VEG_PALMBIG14               ;; Object number -153
DEFINE OBJECT GUNBOX                      ;; Object number -154
DEFINE OBJECT OD_WTSIGN                   ;; Object number -155
DEFINE OBJECT OD_CHARIOT                  ;; Object number -156
DEFINE OBJECT LODD_BUILDNEW               ;; Object number -157
DEFINE OBJECT LODCHARIOT                  ;; Object number -158
DEFINE OBJECT PH_BUILD_DR_OPEN            ;; Object number -159
DEFINE OBJECT DTS_SOAPYTITWANK_B          ;; Object number -160
DEFINE OBJECT ML_TARBRUSH                 ;; Object number -161
DEFINE OBJECT ML_TARBRUSHDAMAGE           ;; Object number -162
DEFINE OBJECT CI_GATESOPEN                ;; Object number -163
DEFINE OBJECT CI_BACKGATEOPEN             ;; Object number -164
DEFINE OBJECT CI_JETYGATESOPEN            ;; Object number -165
DEFINE OBJECT DK_REEF                     ;; Object number -166
DEFINE OBJECT DOONTOON50                  ;; Object number -167
DEFINE OBJECT ROAD_DOWNTOWN_NEW2          ;; Object number -168
DEFINE OBJECT ROAD_DOWNTOWN02             ;; Object number -169
DEFINE OBJECT AMMUNATION_DT               ;; Object number -170
DEFINE OBJECT DOONTOON19                  ;; Object number -171
DEFINE OBJECT DT_COMPOUND_ROOF            ;; Object number -172
DEFINE OBJECT DOONTOON51                  ;; Object number -173
DEFINE OBJECT LODNTOON28                  ;; Object number -174
DEFINE OBJECT AMMU_WINDOWS1               ;; Object number -175
DEFINE OBJECT WATERJUMPX2                 ;; Object number -176
DEFINE OBJECT WATERJUMP1                  ;; Object number -177
DEFINE OBJECT BUILD1                      ;; Object number -178
DEFINE OBJECT BUILDBLOWN                  ;; Object number -179
DEFINE OBJECT HDRUGFACTORYINT             ;; Object number -180
DEFINE OBJECT HDRUGFACTORYPOL             ;; Object number -181
DEFINE OBJECT LODLD1                      ;; Object number -182
DEFINE OBJECT LODLDBLOWN                  ;; Object number -183
DEFINE OBJECT RCBOMB                      ;; Object number -184
DEFINE OBJECT LF_MEDIASTAGE               ;; Object number -185
DEFINE OBJECT PIZZABOX                    ;; Object number -186
DEFINE OBJECT LH_RACE01                   ;; Object number -187
DEFINE OBJECT LH_RACE02                   ;; Object number -188
DEFINE OBJECT LH_RACE03                   ;; Object number -189
DEFINE OBJECT LH_RACE04                   ;; Object number -190
DEFINE OBJECT LH_RACE05                   ;; Object number -191
DEFINE OBJECT LH_RACE06                   ;; Object number -192
DEFINE OBJECT TRAFFICCONE                 ;; Object number -193
DEFINE OBJECT CRAIGPACKAGE                ;; Object number -194
DEFINE OBJECT B_HSE_PIER                  ;; Object number -195
DEFINE OBJECT B_HSE_EXT                   ;; Object number -196
DEFINE OBJECT DOCKS28                     ;; Object number -197
DEFINE OBJECT DOCKSPROPS12                ;; Object number -198
DEFINE OBJECT DOCKS85                     ;; Object number -199
DEFINE OBJECT DK_DOCKROADS04              ;; Object number -200
DEFINE OBJECT B_HSE_PIERFENCE             ;; Object number -201
DEFINE OBJECT B_HSE_INTERIOR              ;; Object number -202
DEFINE OBJECT BOAT_KB2                    ;; Object number -203

:Label00994C
0002: jump Label009AE4 
DEFINE MISSIONS 1
DEFINE MISSION 0 AT Label031F34

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


:Label009AE4
03A4: name_thread "MAIN" 
016A: fade 0 ()  0 ms 
042C: set_total_missions_to 88 
030D: set_total_mission_points_to 154 
030C: set_mission_points += 154 
01F0: set_max_wanted_level_to 4 
0111: set_wasted_busted_check_to 0 (disabled)  
00C0: set_current_time 22 0 
04E4: unknown_refresh_game_renderer_at -304.5 -561.1 
03CB: set_camera -304.5 -561.1 14.0 
0053: $PLAYER_CHAR = create_player #NULL at -304.5 -561.1 14.0 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0417: start_mission 0 
029B: $ARENA_DOOR_1 = init_object -1 (DTN_STADDOORA) at -1109.615 1330.097 20.372 
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_1 
029B: $ARENA_DOOR_2 = init_object -2 (DTN_STADDOORB) at -1109.615 1331.932 20.372 
01C7: remove_object_from_mission_cleanup_list $ARENA_DOOR_2 
029B: $6 = init_object -3 (DTHOTRING_A) at -1037.08 1340.258 36.552 
01C7: remove_object_from_mission_cleanup_list $6 
0004: $67 = 0  ;; integer values 
0213: $110 = create_pickup -4 (BRIBE) type 15 at 393.9 -60.2 11.5 
0213: $111 = create_pickup -4 (BRIBE) type 15 at 116.0 -1313.1 4.4 
0213: $112 = create_pickup -4 (BRIBE) type 15 at 393.7 -660.6 10.7 
0213: $113 = create_pickup -4 (BRIBE) type 15 at 470.7 70.1 10.8 
0213: $114 = create_pickup -4 (BRIBE) type 15 at 382.7 364.1 10.8 
0213: $115 = create_pickup -4 (BRIBE) type 15 at 422.4 971.2 12.1 
0213: $116 = create_pickup -4 (BRIBE) type 15 at 89.1 887.4 10.5 
0213: $117 = create_pickup -4 (BRIBE) type 15 at -822.7 1304.5 11.7 
0213: $118 = create_pickup -4 (BRIBE) type 15 at -900.69 251.4 17.1 
0213: $119 = create_pickup -4 (BRIBE) type 15 at -973.7 61.0 10.4 
0213: $120 = create_pickup -4 (BRIBE) type 15 at -937.9 -114.1 17.0 
0213: $121 = create_pickup -4 (BRIBE) type 15 at -1015.9 -627.9 11.2 
0213: $122 = create_pickup -4 (BRIBE) type 15 at -906.3 -834.0 15.7 
014B: $87 = init_parked_car_generator #DELUXO -1 -1 1 alarm 0 door_lock 0 0 10000 at -1022.6 -868.6 12.2 angle 175.0 
014C: set_parked_car_generator $87 cars_to_generate_to 101 
014B: $88 = init_parked_car_generator #SABRETUR -1 -1 1 alarm 0 door_lock 0 0 10000 at -1014.1 -869.4 12.2 angle 188.0 
014C: set_parked_car_generator $88 cars_to_generate_to 101 
014B: $89 = init_parked_car_generator #SANDKING -1 -1 1 alarm 0 door_lock 0 0 10000 at -1014.3 -868.8 17.9 angle 195.0 
014C: set_parked_car_generator $89 cars_to_generate_to 101 
014B: $90 = init_parked_car_generator #HOTRING -1 -1 1 alarm 0 door_lock 0 0 10000 at -1023.2 -868.1 17.9 angle 172.0 
014C: set_parked_car_generator $90 cars_to_generate_to 101 
014B: $1977 = init_parked_car_generator #SEASPAR -1 -1 0 alarm 0 door_lock 0 0 10000 at -379.0 -632.1 10.2 angle 187.2 
014C: set_parked_car_generator $1977 cars_to_generate_to 101 
014B: $1978 = init_parked_car_generator #RHINO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1720.3 -239.6 14.8 angle 92.0 
014C: set_parked_car_generator $1978 cars_to_generate_to 101 
014B: $1979 = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0 10000 at -1681.2 -103.7 14.7 angle 180.0 
014C: set_parked_car_generator $1979 cars_to_generate_to 101 
014B: $2098 = init_parked_car_generator #HUNTER -1 -1 0 alarm 0 door_lock 0 0 10000 at -72.4 -1607.9 12.7 angle 0.0 
014C: set_parked_car_generator $2098 cars_to_generate_to 101 

029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object -163 (CI_GATESOPEN) at 10.273 963.308 12.258 
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_FRONT_GATE_OPEN 
029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object -164 (CI_BACKGATEOPEN) at -14.381 884.12 13.542 
01C7: remove_object_from_mission_cleanup_list $FILM_STUDIO_BACK_GATE_OPEN 
029B: $1810 = init_object -165 (CI_JETYGATESOPEN) at -115.825 1028.55 11.334 
01C7: remove_object_from_mission_cleanup_list $1810 


; 024A:  1168?? = create_phone_at  36.90385! -1023.3!
; 024A:  1172?? = create_phone_at  482.453!  244.221!
; 024A:  1176?? = create_phone_at  38.341! -1023.3!
; 024A:  1180?? = create_phone_at -1482.801! -825.2587!
; 024A:  1184?? = create_phone_at -976.7705! -530.5467!
0180: set_on_mission_flag_to $ONMISSION 
0005: $585 = 304.5  ;; floating-point values 
0005: $586 = 376.3  ;; floating-point values 
0005: $587 = 12.7  ;; floating-point values 
0005: $588 = -834.8  ;; floating-point values 
0005: $589 = 1306.9  ;; floating-point values 
0005: $590 = 11.0  ;; floating-point values 
0005: $591 = 14.0  ;; floating-point values 
0005: $592 = -1500.7  ;; floating-point values 
0005: $593 = 12.7  ;; floating-point values 
0005: $594 = 88.5  ;; floating-point values 
0005: $595 = -804.7  ;; floating-point values 
0005: $596 = 11.2  ;; floating-point values 
0005: $597 = 531.4  ;; floating-point values 
0005: $598 = 1273.7  ;; floating-point values 
0005: $599 = 17.6  ;; floating-point values 
0005: $600 = -560.1  ;; floating-point values 
0005: $601 = 703.6  ;; floating-point values 
0005: $602 = 20.5  ;; floating-point values 
0005: $453 = 209.5  ;; floating-point values 
0005: $454 = -1288.9  ;; floating-point values 
0005: $455 = 12.4  ;; floating-point values 
0005: $465 = 257.1  ;; floating-point values 
0005: $466 = -231.7  ;; floating-point values 
0005: $467 = 10.0  ;; floating-point values 
0005: $549 = -1059.6  ;; floating-point values 
0005: $550 = -274.5  ;; floating-point values 
0005: $551 = 11.4  ;; floating-point values 
0005: $552 = -1007.3  ;; floating-point values 
0005: $553 = -869.9  ;; floating-point values 
0005: $554 = 12.8  ;; floating-point values 
0005: $555 = 15.2  ;; floating-point values 
0005: $556 = 962.6  ;; floating-point values 
0005: $557 = 10.9  ;; floating-point values 
0005: $558 = -864.3  ;; floating-point values 
0005: $559 = -576.6  ;; floating-point values 
0005: $560 = 11.0  ;; floating-point values 
0005: $561 = -1011.7  ;; floating-point values 
0005: $562 = 203.9  ;; floating-point values 
0005: $563 = 11.2  ;; floating-point values 
0005: $564 = 487.2  ;; floating-point values 
0005: $565 = -81.5  ;; floating-point values 
0005: $566 = 11.4  ;; floating-point values 
0005: $567 = -685.8  ;; floating-point values 
0005: $568 = -1495.6  ;; floating-point values 
0005: $569 = 12.5  ;; floating-point values 
0005: $489 = -1003.1  ;; floating-point values 
0005: $490 = 207.0  ;; floating-point values 
0005: $491 = 10.0  ;; floating-point values 
0005: $459 = -246.6  ;; floating-point values 
0005: $460 = -1360.5  ;; floating-point values 
0005: $461 = 7.3  ;; floating-point values 
0005: $462 = -378.5  ;; floating-point values 
0005: $463 = -551.3  ;; floating-point values 
0005: $464 = 18.2  ;; floating-point values 
0005: $468 = 463.9  ;; floating-point values 
0005: $469 = -58.5  ;; floating-point values 
0005: $470 = 10.5  ;; floating-point values 
0005: $492 = -1101.1  ;; floating-point values 
0005: $493 = 343.2  ;; floating-point values 
0005: $494 = 10.2  ;; floating-point values 
0005: $471 = -69.4  ;; floating-point values 
0005: $472 = 932.7  ;; floating-point values 
0005: $473 = 9.9  ;; floating-point values 
0005: $474 = -1062.6  ;; floating-point values 
0005: $475 = -278.8  ;; floating-point values 
0005: $476 = 11.0  ;; floating-point values 
0005: $456 = 119.2  ;; floating-point values 
0005: $457 = -826.9  ;; floating-point values 
0005: $458 = 9.7  ;; floating-point values 
0005: $513 = 488.6  ;; floating-point values 
0005: $514 = -75.4  ;; floating-point values 
0005: $515 = 10.4  ;; floating-point values 
0005: $477 = -597.3  ;; floating-point values 
0005: $478 = 652.9  ;; floating-point values 
0005: $479 = 10.0  ;; floating-point values 
0005: $486 = -875.5  ;; floating-point values 
0005: $487 = 1159.3  ;; floating-point values 
0005: $488 = 10.2  ;; floating-point values 
0005: $480 = -1170.0  ;; floating-point values 
0005: $481 = -606.9  ;; floating-point values 
0005: $482 = 10.6  ;; floating-point values 
0005: $483 = -962.4  ;; floating-point values 
0005: $484 = 143.0  ;; floating-point values 
0005: $485 = 8.2  ;; floating-point values 
0005: $570 = 99.5  ;; floating-point values 
0005: $571 = -1468.5  ;; floating-point values 
0005: $572 = 9.9  ;; floating-point values 
0005: $573 = 428.4  ;; floating-point values 
0005: $574 = 605.9  ;; floating-point values 
0005: $575 = 12.2  ;; floating-point values 
0005: $495 = -865.9  ;; floating-point values 
0005: $496 = -571.9  ;; floating-point values 
0005: $497 = 11.0  ;; floating-point values 
0005: $576 = -1.9  ;; floating-point values 
0005: $577 = 959.9  ;; floating-point values 
0005: $578 = 10.9  ;; floating-point values 
0005: $579 = -640.8  ;; floating-point values 
0005: $580 = -1491.8  ;; floating-point values 
0005: $581 = 13.7  ;; floating-point values 
0005: $582 = -997.1  ;; floating-point values 
0005: $583 = 189.8  ;; floating-point values 
0005: $584 = 11.4  ;; floating-point values 

04AE: unknown $420 radar_icon_or_model 7   ;;  7  The D Icon
04AE: unknown $423 radar_icon_or_model 10 
04AE: unknown $427 radar_icon_or_model 11 
04AE: unknown $421 radar_icon_or_model 12   ;;  12  The Anchor Icon
04AE: unknown $422 radar_icon_or_model 13 
04AE: unknown $429 radar_icon_or_model 14 
04AE: unknown $424 radar_icon_or_model 15 
04AE: unknown $430 radar_icon_or_model 17 
04AE: unknown $419 radar_icon_or_model 20   ;;  20  The Pink P Icon (Pole Position Club Icon)
04AE: unknown $418 radar_icon_or_model 21   ;;  21  The Cherry Icon (Cherry Poppers Icon)
04AE: unknown $432 radar_icon_or_model 22 
04AE: unknown $428 radar_icon_or_model 23 
04AE: unknown $426 radar_icon_or_model 24 
04AE: unknown $417 radar_icon_or_model 26   ;; 26  The Sun Icon (Sunshine Autos Icon)
04AE: unknown $425 radar_icon_or_model 29 
04AE: unknown $431 radar_icon_or_model 30 

; Completed markers
04CE: $FILM_STUDIO_ASSET = create_icon_marker_without_sphere $424 at $576 $577 $578   ;; Film Studio
04CE: $PRINT_WORKS_ASSET = create_icon_marker_without_sphere $426 at $474 $475 $476   ;; print works
04CE: $306 = create_icon_marker_without_sphere $432 at $489 $490 $491   ;; Kaufman Cabs
04CE: $247 = create_icon_marker_without_sphere $422 at $564 $565 $566   ;; malibu
04CE: $603 = create_icon_marker_without_sphere $421 at -664.1 -1476.3 13.8   ;; boatyard
04CE: $613 = create_icon_marker_without_sphere $419 at $570 $571 $572   ;; PP Club
04CE: $608 = create_icon_marker_without_sphere $418 at -878.5 -575.1 11.2   ;; Cherry Poppers
04CE: $624 = create_icon_marker_without_sphere $417 at $552 $553 $554   ;; Sunshine Autos
04CE: $265 = create_icon_marker_without_sphere $425 at $462 $463 $464   ;; V. home

0004: $604 = 10000  ;; integer values 
0004: $605 = 2000  ;; integer values 
0004: $607 = 0  ;; integer values 
0004: $609 = 20000  ;; integer values 
0004: $610 = 3000  ;; integer values 
0004: $612 = 0  ;; integer values 
0004: $614 = 30000  ;; integer values 
0004: $617 = 4000  ;; integer values 
0004: $618 = 0  ;; integer values 
0004: $620 = 40000  ;; integer values 
0004: $621 = 5000  ;; integer values 
0004: $623 = 0  ;; integer values 
0004: $625 = 50000  ;; integer values 
0004: $626 = 1500  ;; integer values 
0004: $628 = 0  ;; integer values 
0004: $630 = 60000  ;; integer values 
0004: $631 = 7000  ;; integer values 
0004: $633 = 0  ;; integer values 
0004: $635 = 70000  ;; integer values 
0004: $636 = 8000  ;; integer values 
0004: $639 = 120000  ;; integer values 
0004: $640 = 10000  ;; integer values 
0004: $642 = 0  ;; integer values 
0004: $644 = 1000  ;; integer values 
0004: $647 = 2500  ;; integer values 
0004: $650 = 3000  ;; integer values 
0004: $653 = 6000  ;; integer values 
0004: $657 = 7000  ;; integer values 
0004: $661 = 8000  ;; integer values 
0004: $665 = 14000  ;; integer values 

; Save points on radar
0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 
018B: show_on_radar $660 2 
0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 
018B: show_on_radar $652 2 
0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 
018B: show_on_radar $664 2 
0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 
018B: show_on_radar $656 2 
0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 
018B: show_on_radar $649 2 
0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 
018B: show_on_radar $646 2 
0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 
018B: show_on_radar $643 2 
0570: $OVHotel = create_asset_radar_marker_with_icon 19 at 220.7 -1275.6 12.1 
018B: show_on_radar $OVHotel 2 

0219: $681 = create_garage_type 5 from -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 front -907.137 -1246.626 
0219: $682 = create_garage_type 5 from -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 front -1001.315 -857.732 
03BB: set_garage $682 door_type_to_swing_open 
0219: $683 = create_garage_type 5 from -886.157 -115.158 9.992 to -876.7 -119.83 15.58 front -882.699 -108.312 
0219: $684 = create_garage_type 5 from 323.9 427.4 10.0 to 313.9 430.53 15.7 front 326.3 434.5 
0219: $685 = create_garage_type 5 from -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 front -7.55 -1261.2 
0219: $688 = create_garage_type 1 from -1056.05 -469.668 10.053 to -1038.966 -467.675 14.753 front -1054.074 -486.611 
03BB: set_garage $688 door_type_to_swing_open 
0219: $689 = create_garage_type 23 from -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 front -834.686 -1515.899 
03DA: set_garage $689 camera_follows_player 
03BB: set_garage $689 door_type_to_swing_open 
0219: $687 = create_garage_type 1 from -966.016 -861.529 5.761 to -966.016 -841.683 11.273 front -978.454 -861.529 
03DA: set_garage $687 camera_follows_player 
03BB: set_garage $687 door_type_to_swing_open 
0219: $690 = create_garage_type 19 from 449.137 340.002 10.794 to 465.43 326.187 14.7 front 465.42 340.002 
03BB: set_garage $690 door_type_to_swing_open 
0219: $691 = create_garage_type 4 from -1163.248 -1407.282 10.157 to -1159.338 -1397.813 16.989 front -1178.292 -1400.939 
0219: $655 = create_garage_type 26 from 303.998 400.718 12.025 to 301.281 410.584 16.044 front 298.697 402.389 
03DA: set_garage $655 camera_follows_player 
03BB: set_garage $655 door_type_to_swing_open 
057A: set_garage $655 max_cars_to 1 
0219: $667 = create_garage_type 17 from -848.225 1303.119 10.421 to -836.832 1307.033 15.816 front -853.657 1318.901 
03DA: set_garage $667 camera_follows_player 
057A: set_garage $667 max_cars_to 4 
0219: $668 = create_garage_type 18 from -825.466 1311.499 10.537 to -817.159 1314.355 15.061 front -828.66 1320.791 
03DA: set_garage $668 camera_follows_player 
057A: set_garage $668 max_cars_to 2 
0219: $669 = create_garage_type 24 from -816.37 1314.69 10.582 to -819.54 1324.01 15.061 front -808.09 1317.46 
03DA: set_garage $669 camera_follows_player 
057A: set_garage $669 max_cars_to 2 
0219: $659 = create_garage_type 25 from 27.143 -1483.954 9.423 to 21.365 -1490.59 12.994 front 22.611 -1483.384 
03BB: set_garage $659 door_type_to_swing_open 
03DA: set_garage $659 camera_follows_player 
057A: set_garage $659 max_cars_to 1 
0219: $663 = create_garage_type 16 from 450.136 641.029 10.112 to 457.977 641.029 13.092 front 450.136 635.726 
03BB: set_garage $663 door_type_to_swing_open 
03DA: set_garage $663 camera_follows_player 
057A: set_garage $663 max_cars_to 1 
0219: $692 = create_garage_type 27 from -981.654 -802.265 6.325 to -981.654 -821.865 10.73 front -991.127 -802.265 
03BB: set_garage $692 door_type_to_swing_open 
03DA: set_garage $692 camera_follows_player 
057A: set_garage $692 max_cars_to 2 
0219: $693 = create_garage_type 28 from -992.416 -802.265 6.325 to -992.416 -821.865 10.73 front -1001.889 -802.265 
03BB: set_garage $693 door_type_to_swing_open 
03DA: set_garage $693 camera_follows_player 
057A: set_garage $693 max_cars_to 2 
0219: $694 = create_garage_type 29 from -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 front -1013.244 -802.265 
03BB: set_garage $694 door_type_to_swing_open 
03DA: set_garage $694 camera_follows_player 
057A: set_garage $694 max_cars_to 2 
0219: $695 = create_garage_type 30 from -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 front -1024.909 -802.265 
03BB: set_garage $695 door_type_to_swing_open 
03DA: set_garage $695 camera_follows_player 
057A: set_garage $695 max_cars_to 2 
0219: $686 = create_garage_type 31 from -362.12 -550.214 11.722 to -353.12 -550.214 15.16 front -362.12 -539.484 
03BB: set_garage $686 door_type_to_swing_open 
03DA: set_garage $686 camera_follows_player 
057A: set_garage $686 max_cars_to 2 

02A8: $374 = create_marker 27 at $705 $706 $707 
0164: disable_marker $374 

049C: unknown_set_special_object_flags 0 90.0 to $722 
029B: $714 = init_object -8 (YT_MAIN_BODY) at -375.499 -1322.31 9.81124 
029B: $715 = init_object -9 (YT_MAIN_BODY2) at -375.499 -1322.31 9.81124 
029B: $717 = init_object -10 (YT_DOORS14) at -375.499 -1322.31 9.81124 
029B: $718 = init_object -11 (YT_TMP_BOAT) at -375.499 -1322.31 9.81124 
029B: $719 = init_object -12 (LODMAIN_BODY) at -375.499 -1322.31 9.81124 
01C7: remove_object_from_mission_cleanup_list $714 
01C7: remove_object_from_mission_cleanup_list $715 
01C7: remove_object_from_mission_cleanup_list $717 
01C7: remove_object_from_mission_cleanup_list $718 
01C7: remove_object_from_mission_cleanup_list $719 
049D: unknown_use_special_object_flags $722 in_object $714 
049D: unknown_use_special_object_flags $722 in_object $715 
049D: unknown_use_special_object_flags $722 in_object $717 
049D: unknown_use_special_object_flags $722 in_object $718 
049D: unknown_use_special_object_flags $722 in_object $719 
049E: unknown_change_special_objects_flag $722 0.0 
0001: wait 0 ms 
0001: wait 0 ms 
029B: $721 = init_object -13 (YACHT_CHUNK_KB) at $448 $449 $450 
01C7: remove_object_from_mission_cleanup_list $721 
029B: $720 = init_object -14 (YT_GANGPLNK_TMP) at $448 $449 $450 
01C7: remove_object_from_mission_cleanup_list $720 
; 0417: start_mission  1?
0001: wait 250 ms 

; Flags for hidden packages:
0004: $1309 = 1  ;; integer values  - integer values  - Body Armor delivered to Ocean View Hotel!
0004: $1310 = 1  ;; integer values  - integer values  - Chainsaw delivered to Ocean View Hotel!
0004: $1308 = 1  ;; integer values  - integer values  - .357 delivered to Ocean View Hotel!
0004: $1311 = 1  ;; integer values  - integer values  - Flame Thrower delivered to Ocean View Hotel!
0004: $1312 = 1  ;; integer values  - integer values  - .308 Sniper delivered to Ocean View Hotel!
0004: $1313 = 1  ;; integer values  - integer values  - Minigun delivered to Ocean View Hotel!
0004: $1314 = 1  ;; integer values  - integer values  - Rocket Launcher delivered to Ocean View Hotel!

004F: create_thread Label010760    ;; save game
004F: create_thread Label00D692    ;; army base

00D7: create_thread_with_wasted_busted_check Label015586  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Ammu Nation
00D7: create_thread_with_wasted_busted_check Label01B1E8  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Securety
00D7: create_thread_with_wasted_busted_check Label01C37C  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Interiour access

00D7: create_thread_with_wasted_busted_check Label02782C  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Bus driver
00D7: create_thread_with_wasted_busted_check Label02946D  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Random cars for parking houses
00D7: create_thread_with_wasted_busted_check Label02A28A  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Clothes pickups
00D7: create_thread_with_wasted_busted_check Label02BCE9  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Buy food for health
00D7: create_thread_with_wasted_busted_check Label02FEC2  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Shops
00D7: create_thread_with_wasted_busted_check Label031817  ;; Special rules for create_thread commands. Read the readme.  - Special rules for create_thread commands. Read the readme.  - Sounds
0001: wait 0 ms 

; Save points
004F: create_thread Label01099A  
004F: create_thread Label010AD8  
004F: create_thread Label010C16  
004F: create_thread Label010D54  
004F: create_thread Label010E86  
004F: create_thread Label010FC4  
004F: create_thread Label011102  
004F: create_thread Label011240  
004F: create_thread Label01137E  
004F: create_thread Label0114BC  
004F: create_thread Label0115EE  
004F: create_thread Label011720  
004F: create_thread Label011852  
004F: create_thread Label011984  
004F: create_thread Label011AB6  
004F: create_thread Label011BE8  

; Bodyguards (modded version)
004F: create_thread Label00D1DB  

; Rob El Banco Corrupto Grande anytime
004F: create_thread Label00C11E  


0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label00AF7C 
01B6: set_weather 0 
00D6: if 0 
8118:   NOT   actor $PLAYER_ACTOR dead 
004D: jump_if_false Label00AF49 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER" 
038B: load_requested_models 
00D6: if 0 
8118:   NOT   actor $PLAYER_ACTOR dead 
004D: jump_if_false Label00AF49 
0353: refresh_actor $PLAYER_ACTOR 

:Label00AF49
016A: fade 1 (back)  1000 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label00AF73 
04BB: select_interiour 0  ;; select render area 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  

:Label00AF73
01B7: release_weather 
0002: jump Label00AF7C 

:Label00AF7C
0001: wait 1000 ms 
0002: jump Label00AF7C 

; --------------
; GOSUB routines
; --------------

:Label012D4C
0004: $ONMISSION = 1  ;; integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
03D8: show_save_screen 
0001: wait 0 ms 

:Label012D60
00D6: if 0 
83D9:   NOT   save_done 
004D: jump_if_false Label012D78 
0001: wait 0 ms 
0002: jump Label012D60 

:Label012D78
0169: set_fade_color 0 0 0 
016A: fade 0 ()  1000 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label012DA6 
0222: set_player $PLAYER_CHAR health_to 200 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  

:Label012DA6
0051: return 

:Label012DA8
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label012DBC 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:Label012DBC
0001: wait 500 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label012DDF 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
0004: $ONMISSION = 0  ;; integer values 

:Label012DDF
0051: return 


; ---------------
; Threads in MAIN
; ---------------

:Label00C11E
03A4: name_thread "AMBBANK" 
0006: 0@ = 0  ;; integer values 

:Label00C12F
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 0 
0038:   $985 == 1  ;; integer values 
004D: jump_if_false Label00C236 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label00C22F 
00D6: if 0 
0039:   0@ == 0  ;; integer values 
004D: jump_if_false Label00C22F 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0 
004D: jump_if_false Label00C22F 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0 
02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0 
02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2 
02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2 
02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2 
018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816 
0006: 0@ = 1  ;; integer values 

:Label00C22F
0002: jump Label00C26D 

:Label00C236
00D6: if 0 
0039:   0@ == 1  ;; integer values 
004D: jump_if_false Label00C26D 
018E: stop_sound 6@ 
0215: destroy_pickup 1@ 
0215: destroy_pickup 2@ 
0215: destroy_pickup 3@ 
0215: destroy_pickup 4@ 
0215: destroy_pickup 5@ 
0006: 0@ = 0  ;; integer values 

:Label00C26D
0002: jump Label00C12F 


:Label00D1DB
03A4: name_thread "GANGMEM" 
0004: $724 = -1  ;; integer values 
0006: 0@ = -1  ;; integer values 
0006: 1@ = -1  ;; integer values 
0006: 7@ = 0  ;; integer values 
0006: 8@ = 0  ;; integer values 
0006: 9@ = 0  ;; integer values 
0006: 3@ = 0  ;; integer values 
0006: 4@ = 0  ;; integer values 
0006: 5@ = 0  ;; integer values 
0005: $725 = 0.0  ;; floating-point values 

:Label00D22E
0001: wait $DEFAULT_WAIT_TIME ms 
058C: $725 = percentage_completed 

:Label00D238
00D6: if 0 
0042:   $725 == 100.0  ;; floating-point values 
004D: jump_if_false Label00D3B9 
0001: wait 100 ms 
0084: $723 = $724  ;; integer values and handles 
0085: 2@ = 3@  ;; integer values and handles 
0085: 6@ = 7@  ;; integer values and handles 
0007: 10@ = -403.7998  ;; floating-point values 
0007: 11@ = -558.5297  ;; floating-point values 
0007: 12@ = 17.9388  ;; floating-point values 
0007: 13@ = 170.5255  ;; floating-point values 
0007: 14@ = -403.7675  ;; floating-point values 
0007: 15@ = -559.4329  ;; floating-point values 
0050: gosub Label00D3C0 
0084: $724 = $723  ;; integer values and handles 
0085: 3@ = 2@  ;; integer values and handles 
0085: 7@ = 6@  ;; integer values and handles 
0001: wait 100 ms 
008A: $723 = 0@  ;; integer values and handles 
0085: 2@ = 4@  ;; integer values and handles 
0085: 6@ = 8@  ;; integer values and handles 
0007: 10@ = -401.1314  ;; floating-point values 
0007: 11@ = -565.7331  ;; floating-point values 
0007: 12@ = 18.5404  ;; floating-point values 
0007: 13@ = 100.8949  ;; floating-point values 
0007: 14@ = -402.1638  ;; floating-point values 
0007: 15@ = -565.7678  ;; floating-point values 
0050: gosub Label00D3C0 
008B: 0@ = $723  ;; integer values and handles 
0085: 4@ = 2@  ;; integer values and handles 
0085: 8@ = 6@  ;; integer values and handles 
0001: wait 100 ms 
008A: $723 = 1@  ;; integer values and handles 
0085: 2@ = 5@  ;; integer values and handles 
0085: 6@ = 9@  ;; integer values and handles 
0007: 10@ = -404.3082  ;; floating-point values 
0007: 11@ = -561.7204  ;; floating-point values 
0007: 12@ = 17.9388  ;; floating-point values 
0007: 13@ = 7.0257  ;; floating-point values 
0007: 14@ = -404.3812  ;; floating-point values 
0007: 15@ = -561.1186  ;; floating-point values 
0050: gosub Label00D3C0 
008B: 1@ = $723  ;; integer values and handles 
0085: 5@ = 2@  ;; integer values and handles 
0085: 9@ = 6@  ;; integer values and handles 
0002: jump Label00D238 

:Label00D3B9
0002: jump Label00D22E 

:Label00D3C0
; 00D6: if  0?                        ;; Remarked by the duck
; 0038:   $ONMISSION ==  0?           ;; Remarked by the duck
; 004D: jump_if_false Label00D62E   ;; Remarked by the duck
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label00D620 
00D6: if 0 
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GANG1" 
004D: jump_if_false Label00D4F0 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 6000 
004D: jump_if_false Label00D4E9 
00D6: if 0 
0039:   2@ == 0  ;; integer values 
004D: jump_if_false Label00D4E9 

0247: request_model #PGA   ;; Added by the duck
0247: request_model #UZI   ;; Added by the duck

00D6: if 0 
0248:   model #PGA available 
004D: jump_if_false Label00D4E9 
00D6: if 0 
0248:   model #UZI available 
004D: jump_if_false Label00D4E9 
00D6: if 0 
80C2:   NOT   sphere_onscreen 10@ 11@ 12@ 1.0 
004D: jump_if_false Label00D4E9 
009A: $723 = create_actor 4 #PGA at 10@ 11@ 12@ 
0173: set_actor $723 z_angle_to 13@ 
04F5: unknown_actor $723 kiss_player $PLAYER_CHAR on 1 
0243: set_actor $723 ped_stats_to 16 
01ED: reset_actor $723 flags 
0568: $723 1 
01B2: give_actor $723 weapon 23 ammo 9999  ;; Load the weapon model before using this 
0372: set_actor $723 anim 24 wait_state_time 60000000 ms 
01C5: remove_actor_from_mission_cleanup_list $723 
0319: set_actor $723 wander_state_to 1 (off)  
0223: set_actor $723 health_to 250 
02E2: set_actor $723 weapon_accuracy_to 80 
054A: unknown_actor $723 flag 0 
0446: (unknown) $723 0  
03BC: 6@ = create_sphere 14@ 15@ 12@ .75 
0006: 2@ = 1  ;; integer values 

0249: release_model #PGA   ;; Added by the duck
0249: release_model #UZI   ;; Added by the duck

:Label00D4E9
0002: jump Label00D513 

:Label00D4F0
00D6: if 0 
001B:   2 > 2@  ;; integer values 
004D: jump_if_false Label00D513 
01C2: remove_references_to_actor $723  ;; Like turning an actor into a random pedestrian 
0006: 2@ = 0  ;; integer values 
03BD: destroy_sphere 6@ 

:Label00D513
00D6: if 0 
0039:   2@ == 1  ;; integer values 
004D: jump_if_false Label00D5A1 
00D6: if 0 
8118:   NOT   actor $723 dead 
004D: jump_if_false Label00D59A 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 14@ 15@ 12@ radius 1.0 1.0 2.0 
004D: jump_if_false Label00D593 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 2000 
004D: jump_if_false Label00D57A 
0109: player $PLAYER_CHAR money += -2000 

:Label00D57A
01DF: tie_actor $723 to_player $PLAYER_CHAR 
053D: $723 
03BD: destroy_sphere 6@ 
0006: 2@ = 2  ;; integer values 

:Label00D593
0002: jump Label00D5A1 

:Label00D59A
0050: gosub Label00D637 

:Label00D5A1
00D6: if 0 
0039:   2@ == 2  ;; integer values 
004D: jump_if_false Label00D619 
00D6: if 0 
8118:   NOT   actor $723 dead 
004D: jump_if_false Label00D612 
00D6: if 0 
00E9:   player $PLAYER_CHAR 0 near_actor $723 radius 100.0 100.0 
004D: jump_if_false Label00D604 
00D6: if 0 
8320:   NOT   actor $723 in_range_of_player $PLAYER_CHAR 
004D: jump_if_false Label00D5FD 
01DF: tie_actor $723 to_player $PLAYER_CHAR 

:Label00D5FD
0002: jump Label00D60B 

:Label00D604
0050: gosub Label00D637 

:Label00D60B
0002: jump Label00D619 

:Label00D612
0050: gosub Label00D637 

:Label00D619
0002: jump Label00D627 

:Label00D620
0050: gosub Label00D637 

:Label00D627
0002: jump Label00D635 

:Label00D62E
0050: gosub Label00D637 

:Label00D635
0051: return 

:Label00D637
00D6: if 0 
8039:   NOT   2@ == 0  ;; integer values 
004D: jump_if_false Label00D690 
01C2: remove_references_to_actor $723  ;; Like turning an actor into a random pedestrian 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label00D684 
00D6: if 0 
8583:   NOT   unknown_player $PLAYER_CHAR unknown_zone_check "GANG1" 
004D: jump_if_false Label00D67D 
0006: 2@ = 0  ;; integer values 

:Label00D67D
0002: jump Label00D68B 

:Label00D684
0006: 2@ = 0  ;; integer values 

:Label00D68B
03BD: destroy_sphere 6@ 

:Label00D690
0051: return 

:Label00D692
03A4: name_thread "ARMYBAS" 
0006: 0@ = 0  ;; integer values 

:Label00D6A3
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label00D7D4 
00D6: if 21 
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "AIRPORT" 
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "ARMYBAS" 
004D: jump_if_false Label00D77D 
00D6: if 0 
0039:   0@ == 0  ;; integer values 
004D: jump_if_false Label00D716 
0235: set_gang 2 models_to #ARMY #ARMY 
03F1: pedtype 9 add_threat 1 
0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26 
0592: unknown_gang 2 flag 1 
0247: request_model #ARMY 
0006: 0@ = 1  ;; integer values 

:Label00D716
00D6: if 0 
0039:   0@ == 1  ;; integer values 
004D: jump_if_false Label00D776 
00D6: if 22 
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER 
0500:   player $PLAYER_CHAR skin == "PLAYER6" 
0056:   player $PLAYER_CHAR 0 in_rectangle -1682.24 -179.9125 -1600.448 -150.8878 
004D: jump_if_false Label00D770 
03F2: pedgroup 9 remove_threat 1 
0002: jump Label00D776 

:Label00D770
03F1: pedtype 9 add_threat 1 

:Label00D776
0002: jump Label00D7D4 

:Label00D77D
00D6: if 0 
0039:   0@ == 1  ;; integer values 
004D: jump_if_false Label00D7D4 
0235: set_gang 2 models_to #SGA #SGB 
03F2: pedgroup 9 remove_threat 1 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0592: unknown_gang 2 flag 0 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 0 
0038:   $1603 == 0  ;; integer values 
004D: jump_if_false Label00D7CD 
0249: release_model #ARMY 

:Label00D7CD
0006: 0@ = 0  ;; integer values 

:Label00D7D4
0002: jump Label00D6A3 





:Label010760
03A4: name_thread "PSAVE1" 

:Label01076A
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010993 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label010993 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label010993 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label010975 
00D6: if 0 
0038:   $444 == 0  ;; integer values 
004D: jump_if_false Label0107EA 
0213: $443 = create_pickup -17 (PICKUPSAVE) type 3 at 219.3 -1273.5 11.5 
0004: $444 = 1  ;; integer values 

:Label0107EA
00D6: if 0 
0214:   pickup $443 picked_up 
004D: jump_if_false Label01096E 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01094B 
0215: destroy_pickup $443 
0213: $443 = create_pickup -17 (PICKUPSAVE) type 3 at 219.3 -1273.5 11.5 
016A: fade 1 (back)  1000 ms 
00D6: if 0 
0038:   $222 == 0  ;; integer values 
004D: jump_if_false Label010911 
0395: clear_area 1 at 220.3 -1275.5 range 11.0 1.0 
0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 121.0 
015F: set_camera_position 223.301 -1277.655 13.822 0.0 0.0 0.0 
0160: point_camera 222.563 -1278.279 13.565 2 
03E5: text_box "HELP19"   ;; Walk into the ~q~pink marker ~w~to continue.
0006: 16@ = 0  ;; integer values 

:Label0108C1
00D6: if 0 
8019:   NOT   16@ > 2000  ;; integer values 
004D: jump_if_false Label01090A 
0001: wait 0 ms 
00D6: if 0 
0019:   16@ > 500  ;; integer values 
004D: jump_if_false Label010903 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label010903 
0002: jump Label01090A 

:Label010903
0002: jump Label0108C1 

:Label01090A
0002: jump Label010947 

:Label010911
0395: clear_area 1 at 223.1 -1276.7 range 11.0 1.0 
0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 258.0 

:Label010947
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:Label01094B
0001: wait 500 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01096E 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
0004: $ONMISSION = 0  ;; integer values 

:Label01096E
0002: jump Label010993 

:Label010975
00D6: if 0 
0038:   $444 == 1  ;; integer values 
004D: jump_if_false Label010993 
0215: destroy_pickup $443 
0004: $444 = 0  ;; integer values 

:Label010993
0002: jump Label01076A 

:Label01099A
03A4: name_thread "PSAVE2" 

:Label0109A4
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010AD1 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "STARI" 
004D: jump_if_false Label010AD1 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label010AD1 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label010AB3 
00D6: if 0 
0038:   $21 == 0  ;; integer values 
004D: jump_if_false Label010A24 
0213: $20 = create_pickup -17 (PICKUPSAVE) type 3 at -378.3 -597.2 25.8 
0004: $21 = 1  ;; integer values 

:Label010A24
00D6: if 0 
0214:   pickup $20 picked_up 
004D: jump_if_false Label010AAC 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010AA5 
0215: destroy_pickup $20 
0213: $20 = create_pickup -17 (PICKUPSAVE) type 3 at -378.3 -597.2 25.8 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -378.3 -592.3 range 25.3 1.0 
0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:Label010AA5
0050: gosub Label012DA8 

:Label010AAC
0002: jump Label010AD1 

:Label010AB3
00D6: if 0 
0038:   $21 == 1  ;; integer values 
004D: jump_if_false Label010AD1 
0215: destroy_pickup $20 
0004: $21 = 0  ;; integer values 

:Label010AD1
0002: jump Label0109A4 

:Label010AD8
03A4: name_thread "PSAVE3" 

:Label010AE2
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010C0F 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
004D: jump_if_false Label010C0F 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label010C0F 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label010BF1 
00D6: if 0 
0038:   $67 == 0  ;; integer values 
004D: jump_if_false Label010B62 
0213: $68 = create_pickup -17 (PICKUPSAVE) type 3 at -1033.8 -846.9 13.0 
0004: $67 = 1  ;; integer values 

:Label010B62
00D6: if 0 
0214:   pickup $68 picked_up 
004D: jump_if_false Label010BEA 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010BE3 
0215: destroy_pickup $68 
0213: $68 = create_pickup -17 (PICKUPSAVE) type 3 at -1033.8 -846.9 13.0 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -1028.3 -851.9 range 12.3 1.0 
0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3 
0171: set_player $PLAYER_CHAR z_angle_to 226.0 

:Label010BE3
0050: gosub Label012DA8 

:Label010BEA
0002: jump Label010C0F 

:Label010BF1
00D6: if 0 
0038:   $67 == 1  ;; integer values 
004D: jump_if_false Label010C0F 
0215: destroy_pickup $68 
0004: $67 = 0  ;; integer values 

:Label010C0F
0002: jump Label010AE2 

:Label010C16
03A4: name_thread "PSAVE4" 

:Label010C20
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010D4D 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAITI" 
004D: jump_if_false Label010D4D 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label010D4D 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label010D2F 
00D6: if 0 
0038:   $27 == 0  ;; integer values 
004D: jump_if_false Label010CA0 
0213: $70 = create_pickup -17 (PICKUPSAVE) type 3 at -992.7 193.4 11.4 
0004: $27 = 1  ;; integer values 

:Label010CA0
00D6: if 0 
0214:   pickup $70 picked_up 
004D: jump_if_false Label010D28 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010D21 
0215: destroy_pickup $70 
0213: $70 = create_pickup -17 (PICKUPSAVE) type 3 at -992.7 193.4 11.4 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -996.5 194.1 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 

:Label010D21
0050: gosub Label012DA8 

:Label010D28
0002: jump Label010D4D 

:Label010D2F
00D6: if 0 
0038:   $27 == 1  ;; integer values 
004D: jump_if_false Label010D4D 
0215: destroy_pickup $70 
0004: $27 = 0  ;; integer values 

:Label010D4D
0002: jump Label010C20 

:Label010D54
03A4: name_thread "PSAVE5" 

:Label010D5E
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010E7F 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label010E7F 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label010E7F 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label010E61 
00D6: if 0 
0038:   $37 == 0  ;; integer values 
004D: jump_if_false Label010DD8 
0213: $615 = create_pickup -17 (PICKUPSAVE) type 3 at $570 $571 $572 
0004: $37 = 1  ;; integer values 

:Label010DD8
00D6: if 0 
0214:   pickup $615 picked_up 
004D: jump_if_false Label010E5A 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010E53 
0215: destroy_pickup $615 
0213: $615 = create_pickup -17 (PICKUPSAVE) type 3 at $570 $571 $572 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0 
0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 
0171: set_player $PLAYER_CHAR z_angle_to 218.0275 

:Label010E53
0050: gosub Label012DA8 

:Label010E5A
0002: jump Label010E7F 

:Label010E61
00D6: if 0 
0038:   $37 == 1  ;; integer values 
004D: jump_if_false Label010E7F 
0215: destroy_pickup $615 
0004: $37 = 0  ;; integer values 

:Label010E7F
0002: jump Label010D5E 

:Label010E86
03A4: name_thread "PSAVE6" 

:Label010E90
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010FBD 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DOCKS" 
004D: jump_if_false Label010FBD 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label010FBD 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label010F9F 
00D6: if 0 
0038:   $49 == 0  ;; integer values 
004D: jump_if_false Label010F10 
0213: $680 = create_pickup -17 (PICKUPSAVE) type 3 at -664.1 -1476.3 13.8 
0004: $49 = 1  ;; integer values 

:Label010F10
00D6: if 0 
0214:   pickup $680 picked_up 
004D: jump_if_false Label010F98 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label010F91 
0215: destroy_pickup $680 
0213: $680 = create_pickup -17 (PICKUPSAVE) type 3 at -664.1 -1476.3 13.8 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -660.0 -1477.8 range 13.0 1.0 
0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0 
0171: set_player $PLAYER_CHAR z_angle_to 248.0 

:Label010F91
0050: gosub Label012DA8 

:Label010F98
0002: jump Label010FBD 

:Label010F9F
00D6: if 0 
0038:   $49 == 1  ;; integer values 
004D: jump_if_false Label010FBD 
0215: destroy_pickup $680 
0004: $49 = 0  ;; integer values 

:Label010FBD
0002: jump Label010E90 

:Label010FC4
03A4: name_thread "PSAVE7" 

:Label010FCE
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0110FB 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
004D: jump_if_false Label0110FB 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label0110FB 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label0110DD 
00D6: if 0 
0038:   $50 == 0  ;; integer values 
004D: jump_if_false Label01104E 
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17 (PICKUPSAVE) type 3 at -878.5 -575.1 11.2 
0004: $50 = 1  ;; integer values 

:Label01104E
00D6: if 0 
0214:   pickup $ICE_CREAM_FACTORY_ASSET picked_up 
004D: jump_if_false Label0110D6 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0110CF 
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17 (PICKUPSAVE) type 3 at -878.5 -575.1 11.2 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -872.0 -573.4 range 10.4 1.0 
0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4 
0171: set_player $PLAYER_CHAR z_angle_to 277.0 

:Label0110CF
0050: gosub Label012DA8 

:Label0110D6
0002: jump Label0110FB 

:Label0110DD
00D6: if 0 
0038:   $50 == 1  ;; integer values 
004D: jump_if_false Label0110FB 
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET 
0004: $50 = 0  ;; integer values 

:Label0110FB
0002: jump Label010FCE 

:Label011102
03A4: name_thread "PSAVE8" 

:Label01110C
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011239 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
004D: jump_if_false Label011239 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label011239 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01121B 
00D6: if 0 
0038:   $71 == 0  ;; integer values 
004D: jump_if_false Label01118C 
0213: $74 = create_pickup -17 (PICKUPSAVE) type 3 at -1059.6 -282.2 11.2 
0004: $71 = 1  ;; integer values 

:Label01118C
00D6: if 0 
0214:   pickup $74 picked_up 
004D: jump_if_false Label011214 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01120D 
0215: destroy_pickup $74 
0213: $74 = create_pickup -17 (PICKUPSAVE) type 3 at -1059.6 -282.2 11.2 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -1056.7 -279.7 range 10.6 1.0 
0055: put_player $PLAYER_CHAR at -1056.7 -279.7 10.6 
0171: set_player $PLAYER_CHAR z_angle_to 273.0 

:Label01120D
0050: gosub Label012DA8 

:Label011214
0002: jump Label011239 

:Label01121B
00D6: if 0 
0038:   $71 == 1  ;; integer values 
004D: jump_if_false Label011239 
0215: destroy_pickup $74 
0004: $71 = 0  ;; integer values 

:Label011239
0002: jump Label01110C 

:Label011240
03A4: name_thread "PSAVE9" 

:Label01124A
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011377 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "PORNI" 
004D: jump_if_false Label011377 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label011377 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label011359 
00D6: if 0 
0038:   $72 == 0  ;; integer values 
004D: jump_if_false Label0112CA 
0213: $75 = create_pickup -17 (PICKUPSAVE) type 3 at 0.0 957.9 11.1 
0004: $72 = 1  ;; integer values 

:Label0112CA
00D6: if 0 
0214:   pickup $75 picked_up 
004D: jump_if_false Label011352 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01134B 
0215: destroy_pickup $75 
0213: $75 = create_pickup -17 (PICKUPSAVE) type 3 at 0.0 957.9 11.1 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 1.4 960.7 range 10.2 1.0 
0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2 
0171: set_player $PLAYER_CHAR z_angle_to 274.3 

:Label01134B
0050: gosub Label012DA8 

:Label011352
0002: jump Label011377 

:Label011359
00D6: if 0 
0038:   $72 == 1  ;; integer values 
004D: jump_if_false Label011377 
0215: destroy_pickup $75 
0004: $72 = 0  ;; integer values 

:Label011377
0002: jump Label01124A 

:Label01137E
03A4: name_thread "PSAVE10" 

:Label011388
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0114B5 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label0114B5 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label0114B5 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label011497 
00D6: if 0 
0038:   $73 == 0  ;; integer values 
004D: jump_if_false Label011408 
0213: $76 = create_pickup -17 (PICKUPSAVE) type 3 at 499.5 -66.9 11.4 
0004: $73 = 1  ;; integer values 

:Label011408
00D6: if 0 
0214:   pickup $76 picked_up 
004D: jump_if_false Label011490 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011489 
0215: destroy_pickup $76 
0213: $76 = create_pickup -17 (PICKUPSAVE) type 3 at 499.5 -66.9 11.4 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 492.0 -80.6 range 10.7 .5 
0055: put_player $PLAYER_CHAR at 492.0 -80.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 224.5 

:Label011489
0050: gosub Label012DA8 

:Label011490
0002: jump Label0114B5 

:Label011497
00D6: if 0 
0038:   $73 == 1  ;; integer values 
004D: jump_if_false Label0114B5 
0215: destroy_pickup $76 
0004: $73 = 0  ;; integer values 

:Label0114B5
0002: jump Label011388 

:Label0114BC
03A4: name_thread "SAVE1" 

:Label0114C6
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0115E7 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label0115E7 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label0115E7 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label0115C9 
00D6: if 0 
0038:   $36 == 0  ;; integer values 
004D: jump_if_false Label011540 
0213: $662 = create_pickup -17 (PICKUPSAVE) type 3 at $573 $574 $575 
0004: $36 = 1  ;; integer values 

:Label011540
00D6: if 0 
0214:   pickup $662 picked_up 
004D: jump_if_false Label0115C2 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0115BB 
0215: destroy_pickup $662 
0213: $662 = create_pickup -17 (PICKUPSAVE) type 3 at $573 $574 $575 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 428.4 609.1 range 12.0 1.0 
0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 

:Label0115BB
0050: gosub Label012DA8 

:Label0115C2
0002: jump Label0115E7 

:Label0115C9
00D6: if 0 
0038:   $36 == 1  ;; integer values 
004D: jump_if_false Label0115E7 
0215: destroy_pickup $662 
0004: $36 = 0  ;; integer values 

:Label0115E7
0002: jump Label0114C6 

:Label0115EE
03A4: name_thread "SAVE2" 

:Label0115F8
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011719 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label011719 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label011719 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label0116FB 
00D6: if 0 
0038:   $22 == 0  ;; integer values 
004D: jump_if_false Label011672 
0213: $654 = create_pickup -17 (PICKUPSAVE) type 3 at $585 $586 $587 
0004: $22 = 1  ;; integer values 

:Label011672
00D6: if 0 
0214:   pickup $654 picked_up 
004D: jump_if_false Label0116F4 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0116ED 
0215: destroy_pickup $654 
0213: $654 = create_pickup -17 (PICKUPSAVE) type 3 at $585 $586 $587 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0 
0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 
0171: set_player $PLAYER_CHAR z_angle_to 276.3156 

:Label0116ED
0050: gosub Label012DA8 

:Label0116F4
0002: jump Label011719 

:Label0116FB
00D6: if 0 
0038:   $22 == 1  ;; integer values 
004D: jump_if_false Label011719 
0215: destroy_pickup $654 
0004: $22 = 0  ;; integer values 

:Label011719
0002: jump Label0115F8 

:Label011720
03A4: name_thread "SAVE3" 

:Label01172A
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01184B 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label01184B 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label01184B 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01182D 
00D6: if 0 
0038:   $15 == 0  ;; integer values 
004D: jump_if_false Label0117A4 
0213: $666 = create_pickup -17 (PICKUPSAVE) type 3 at $588 $589 $590 
0004: $15 = 1  ;; integer values 

:Label0117A4
00D6: if 0 
0214:   pickup $666 picked_up 
004D: jump_if_false Label011826 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01181F 
0215: destroy_pickup $666 
0213: $666 = create_pickup -17 (PICKUPSAVE) type 3 at $588 $589 $590 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0 
0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 
0171: set_player $PLAYER_CHAR z_angle_to 200.4458 

:Label01181F
0050: gosub Label012DA8 

:Label011826
0002: jump Label01184B 

:Label01182D
00D6: if 0 
0038:   $15 == 1  ;; integer values 
004D: jump_if_false Label01184B 
0215: destroy_pickup $666 
0004: $15 = 0  ;; integer values 

:Label01184B
0002: jump Label01172A 

:Label011852
03A4: name_thread "SAVE4" 

:Label01185C
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01197D 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH2" 
004D: jump_if_false Label01197D 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label01197D 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01195F 
00D6: if 0 
0038:   $32 == 0  ;; integer values 
004D: jump_if_false Label0118D6 
0213: $651 = create_pickup -17 (PICKUPSAVE) type 3 at $594 $595 $596 
0004: $32 = 1  ;; integer values 

:Label0118D6
00D6: if 0 
0214:   pickup $651 picked_up 
004D: jump_if_false Label011958 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011951 
0215: destroy_pickup $651 
0213: $651 = create_pickup -17 (PICKUPSAVE) type 3 at $594 $595 $596 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0 
0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 
0171: set_player $PLAYER_CHAR z_angle_to 238.8605 

:Label011951
0050: gosub Label012DA8 

:Label011958
0002: jump Label01197D 

:Label01195F
00D6: if 0 
0038:   $32 == 1  ;; integer values 
004D: jump_if_false Label01197D 
0215: destroy_pickup $651 
0004: $32 = 0  ;; integer values 

:Label01197D
0002: jump Label01185C 

:Label011984
03A4: name_thread "SAVE5" 

:Label01198E
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011AAF 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label011AAF 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label011AAF 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label011A91 
00D6: if 0 
0038:   $16 == 0  ;; integer values 
004D: jump_if_false Label011A08 
0213: $658 = create_pickup -17 (PICKUPSAVE) type 3 at $591 $592 $593 
0004: $16 = 1  ;; integer values 

:Label011A08
00D6: if 0 
0214:   pickup $658 picked_up 
004D: jump_if_false Label011A8A 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011A83 
0215: destroy_pickup $658 
0213: $658 = create_pickup -17 (PICKUPSAVE) type 3 at $591 $592 $593 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0 
0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 
0171: set_player $PLAYER_CHAR z_angle_to 353.8286 

:Label011A83
0050: gosub Label012DA8 

:Label011A8A
0002: jump Label011AAF 

:Label011A91
00D6: if 0 
0038:   $16 == 1  ;; integer values 
004D: jump_if_false Label011AAF 
0215: destroy_pickup $658 
0004: $16 = 0  ;; integer values 

:Label011AAF
0002: jump Label01198E 

:Label011AB6
03A4: name_thread "SAVE6" 

:Label011AC0
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011BE1 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label011BE1 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label011BE1 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label011BC3 
00D6: if 0 
0038:   $69 == 0  ;; integer values 
004D: jump_if_false Label011B3A 
0213: $648 = create_pickup -17 (PICKUPSAVE) type 3 at $597 $598 $599 
0004: $69 = 1  ;; integer values 

:Label011B3A
00D6: if 0 
0214:   pickup $648 picked_up 
004D: jump_if_false Label011BBC 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011BB5 
0215: destroy_pickup $648 
0213: $648 = create_pickup -17 (PICKUPSAVE) type 3 at $597 $598 $599 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0 
0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 
0171: set_player $PLAYER_CHAR z_angle_to 131.5277 

:Label011BB5
0050: gosub Label012DA8 

:Label011BBC
0002: jump Label011BE1 

:Label011BC3
00D6: if 0 
0038:   $69 == 1  ;; integer values 
004D: jump_if_false Label011BE1 
0215: destroy_pickup $648 
0004: $69 = 0  ;; integer values 

:Label011BE1
0002: jump Label011AC0 

:Label011BE8
03A4: name_thread "SAVE7" 

:Label011BF2
0001: wait 250 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011D2F 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label011D2F 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011D2F 
00D6: if 0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label011D2F 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label011D11 
00D6: if 0 
0038:   $60 == 0  ;; integer values 
004D: jump_if_false Label011C82 
0213: $645 = create_pickup -17 (PICKUPSAVE) type 3 at -562.8 699.7 20.6 
0004: $60 = 1  ;; integer values 

:Label011C82
00D6: if 0 
0214:   pickup $645 picked_up 
004D: jump_if_false Label011D0A 
0050: gosub Label012D4C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label011D03 
0215: destroy_pickup $645 
0213: $645 = create_pickup -17 (PICKUPSAVE) type 3 at -562.8 699.7 20.6 
016A: fade 1 (back)  1000 ms 
0395: clear_area 1 at -559.9 705.4 range 19.8 1.0 
0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 
0171: set_player $PLAYER_CHAR z_angle_to 243.0 

:Label011D03
0050: gosub Label012DA8 

:Label011D0A
0002: jump Label011D2F 

:Label011D11
00D6: if 0 
0038:   $60 == 1  ;; integer values 
004D: jump_if_false Label011D2F 
0215: destroy_pickup $645 
0004: $60 = 0  ;; integer values 

:Label011D2F
0002: jump Label011BF2 





:Label015586
0004: $859 = 0  ;; integer values 
0004: $860 = -30000  ;; integer values 
0004: $861 = -60000  ;; integer values 
0004: $851 = 0  ;; integer values 
0004: $849 = 0  ;; integer values 
0004: $850 = 0  ;; integer values 
0004: $842 = 0  ;; integer values 
0004: $843 = 0  ;; integer values 
0004: $846 = 0  ;; integer values 
0004: $844 = 0  ;; integer values 
0004: $845 = 0  ;; integer values 
0004: $866 = 0  ;; integer values 
0004: $862 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $902 = 1  ;; integer values 
0004: $903 = 1  ;; integer values 
0004: $904 = 1  ;; integer values 
0004: $905 = 1  ;; integer values 
0004: $867 = 1  ;; integer values 
0004: $868 = 1  ;; integer values 
0004: $847 = 1  ;; integer values 
0004: $855 = 1  ;; integer values 
0004: $848 = 1  ;; integer values 
0004: $856 = 1  ;; integer values 
0004: $907 = 1  ;; integer values 
0004: $906 = 1  ;; integer values 
0004: $874 = 1  ;; integer values 
0004: $886 = 0  ;; integer values 
0004: $887 = 0  ;; integer values 
0004: $888 = 0  ;; integer values 
018D: $865 = create_sound 0 at $896 $897 $898 
018E: stop_sound $865 
03A4: name_thread "AMMU" 
0111: set_wasted_busted_check_to 0 (disabled)  
004F: create_thread Label0156BF  
004F: create_thread Label01642E  
004F: create_thread Label0173C8  
004F: create_thread Label01843C  
004F: create_thread Label018FB9  
004F: create_thread Label019ACD  
004E: end_thread 

:Label0156BF
03A4: name_thread "AMMU1" 

:Label0156C9
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016420 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label016419 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $531 $532 $533 radius 35.0 35.0 20.0 
004D: jump_if_false Label016400 
00D6: if 0 
0038:   $842 == 0  ;; integer values 
004D: jump_if_false Label015866 
0050: gosub Label01B041 
0084: $857 = $859  ;; integer values and handles 
0060: $857 -= $860  ;; integer values 
0107: $889 = create_object #COLT45 at -60.793 -1488.141 12.24 
0392: object $889 toggle_in_moving_list 0 
0453: object $889 set_rotation 0.0 8.0 0.0 
0107: $890 = create_object #INGRAMSL at -62.293 -1488.241 12.223 
0392: object $890 toggle_in_moving_list 0 
0453: object $890 set_rotation 0.0 2.0 0.0 
0107: $891 = create_object #CHROMEGUN at -63.993 -1488.241 12.24 
0392: object $891 toggle_in_moving_list 0 
0453: object $891 set_rotation 0.0 7.0 0.0 
0107: $892 = create_object #RUGER at -65.393 -1488.221 12.18 
0392: object $892 toggle_in_moving_list 0 
0107: $893 = create_object -18 (BODYARMOUR) at -66.629 -1488.0 12.113 
0392: object $893 toggle_in_moving_list 0 
00D6: if 0 
0018:   $857 > 30000  ;; integer values 
004D: jump_if_false Label015858 
009A: $853 = create_actor 4 #SPECIAL21 at -62.5 -1485.1 9.6 
01ED: reset_actor $853 flags 
0350: unknown_actor $853 not_scared_flag 1 
0050: gosub Label01AD91 

:Label015858
0004: $842 = 1  ;; integer values 
0002: jump Label01589D 

:Label015866
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 
004D: jump_if_false Label01589D 
0050: gosub Label01A59B 

:Label01589D
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label0163F9 
00D6: if 0 
0038:   $844 == 0  ;; integer values 
004D: jump_if_false Label0163F9 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label0163F9 
01FA: $908 = rampage_status 
00D6: if 0 
8038:   NOT   $908 == 1  ;; integer values 
004D: jump_if_false Label0163F9 
00D6: if 0 
00F9:   player $PLAYER_CHAR stopped 1 near_point_on_foot $531 $532 $533 radius 1.0 1.0 2.0 
004D: jump_if_false Label0163A6 
0050: gosub Label01AD5B 

:Label015919
00D6: if 0 
0038:   $849 == 0  ;; integer values 
004D: jump_if_false Label01639F 
0004: $1180 = 1  ;; integer values 
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015B48 
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label015B48 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label015977 
0210: player $PLAYER_CHAR look_at_actor $853 

:Label015977
015F: set_camera_position -60.508 -1486.245 12.428 0.0 0.0 0.0 
0160: point_camera -60.593 -1487.241 12.433 1 
00D6: if 0 
0038:   $862 == 0  ;; integer values 
004D: jump_if_false Label0159D4 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1  ;; integer values 
0002: jump Label0159DE 

:Label0159D4
0460: set_camera_pointing_time 0.0 800 

:Label0159DE
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015A0F 
0055: put_player $PLAYER_CHAR at $531 $532 $533 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:Label015A0F
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label015B48 
0001: wait 0 ms 
00BA: text_styled "PISTOL" 1000 ms 4   ;; Pistol
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015B41 
0050: gosub Label01A97E 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0490:   player $PLAYER_CHAR has_weapon 18 
004D: jump_if_false Label015A96 
01E5: text_1number_highpriority "HELP54" 100 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label015A96
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label015B28 
0419: $852 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false Label015B21 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label015B1A 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label015AFC 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999  ;; Load the weapon model before using this 

:Label015AFC
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -100 
0528: unknown_add 100 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label015B1A
0002: jump Label015B28 

:Label015B21
0050: gosub Label01A8EC 

:Label015B28
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label015B41 
0002: jump Label0156C9 

:Label015B41
0002: jump Label015A0F 

:Label015B48
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015D2B 
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label015D2B 
015F: set_camera_position -62.008 -1486.245 12.428 0.0 0.0 0.0 
0160: point_camera -62.093 -1487.241 12.433 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015BDF 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:Label015BDF
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label015D2B 
0001: wait 0 ms 
00BA: text_styled "INGRAM" 1000 ms 4   ;; Mac
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015D24 
0050: gosub Label01A97E 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 22 
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 22 
004D: jump_if_false Label015C76 
01E5: text_1number_highpriority "HELP54" 300 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label015C76
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label015D0B 
0419: $852 = player $PLAYER_CHAR weapon 24 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 299 
004D: jump_if_false Label015D04 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label015CFD 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 120  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label015CDD 
01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999  ;; Load the weapon model before using this 

:Label015CDD
01B8: set_player $PLAYER_CHAR armed_weapon_to 24 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -300 
0528: unknown_add 300 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label015CFD
0002: jump Label015D0B 

:Label015D04
0050: gosub Label01A8EC 

:Label015D0B
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label015D24 
0002: jump Label0156C9 

:Label015D24
0002: jump Label015BDF 

:Label015D2B
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015F61 
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label015F61 
015F: set_camera_position -63.508 -1486.245 12.428 0.0 0.0 0.0 
0160: point_camera -63.593 -1487.241 12.433 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015DC2 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:Label015DC2
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label015F61 
0001: wait 0 ms 
00BA: text_styled "SHOTGN1" 1000 ms 4   ;; Shotgun
00D6: if 0 
0038:   $902 == 0  ;; integer values 
004D: jump_if_false Label015E0F 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label015E21 

:Label015E0F
01E5: text_1number_highpriority "G_COST" 500 1000 ms 1   ;; Cost: $~1~

:Label015E21
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015F5A 
0050: gosub Label01A97E 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $902 == 1  ;; integer values 
004D: jump_if_false Label015E8C 
00D6: if 21 
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 21 
004D: jump_if_false Label015E8C 
01E5: text_1number_highpriority "HELP54" 500 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label015E8C
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label015F41 
00D6: if 0 
0038:   $902 == 1  ;; integer values 
004D: jump_if_false Label015F3A 
0419: $852 = player $PLAYER_CHAR weapon 19 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 499 
004D: jump_if_false Label015F2C 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label015F25 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 32  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label015F05 
01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999  ;; Load the weapon model before using this 

:Label015F05
01B8: set_player $PLAYER_CHAR armed_weapon_to 19 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -500 
0528: unknown_add 500 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label015F25
0002: jump Label015F33 

:Label015F2C
0050: gosub Label01A8EC 

:Label015F33
0002: jump Label015F41 

:Label015F3A
0050: gosub Label01A8EC 

:Label015F41
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label015F5A 
0002: jump Label0156C9 

:Label015F5A
0002: jump Label015DC2 

:Label015F61
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016191 
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label016191 
015F: set_camera_position -65.008 -1486.245 12.428 0.0 0.0 0.0 
0160: point_camera -65.093 -1487.241 12.433 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label015FF8 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:Label015FF8
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label016191 
0001: wait 0 ms 
00BA: text_styled "RUGER" 1000 ms 4   ;; Kruger
00D6: if 0 
0038:   $903 == 0  ;; integer values 
004D: jump_if_false Label016045 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label016057 

:Label016045
01E5: text_1number_highpriority "G_COST" 1000 1000 ms 1   ;; Cost: $~1~

:Label016057
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01618A 
0050: gosub Label01A97E 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $903 == 1  ;; integer values 
004D: jump_if_false Label0160BB 
00D6: if 0 
0490:   player $PLAYER_CHAR has_weapon 26 
004D: jump_if_false Label0160BB 
01E5: text_1number_highpriority "HELP54" 1000 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label0160BB
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label016171 
00D6: if 0 
0038:   $903 == 1  ;; integer values 
004D: jump_if_false Label01616A 
0419: $852 = player $PLAYER_CHAR weapon 27 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 999 
004D: jump_if_false Label01615C 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label016155 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 150  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label016135 
01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999  ;; Load the weapon model before using this 

:Label016135
01B8: set_player $PLAYER_CHAR armed_weapon_to 27 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -1000 
0528: unknown_add 1000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label016155
0002: jump Label016163 

:Label01615C
0050: gosub Label01A8EC 

:Label016163
0002: jump Label016171 

:Label01616A
0050: gosub Label01A8EC 

:Label016171
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label01618A 
0002: jump Label0156C9 

:Label01618A
0002: jump Label015FF8 

:Label016191
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016398 
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label016398 
015F: set_camera_position -66.508 -1486.245 12.428 0.0 0.0 0.0 
0160: point_camera -66.593 -1487.241 12.433 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016228 
0055: put_player $PLAYER_CHAR at $531 $532 $533 

:Label016228
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label016398 
0001: wait 0 ms 
00BA: text_styled "ARMOUR" 1000 ms 4   ;; Body Armor
00D6: if 0 
0038:   $867 == 0  ;; integer values 
004D: jump_if_false Label016275 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label016287 

:Label016275
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1   ;; Cost: $~1~

:Label016287
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016391 
0050: gosub Label01A97E 
04DD: $PLAYER_ACTOR $873 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label016378 
00D6: if 0 
0038:   $867 == 1  ;; integer values 
004D: jump_if_false Label016371 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 199 
004D: jump_if_false Label016363 
00D6: if 0 
001A:   100 > $873  ;; integer values 
004D: jump_if_false Label016316 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -200 
0528: unknown_add 200 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label01635C 

:Label016316
00D6: if 0 
0038:   $1582 == 1  ;; integer values 
004D: jump_if_false Label01635C 
00D6: if 0 
001A:   200 > $873  ;; integer values 
004D: jump_if_false Label01635C 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -200 
0528: unknown_add 200 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label01635C
0002: jump Label01636A 

:Label016363
0050: gosub Label01A8EC 

:Label01636A
0002: jump Label016378 

:Label016371
0050: gosub Label01A8EC 

:Label016378
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label016391 
0002: jump Label0156C9 

:Label016391
0002: jump Label016228 

:Label016398
0002: jump Label015919 

:Label01639F
0002: jump Label0163F9 

:Label0163A6
00D6: if 0 
80F6:   NOT   player $PLAYER_CHAR 1 near_point_on_foot $531 $532 $533 radius 1.0 1.0 2.0 
004D: jump_if_false Label0163F9 
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label0163F9 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0163F9 
0050: gosub Label01AE6D 

:Label0163F9
0002: jump Label016419 

:Label016400
00D6: if 0 
0038:   $842 == 1  ;; integer values 
004D: jump_if_false Label016419 
0050: gosub Label01AE8D 

:Label016419
0002: jump Label016427 

:Label016420
0050: gosub Label01AE8D 

:Label016427
0002: jump Label0156C9 

:Label01642E
03A4: name_thread "AMMU2" 

:Label016438
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0173BA 
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label0173B3 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0 
004D: jump_if_false Label01739A 
00D6: if 0 
0038:   $842 == 0  ;; integer values 
004D: jump_if_false Label016625 
0050: gosub Label01B041 
0084: $857 = $859  ;; integer values and handles 
0060: $857 -= $860  ;; integer values 
0107: $889 = create_object #COLT45 at 367.0 1049.5 21.09 
0392: object $889 toggle_in_moving_list 0 
0453: object $889 set_rotation 0.0 8.0 0.0 
0107: $890 = create_object #UZI at 366.0 1049.5 21.05 
0392: object $890 toggle_in_moving_list 0 
0453: object $890 set_rotation 0.0 4.0 0.0 
0107: $891 = create_object #BUDDYSHOT at 364.9 1049.5 21.067 
0392: object $891 toggle_in_moving_list 0 
0453: object $891 set_rotation 0.0 9.0 0.0 
0107: $892 = create_object #SNIPER at 363.9 1049.5 21.05 
0392: object $892 toggle_in_moving_list 0 
0453: object $892 set_rotation 0.0 5.0 0.0 
0107: $893 = create_object #GRENADE at 363.1 1049.5 20.76 
0392: object $893 toggle_in_moving_list 0 
0107: $894 = create_object #GRENADE at 363.0 1049.5 20.72 
0392: object $894 toggle_in_moving_list 0 
0107: $895 = create_object -18 (BODYARMOUR) at 362.1 1049.5 20.9 
0392: object $895 toggle_in_moving_list 0 
00D6: if 0 
0018:   $857 > 30000  ;; integer values 
004D: jump_if_false Label016617 
009A: $853 = create_actor 4 #SPECIAL21 at 366.1 1052.2 18.2 
01ED: reset_actor $853 flags 
0350: unknown_actor $853 not_scared_flag 1 
0050: gosub Label01AD91 

:Label016617
0004: $842 = 1  ;; integer values 
0002: jump Label01665C 

:Label016625
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 369.9 1068.7 22.3 359.8 1048.5 18.1 
004D: jump_if_false Label01665C 
0050: gosub Label01A59B 

:Label01665C
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label017393 
00D6: if 0 
0038:   $844 == 0  ;; integer values 
004D: jump_if_false Label017393 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label017393 
01FA: $908 = rampage_status 
00D6: if 0 
8038:   NOT   $908 == 1  ;; integer values 
004D: jump_if_false Label017393 
00D6: if 0 
00F9:   player $PLAYER_CHAR stopped 1 near_point_on_foot $534 $535 $536 radius 1.0 1.0 2.0 
004D: jump_if_false Label017340 
0050: gosub Label01AD5B 

:Label0166D8
00D6: if 0 
0038:   $849 == 0  ;; integer values 
004D: jump_if_false Label017339 
0004: $1180 = 1  ;; integer values 
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016907 
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label016907 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label016736 
0210: player $PLAYER_CHAR look_at_actor $853 

:Label016736
015F: set_camera_position 367.203 1051.161 21.269 0.0 0.0 0.0 
0160: point_camera 367.152 1050.163 21.291 1 
00D6: if 0 
0038:   $862 == 0  ;; integer values 
004D: jump_if_false Label016793 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1  ;; integer values 
0002: jump Label01679D 

:Label016793
0460: set_camera_pointing_time 0.0 800 

:Label01679D
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0167CE 
0055: put_player $PLAYER_CHAR at $534 $535 $536 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:Label0167CE
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label016907 
0001: wait 0 ms 
00BA: text_styled "PISTOL" 1000 ms 4   ;; Pistol
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016900 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0490:   player $PLAYER_CHAR has_weapon 18 
004D: jump_if_false Label016855 
01E5: text_1number_highpriority "HELP54" 100 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016855
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label0168E7 
0419: $852 = player $PLAYER_CHAR weapon 17 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false Label0168E0 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label0168D9 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 68  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label0168BB 
01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999  ;; Load the weapon model before using this 

:Label0168BB
01B8: set_player $PLAYER_CHAR armed_weapon_to 17 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -100 
0528: unknown_add 100 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label0168D9
0002: jump Label0168E7 

:Label0168E0
0050: gosub Label01A8EC 

:Label0168E7
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label016900 
0002: jump Label016438 

:Label016900
0002: jump Label0167CE 

:Label016907
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016AEA 
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label016AEA 
015F: set_camera_position 366.203 1051.161 21.269 0.0 0.0 0.0 
0160: point_camera 366.152 1050.163 21.291 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01699E 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:Label01699E
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label016AEA 
0001: wait 0 ms 
00BA: text_styled "UZI" 1000 ms 4   ;; Uz-1
01E5: text_1number_highpriority "G_COST" 400 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016AE3 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 22 
0490:   player $PLAYER_CHAR has_weapon 25 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
004D: jump_if_false Label016A35 
01E5: text_1number_highpriority "HELP54" 400 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016A35
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label016ACA 
0419: $852 = player $PLAYER_CHAR weapon 23 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 399 
004D: jump_if_false Label016AC3 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label016ABC 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 120  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label016A9C 
01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999  ;; Load the weapon model before using this 

:Label016A9C
01B8: set_player $PLAYER_CHAR armed_weapon_to 23 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -400 
0528: unknown_add 400 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label016ABC
0002: jump Label016ACA 

:Label016AC3
0050: gosub Label01A8EC 

:Label016ACA
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label016AE3 
0002: jump Label016438 

:Label016AE3
0002: jump Label01699E 

:Label016AEA
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016D20 
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label016D20 
015F: set_camera_position 365.203 1051.161 21.269 0.0 0.0 0.0 
0160: point_camera 365.152 1050.163 21.291 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016B81 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:Label016B81
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label016D20 
0001: wait 0 ms 
00BA: text_styled "SHOTGN3" 1000 ms 4   ;; Stubby shotgun
00D6: if 0 
0038:   $868 == 0  ;; integer values 
004D: jump_if_false Label016BCE 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label016BE0 

:Label016BCE
01E5: text_1number_highpriority "G_COST" 600 1000 ms 1   ;; Cost: $~1~

:Label016BE0
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016D19 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $868 == 1  ;; integer values 
004D: jump_if_false Label016C4B 
00D6: if 21 
0490:   player $PLAYER_CHAR has_weapon 20 
0490:   player $PLAYER_CHAR has_weapon 19 
004D: jump_if_false Label016C4B 
01E5: text_1number_highpriority "HELP54" 600 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016C4B
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label016D00 
00D6: if 0 
0038:   $868 == 1  ;; integer values 
004D: jump_if_false Label016CF9 
0419: $852 = player $PLAYER_CHAR weapon 21 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 599 
004D: jump_if_false Label016CEB 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label016CE4 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 20  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label016CC4 
01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999  ;; Load the weapon model before using this 

:Label016CC4
01B8: set_player $PLAYER_CHAR armed_weapon_to 21 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -600 
0528: unknown_add 600 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label016CE4
0002: jump Label016CF2 

:Label016CEB
0050: gosub Label01A8EC 

:Label016CF2
0002: jump Label016D00 

:Label016CF9
0050: gosub Label01A8EC 

:Label016D00
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label016D19 
0002: jump Label016438 

:Label016D19
0002: jump Label016B81 

:Label016D20
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016F4F 
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label016F4F 
015F: set_camera_position 364.203 1051.161 21.269 0.0 0.0 0.0 
0160: point_camera 364.152 1050.163 21.291 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016DB7 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:Label016DB7
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label016F4F 
0001: wait 0 ms 
00BA: text_styled "SNIPE" 1000 ms 4   ;; Sniper rifle
00D6: if 0 
0038:   $847 == 0  ;; integer values 
004D: jump_if_false Label016E04 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label016E16 

:Label016E04
01E5: text_1number_highpriority "G_COST" 1500 1000 ms 1   ;; Cost: $~1~

:Label016E16
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016F48 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $847 == 1  ;; integer values 
004D: jump_if_false Label016E7A 
00D6: if 0 
0490:   player $PLAYER_CHAR has_weapon 29 
004D: jump_if_false Label016E7A 
01E5: text_1number_highpriority "HELP54" 1500 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016E7A
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label016F2F 
00D6: if 0 
0038:   $847 == 1  ;; integer values 
004D: jump_if_false Label016F28 
0419: $852 = player $PLAYER_CHAR weapon 28 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 1499 
004D: jump_if_false Label016F1A 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label016F13 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 40  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label016EF3 
01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999  ;; Load the weapon model before using this 

:Label016EF3
01B8: set_player $PLAYER_CHAR armed_weapon_to 28 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -1500 
0528: unknown_add 1500 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label016F13
0002: jump Label016F21 

:Label016F1A
0050: gosub Label01A8EC 

:Label016F21
0002: jump Label016F2F 

:Label016F28
0050: gosub Label01A8EC 

:Label016F2F
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label016F48 
0002: jump Label016438 

:Label016F48
0002: jump Label016DB7 

:Label016F4F
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01712B 
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label01712B 
015F: set_camera_position 363.203 1051.161 21.269 0.0 0.0 0.0 
0160: point_camera 363.152 1050.163 21.291 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label016FE6 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:Label016FE6
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label01712B 
0001: wait 0 ms 
00BA: text_styled "GRENADE" 1000 ms 4   ;; Grenades
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017124 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 22 
0490:   player $PLAYER_CHAR has_weapon 13 
0490:   player $PLAYER_CHAR has_weapon 15 
0490:   player $PLAYER_CHAR has_weapon 14 
004D: jump_if_false Label01707D 
01E5: text_1number_highpriority "HELP54" 300 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label01707D
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01710B 
0419: $852 = player $PLAYER_CHAR weapon 12 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 299 
004D: jump_if_false Label017104 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label0170FD 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 8  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label0170E4 
01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999  ;; Load the weapon model before using this 

:Label0170E4
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -300 
0528: unknown_add 300 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label0170FD
0002: jump Label01710B 

:Label017104
0050: gosub Label01A8EC 

:Label01710B
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label017124 
0002: jump Label016438 

:Label017124
0002: jump Label016FE6 

:Label01712B
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017332 
00D6: if 0 
0038:   $851 == 5  ;; integer values 
004D: jump_if_false Label017332 
015F: set_camera_position 362.203 1051.161 21.269 0.0 0.0 0.0 
0160: point_camera 362.152 1050.163 21.291 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0171C2 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:Label0171C2
00D6: if 0 
0038:   $851 == 5  ;; integer values 
004D: jump_if_false Label017332 
0001: wait 0 ms 
00BA: text_styled "ARMOUR" 1000 ms 4   ;; Body Armor
00D6: if 0 
0038:   $867 == 0  ;; integer values 
004D: jump_if_false Label01720F 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label017221 

:Label01720F
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1   ;; Cost: $~1~

:Label017221
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01732B 
0050: gosub Label01AA87 
04DD: $PLAYER_ACTOR $873 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label017312 
00D6: if 0 
0038:   $867 == 1  ;; integer values 
004D: jump_if_false Label01730B 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 199 
004D: jump_if_false Label0172FD 
00D6: if 0 
001A:   100 > $873  ;; integer values 
004D: jump_if_false Label0172B0 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -200 
0528: unknown_add 200 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label0172F6 

:Label0172B0
00D6: if 0 
0038:   $1582 == 1  ;; integer values 
004D: jump_if_false Label0172F6 
00D6: if 0 
001A:   200 > $873  ;; integer values 
004D: jump_if_false Label0172F6 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -200 
0528: unknown_add 200 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label0172F6
0002: jump Label017304 

:Label0172FD
0050: gosub Label01A8EC 

:Label017304
0002: jump Label017312 

:Label01730B
0050: gosub Label01A8EC 

:Label017312
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label01732B 
0002: jump Label016438 

:Label01732B
0002: jump Label0171C2 

:Label017332
0002: jump Label0166D8 

:Label017339
0002: jump Label017393 

:Label017340
00D6: if 0 
80F6:   NOT   player $PLAYER_CHAR 1 near_point_on_foot $534 $535 $536 radius 1.0 1.0 2.0 
004D: jump_if_false Label017393 
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label017393 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017393 
0050: gosub Label01AE6D 

:Label017393
0002: jump Label0173B3 

:Label01739A
00D6: if 0 
0038:   $842 == 1  ;; integer values 
004D: jump_if_false Label0173B3 
0050: gosub Label01AE8D 

:Label0173B3
0002: jump Label0173C1 

:Label0173BA
0050: gosub Label01AE8D 

:Label0173C1
0002: jump Label016438 

:Label0173C8
03A4: name_thread "AMMU3" 

:Label0173D2
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01842E 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label018427 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $537 $538 $539 radius 35.0 35.0 20.0 
004D: jump_if_false Label01840E 
00D6: if 0 
0038:   $842 == 0  ;; integer values 
004D: jump_if_false Label0175C9 
0050: gosub Label01B041 
0084: $857 = $859  ;; integer values and handles 
0060: $857 -= $860  ;; integer values 
0107: $889 = create_object #PYTHON at -683.6 1200.549 12.93 
0392: object $889 toggle_in_moving_list 0 
0453: object $889 set_rotation 0.0 4.0 90.0 
0107: $890 = create_object #MP5LNG at -683.6 1202.049 12.86 
0392: object $890 toggle_in_moving_list 0 
0453: object $890 set_rotation 0.0 8.0 95.0 
0107: $891 = create_object #SHOTGSPA at -683.6 1203.449 12.91 
0392: object $891 toggle_in_moving_list 0 
0453: object $891 set_rotation 0.0 9.0 95.0 
0107: $892 = create_object #M4 at -683.6 1205.049 12.88 
0392: object $892 toggle_in_moving_list 0 
0453: object $892 set_rotation 0.0 3.0 95.0 
0107: $893 = create_object #LASER at -683.6 1206.549 12.81 
0392: object $893 toggle_in_moving_list 0 
0453: object $893 set_rotation 0.0 2.0 95.0 
0107: $894 = create_object -18 (BODYARMOUR) at -683.5 1208.189 12.809 
0392: object $894 toggle_in_moving_list 0 
0177: set_object $894 z_angle_to 90.0 
00D6: if 0 
0018:   $857 > 30000  ;; integer values 
004D: jump_if_false Label0175BB 
009A: $853 = create_actor 4 #SPECIAL21 at -679.97 1203.5 10.0 
0173: set_actor $853 z_angle_to 270.0 
01ED: reset_actor $853 flags 
0350: unknown_actor $853 not_scared_flag 1 
0050: gosub Label01AD91 

:Label0175BB
0004: $842 = 1  ;; integer values 
0002: jump Label017600 

:Label0175C9
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube -684.5 1199.3 16.9 -663.8 1211.1 10.0 
004D: jump_if_false Label017600 
0050: gosub Label01A59B 

:Label017600
00D6: if 0 
0038:   $995 == 0  ;; integer values 
004D: jump_if_false Label018407 
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label018407 
00D6: if 0 
0038:   $844 == 0  ;; integer values 
004D: jump_if_false Label018407 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label018407 
01FA: $908 = rampage_status 
00D6: if 0 
8038:   NOT   $908 == 1  ;; integer values 
004D: jump_if_false Label018407 
00D6: if 0 
00F9:   player $PLAYER_CHAR stopped 1 near_point_on_foot $537 $538 $539 radius 1.0 1.0 2.0 
004D: jump_if_false Label0183B4 
0050: gosub Label01AD5B 

:Label01768E
00D6: if 0 
0038:   $849 == 0  ;; integer values 
004D: jump_if_false Label0183AD 
0004: $1180 = 1  ;; integer values 
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01791C 
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label01791C 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label0176EC 
0210: player $PLAYER_CHAR look_at_actor $853 

:Label0176EC
015F: set_camera_position -682.161 1200.594 13.133 0.0 0.0 0.0 
0160: point_camera -683.155 1200.697 13.171 1 
00D6: if 0 
0038:   $862 == 0  ;; integer values 
004D: jump_if_false Label017749 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1  ;; integer values 
0002: jump Label017753 

:Label017749
0460: set_camera_pointing_time 0.0 800 

:Label017753
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017784 
0055: put_player $PLAYER_CHAR at $537 $538 $539 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:Label017784
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label01791C 
0001: wait 0 ms 
00BA: text_styled "PYTHON" 2000 ms 4   ;; .357
00D6: if 0 
0038:   $907 == 0  ;; integer values 
004D: jump_if_false Label0177D1 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label0177E3 

:Label0177D1
01E5: text_1number_highpriority "G_COST" 2000 1000 ms 1   ;; Cost: $~1~

:Label0177E3
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017915 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $907 == 1  ;; integer values 
004D: jump_if_false Label017847 
00D6: if 0 
0490:   player $PLAYER_CHAR has_weapon 17 
004D: jump_if_false Label017847 
01E5: text_1number_highpriority "HELP54" 2000 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017847
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label0178FC 
00D6: if 0 
0038:   $907 == 1  ;; integer values 
004D: jump_if_false Label0178F5 
0419: $852 = player $PLAYER_CHAR weapon 18 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 1999 
004D: jump_if_false Label0178E7 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label0178E0 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 24  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label0178C0 
01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999  ;; Load the weapon model before using this 

:Label0178C0
01B8: set_player $PLAYER_CHAR armed_weapon_to 18 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -2000 
0528: unknown_add 2000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label0178E0
0002: jump Label0178EE 

:Label0178E7
0050: gosub Label01A8EC 

:Label0178EE
0002: jump Label0178FC 

:Label0178F5
0050: gosub Label01A8EC 

:Label0178FC
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label017915 
0002: jump Label0173D2 

:Label017915
0002: jump Label017784 

:Label01791C
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017B59 
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label017B59 
015F: set_camera_position -682.161 1202.094 13.133 0.0 0.0 0.0 
0160: point_camera -683.155 1202.197 13.171 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0179B3 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:Label0179B3
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label017B59 
0001: wait 0 ms 
00BA: text_styled "MP5" 1000 ms 4   ;; MP
00D6: if 0 
0038:   $906 == 0  ;; integer values 
004D: jump_if_false Label017A00 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label017A12 

:Label017A00
01E5: text_1number_highpriority "G_COST" 3000 1000 ms 1   ;; Cost: $~1~

:Label017A12
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017B52 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $906 == 1  ;; integer values 
004D: jump_if_false Label017A84 
00D6: if 22 
0490:   player $PLAYER_CHAR has_weapon 23 
0490:   player $PLAYER_CHAR has_weapon 24 
0490:   player $PLAYER_CHAR has_weapon 22 
004D: jump_if_false Label017A84 
01E5: text_1number_highpriority "HELP54" 3000 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017A84
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label017B39 
00D6: if 0 
0038:   $906 == 1  ;; integer values 
004D: jump_if_false Label017B32 
0419: $852 = player $PLAYER_CHAR weapon 25 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 2999 
004D: jump_if_false Label017B24 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label017B1D 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 120  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label017AFD 
01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999  ;; Load the weapon model before using this 

:Label017AFD
01B8: set_player $PLAYER_CHAR armed_weapon_to 25 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -3000 
0528: unknown_add 3000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label017B1D
0002: jump Label017B2B 

:Label017B24
0050: gosub Label01A8EC 

:Label017B2B
0002: jump Label017B39 

:Label017B32
0050: gosub Label01A8EC 

:Label017B39
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label017B52 
0002: jump Label0173D2 

:Label017B52
0002: jump Label0179B3 

:Label017B59
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017D8F 
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label017D8F 
015F: set_camera_position -682.161 1203.594 13.133 0.0 0.0 0.0 
0160: point_camera -683.155 1203.697 13.171 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017BF0 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:Label017BF0
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label017D8F 
0001: wait 0 ms 
00BA: text_styled "SHOTGN2" 1000 ms 4   ;; S.P.A.S. 12
00D6: if 0 
0038:   $848 == 0  ;; integer values 
004D: jump_if_false Label017C3D 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label017C4F 

:Label017C3D
01E5: text_1number_highpriority "G_COST" 4000 1000 ms 1   ;; Cost: $~1~

:Label017C4F
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017D88 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $848 == 1  ;; integer values 
004D: jump_if_false Label017CBA 
00D6: if 21 
0490:   player $PLAYER_CHAR has_weapon 21 
0490:   player $PLAYER_CHAR has_weapon 19 
004D: jump_if_false Label017CBA 
01E5: text_1number_highpriority "HELP54" 4000 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017CBA
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label017D6F 
00D6: if 0 
0038:   $848 == 1  ;; integer values 
004D: jump_if_false Label017D68 
0419: $852 = player $PLAYER_CHAR weapon 20 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 3999 
004D: jump_if_false Label017D5A 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label017D53 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 28  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label017D33 
01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999  ;; Load the weapon model before using this 

:Label017D33
01B8: set_player $PLAYER_CHAR armed_weapon_to 20 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -4000 
0528: unknown_add 4000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label017D53
0002: jump Label017D61 

:Label017D5A
0050: gosub Label01A8EC 

:Label017D61
0002: jump Label017D6F 

:Label017D68
0050: gosub Label01A8EC 

:Label017D6F
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label017D88 
0002: jump Label0173D2 

:Label017D88
0002: jump Label017BF0 

:Label017D8F
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017FBF 
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label017FBF 
015F: set_camera_position -682.161 1205.094 13.133 0.0 0.0 0.0 
0160: point_camera -683.155 1205.197 13.171 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017E26 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:Label017E26
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label017FBF 
0001: wait 0 ms 
00BA: text_styled "M4" 1000 ms 4   ;; VROCK
00D6: if 0 
0038:   $855 == 0  ;; integer values 
004D: jump_if_false Label017E73 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label017E85 

:Label017E73
01E5: text_1number_highpriority "G_COST" 5000 1000 ms 1   ;; Cost: $~1~

:Label017E85
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label017FB8 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $855 == 1  ;; integer values 
004D: jump_if_false Label017EE9 
00D6: if 0 
0490:   player $PLAYER_CHAR has_weapon 27 
004D: jump_if_false Label017EE9 
01E5: text_1number_highpriority "HELP54" 5000 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017EE9
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label017F9F 
00D6: if 0 
0038:   $855 == 1  ;; integer values 
004D: jump_if_false Label017F98 
0419: $852 = player $PLAYER_CHAR weapon 26 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 4999 
004D: jump_if_false Label017F8A 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label017F83 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 150  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label017F63 
01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999  ;; Load the weapon model before using this 

:Label017F63
01B8: set_player $PLAYER_CHAR armed_weapon_to 26 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -5000 
0528: unknown_add 5000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label017F83
0002: jump Label017F91 

:Label017F8A
0050: gosub Label01A8EC 

:Label017F91
0002: jump Label017F9F 

:Label017F98
0050: gosub Label01A8EC 

:Label017F9F
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label017FB8 
0002: jump Label0173D2 

:Label017FB8
0002: jump Label017E26 

:Label017FBF
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0181E7 
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label0181E7 
015F: set_camera_position -682.161 1206.594 13.133 0.0 0.0 0.0 
0160: point_camera -683.155 1206.697 13.171 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018056 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:Label018056
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label0181E7 
0001: wait 0 ms 
00BA: text_styled "LASER" 1000 ms 4   ;; .308 Sniper
00D6: if 0 
0038:   $856 == 0  ;; integer values 
004D: jump_if_false Label0180A3 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label0180B5 

:Label0180A3
01E5: text_1number_highpriority "G_COST" 6000 1000 ms 1   ;; Cost: $~1~

:Label0180B5
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0181E0 
0050: gosub Label01AA87 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $869 ammo $852 model $870 
0050: gosub Label01B0FB 
00D6: if 0 
0038:   $856 == 1  ;; integer values 
004D: jump_if_false Label018119 
00D6: if 0 
0490:   player $PLAYER_CHAR has_weapon 28 
004D: jump_if_false Label018119 
01E5: text_1number_highpriority "HELP54" 6000 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label018119
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label0181C7 
00D6: if 0 
0038:   $856 == 1  ;; integer values 
004D: jump_if_false Label0181C0 
0419: $852 = player $PLAYER_CHAR weapon 29 ammo 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 5999 
004D: jump_if_false Label0181B2 
00D6: if 0 
001A:   9999 > $852  ;; integer values 
004D: jump_if_false Label0181AB 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 28  ;; Load the weapon model before using this 
00D6: if 0 
0018:   $852 > 9999  ;; integer values 
004D: jump_if_false Label018192 
01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999  ;; Load the weapon model before using this 

:Label018192
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -6000 
0528: unknown_add 6000 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label0181AB
0002: jump Label0181B9 

:Label0181B2
0050: gosub Label01A8EC 

:Label0181B9
0002: jump Label0181C7 

:Label0181C0
0050: gosub Label01A8EC 

:Label0181C7
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label0181E0 
0002: jump Label0173D2 

:Label0181E0
0002: jump Label018056 

:Label0181E7
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0183A6 
00D6: if 0 
0038:   $851 == 5  ;; integer values 
004D: jump_if_false Label0183A6 
015F: set_camera_position -682.161 1208.094 13.133 0.0 0.0 0.0 
0160: point_camera -683.155 1208.197 13.171 1 
0460: set_camera_pointing_time 0.0 800 
0004: $871 = 0  ;; integer values 
0004: $872 = 0  ;; integer values 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01827E 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:Label01827E
00D6: if 0 
0038:   $851 == 5  ;; integer values 
004D: jump_if_false Label0183A6 
0001: wait 0 ms 
00BA: text_styled "ARMOUR" 1000 ms 4   ;; Body Armor
01E5: text_1number_highpriority "G_COST" 200 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01839F 
0050: gosub Label01AA87 
04DD: $PLAYER_ACTOR $873 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label018386 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 199 
004D: jump_if_false Label01837F 
00D6: if 0 
001A:   100 > $873  ;; integer values 
004D: jump_if_false Label018332 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -200 
0528: unknown_add 200 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label018378 

:Label018332
00D6: if 0 
0038:   $1582 == 1  ;; integer values 
004D: jump_if_false Label018378 
00D6: if 0 
001A:   200 > $873  ;; integer values 
004D: jump_if_false Label018378 
035E: set_player $PLAYER_CHAR armour_to 200 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -200 
0528: unknown_add 200 to_money_spent_on_weapons_stats 
0001: wait 300 ms 

:Label018378
0002: jump Label018386 

:Label01837F
0050: gosub Label01A8EC 

:Label018386
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label01839F 
0002: jump Label0173D2 

:Label01839F
0002: jump Label01827E 

:Label0183A6
0002: jump Label01768E 

:Label0183AD
0002: jump Label018407 

:Label0183B4
00D6: if 0 
80F6:   NOT   player $PLAYER_CHAR 1 near_point_on_foot $537 $538 $539 radius 1.0 1.0 2.0 
004D: jump_if_false Label018407 
00D6: if 0 
0038:   $849 == 1  ;; integer values 
004D: jump_if_false Label018407 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018407 
0050: gosub Label01AE6D 

:Label018407
0002: jump Label018427 

:Label01840E
00D6: if 0 
0038:   $842 == 1  ;; integer values 
004D: jump_if_false Label018427 
0050: gosub Label01AE8D 

:Label018427
0002: jump Label018435 

:Label01842E
0050: gosub Label01AE8D 

:Label018435
0002: jump Label0173D2 

:Label01843C
03A4: name_thread "HARD1" 

:Label018446
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018FAB 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH2" 
004D: jump_if_false Label018FA4 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $540 $541 $542 radius 35.0 35.0 30.0 
004D: jump_if_false Label018F8B 
00D6: if 0 
0038:   $843 == 0  ;; integer values 
004D: jump_if_false Label0185E3 
0050: gosub Label01B07F 
0084: $858 = $859  ;; integer values and handles 
0060: $858 -= $861  ;; integer values 
0107: $875 = create_object #SCREWDRIVER at 201.508 -469.297 13.79 
0392: object $875 toggle_in_moving_list 0 
0107: $876 = create_object #HAMMER at 202.508 -469.297 13.73 
0392: object $876 toggle_in_moving_list 0 
0453: object $876 set_rotation 0.0 4.0 0.0 
0107: $877 = create_object #CLEAVER at 203.508 -469.297 13.77 
0392: object $877 toggle_in_moving_list 0 
0107: $878 = create_object #BAT at 204.606 -469.297 13.91 
0392: object $878 toggle_in_moving_list 0 
0453: object $878 set_rotation 85.0 0.0 90.0 
0107: $879 = create_object #MACHETE at 205.858 -469.297 14.0 
0392: object $879 toggle_in_moving_list 0 
0453: object $879 set_rotation 0.0 90.0 0.0 
00D6: if 0 
0018:   $858 > 60000  ;; integer values 
004D: jump_if_false Label0185D5 
009A: $854 = create_actor 4 #SPECIAL16 at 202.4 -471.1 10.1 
0173: set_actor $854 z_angle_to 180.1 
0050: gosub Label01AF21 

:Label0185D5
0004: $843 = 1  ;; integer values 
0002: jump Label01861A 

:Label0185E3
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 190.0 -481.0 15.7 209.6 -468.5 10.0 
004D: jump_if_false Label01861A 
0050: gosub Label01A5F5 

:Label01861A
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label018F84 
00D6: if 0 
0038:   $845 == 0  ;; integer values 
004D: jump_if_false Label018F84 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label018F84 
01FA: $908 = rampage_status 
00D6: if 0 
8038:   NOT   $908 == 1  ;; integer values 
004D: jump_if_false Label018F84 
00D6: if 0 
00F9:   player $PLAYER_CHAR stopped 1 near_point_on_foot $540 $541 $542 radius 1.0 1.0 2.0 
004D: jump_if_false Label018F31 
0050: gosub Label01AD76 

:Label018696
00D6: if 0 
0038:   $850 == 0  ;; integer values 
004D: jump_if_false Label018F2A 
0004: $1180 = 1  ;; integer values 
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01887F 
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label01887F 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label0186F4 
0210: player $PLAYER_CHAR look_at_actor $854 

:Label0186F4
015F: set_camera_position 201.616 -470.795 14.284 0.0 0.0 0.0 
0160: point_camera 201.608 -469.797 14.217 1 
00D6: if 0 
0038:   $862 == 0  ;; integer values 
004D: jump_if_false Label018751 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1  ;; integer values 
0002: jump Label01875B 

:Label018751
0460: set_camera_pointing_time 0.0 800 

:Label01875B
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01878C 
0055: put_player $PLAYER_CHAR at $540 $541 $542 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:Label01878C
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label01887F 
0001: wait 0 ms 
00BA: text_styled "SCREWD" 1000 ms 4   ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018878 
0050: gosub Label01ABDE 
0004: $885 = 10  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01885F 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 9 
004D: jump_if_false Label018858 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 2 
004D: jump_if_false Label01884A 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -10 
0528: unknown_add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label018851 

:Label01884A
0050: gosub Label01A8EC 

:Label018851
0002: jump Label01885F 

:Label018858
0050: gosub Label01A8EC 

:Label01885F
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label018878 
0002: jump Label018446 

:Label018878
0002: jump Label01878C 

:Label01887F
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0189FB 
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label0189FB 
015F: set_camera_position 202.616 -470.795 14.284 0.0 0.0 0.0 
0160: point_camera 202.608 -469.797 14.217 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018908 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:Label018908
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label0189FB 
0001: wait 0 ms 
00BA: text_styled "HAMMER" 1000 ms 4   ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0189F4 
0050: gosub Label01ABDE 
0004: $885 = 20  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label0189DB 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false Label0189D4 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 7 
004D: jump_if_false Label0189C6 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -20 
0528: unknown_add 20 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label0189CD 

:Label0189C6
0050: gosub Label01A8EC 

:Label0189CD
0002: jump Label0189DB 

:Label0189D4
0050: gosub Label01A8EC 

:Label0189DB
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label0189F4 
0002: jump Label018446 

:Label0189F4
0002: jump Label018908 

:Label0189FB
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018B77 
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label018B77 
015F: set_camera_position 203.616 -470.795 14.284 0.0 0.0 0.0 
0160: point_camera 203.608 -469.797 14.217 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018A84 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:Label018A84
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label018B77 
0001: wait 0 ms 
00BA: text_styled "CLEVER" 1000 ms 4   ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018B70 
0050: gosub Label01ABDE 
0004: $885 = 50  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label018B57 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 49 
004D: jump_if_false Label018B50 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 8 
004D: jump_if_false Label018B42 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -50 
0528: unknown_add 50 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label018B49 

:Label018B42
0050: gosub Label01A8EC 

:Label018B49
0002: jump Label018B57 

:Label018B50
0050: gosub Label01A8EC 

:Label018B57
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label018B70 
0002: jump Label018446 

:Label018B70
0002: jump Label018A84 

:Label018B77
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018D4D 
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label018D4D 
015F: set_camera_position 204.816 -470.795 14.284 0.0 0.0 0.0 
0160: point_camera 204.808 -469.797 14.217 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018C00 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:Label018C00
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label018D4D 
0001: wait 0 ms 
00BA: text_styled "BASEBAT" 1000 ms 4   ;; Baseball bat
00D6: if 0 
0038:   $904 == 0  ;; integer values 
004D: jump_if_false Label018C4D 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label018C5E 

:Label018C4D
01E5: text_1number_highpriority "G_COST" 80 1000 ms 1   ;; Cost: $~1~

:Label018C5E
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018D46 
0050: gosub Label01ABDE 
00D6: if 0 
0038:   $904 == 1  ;; integer values 
004D: jump_if_false Label018C95 
0004: $885 = 80  ;; integer values 
0050: gosub Label01B0BD 

:Label018C95
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label018D2D 
00D6: if 0 
0038:   $904 == 1  ;; integer values 
004D: jump_if_false Label018D26 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 79 
004D: jump_if_false Label018D18 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 6 
004D: jump_if_false Label018D0A 
01B1: give_player $PLAYER_CHAR weapon 6 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 6 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -80 
0528: unknown_add 80 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label018D11 

:Label018D0A
0050: gosub Label01A8EC 

:Label018D11
0002: jump Label018D1F 

:Label018D18
0050: gosub Label01A8EC 

:Label018D1F
0002: jump Label018D2D 

:Label018D26
0050: gosub Label01A8EC 

:Label018D2D
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label018D46 
0002: jump Label018446 

:Label018D46
0002: jump Label018C00 

:Label018D4D
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018F23 
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label018F23 
015F: set_camera_position 206.116 -470.795 14.284 0.0 0.0 0.0 
0160: point_camera 206.108 -469.797 14.217 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018DD6 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:Label018DD6
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label018F23 
0001: wait 0 ms 
00BA: text_styled "MACHETE" 1000 ms 4   ;; Machete
00D6: if 0 
0038:   $905 == 0  ;; integer values 
004D: jump_if_false Label018E23 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label018E34 

:Label018E23
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1   ;; Cost: $~1~

:Label018E34
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018F1C 
0050: gosub Label01ABDE 
00D6: if 0 
0038:   $905 == 1  ;; integer values 
004D: jump_if_false Label018E6B 
0004: $885 = 100  ;; integer values 
0050: gosub Label01B0BD 

:Label018E6B
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label018F03 
00D6: if 0 
0038:   $905 == 1  ;; integer values 
004D: jump_if_false Label018EFC 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false Label018EEE 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 9 
004D: jump_if_false Label018EE0 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -100 
0528: unknown_add 100 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label018EE7 

:Label018EE0
0050: gosub Label01A8EC 

:Label018EE7
0002: jump Label018EF5 

:Label018EEE
0050: gosub Label01A8EC 

:Label018EF5
0002: jump Label018F03 

:Label018EFC
0050: gosub Label01A8EC 

:Label018F03
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label018F1C 
0002: jump Label018446 

:Label018F1C
0002: jump Label018DD6 

:Label018F23
0002: jump Label018696 

:Label018F2A
0002: jump Label018F84 

:Label018F31
00D6: if 0 
80F6:   NOT   player $PLAYER_CHAR 1 near_point_on_foot $540 $541 $542 radius 1.0 1.0 2.0 
004D: jump_if_false Label018F84 
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label018F84 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label018F84 
0050: gosub Label01AF5E 

:Label018F84
0002: jump Label018FA4 

:Label018F8B
00D6: if 0 
0038:   $843 == 1  ;; integer values 
004D: jump_if_false Label018FA4 
0050: gosub Label01AF7E 

:Label018FA4
0002: jump Label018FB2 

:Label018FAB
0050: gosub Label01AF7E 

:Label018FB2
0002: jump Label018446 

:Label018FB9
03A4: name_thread "HARD2" 

:Label018FC3
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019ABF 
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label019AB8 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0 
004D: jump_if_false Label019A9F 
00D6: if 0 
0038:   $843 == 0  ;; integer values 
004D: jump_if_false Label01914C 
0050: gosub Label01B07F 
0084: $858 = $859  ;; integer values and handles 
0060: $858 -= $861  ;; integer values 
0107: $875 = create_object #SCREWDRIVER at 365.96 1072.8 20.68 
0392: object $875 toggle_in_moving_list 0 
0107: $876 = create_object #HAMMER at 364.96 1072.8 20.669 
0392: object $876 toggle_in_moving_list 0 
0453: object $876 set_rotation 0.0 4.0 0.0 
0107: $877 = create_object #CLEAVER at 363.96 1072.8 20.729 
0392: object $877 toggle_in_moving_list 0 
0107: $878 = create_object #KNIFECUR at 362.92 1072.8 20.639 
0392: object $878 toggle_in_moving_list 0 
0107: $879 = create_object #KATANA at 362.0 1072.8 20.75 
0392: object $879 toggle_in_moving_list 0 
0453: object $879 set_rotation 0.0 -20.0 0.0 
00D6: if 0 
0018:   $858 > 60000  ;; integer values 
004D: jump_if_false Label01913E 
009A: $854 = create_actor 4 #SPECIAL16 at 364.5 1074.3 18.0 
0173: set_actor $854 z_angle_to 358.1 
0050: gosub Label01AF21 

:Label01913E
0004: $843 = 1  ;; integer values 
0002: jump Label019183 

:Label01914C
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 369.9 1089.8 22.3 359.8 1071.7 18.1 
004D: jump_if_false Label019183 
0050: gosub Label01A5F5 

:Label019183
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label019A98 
00D6: if 0 
0038:   $845 == 0  ;; integer values 
004D: jump_if_false Label019A98 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label019A98 
01FA: $908 = rampage_status 
00D6: if 0 
8038:   NOT   $908 == 1  ;; integer values 
004D: jump_if_false Label019A98 
00D6: if 0 
00F9:   player $PLAYER_CHAR stopped 1 near_point_on_foot $543 $544 $545 radius 1.0 1.0 2.0 
004D: jump_if_false Label019A45 
0050: gosub Label01AD76 

:Label0191FF
00D6: if 0 
0038:   $850 == 0  ;; integer values 
004D: jump_if_false Label019A3E 
0004: $1180 = 1  ;; integer values 
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0193E8 
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label0193E8 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label01925D 
0210: player $PLAYER_CHAR look_at_actor $854 

:Label01925D
015F: set_camera_position 366.1 1074.719 21.062 0.0 0.0 0.0 
0160: point_camera 366.089 1073.72 21.084 1 
00D6: if 0 
0038:   $862 == 0  ;; integer values 
004D: jump_if_false Label0192BA 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1  ;; integer values 
0002: jump Label0192C4 

:Label0192BA
0460: set_camera_pointing_time 0.0 800 

:Label0192C4
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0192F5 
0055: put_player $PLAYER_CHAR at $543 $544 $545 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:Label0192F5
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label0193E8 
0001: wait 0 ms 
00BA: text_styled "SCREWD" 1000 ms 4   ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0193E1 
0050: gosub Label01ABDE 
0004: $885 = 10  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label0193C8 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 9 
004D: jump_if_false Label0193C1 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 2 
004D: jump_if_false Label0193B3 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -10 
0528: unknown_add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label0193BA 

:Label0193B3
0050: gosub Label01A8EC 

:Label0193BA
0002: jump Label0193C8 

:Label0193C1
0050: gosub Label01A8EC 

:Label0193C8
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label0193E1 
0002: jump Label018FC3 

:Label0193E1
0002: jump Label0192F5 

:Label0193E8
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019564 
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label019564 
015F: set_camera_position 365.1 1074.719 21.062 0.0 0.0 0.0 
0160: point_camera 365.089 1073.72 21.084 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019471 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:Label019471
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label019564 
0001: wait 0 ms 
00BA: text_styled "HAMMER" 1000 ms 4   ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01955D 
0050: gosub Label01ABDE 
0004: $885 = 20  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label019544 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false Label01953D 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 7 
004D: jump_if_false Label01952F 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -20 
0528: unknown_add 20 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label019536 

:Label01952F
0050: gosub Label01A8EC 

:Label019536
0002: jump Label019544 

:Label01953D
0050: gosub Label01A8EC 

:Label019544
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label01955D 
0002: jump Label018FC3 

:Label01955D
0002: jump Label019471 

:Label019564
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0196E0 
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label0196E0 
015F: set_camera_position 364.1 1074.719 21.062 0.0 0.0 0.0 
0160: point_camera 364.089 1073.72 21.084 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0195ED 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:Label0195ED
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label0196E0 
0001: wait 0 ms 
00BA: text_styled "CLEVER" 1000 ms 4   ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0196D9 
0050: gosub Label01ABDE 
0004: $885 = 50  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label0196C0 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 49 
004D: jump_if_false Label0196B9 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 8 
004D: jump_if_false Label0196AB 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -50 
0528: unknown_add 50 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label0196B2 

:Label0196AB
0050: gosub Label01A8EC 

:Label0196B2
0002: jump Label0196C0 

:Label0196B9
0050: gosub Label01A8EC 

:Label0196C0
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label0196D9 
0002: jump Label018FC3 

:Label0196D9
0002: jump Label0195ED 

:Label0196E0
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01985C 
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label01985C 
015F: set_camera_position 363.1 1074.719 21.062 0.0 0.0 0.0 
0160: point_camera 363.089 1073.72 21.084 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019769 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:Label019769
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label01985C 
0001: wait 0 ms 
00BA: text_styled "KNIFE" 1000 ms 4   ;; Knife
01E5: text_1number_highpriority "G_COST" 90 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019855 
0050: gosub Label01ABDE 
0004: $885 = 90  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01983C 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 89 
004D: jump_if_false Label019835 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 5 
004D: jump_if_false Label019827 
01B1: give_player $PLAYER_CHAR weapon 5 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 5 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -90 
0528: unknown_add 90 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label01982E 

:Label019827
0050: gosub Label01A8EC 

:Label01982E
0002: jump Label01983C 

:Label019835
0050: gosub Label01A8EC 

:Label01983C
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label019855 
0002: jump Label018FC3 

:Label019855
0002: jump Label019769 

:Label01985C
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019A37 
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label019A37 
015F: set_camera_position 362.1 1074.719 21.062 0.0 0.0 0.0 
0160: point_camera 362.089 1073.72 21.084 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0198E5 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:Label0198E5
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label019A37 
0001: wait 0 ms 
00BA: text_styled "KATANA" 1000 ms 4   ;; Katana
00D6: if 0 
0038:   $874 == 0  ;; integer values 
004D: jump_if_false Label019932 
00BC: text_highpriority "STOCK" 1000 ms 1   ;; ~r~out of stock
0002: jump Label019944 

:Label019932
01E5: text_1number_highpriority "G_COST" 300 1000 ms 1   ;; Cost: $~1~

:Label019944
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019A30 
0050: gosub Label01ABDE 
00D6: if 0 
0038:   $874 == 1  ;; integer values 
004D: jump_if_false Label01997C 
0004: $885 = 300  ;; integer values 
0050: gosub Label01B0BD 

:Label01997C
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label019A17 
00D6: if 0 
0038:   $874 == 1  ;; integer values 
004D: jump_if_false Label019A10 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 299 
004D: jump_if_false Label019A02 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 10 
004D: jump_if_false Label0199F4 
01B1: give_player $PLAYER_CHAR weapon 10 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 10 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -300 
0528: unknown_add 300 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label0199FB 

:Label0199F4
0050: gosub Label01A8EC 

:Label0199FB
0002: jump Label019A09 

:Label019A02
0050: gosub Label01A8EC 

:Label019A09
0002: jump Label019A17 

:Label019A10
0050: gosub Label01A8EC 

:Label019A17
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label019A30 
0002: jump Label018FC3 

:Label019A30
0002: jump Label0198E5 

:Label019A37
0002: jump Label0191FF 

:Label019A3E
0002: jump Label019A98 

:Label019A45
00D6: if 0 
80F6:   NOT   player $PLAYER_CHAR 0 near_point_on_foot $543 $544 $545 radius 1.0 1.0 2.0 
004D: jump_if_false Label019A98 
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label019A98 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019A98 
0050: gosub Label01AF5E 

:Label019A98
0002: jump Label019AB8 

:Label019A9F
00D6: if 0 
0038:   $843 == 1  ;; integer values 
004D: jump_if_false Label019AB8 
0050: gosub Label01AF7E 

:Label019AB8
0002: jump Label019AC6 

:Label019ABF
0050: gosub Label01AF7E 

:Label019AC6
0002: jump Label018FC3 

:Label019ACD
03A4: name_thread "HARD3" 

:Label019AD7
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A58D 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
004D: jump_if_false Label01A586 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $546 $547 $548 radius 35.0 35.0 20.0 
004D: jump_if_false Label01A56D 
00D6: if 0 
0038:   $843 == 0  ;; integer values 
004D: jump_if_false Label019C74 
0050: gosub Label01B07F 
0084: $858 = $859  ;; integer values and handles 
0060: $858 -= $861  ;; integer values 
0107: $875 = create_object #SCREWDRIVER at -961.0 -689.87 14.08 
0392: object $875 toggle_in_moving_list 0 
0177: set_object $875 z_angle_to 270.0 
0107: $876 = create_object #HAMMER at -960.95 -690.88 14.032 
0392: object $876 toggle_in_moving_list 0 
0453: object $876 set_rotation 0.0 4.0 270.0 
0107: $877 = create_object #CLEAVER at -960.95 -691.9 14.08 
0392: object $877 toggle_in_moving_list 0 
0177: set_object $877 z_angle_to 270.0 
0107: $878 = create_object #MACHETE at -960.8 -693.0 14.08 
0392: object $878 toggle_in_moving_list 0 
0177: set_object $878 z_angle_to 270.0 
0107: $879 = create_object #CHNSAW at -960.8 -694.0 14.162 
0392: object $879 toggle_in_moving_list 0 
0177: set_object $879 z_angle_to 270.0 
00D6: if 0 
0018:   $858 > 60000  ;; integer values 
004D: jump_if_false Label019C66 
009A: $854 = create_actor 4 #SPECIAL16 at -963.8 -692.3 10.3 
0173: set_actor $854 z_angle_to 90.0 
0050: gosub Label01AF21 

:Label019C66
0004: $843 = 1  ;; integer values 
0002: jump Label019CAB 

:Label019C74
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube -981.0 -688.0 15.1 -959.8 -696.0 10.1 
004D: jump_if_false Label019CAB 
0050: gosub Label01A5F5 

:Label019CAB
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label01A566 
00D6: if 0 
0038:   $845 == 0  ;; integer values 
004D: jump_if_false Label01A566 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label01A566 
01FA: $908 = rampage_status 
00D6: if 0 
8038:   NOT   $908 == 1  ;; integer values 
004D: jump_if_false Label01A566 
00D6: if 0 
00F9:   player $PLAYER_CHAR stopped 1 near_point_on_foot $546 $547 $548 radius 1.0 1.0 2.0 
004D: jump_if_false Label01A513 
0050: gosub Label01AD76 

:Label019D27
00D6: if 0 
0038:   $850 == 0  ;; integer values 
004D: jump_if_false Label01A50C 
0004: $1180 = 1  ;; integer values 
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019F10 
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label019F10 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label019D85 
0210: player $PLAYER_CHAR look_at_actor $854 

:Label019D85
015F: set_camera_position -962.483 -690.104 14.47 0.0 0.0 0.0 
0160: point_camera -961.485 -690.029 14.481 1 
00D6: if 0 
0038:   $862 == 0  ;; integer values 
004D: jump_if_false Label019DE2 
0460: set_camera_pointing_time 0.0 1200 
0004: $862 = 1  ;; integer values 
0002: jump Label019DEC 

:Label019DE2
0460: set_camera_pointing_time 0.0 800 

:Label019DEC
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019E1D 
0055: put_player $PLAYER_CHAR at $546 $547 $548 
04D7: lock_actor $PLAYER_ACTOR in_current_position 1 

:Label019E1D
00D6: if 0 
0038:   $851 == 0  ;; integer values 
004D: jump_if_false Label019F10 
0001: wait 0 ms 
00BA: text_styled "SCREWD" 1000 ms 4   ;; Screwdriver
01E5: text_1number_highpriority "G_COST" 10 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019F09 
0050: gosub Label01ABDE 
0004: $885 = 10  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label019EF0 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 9 
004D: jump_if_false Label019EE9 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 2 
004D: jump_if_false Label019EDB 
01B1: give_player $PLAYER_CHAR weapon 2 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 2 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -10 
0528: unknown_add 10 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label019EE2 

:Label019EDB
0050: gosub Label01A8EC 

:Label019EE2
0002: jump Label019EF0 

:Label019EE9
0050: gosub Label01A8EC 

:Label019EF0
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label019F09 
0002: jump Label019AD7 

:Label019F09
0002: jump Label019E1D 

:Label019F10
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A08C 
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label01A08C 
015F: set_camera_position -962.483 -691.104 14.47 0.0 0.0 0.0 
0160: point_camera -961.485 -691.029 14.481 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label019F99 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:Label019F99
00D6: if 0 
0038:   $851 == 1  ;; integer values 
004D: jump_if_false Label01A08C 
0001: wait 0 ms 
00BA: text_styled "HAMMER" 1000 ms 4   ;; Hammer
01E5: text_1number_highpriority "G_COST" 20 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A085 
0050: gosub Label01ABDE 
0004: $885 = 20  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01A06C 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false Label01A065 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 7 
004D: jump_if_false Label01A057 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -20 
0528: unknown_add 20 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label01A05E 

:Label01A057
0050: gosub Label01A8EC 

:Label01A05E
0002: jump Label01A06C 

:Label01A065
0050: gosub Label01A8EC 

:Label01A06C
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label01A085 
0002: jump Label019AD7 

:Label01A085
0002: jump Label019F99 

:Label01A08C
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A208 
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label01A208 
015F: set_camera_position -962.483 -692.104 14.47 0.0 0.0 0.0 
0160: point_camera -961.485 -692.029 14.481 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A115 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:Label01A115
00D6: if 0 
0038:   $851 == 2  ;; integer values 
004D: jump_if_false Label01A208 
0001: wait 0 ms 
00BA: text_styled "CLEVER" 1000 ms 4   ;; Meat Cleaver
01E5: text_1number_highpriority "G_COST" 50 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A201 
0050: gosub Label01ABDE 
0004: $885 = 50  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01A1E8 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 49 
004D: jump_if_false Label01A1E1 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 8 
004D: jump_if_false Label01A1D3 
01B1: give_player $PLAYER_CHAR weapon 8 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -50 
0528: unknown_add 50 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label01A1DA 

:Label01A1D3
0050: gosub Label01A8EC 

:Label01A1DA
0002: jump Label01A1E8 

:Label01A1E1
0050: gosub Label01A8EC 

:Label01A1E8
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label01A201 
0002: jump Label019AD7 

:Label01A201
0002: jump Label01A115 

:Label01A208
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A384 
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label01A384 
015F: set_camera_position -962.483 -693.204 14.47 0.0 0.0 0.0 
0160: point_camera -961.485 -693.129 14.481 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A291 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:Label01A291
00D6: if 0 
0038:   $851 == 3  ;; integer values 
004D: jump_if_false Label01A384 
0001: wait 0 ms 
00BA: text_styled "MACHETE" 1000 ms 4   ;; Machete
01E5: text_1number_highpriority "G_COST" 100 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A37D 
0050: gosub Label01ABDE 
0004: $885 = 100  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01A364 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false Label01A35D 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 9 
004D: jump_if_false Label01A34F 
01B1: give_player $PLAYER_CHAR weapon 9 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 9 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -100 
0528: unknown_add 100 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label01A356 

:Label01A34F
0050: gosub Label01A8EC 

:Label01A356
0002: jump Label01A364 

:Label01A35D
0050: gosub Label01A8EC 

:Label01A364
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label01A37D 
0002: jump Label019AD7 

:Label01A37D
0002: jump Label01A291 

:Label01A384
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A505 
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label01A505 
015F: set_camera_position -962.483 -694.504 14.47 0.0 0.0 0.0 
0160: point_camera -961.485 -694.429 14.481 1 
0460: set_camera_pointing_time 0.0 800 
0004: $863 = 0  ;; integer values 
0001: wait 800 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A40D 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:Label01A40D
00D6: if 0 
0038:   $851 == 4  ;; integer values 
004D: jump_if_false Label01A505 
0001: wait 0 ms 
00BA: text_styled "CHAINSA" 1000 ms 4   ;; Chainsaw
01E5: text_1number_highpriority "G_COST" 500 1000 ms 1   ;; Cost: $~1~
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A4FE 
0050: gosub Label01ABDE 
0004: $885 = 500  ;; integer values 
0050: gosub Label01B0BD 
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01A4E5 
00D6: if 0 
010A:   player $PLAYER_CHAR money > 499 
004D: jump_if_false Label01A4DE 
00D6: if 0 
82D7:   NOT   player $PLAYER_CHAR currentweapon == 11 
004D: jump_if_false Label01A4D0 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 0  ;; Load the weapon model before using this 
01B8: set_player $PLAYER_CHAR armed_weapon_to 11 
0050: gosub Label01A935 
0109: player $PLAYER_CHAR money += -500 
0528: unknown_add 500 to_money_spent_on_weapons_stats 
0001: wait 300 ms 
0002: jump Label01A4D7 

:Label01A4D0
0050: gosub Label01A8EC 

:Label01A4D7
0002: jump Label01A4E5 

:Label01A4DE
0050: gosub Label01A8EC 

:Label01A4E5
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label01A4FE 
0002: jump Label019AD7 

:Label01A4FE
0002: jump Label01A40D 

:Label01A505
0002: jump Label019D27 

:Label01A50C
0002: jump Label01A566 

:Label01A513
00D6: if 0 
80F6:   NOT   player $PLAYER_CHAR 0 near_point_on_foot $546 $547 $548 radius 1.0 1.0 2.0 
004D: jump_if_false Label01A566 
00D6: if 0 
0038:   $850 == 1  ;; integer values 
004D: jump_if_false Label01A566 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A566 
0050: gosub Label01AF5E 

:Label01A566
0002: jump Label01A586 

:Label01A56D
00D6: if 0 
0038:   $843 == 1  ;; integer values 
004D: jump_if_false Label01A586 
0050: gosub Label01AF7E 

:Label01A586
0002: jump Label01A594 

:Label01A58D
0050: gosub Label01AF7E 

:Label01A594
0002: jump Label019AD7 

:Label01A59B
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label01A5F3 
00D6: if 21 
02DF: unknown_player $PLAYER_CHAR 
031D:   actor $853 hit_by_weapon 47 
004D: jump_if_false Label01A5F3 
00D6: if 0 
0038:   $844 == 0  ;; integer values 
004D: jump_if_false Label01A5F3 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A5EC 
01CA: actor $853 kill_player $PLAYER_CHAR 

:Label01A5EC
0004: $844 = 1  ;; integer values 

:Label01A5F3
0051: return 

:Label01A5F5
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label01A8EA 
00D6: if 0 
0457:   unknown_player $PLAYER_CHAR unknown_actor $854 
004D: jump_if_false Label01A84B 
00D6: if 0 
0038:   $845 == 0  ;; integer values 
004D: jump_if_false Label01A692 
022F: set_actor $854 stop_looking 
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label01A67D 
04EB: unknown_actor $854 bank 0 account_number 9999999 
0372: set_actor $854 anim 0 wait_state_time 0 ms 
0372: set_actor $854 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $896 $897 $898 from_actor $854 offset 0.0 1.2 0.0 

:Label01A67D
0006: 16@ = 0  ;; integer values 
0004: $845 = 1  ;; integer values 
0002: jump Label01A826 

:Label01A692
00D6: if 1 
0019:   16@ > 2000  ;; integer values 
001B:   6000 > 16@  ;; integer values 
004D: jump_if_false Label01A6EA 
00D6: if 0 
0038:   $1540 == 0  ;; integer values 
004D: jump_if_false Label01A6EA 
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
0050: gosub Label01B117 
0004: $1540 = 1  ;; integer values 

:Label01A6EA
00D6: if 1 
0019:   16@ > 6000  ;; integer values 
001B:   10000 > 16@  ;; integer values 
004D: jump_if_false Label01A756 
00D6: if 0 
0038:   $1541 == 0  ;; integer values 
004D: jump_if_false Label01A756 
0009: $897 += .1  ;; floating-point values 
0009: $896 += .1  ;; floating-point values 
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0004: $1541 = 1  ;; integer values 

:Label01A756
00D6: if 1 
0019:   16@ > 10000  ;; integer values 
001B:   14000 > 16@  ;; integer values 
004D: jump_if_false Label01A7B9 
00D6: if 0 
0038:   $1542 == 0  ;; integer values 
004D: jump_if_false Label01A7B9 
0009: $897 += .1  ;; floating-point values 
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $1542 = 1  ;; integer values 

:Label01A7B9
00D6: if 1 
0019:   16@ > 14000  ;; integer values 
001B:   20000 > 16@  ;; integer values 
004D: jump_if_false Label01A826 
00D6: if 0 
0038:   $1543 == 0  ;; integer values 
004D: jump_if_false Label01A826 
0009: $897 += .1  ;; floating-point values 
0009: $896 += .1  ;; floating-point values 
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0004: $1543 = 1  ;; integer values 

:Label01A826
00D6: if 21 
02DF: unknown_player $PLAYER_CHAR 
031D:   actor $854 hit_by_weapon 47 
004D: jump_if_false Label01A844 
0002: jump Label01A84B 

:Label01A844
0002: jump Label01A8EA 

:Label01A84B
00D6: if 0 
0038:   $845 == 0  ;; integer values 
004D: jump_if_false Label01A882 
00D6: if 21 
02DF: unknown_player $PLAYER_CHAR 
031D:   actor $854 hit_by_weapon 47 
004D: jump_if_false Label01A87B 
0004: $845 = 1  ;; integer values 

:Label01A87B
0002: jump Label01A8EA 

:Label01A882
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label01A8EA 
0372: set_actor $854 anim 0 wait_state_time 0 ms 
04EB: unknown_actor $854 bank 1 account_number 9999999 
00D6: if 0 
0038:   $864 == 0  ;; integer values 
004D: jump_if_false Label01A8EA 
022F: set_actor $854 stop_looking 
00A0: store_actor $854 position_to $896 $897 $898 
018D: $865 = create_sound 0 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $864 = 1  ;; integer values 

:Label01A8EA
0051: return 

:Label01A8EC
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A917 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
018C: play_sound 14 at $899 $900 $901 

:Label01A917
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01A933 
0001: wait 0 ms 
0002: jump Label01A917 

:Label01A933
0051: return 

:Label01A935
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01A960 
0054: store_player $PLAYER_CHAR position_to $899 $900 $901 
018C: play_sound 13 at $899 $900 $901 

:Label01A960
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label01A97C 
0001: wait 0 ms 
0002: jump Label01A960 

:Label01A97C
0051: return 

:Label01A97E
0512: "GUN_H1" 
0494: unknown 0 $880 $881 $882 $883 
00D6: if 21 
00E1:   key_pressed 0 10 
001A:   -100 > $880  ;; integer values 
004D: jump_if_false Label01A9B7 
000C: $851 -= 1  ;; integer values 

:Label01A9B7
00D6: if 21 
00E1:   key_pressed 0 11 
0018:   $880 > 100  ;; integer values 
004D: jump_if_false Label01A9D6 
0008: $851 += 1  ;; integer values 

:Label01A9D6
00D6: if 0 
001A:   0 > $851  ;; integer values 
004D: jump_if_false Label01A9EF 
0004: $851 = 4  ;; integer values 

:Label01A9EF
00D6: if 0 
0018:   $851 > 4  ;; integer values 
004D: jump_if_false Label01AA08 
0004: $851 = 0  ;; integer values 

:Label01AA08
00D6: if 0 
00E1:   key_pressed 0 15 
004D: jump_if_false Label01AA85 

:Label01AA19
00D6: if 0 
00E1:   key_pressed 0 15 
004D: jump_if_false Label01AA35 
0001: wait 0 ms 
0002: jump Label01AA19 

:Label01AA35
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AA85 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03E6: remove_text_box 
0055: put_player $PLAYER_CHAR at $531 $532 $533 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AA77 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  

:Label01AA77
0004: $1180 = 0  ;; integer values 
0004: $849 = 1  ;; integer values 

:Label01AA85
0051: return 

:Label01AA87
0512: "GUN_H1" 
0494: unknown 0 $880 $881 $882 $883 
00D6: if 21 
00E1:   key_pressed 0 10 
001A:   -100 > $880  ;; integer values 
004D: jump_if_false Label01AAC0 
000C: $851 -= 1  ;; integer values 

:Label01AAC0
00D6: if 21 
00E1:   key_pressed 0 11 
0018:   $880 > 100  ;; integer values 
004D: jump_if_false Label01AADF 
0008: $851 += 1  ;; integer values 

:Label01AADF
00D6: if 0 
001A:   0 > $851  ;; integer values 
004D: jump_if_false Label01AAF8 
0004: $851 = 5  ;; integer values 

:Label01AAF8
00D6: if 0 
0018:   $851 > 5  ;; integer values 
004D: jump_if_false Label01AB11 
0004: $851 = 0  ;; integer values 

:Label01AB11
00D6: if 0 
00E1:   key_pressed 0 15 
004D: jump_if_false Label01ABDC 

:Label01AB22
00D6: if 0 
80E1:   NOT   key_pressed 0 15 
004D: jump_if_false Label01AB3E 
0001: wait 0 ms 
0002: jump Label01AB22 

:Label01AB3E
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01ABDC 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03E6: remove_text_box 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01ABB0 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label01AB8A 
0055: put_player $PLAYER_CHAR at $534 $535 $536 

:Label01AB8A
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label01ABB0 
0055: put_player $PLAYER_CHAR at $537 $538 $539 

:Label01ABB0
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01ABCE 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  

:Label01ABCE
0004: $1180 = 0  ;; integer values 
0004: $849 = 1  ;; integer values 

:Label01ABDC
0051: return 

:Label01ABDE
0512: "GUN_H1" 
0494: unknown 0 $880 $881 $882 $883 
00D6: if 21 
00E1:   key_pressed 0 10 
001A:   -100 > $880  ;; integer values 
004D: jump_if_false Label01AC17 
000C: $851 -= 1  ;; integer values 

:Label01AC17
00D6: if 21 
00E1:   key_pressed 0 11 
0018:   $880 > 100  ;; integer values 
004D: jump_if_false Label01AC36 
0008: $851 += 1  ;; integer values 

:Label01AC36
00D6: if 0 
001A:   0 > $851  ;; integer values 
004D: jump_if_false Label01AC4F 
0004: $851 = 4  ;; integer values 

:Label01AC4F
00D6: if 0 
0018:   $851 > 4  ;; integer values 
004D: jump_if_false Label01AC68 
0004: $851 = 0  ;; integer values 

:Label01AC68
00D6: if 0 
00E1:   key_pressed 0 15 
004D: jump_if_false Label01AD59 

:Label01AC79
00D6: if 0 
00E1:   key_pressed 0 15 
004D: jump_if_false Label01AC95 
0001: wait 0 ms 
0002: jump Label01AC79 

:Label01AC95
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AD59 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03E6: remove_text_box 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AD2D 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH2" 
004D: jump_if_false Label01ACE1 
0055: put_player $PLAYER_CHAR at $540 $541 $542 

:Label01ACE1
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label01AD07 
0055: put_player $PLAYER_CHAR at $543 $544 $545 

:Label01AD07
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
004D: jump_if_false Label01AD2D 
0055: put_player $PLAYER_CHAR at $546 $547 $548 

:Label01AD2D
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AD4B 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  

:Label01AD4B
0004: $1180 = 0  ;; integer values 
0004: $850 = 1  ;; integer values 

:Label01AD59
0051: return 

:Label01AD5B
00D6: if 0 
0038:   $846 == 0  ;; integer values 
004D: jump_if_false Label01AD74 
0004: $846 = 1  ;; integer values 

:Label01AD74
0051: return 

:Label01AD76
00D6: if 0 
0038:   $846 == 0  ;; integer values 
004D: jump_if_false Label01AD8F 
0004: $846 = 1  ;; integer values 

:Label01AD8F
0051: return 

:Label01AD91
0001: wait 1500 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AE6B 
00D6: if 0 
8118:   NOT   actor $853 dead 
004D: jump_if_false Label01AE6B 
0243: set_actor $853 ped_stats_to 16 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label01ADEF 
00D6: if 0 
0248:   model #INGRAMSL available 
004D: jump_if_false Label01ADEF 
01B2: give_actor $853 weapon 24 ammo 9999  ;; Load the weapon model before using this 

:Label01ADEF
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label01AE21 
00D6: if 0 
0248:   model #UZI available 
004D: jump_if_false Label01AE21 
01B2: give_actor $853 weapon 23 ammo 9999  ;; Load the weapon model before using this 

:Label01AE21
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label01AE53 
00D6: if 0 
0248:   model #PYTHON available 
004D: jump_if_false Label01AE53 
01B2: give_actor $853 weapon 18 ammo 9999  ;; Load the weapon model before using this 

:Label01AE53
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AE6B 
022D: set_actor $853 to_look_at_player $PLAYER_CHAR 

:Label01AE6B
0051: return 

:Label01AE6D
0004: $849 = 0  ;; integer values 
0004: $851 = 0  ;; integer values 
0004: $846 = 0  ;; integer values 
0004: $862 = 0  ;; integer values 
03E6: remove_text_box 
0051: return 

:Label01AE8D
00D6: if 1 
0118:   actor $853 dead 
0018:   $857 > 30000  ;; integer values 
004D: jump_if_false Label01AEAA 
01BD: $860 = current_time_in_ms 

:Label01AEAA
009B: destroy_actor_instantly $853 
0296: unload_special_actor 21 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AECA 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:Label01AECA
0108: destroy_object $889 
0108: destroy_object $890 
0108: destroy_object $891 
0108: destroy_object $892 
0108: destroy_object $893 
0108: destroy_object $894 
0108: destroy_object $895 
0004: $844 = 0  ;; integer values 
0004: $842 = 0  ;; integer values 
0004: $866 = 0  ;; integer values 
018E: stop_sound $865 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AF1F 
0004: $860 = -30000  ;; integer values 

:Label01AF1F
0051: return 

:Label01AF21
00D6: if 0 
8118:   NOT   actor $854 dead 
004D: jump_if_false Label01AF5C 
0243: set_actor $854 ped_stats_to 16 
01ED: reset_actor $854 flags 
0350: unknown_actor $854 not_scared_flag 1 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AF5C 
022D: set_actor $854 to_look_at_player $PLAYER_CHAR 

:Label01AF5C
0051: return 

:Label01AF5E
0004: $850 = 0  ;; integer values 
0004: $851 = 0  ;; integer values 
0004: $846 = 0  ;; integer values 
0004: $862 = 0  ;; integer values 
03E6: remove_text_box 
0051: return 

:Label01AF7E
00D6: if 21 
0118:   actor $854 dead 
0038:   $845 == 1  ;; integer values 
004D: jump_if_false Label01AFAF 
00D6: if 0 
0018:   $858 > 60000  ;; integer values 
004D: jump_if_false Label01AFAF 
01BD: $861 = current_time_in_ms 

:Label01AFAF
009B: destroy_actor_instantly $854 
0108: destroy_object $875 
0108: destroy_object $876 
0108: destroy_object $877 
0108: destroy_object $878 
0108: destroy_object $879 
0296: unload_special_actor 16 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01AFE8 
04D7: lock_actor $PLAYER_ACTOR in_current_position 0 

:Label01AFE8
0004: $1540 = 0  ;; integer values 
0004: $1541 = 0  ;; integer values 
0004: $1542 = 0  ;; integer values 
0004: $1543 = 0  ;; integer values 
0004: $845 = 0  ;; integer values 
0004: $843 = 0  ;; integer values 
0004: $866 = 0  ;; integer values 
0004: $864 = 0  ;; integer values 
018E: stop_sound $865 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label01B03F 
0004: $861 = -60000  ;; integer values 

:Label01B03F
0051: return 

:Label01B041
023C: load_special_actor 21 "SAM" 

:Label01B04D
00D6: if 0 
823D:   NOT   special_actor 21 loaded 
004D: jump_if_false Label01B073 
0001: wait 0 ms 
023C: load_special_actor 21 "SAM" 
0002: jump Label01B04D 

:Label01B073
01BD: $859 = current_time_in_ms 
009B: destroy_actor_instantly $853 
0051: return 

:Label01B07F
023C: load_special_actor 16 "S_KEEP" 

:Label01B08B
00D6: if 0 
823D:   NOT   special_actor 16 loaded 
004D: jump_if_false Label01B0B1 
0001: wait 0 ms 
023C: load_special_actor 16 "S_KEEP" 
0002: jump Label01B08B 

:Label01B0B1
01BD: $859 = current_time_in_ms 
009B: destroy_actor_instantly $854 
0051: return 

:Label01B0BD
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $869 ammo $852 model $870 
01B8: set_player $PLAYER_CHAR armed_weapon_to $869 
00D6: if 0 
84A3:   NOT   $869 0 
004D: jump_if_false Label01B0F9 
01E5: text_1number_highpriority "HELP54" $885 1000 ms 1   ;; ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label01B0F9
0051: return 

:Label01B0FB
00D6: if 0 
0018:   $852 > 0  ;; integer values 
004D: jump_if_false Label01B115 
01B8: set_player $PLAYER_CHAR armed_weapon_to $869 

:Label01B115
0051: return 

:Label01B117
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point $540 $541 $542 radius 35.0 35.0 30.0 
0038:   $886 == 0  ;; integer values 
004D: jump_if_false Label01B15A 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $886 = 1  ;; integer values 

:Label01B15A
00D6: if 1 
0057:   player $PLAYER_CHAR 0 in_cube 357.7 1016.6 30.1 410.4 1110.4 16.0 
0038:   $887 == 0  ;; integer values 
004D: jump_if_false Label01B1A3 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $887 = 1  ;; integer values 

:Label01B1A3
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point $546 $547 $548 radius 35.0 35.0 20.0 
0038:   $888 == 0  ;; integer values 
004D: jump_if_false Label01B1E6 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $888 = 1  ;; integer values 

:Label01B1E6
0051: return 

:Label01B1E8
0004: $912 = 0  ;; integer values 
0004: $915 = 0  ;; integer values 
0004: $916 = 0  ;; integer values 
0004: $911 = 0  ;; integer values 
0004: $959 = 0  ;; integer values 
0004: $913 = 0  ;; integer values 
0004: $914 = 0  ;; integer values 
0004: $960 = 0  ;; integer values 
0004: $961 = 0  ;; integer values 
0004: $931 = 0  ;; integer values 
0004: $917 = 0  ;; integer values 
0005: $981 = 0.0  ;; floating-point values 
0005: $979 = -1436.0  ;; floating-point values 
0005: $980 = -805.0  ;; floating-point values 
0004: $983 = 0  ;; integer values 
03A4: name_thread "SECURE" 
0111: set_wasted_busted_check_to 0 (disabled)  
004F: create_thread Label01B272  
004E: end_thread 

:Label01B272
03A4: name_thread "SECURI" 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
0002: jump Label01B3CD 
032B: $941 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $942 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $944 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $945 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $946 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $947 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $948 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
032B: $949 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 
009A: $909 = create_actor 4 #GDA at $953 $954 $955 
009A: $910 = create_actor 4 #GDA at $953 $954 $955 

:Label01B3CD
0001: wait 0 ms 
0008: $983 += 1  ;; integer values 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01B919 
01FA: $962 = rampage_status 
00D6: if 0 
8038:   NOT   $962 == 1  ;; integer values 
004D: jump_if_false Label01B912 
00D6: if 0 
0038:   $983 == 1  ;; integer values 
004D: jump_if_false Label01B912 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "GOLFC" 
004D: jump_if_false Label01B89A 
0004: $915 = 1  ;; integer values 
0005: $950 = 95.0  ;; floating-point values 
0005: $951 = 267.7  ;; floating-point values 
0005: $952 = 21.0  ;; floating-point values 
0086: $969 = $950  ;; floating-point values only 
0086: $970 = $951  ;; floating-point values only 
0086: $971 = $952  ;; floating-point values only 
0086: $972 = $950  ;; floating-point values only 
0086: $973 = $951  ;; floating-point values only 
0086: $974 = $952  ;; floating-point values only 
0009: $974 += 1.0  ;; floating-point values 
0005: $963 = 99.0  ;; floating-point values 
0005: $964 = 257.0  ;; floating-point values 
0005: $965 = 24.4  ;; floating-point values 
0005: $966 = 90.3  ;; floating-point values 
0005: $967 = 277.6  ;; floating-point values 
0005: $968 = 24.5  ;; floating-point values 
0005: $953 = 91.1  ;; floating-point values 
0005: $954 = 270.0  ;; floating-point values 
0005: $955 = 21.8  ;; floating-point values 
0005: $956 = 95.8  ;; floating-point values 
0005: $957 = 271.5  ;; floating-point values 
0005: $958 = 21.8  ;; floating-point values 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 8.0 8.0 3.0 
004D: jump_if_false Label01B62C 
0054: store_player $PLAYER_CHAR position_to $976 $977 $978 
00D6: if 0 
0024:   $951 > $977  ;; floating-point values only 
004D: jump_if_false Label01B58F 
00D6: if 0 
0038:   $959 == 0  ;; integer values 
004D: jump_if_false Label01B58F 
015F: set_camera_position $963 $964 $965 0.0 0.0 0.0 
0160: point_camera $969 $970 $971 2 
04C7: toggle_camera_green_scanlines 1 
0004: $959 = 1  ;; integer values 

:Label01B58F
00D6: if 0 
0024:   $977 > $951  ;; floating-point values only 
004D: jump_if_false Label01B5E6 
00D6: if 0 
0038:   $959 == 0  ;; integer values 
004D: jump_if_false Label01B5E6 
015F: set_camera_position $966 $967 $968 0.0 0.0 0.0 
0160: point_camera $969 $970 $971 2 
04C7: toggle_camera_green_scanlines 1 
0004: $959 = 2  ;; integer values 

:Label01B5E6
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 1.0 1.0 1.5 
004D: jump_if_false Label01B625 
0050: gosub Label01BD38 
0050: gosub Label01BE29 
0050: gosub Label01C2B6 

:Label01B625
0002: jump Label01B6D9 

:Label01B62C
00D6: if 0 
8038:   NOT   $959 == 0  ;; integer values 
004D: jump_if_false Label01B6D9 
0170: $975 = player $PLAYER_CHAR z_angle 
00D6: if 0 
0038:   $959 == 1  ;; integer values 
004D: jump_if_false Label01B68C 
00D6: if 1 
0020:   $975 > 155.0  ;; floating-point values 
0022:   245.0 > $975  ;; floating-point values 
004D: jump_if_false Label01B686 
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 
03C8: rotate_player-180-degrees 
0002: jump Label01B68C 

:Label01B686
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 

:Label01B68C
00D6: if 0 
0038:   $959 == 2  ;; integer values 
004D: jump_if_false Label01B6D2 
00D6: if 21 
0020:   $975 > 290.0  ;; floating-point values 
0022:   110.0 > $975  ;; floating-point values 
004D: jump_if_false Label01B6CC 
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 
03C8: rotate_player-180-degrees 
0002: jump Label01B6D2 

:Label01B6CC
02EB: restore_camera_with_jumpcut 
04C7: toggle_camera_green_scanlines 0 

:Label01B6D2
0004: $959 = 0  ;; integer values 

:Label01B6D9
00D6: if 0 
0038:   $911 == 1  ;; integer values 
004D: jump_if_false Label01B791 
00D6: if 0 
8118:   NOT   actor $909 dead 
004D: jump_if_false Label01B722 
00D6: if 0 
8184:   NOT   actor $909 health >= 90 
004D: jump_if_false Label01B71B 
0050: gosub Label01C2DF 
0050: gosub Label01C330 

:Label01B71B
0002: jump Label01B72E 

:Label01B722
01C2: remove_references_to_actor $909  ;; Like turning an actor into a random pedestrian 
0050: gosub Label01C330 

:Label01B72E
00D6: if 0 
8118:   NOT   actor $910 dead 
004D: jump_if_false Label01B765 
00D6: if 0 
8184:   NOT   actor $910 health >= 90 
004D: jump_if_false Label01B75E 
0050: gosub Label01C2DF 
0050: gosub Label01C330 

:Label01B75E
0002: jump Label01B771 

:Label01B765
01C2: remove_references_to_actor $910  ;; Like turning an actor into a random pedestrian 
0050: gosub Label01C2DF 

:Label01B771
00D6: if 0 
0038:   $961 == 1  ;; integer values 
004D: jump_if_false Label01B791 
0050: gosub Label01C2DF 
0050: gosub Label01C330 

:Label01B791
00D6: if 0 
0038:   $911 == 0  ;; integer values 
004D: jump_if_false Label01B893 
0005: $98 = 0.0  ;; floating-point values 
0004: $960 = 0  ;; integer values 
02CE: $98 = ground_z $953 $954 50.0 
00D6: if 0 
8042:   NOT   $98 == 0.0  ;; floating-point values 
004D: jump_if_false Label01B893 
00D6: if 0 
0248:   model #GDA available 
004D: jump_if_false Label01B7EF 
0004: $960 = 1  ;; integer values 

:Label01B7EF
00D6: if 0 
0038:   $960 == 0  ;; integer values 
004D: jump_if_false Label01B81F 
0247: request_model #GDA 

:Label01B805
00D6: if 0 
8248:   NOT   model #GDA available 
004D: jump_if_false Label01B81F 
0001: wait 0 ms 
0002: jump Label01B805 

:Label01B81F
009A: $909 = create_actor 4 #GDA at $953 $954 $955 
0243: set_actor $909 ped_stats_to 16 
0173: set_actor $909 z_angle_to 300.0 
009F: set_actor $909 objective_to-1 
009A: $910 = create_actor 4 #GDA at $956 $957 $958 
0243: set_actor $910 ped_stats_to 16 
0173: set_actor $910 z_angle_to 130.0 
009F: set_actor $910 objective_to-1 
00D6: if 0 
0038:   $960 == 0  ;; integer values 
004D: jump_if_false Label01B885 
0249: release_model #GDA 

:Label01B885
0004: $960 = 0  ;; integer values 
0004: $911 = 1  ;; integer values 

:Label01B893
0002: jump Label01B912 

:Label01B89A
00D6: if 0 
0038:   $915 == 1  ;; integer values 
004D: jump_if_false Label01B90B 
00D6: if 0 
0038:   $911 == 1  ;; integer values 
004D: jump_if_false Label01B8FD 
00D6: if 0 
8118:   NOT   actor $909 dead 
004D: jump_if_false Label01B8D3 
01C2: remove_references_to_actor $909  ;; Like turning an actor into a random pedestrian 

:Label01B8D3
00D6: if 0 
8118:   NOT   actor $910 dead 
004D: jump_if_false Label01B8E8 
01C2: remove_references_to_actor $910  ;; Like turning an actor into a random pedestrian 

:Label01B8E8
0004: $911 = 0  ;; integer values 
0004: $913 = 0  ;; integer values 
0004: $914 = 0  ;; integer values 

:Label01B8FD
0050: gosub Label01C28E 
0004: $915 = 0  ;; integer values 

:Label01B90B
0004: $917 = 0  ;; integer values 

:Label01B912
0002: jump Label01B920 

:Label01B919
0050: gosub Label01C28E 

:Label01B920
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01BB01 
01FA: $962 = rampage_status 
00D6: if 0 
8038:   NOT   $962 == 1  ;; integer values 
004D: jump_if_false Label01BAFA 
00D6: if 0 
0038:   $983 == 2  ;; integer values 
004D: jump_if_false Label01BAFA 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "A_PORT" 
004D: jump_if_false Label01BAB5 
0004: $915 = 2  ;; integer values 
0005: $950 = -1464.1  ;; floating-point values 
0005: $951 = -830.6  ;; floating-point values 
0005: $952 = 13.9  ;; floating-point values 
0086: $974 = $952  ;; floating-point values only 
0009: $974 += 1.0  ;; floating-point values 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 1.0 1.0 1.5 
004D: jump_if_false Label01BA07 
00D6: if 0 
0038:   $916 == 2  ;; integer values 
004D: jump_if_false Label01B9EB 
0004: $917 = 0  ;; integer values 

:Label01B9EB
0004: $916 = 1  ;; integer values 
0050: gosub Label01BD38 
0050: gosub Label01BE29 
0050: gosub Label01C2B6 

:Label01BA07
0005: $950 = -1408.3  ;; floating-point values 
0005: $951 = -831.5  ;; floating-point values 
0005: $952 = 13.9  ;; floating-point values 
0086: $974 = $952  ;; floating-point values only 
0009: $974 += 1.0  ;; floating-point values 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $950 $951 $952 radius 1.0 1.0 1.5 
004D: jump_if_false Label01BA96 
00D6: if 0 
0038:   $916 == 1  ;; integer values 
004D: jump_if_false Label01BA7A 
0004: $917 = 0  ;; integer values 

:Label01BA7A
0004: $916 = 2  ;; integer values 
0050: gosub Label01BD38 
0050: gosub Label01BE29 
0050: gosub Label01C2B6 

:Label01BA96
00D6: if 0 
0038:   $961 == 1  ;; integer values 
004D: jump_if_false Label01BAAE 
03F1: pedtype 11 add_threat 1 

:Label01BAAE
0002: jump Label01BAFA 

:Label01BAB5
00D6: if 0 
0038:   $915 == 2  ;; integer values 
004D: jump_if_false Label01BAF3 
0050: gosub Label01C28E 
03F2: pedgroup 11 remove_threat 1 
0004: $961 = 0  ;; integer values 
0005: $981 = 0.0  ;; floating-point values 
0004: $916 = 0  ;; integer values 
0004: $915 = 0  ;; integer values 

:Label01BAF3
0004: $917 = 0  ;; integer values 

:Label01BAFA
0002: jump Label01BB08 

:Label01BB01
0050: gosub Label01C28E 

:Label01BB08
00D6: if 1 
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01BB98 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH2" 
004D: jump_if_false Label01BB98 
00D6: if 0 
0038:   $987 == 1  ;; integer values 
004D: jump_if_false Label01BB98 
00D6: if 0 
8500:   NOT   player $PLAYER_CHAR skin == "PLAYER6" 
004D: jump_if_false Label01BB98 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point 392.0 -478.5 12.4 radius 5.0 5.0 5.0 
004D: jump_if_false Label01BB98 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:Label01BB98
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01BD18 
00D6: if 21 
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GOLF1" 
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GOLF2" 
004D: jump_if_false Label01BC9F 
00D6: if 0 
0038:   $931 == 0  ;; integer values 
004D: jump_if_false Label01BC98 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
00D6: if 0 
0038:   $PASSED_COK2_PHNOM_PENH_86 == 0  ;; integer values 
004D: jump_if_false Label01BC91 

:Label01BC91
0004: $931 = 1  ;; integer values 

:Label01BC98
0002: jump Label01BD18 

:Label01BC9F
00D6: if 0 
0038:   $931 == 1  ;; integer values 
004D: jump_if_false Label01BD18 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
0004: $931 = 0  ;; integer values 

:Label01BD18
00D6: if 0 
0018:   $983 > 1  ;; integer values 
004D: jump_if_false Label01BD31 
0004: $983 = 0  ;; integer values 

:Label01BD31
0002: jump Label01B3CD 

:Label01BD38
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $928 ammo $932 model $919 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $929 ammo $933 model $920 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $930 ammo $934 model $921 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $930 ammo $935 model $922 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $930 ammo $936 model $923 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $930 ammo $937 model $924 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $930 ammo $938 model $925 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $930 ammo $939 model $926 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $930 ammo $940 model $927 
03B8: clear_weapons_from_player $PLAYER_CHAR 
00D6: if 0 
0038:   $915 == 1  ;; integer values 
004D: jump_if_false Label01BE19 
00D6: if 0 
0018:   $919 > 0  ;; integer values 
004D: jump_if_false Label01BDFC 
01B1: give_player $PLAYER_CHAR weapon $928 ammo $932  ;; Load the weapon model before using this 

:Label01BDFC
00D6: if 0 
0018:   $920 > 0  ;; integer values 
004D: jump_if_false Label01BE19 
01B1: give_player $PLAYER_CHAR weapon $929 ammo $933  ;; Load the weapon model before using this 

:Label01BE19
0004: $917 = 0  ;; integer values 
0004: $918 = 0  ;; integer values 
0051: return 

:Label01BE29
00D6: if 0 
0038:   $915 == 2  ;; integer values 
004D: jump_if_false Label01BEA3 
00D6: if 0 
0018:   $919 > 0  ;; integer values 
004D: jump_if_false Label01BE6F 
0215: destroy_pickup $941 
0050: gosub Label01C011 
032B: $941 = create_weapon_pickup $919 3 ammo $932 at $972 $973 $974 

:Label01BE6F
00D6: if 0 
0018:   $920 > 0  ;; integer values 
004D: jump_if_false Label01BEA3 
0215: destroy_pickup $942 
0050: gosub Label01C011 
032B: $942 = create_weapon_pickup $920 3 ammo $933 at $972 $973 $974 

:Label01BEA3
00D6: if 0 
0018:   $921 > 0  ;; integer values 
004D: jump_if_false Label01BED7 
0215: destroy_pickup $943 
0050: gosub Label01C011 
032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 

:Label01BED7
00D6: if 0 
0018:   $922 > 0  ;; integer values 
004D: jump_if_false Label01BF0B 
0215: destroy_pickup $944 
0050: gosub Label01C011 
032B: $944 = create_weapon_pickup $922 3 ammo $935 at $972 $973 $974 

:Label01BF0B
00D6: if 0 
0018:   $923 > 0  ;; integer values 
004D: jump_if_false Label01BF3F 
0215: destroy_pickup $945 
0050: gosub Label01C011 
032B: $945 = create_weapon_pickup $923 3 ammo $936 at $972 $973 $974 

:Label01BF3F
00D6: if 0 
0018:   $924 > 0  ;; integer values 
004D: jump_if_false Label01BF73 
0215: destroy_pickup $946 
0050: gosub Label01C011 
032B: $946 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 

:Label01BF73
00D6: if 0 
0018:   $925 > 0  ;; integer values 
004D: jump_if_false Label01BFA7 
0215: destroy_pickup $947 
0050: gosub Label01C011 
032B: $947 = create_weapon_pickup $925 3 ammo $938 at $972 $973 $974 

:Label01BFA7
00D6: if 0 
0018:   $926 > 0  ;; integer values 
004D: jump_if_false Label01BFDB 
0215: destroy_pickup $948 
0050: gosub Label01C011 
032B: $948 = create_weapon_pickup $926 3 ammo $939 at $972 $973 $974 

:Label01BFDB
00D6: if 0 
0018:   $927 > 0  ;; integer values 
004D: jump_if_false Label01C00F 
0215: destroy_pickup $949 
0050: gosub Label01C011 
032B: $949 = create_weapon_pickup $927 3 ammo $940 at $972 $973 $974 

:Label01C00F
0051: return 

:Label01C011
0001: wait 0 ms 
0008: $917 += 1  ;; integer values 
00D6: if 0 
0038:   $915 == 1  ;; integer values 
004D: jump_if_false Label01C165 
00D6: if 0 
0018:   $917 > 1  ;; integer values 
004D: jump_if_false Label01C141 
00D6: if 0 
0038:   $918 == 4  ;; integer values 
004D: jump_if_false Label01C06D 
0009: $972 += 3.7  ;; floating-point values 
0009: $973 += 1.5  ;; floating-point values 
0008: $918 += 1  ;; integer values 

:Label01C06D
00D6: if 0 
0038:   $918 == 3  ;; integer values 
004D: jump_if_false Label01C09A 
000D: $973 -= 1.85  ;; floating-point values 
0009: $972 += .75  ;; floating-point values 
0008: $918 += 1  ;; integer values 

:Label01C09A
00D6: if 0 
0038:   $918 == 2  ;; integer values 
004D: jump_if_false Label01C0C7 
000D: $972 -= 3.7  ;; floating-point values 
000D: $973 -= 1.5  ;; floating-point values 
0008: $918 += 1  ;; integer values 

:Label01C0C7
00D6: if 0 
0038:   $918 == 1  ;; integer values 
004D: jump_if_false Label01C0F4 
000D: $973 -= 1.85  ;; floating-point values 
0009: $972 += .75  ;; floating-point values 
0008: $918 += 1  ;; integer values 

:Label01C0F4
00D6: if 0 
0038:   $918 == 0  ;; integer values 
004D: jump_if_false Label01C121 
0009: $972 += 3.7  ;; floating-point values 
0009: $973 += 1.5  ;; floating-point values 
0008: $918 += 1  ;; integer values 

:Label01C121
00D6: if 0 
0018:   $918 > 4  ;; integer values 
004D: jump_if_false Label01C13A 
0004: $918 = 0  ;; integer values 

:Label01C13A
0002: jump Label01C165 

:Label01C141
0086: $972 = $950  ;; floating-point values only 
000D: $972 -= 1.4  ;; floating-point values 
0086: $973 = $951  ;; floating-point values only 
000D: $973 -= 2.6  ;; floating-point values 

:Label01C165
00D6: if 0 
0038:   $915 == 2  ;; integer values 
004D: jump_if_false Label01C239 
00D6: if 0 
0038:   $916 == 1  ;; integer values 
004D: jump_if_false Label01C19A 
0005: $982 = -5.0  ;; floating-point values 
0002: jump Label01C1A4 

:Label01C19A
0005: $982 = 5.0  ;; floating-point values 

:Label01C1A4
00D6: if 0 
0018:   $917 > 1  ;; integer values 
004D: jump_if_false Label01C1F3 
00D6: if 0 
001A:   10 > $918  ;; integer values 
004D: jump_if_false Label01C1E5 
0059: $981 += $982  ;; floating-point values 
0050: gosub Label01C258 
0008: $918 += 1  ;; integer values 
0002: jump Label01C1EC 

:Label01C1E5
0004: $918 = 0  ;; integer values 

:Label01C1EC
0002: jump Label01C239 

:Label01C1F3
00D6: if 0 
0038:   $916 == 1  ;; integer values 
004D: jump_if_false Label01C216 
0005: $981 = 220.0  ;; floating-point values 
0050: gosub Label01C258 

:Label01C216
00D6: if 0 
0038:   $916 == 2  ;; integer values 
004D: jump_if_false Label01C239 
0005: $981 = 140.0  ;; floating-point values 
0050: gosub Label01C258 

:Label01C239
00D6: if 0 
048C:   unknown_pickup_exists_at $972 $973 $974 
004D: jump_if_false Label01C256 
0002: jump Label01C011 

:Label01C256
0051: return 

:Label01C258
02F6: $972 = cosine $981  ;; sinus swapped with cosine 
0011: $972 *= 34.5  ;; floating-point values 
0059: $972 += $979  ;; floating-point values 
02F7: $973 = sinus $981 ;; cosine swapped with sinus 
0011: $973 *= 34.5  ;; floating-point values 
0059: $973 += $980  ;; floating-point values 
0051: return 

:Label01C28E
00D6: if 0 
0018:   $959 > 0  ;; integer values 
004D: jump_if_false Label01C2A2 
02EB: restore_camera_with_jumpcut 

:Label01C2A2
04C7: toggle_camera_green_scanlines 0 
0004: $961 = 0  ;; integer values 
0004: $912 = 0  ;; integer values 
0051: return 

:Label01C2B6
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01C2DD 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01C2DD 
0004: $961 = 1  ;; integer values 

:Label01C2DD
0051: return 

:Label01C2DF
00D6: if 0 
8118:   NOT   actor $909 dead 
004D: jump_if_false Label01C32E 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01C32E 
01CC: actor $909 kill_player $PLAYER_CHAR 
00D6: if 1 
0038:   $913 == 0  ;; integer values 
0248:   model #NITESTICK available 
004D: jump_if_false Label01C32E 
01B2: give_actor $909 weapon 4 ammo 0  ;; Load the weapon model before using this 
0004: $913 = 1  ;; integer values 

:Label01C32E
0051: return 

:Label01C330
00D6: if 0 
8118:   NOT   actor $910 dead 
004D: jump_if_false Label01C37A 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01C37A 
01CC: actor $910 kill_player $PLAYER_CHAR 
00D6: if 0 
0038:   $914 == 0  ;; integer values 
004D: jump_if_false Label01C37A 
01B2: give_actor $910 weapon 4 ammo 0  ;; Load the weapon model before using this 
0004: $914 = 1  ;; integer values 

:Label01C37A
0051: return 

:Label01C37C
0004: $984 = 0  ;; integer values 
0004: $995 = 0  ;; integer values 
0004: $997 = 0  ;; integer values 
0004: $1000 = 0  ;; integer values 
0004: $993 = 0  ;; integer values 
0004: $994 = 0  ;; integer values 
0004: $996 = 0  ;; integer values 
0004: $1002 = 0  ;; integer values 
0004: $1003 = 0  ;; integer values 
0004: $1088 = 0  ;; integer values 
0004: $988 = 0  ;; integer values 
0004: $987 = 0  ;; integer values 
0004: $989 = 0  ;; integer values 
0004: $991 = 0  ;; integer values 
0004: $986 = 0  ;; integer values 
0004: $985 = 0  ;; integer values 
0004: $990 = 0  ;; integer values 
0004: $1001 = 2  ;; integer values  - integer values  - Diaz mansion / Vercetti Estate. 0=closed. 2=open.
0004: $1006 = 0  ;; integer values 
0004: $1005 = 0  ;; integer values 
0004: $1009 = 0  ;; integer values 
0004: $1008 = 0  ;; integer values 
0004: $1011 = 0  ;; integer values 
0004: $1012 = 0  ;; integer values 
0004: $1014 = 0  ;; integer values 
0004: $1033 = 0  ;; integer values 
0004: $1028 = 0  ;; integer values 
0004: $1072 = 0  ;; integer values 
0004: $999 = 1  ;; integer values  - integer values  - Pole Position stripclub access flag. Use 1 to enable access.
0004: $1034 = 0  ;; integer values 
0004: $1039 = 0  ;; integer values 
0004: $1040 = 0  ;; integer values 
0004: $1086 = 0  ;; integer values 
0004: $1087 = 0  ;; integer values 
0004: $1089 = 0  ;; integer values 
0005: $1101 = 9.0  ;; floating-point values 
0005: $1102 = 0.0  ;; floating-point values 
0005: $1103 = 0.0  ;; floating-point values 
0004: $1090 = 0  ;; integer values 
0004: $1092 = 1  ;; integer values  - integer values  - Malibu owned
0004: $1093 = 0  ;; integer values 
0004: $1094 = 0  ;; integer values 
0004: $1096 = 0  ;; integer values 
0004: $1095 = 0  ;; integer values 
0004: $1098 = 0  ;; integer values 
0004: $1084 = 0  ;; integer values 
03A4: name_thread "INTERIO" 
0111: set_wasted_busted_check_to 0 (disabled)  
004F: create_thread Label01C4DF  
004E: end_thread 

:Label01C4DF
0004: $992 = 0  ;; integer values 
03A4: name_thread "SHIT" 
0002: jump Label01C54F 
029B: $1007 = init_object -19 (STRIPCLBDROPEN) at 97.203 -1469.731 10.578 
029B: $1013 = init_object -20 (OD_CLBDR_OPEN) at 490.34 -77.017 11.598 
029B: $1010 = init_object -21 (COP_DR_CLOSED) at 396.545 -472.883 12.6 
029B: $1790 = init_object -22 (STRPBCKDRCLSD) at 68.988 -1444.242 10.727 

:Label01C54F
0001: wait 0 ms 
0008: $1095 += 1  ;; integer values 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CC8A 
0004: $1094 = 0  ;; integer values 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01CC83 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01CC83 
00D6: if 0 
0038:   $999 == 1  ;; integer values 
004D: jump_if_false Label01CC83 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01C60D 
00D6: if 0 
0038:   $1006 == 0  ;; integer values 
004D: jump_if_false Label01C606 
0108: destroy_object $1007 
029B: $1007 = init_object -19 (STRIPCLBDROPEN) at 97.203 -1469.731 10.578 
01C7: remove_object_from_mission_cleanup_list $1007 
0004: $1006 = 1  ;; integer values 
0004: $1005 = 0  ;; integer values 

:Label01C606
0002: jump Label01C64D 

:Label01C60D
00D6: if 0 
0038:   $1005 == 0  ;; integer values 
004D: jump_if_false Label01C64D 
0108: destroy_object $1007 
029B: $1007 = init_object -23 (STRIPCLBDRCLSD) at 97.203 -1469.731 10.578 
01C7: remove_object_from_mission_cleanup_list $1007 
0004: $1005 = 1  ;; integer values 
0004: $1006 = 0  ;; integer values 

:Label01C64D
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CC83 
00D6: if 1 
0038:   $1002 == 0  ;; integer values 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01C89E 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01C6D7 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01C6D0 
00D6: if 0 
01AF:   car $1004 0 near_point 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
004D: jump_if_false Label01C6D0 
0409: blow_up_rc_buggy 

:Label01C6D0
0002: jump Label01C89E 

:Label01C6D7
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
004D: jump_if_false Label01C89E 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01C72B 
0002: jump Label01C54F 

:Label01C72B
0004: $1002 = 1  ;; integer values 
00BA: text_styled "STRIP" 3000 ms 2   ;; The 'Pole Position Club'
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01C791 
00D6: if 21 
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01C791 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car 
00A6: destroy_car $1004 

:Label01C791
00D6: if 0 
059A:   false 
004D: jump_if_false Label01C833 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $1073 ammo $932 model $919 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $1074 ammo $933 model $920 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $1075 ammo $934 model $921 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $1076 ammo $935 model $922 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $1077 ammo $936 model $923 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $1078 ammo $937 model $924 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $1079 ammo $938 model $925 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $1080 ammo $939 model $926 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $1081 ammo $940 model $927 
03B8: clear_weapons_from_player $PLAYER_CHAR 

:Label01C833
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01C890 
04BB: select_interiour 5  ;; select render area 
03CB: set_camera 91.2 -1460.9 10.6 
0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 40.0 
04F9: interiour_colors 2 0 
01EB: set_car_density_to .1 
03AD: set_rubbish 0 (invisible)  
0002: jump Label01C897 

:Label01C890
0002: jump Label01C54F 

:Label01C897
0050: gosub Label0203F3 

:Label01C89E
00D6: if 0 
0038:   $1002 == 1  ;; integer values 
004D: jump_if_false Label01CC83 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 
004D: jump_if_false Label01CC83 
00D6: if 0 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false Label01C8F7 
0002: jump Label01C54F 

:Label01C8F7
00BA: text_styled "BEACH1" 3000 ms 2   ;; Ocean Beach
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01CC75 
0004: $1002 = 0  ;; integer values 
0050: gosub Label0204B5 
0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0 
03CB: set_camera 97.7 -1472.2 10.5 
0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7 
0171: set_player $PLAYER_CHAR z_angle_to 280.0 
03C8: rotate_player-180-degrees 
00D6: if 0 
059A:   false 
004D: jump_if_false Label01CC6E 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 1 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01C9D6 
0084: $1083 = $919  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01C9CF 
01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932  ;; Load the weapon model before using this 

:Label01C9CF
0050: gosub Label022878 

:Label01C9D6
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 2 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CA29 
0084: $1083 = $920  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CA22 
01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933  ;; Load the weapon model before using this 

:Label01CA22
0050: gosub Label022878 

:Label01CA29
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 3 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CA7C 
0084: $1083 = $921  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CA75 
01B1: give_player $PLAYER_CHAR weapon $1075 ammo $934  ;; Load the weapon model before using this 

:Label01CA75
0050: gosub Label022878 

:Label01CA7C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 4 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CACF 
0084: $1083 = $922  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CAC8 
01B1: give_player $PLAYER_CHAR weapon $1076 ammo $935  ;; Load the weapon model before using this 

:Label01CAC8
0050: gosub Label022878 

:Label01CACF
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 5 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CB22 
0084: $1083 = $923  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CB1B 
01B1: give_player $PLAYER_CHAR weapon $1077 ammo $936  ;; Load the weapon model before using this 

:Label01CB1B
0050: gosub Label022878 

:Label01CB22
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 6 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CB75 
0084: $1083 = $924  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CB6E 
01B1: give_player $PLAYER_CHAR weapon $1078 ammo $937  ;; Load the weapon model before using this 

:Label01CB6E
0050: gosub Label022878 

:Label01CB75
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 7 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CBC8 
0084: $1083 = $925  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CBC1 
01B1: give_player $PLAYER_CHAR weapon $1079 ammo $938  ;; Load the weapon model before using this 

:Label01CBC1
0050: gosub Label022878 

:Label01CBC8
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 8 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CC1B 
0084: $1083 = $926  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CC14 
01B1: give_player $PLAYER_CHAR weapon $1080 ammo $939  ;; Load the weapon model before using this 

:Label01CC14
0050: gosub Label022878 

:Label01CC1B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group 9 weapon $1082 ammo $1082 model $1083 
00D6: if 0 
84A3:   NOT   $1083 0 
004D: jump_if_false Label01CC6E 
0084: $1083 = $927  ;; integer values and handles 
0050: gosub Label022856 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CC67 
01B1: give_player $PLAYER_CHAR weapon $1081 ammo $940  ;; Load the weapon model before using this 

:Label01CC67
0050: gosub Label022878 

:Label01CC6E
0002: jump Label01CC7C 

:Label01CC75
0002: jump Label01C54F 

:Label01CC7C
0050: gosub Label0203F3 

:Label01CC83
0002: jump Label01CC91 

:Label01CC8A
0050: gosub Label0204CA 

:Label01CC91
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CF51 
0004: $1094 = 0  ;; integer values 
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label01CF4A 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01CF4A 
00D6: if 0 
0038:   $1088 == 0  ;; integer values 
004D: jump_if_false Label01CE5A 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01CD4C 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01CD45 
00D6: if 0 
01AF:   car $1004 0 near_point 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 
004D: jump_if_false Label01CD45 
0409: blow_up_rc_buggy 

:Label01CD45
0002: jump Label01CE5A 

:Label01CD4C
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 222.0 -1274.0 11.0 229.0 -1280.7 14.0 
004D: jump_if_false Label01CE5A 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01CD98 
0002: jump Label01C54F 

:Label01CD98
00BA: text_styled "HOTEL" 3000 ms 2   ;; Ocean View
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01CDEF 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01CDEF 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car 
00A6: destroy_car $1004 

:Label01CDEF
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01CE4C 
0004: $1088 = 1  ;; integer values 
04BB: select_interiour 1  ;; select render area 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 225.0 -1277.3 12.0 
0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 
0171: set_player $PLAYER_CHAR z_angle_to 80.0 
04F9: interiour_colors 3 0 
0002: jump Label01CE53 

:Label01CE4C
0002: jump Label01C54F 

:Label01CE53
0050: gosub Label0203F3 

:Label01CE5A
00D6: if 0 
0038:   $1088 == 1  ;; integer values 
004D: jump_if_false Label01CF4A 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 235.0 -1274.0 11.0 227.5 -1280.7 16.0 
004D: jump_if_false Label01CF4A 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01CEB8 
0002: jump Label01C54F 

:Label01CEB8
00BA: text_styled "BEACH1" 3000 ms 2   ;; Ocean Beach
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01CF3C 
0050: gosub Label0204B5 
0004: $1088 = 0  ;; integer values 
0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0 
03CB: set_camera 233.5 -1278.45 11.0 
0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
0002: jump Label01CF43 

:Label01CF3C
0002: jump Label01C54F 

:Label01CF43
0050: gosub Label0203F3 

:Label01CF4A
0002: jump Label01CF58 

:Label01CF51
0050: gosub Label0204CA 

:Label01CF58
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01D215 
0004: $1094 = 0  ;; integer values 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01D20E 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01D20E 
00D6: if 0 
0038:   $990 == 0  ;; integer values 
004D: jump_if_false Label01D11C 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01D013 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01D00C 
00D6: if 0 
01AF:   car $1004 0 near_point 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01D00C 
0409: blow_up_rc_buggy 

:Label01D00C
0002: jump Label01D11C 

:Label01D013
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 
004D: jump_if_false Label01D11C 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01D084 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01D084 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car 
00A6: destroy_car $1004 

:Label01D084
00D6: if 0 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false Label01D09B 
0002: jump Label01C54F 

:Label01D09B
00BA: text_styled "SCARF" 3000 ms 2   ;; Apartment 3c
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01D10E 
0004: $990 = 1  ;; integer values 
04BB: select_interiour 11  ;; select render area 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 27.19 -1327.0 12.0 
0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 
0171: set_player $PLAYER_CHAR z_angle_to 23.0 
04F9: interiour_colors 3 0 
0002: jump Label01D115 

:Label01D10E
0002: jump Label01C54F 

:Label01D115
0050: gosub Label0203F3 

:Label01D11C
00D6: if 0 
0038:   $990 == 1  ;; integer values 
004D: jump_if_false Label01D20E 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 
004D: jump_if_false Label01D20E 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01D17A 
0002: jump Label01C54F 

:Label01D17A
00BA: text_styled "BEACH1" 3000 ms 2   ;; Ocean Beach
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01D200 
0050: gosub Label0204B5 
0004: $990 = 0  ;; integer values 
0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0 
03CB: set_camera 27.33 -1331.1 11.8 
0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8 
0171: set_player $PLAYER_CHAR z_angle_to 160.0 
03C8: rotate_player-180-degrees 
0002: jump Label01D207 

:Label01D200
0002: jump Label01C54F 

:Label01D207
0050: gosub Label0203F3 

:Label01D20E
0002: jump Label01D21C 

:Label01D215
0050: gosub Label0204CA 

:Label01D21C
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01D723 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH2" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01D71C 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01D71C 
00D6: if 22 
0038:   $ONMISSION == 0  ;; integer values 
0038:   $997 == 1  ;; integer values 
0038:   $1000 == 1  ;; integer values 
004D: jump_if_false Label01D2CB 
00D6: if 0 
0038:   $1009 == 0  ;; integer values 
004D: jump_if_false Label01D2C4 
0108: destroy_object $1010 
029B: $1010 = init_object -24 (COP_DR_OPEN) at 396.458 -473.047 12.6 
01C7: remove_object_from_mission_cleanup_list $1010 
0004: $1009 = 1  ;; integer values 
0004: $1008 = 0  ;; integer values 

:Label01D2C4
0002: jump Label01D30B 

:Label01D2CB
00D6: if 0 
0038:   $1008 == 0  ;; integer values 
004D: jump_if_false Label01D30B 
0108: destroy_object $1010 
029B: $1010 = init_object -21 (COP_DR_CLOSED) at 396.545 -472.883 12.6 
01C7: remove_object_from_mission_cleanup_list $1010 
0004: $1008 = 1  ;; integer values 
0004: $1009 = 0  ;; integer values 

:Label01D30B
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01D71C 
00D6: if 22 
0038:   $ONMISSION == 0  ;; integer values 
0038:   $997 == 1  ;; integer values 
0038:   $1000 == 1  ;; integer values 
004D: jump_if_false Label01D571 
00D6: if 0 
0038:   $987 == 0  ;; integer values 
004D: jump_if_false Label01D571 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01D3AE 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01D3A7 
00D6: if 0 
01AF:   car $1004 0 near_point 397.0 -472.0 12.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01D3A7 
0409: blow_up_rc_buggy 

:Label01D3A7
0002: jump Label01D571 

:Label01D3AE
00D6: if 0 
02B3:   player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0 
004D: jump_if_false Label01D571 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01D3FF 
0002: jump Label01C54F 

:Label01D3FF
00BA: text_styled "POL_HQ" 3000 ms 2   ;; VCPD HQ
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01D456 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01D456 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car 
00A6: destroy_car $1004 

:Label01D456
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01D563 
04BB: select_interiour 12  ;; select render area 
0004: $987 = 1  ;; integer values 
00D6: if 0 
0038:   $997 == 0  ;; integer values 
004D: jump_if_false Label01D523 
015C: set_zone_gang_info "STREET2" 1 (day)  14 0 0 0 0 0 0 0 0 0 1000  
015C: set_zone_gang_info "STREET2" 0 (night)  16 0 0 0 0 0 0 0 0 0 1000  
022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0 

:Label01D523
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 393.8 -475.8 11.4 
0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 
0171: set_player $PLAYER_CHAR z_angle_to 137.0 
04F9: interiour_colors 5 0 
0002: jump Label01D56A 

:Label01D563
0002: jump Label01C54F 

:Label01D56A
0050: gosub Label0203F3 

:Label01D571
00D6: if 0 
0038:   $987 == 1  ;; integer values 
004D: jump_if_false Label01D71C 
00D6: if 0 
02B3:   player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 
004D: jump_if_false Label01D71C 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01D5D4 
0002: jump Label01C54F 

:Label01D5D4
00BA: text_styled "BEACH2" 3000 ms 2   ;; Washington Beach
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01D70E 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0 
0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0 
0004: $987 = 0  ;; integer values 
00D6: if 0 
0038:   $997 == 0  ;; integer values 
004D: jump_if_false Label01D6D8 
015C: set_zone_gang_info "STREET2" 1 (day)  14 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "STREET2" 0 (night)  16 0 0 0 0 0 0 0 0 0 10  
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 

:Label01D6D8
03CB: set_camera 399.38 -468.6 10.7 
0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7 
0171: set_player $PLAYER_CHAR z_angle_to 330.0 
0002: jump Label01D715 

:Label01D70E
0002: jump Label01C54F 

:Label01D715
0050: gosub Label0203F3 

:Label01D71C
0002: jump Label01D72A 

:Label01D723
0050: gosub Label0204CA 

:Label01D72A
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01DD72 
0004: $1094 = 0  ;; integer values 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01DD6B 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01DD64 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01D9DC 
00D6: if 0 
0038:   $986 == 0  ;; integer values 
004D: jump_if_false Label01D98E 
0005: $98 = 0.0  ;; floating-point values 
02CE: $98 = ground_z 492.5 -76.17 10.5 
00D6: if 0 
0020:   $98 > 0.0  ;; floating-point values 
004D: jump_if_false Label01D8E5 
00D6: if 0 
0038:   $1039 == 0  ;; integer values 
004D: jump_if_false Label01D8DE 
00D6: if 0 
80C2:   NOT   sphere_onscreen 489.6 -79.8 10.5 2.0 
004D: jump_if_false Label01D8DE 
00D6: if 0 
80C2:   NOT   sphere_onscreen 492.5 -76.17 10.5 2.0 
004D: jump_if_false Label01D8DE 
023C: load_special_actor 15 "BGB" 

:Label01D829
00D6: if 0 
823D:   NOT   special_actor 15 loaded 
004D: jump_if_false Label01D84F 
0001: wait 0 ms 
023C: load_special_actor 15 "BGB" 
0002: jump Label01D829 

:Label01D84F
009A: $1037 = create_actor 4 #SPECIAL15 at 489.6 -79.8 10.5 
0173: set_actor $1037 z_angle_to 225.0 
0243: set_actor $1037 ped_stats_to 30 
0223: set_actor $1037 health_to 200 
01ED: reset_actor $1037 flags 
0291: unknown_actor $1037 unknown_behavior_flag 1 
0243: set_actor $1037 ped_stats_to 11 
009A: $1038 = create_actor 4 #SPECIAL15 at 492.5 -76.17 10.5 
0173: set_actor $1038 z_angle_to 225.0 
0243: set_actor $1038 ped_stats_to 30 
0223: set_actor $1038 health_to 200 
01ED: reset_actor $1038 flags 
0291: unknown_actor $1038 unknown_behavior_flag 1 
0243: set_actor $1038 ped_stats_to 11 
0004: $1039 = 1  ;; integer values 

:Label01D8DE
0002: jump Label01D8EC 

:Label01D8E5
0050: gosub Label0227B4 

:Label01D8EC
00D6: if 1 
0038:   $1039 == 1  ;; integer values 
0038:   $1040 == 0  ;; integer values 
004D: jump_if_false Label01D987 
00D6: if 0 
8118:   NOT   actor $1037 dead 
004D: jump_if_false Label01D946 
00D6: if 0 
8184:   NOT   actor $1037 health >= 199 
004D: jump_if_false Label01D946 
00D6: if 0 
8118:   NOT   actor $1038 dead 
004D: jump_if_false Label01D946 
011A: set_actor $1038 flags 1 
0004: $1040 = 1  ;; integer values 

:Label01D946
00D6: if 0 
8118:   NOT   actor $1038 dead 
004D: jump_if_false Label01D987 
00D6: if 0 
8184:   NOT   actor $1038 health >= 199 
004D: jump_if_false Label01D987 
00D6: if 0 
8118:   NOT   actor $1037 dead 
004D: jump_if_false Label01D987 
011A: set_actor $1037 flags 1 
0004: $1040 = 1  ;; integer values 

:Label01D987
0002: jump Label01D995 

:Label01D98E
0050: gosub Label0227B4 

:Label01D995
00D6: if 0 
0038:   $1012 == 0  ;; integer values 
004D: jump_if_false Label01D9D5 
0108: destroy_object $1013 
029B: $1013 = init_object -20 (OD_CLBDR_OPEN) at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1012 = 1  ;; integer values 
0004: $1011 = 0  ;; integer values 

:Label01D9D5
0002: jump Label01DA31 

:Label01D9DC
00D6: if 2 
0038:   $1011 == 0  ;; integer values 
0038:   $993 == 0  ;; integer values 
0038:   $994 == 0  ;; integer values 
004D: jump_if_false Label01DA2A 
0108: destroy_object $1013 
029B: $1013 = init_object -25 (OD_CLBDR_CLOSE) at 490.34 -77.017 11.598 
01C7: remove_object_from_mission_cleanup_list $1013 
0004: $1011 = 1  ;; integer values 
0004: $1012 = 0  ;; integer values 

:Label01DA2A
0050: gosub Label0227B4 

:Label01DA31
00D6: if 0 
0038:   $996 == 0  ;; integer values 
004D: jump_if_false Label01DD5D 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01DD5D 
00D6: if 1 
0038:   $986 == 0  ;; integer values 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label01DC34 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01DACD 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01DAC6 
00D6: if 0 
01AF:   car $1004 0 near_point 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label01DAC6 
0409: blow_up_rc_buggy 

:Label01DAC6
0002: jump Label01DC34 

:Label01DACD
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label01DC34 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01DB19 
0002: jump Label01C54F 

:Label01DB19
0004: $986 = 1  ;; integer values 
00BA: text_styled "MALIBU" 3000 ms 2   ;; The Malibu Club
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01DB7F 
00D6: if 21 
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01DB7F 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car 
00A6: destroy_car $1004 

:Label01DB7F
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01DC0D 
04BB: select_interiour 17  ;; select render area 
022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 484.2 -72.5 9.5 
0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 
0171: set_player $PLAYER_CHAR z_angle_to 60.0 
04F9: interiour_colors 1 0 
0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0 
0002: jump Label01DC14 

:Label01DC0D
0002: jump Label01C54F 

:Label01DC14
00D6: if 1 
0038:   $994 == 0  ;; integer values 
0038:   $993 == 0  ;; integer values 
004D: jump_if_false Label01DC34 
0050: gosub Label0203F3 

:Label01DC34
00D6: if 0 
0038:   $986 == 1  ;; integer values 
004D: jump_if_false Label01DD5D 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 488.6 -75.4 10.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label01DD5D 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01DC92 
0002: jump Label01C54F 

:Label01DC92
00D6: if 1 
0038:   $994 == 0  ;; integer values 
0038:   $993 == 0  ;; integer values 
004D: jump_if_false Label01DCC1 
0050: gosub Label0202F8 
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point

:Label01DCC1
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01DD4F 
0004: $986 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0 
03CB: set_camera 493.1 -82.4 10.8 
0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 
0002: jump Label01DD56 

:Label01DD4F
0002: jump Label01C54F 

:Label01DD56
0050: gosub Label0203F3 

:Label01DD5D
0002: jump Label01DD6B 

:Label01DD64
0050: gosub Label0227B4 

:Label01DD6B
0002: jump Label01DD79 

:Label01DD72
0050: gosub Label0204CA 

:Label01DD79
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01E04D 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01E046 
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label01E046 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01DE22 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01DE1B 
00D6: if 0 
01AF:   car $1004 0 near_point -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01DE1B 
0409: blow_up_rc_buggy 

:Label01DE1B
0002: jump Label01DF54 

:Label01DE22
00D6: if 0 
0038:   $989 == 0  ;; integer values 
004D: jump_if_false Label01DF54 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01DF54 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01DE80 
0002: jump Label01C54F 

:Label01DE80
00BA: text_styled "UMBERTO" 3000 ms 2   ;; Cafe Robina
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01DED7 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01DED7 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car 
00A6: destroy_car $1004 

:Label01DED7
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01DF46 
0004: $989 = 1  ;; integer values 
04BB: select_interiour 7  ;; select render area 
03CB: set_camera -1170.0 -611.0 11.0 
0395: clear_area 0 at -1170.0 -611.0 range 11.0 1.0 
03AD: set_rubbish 0 (invisible)  
0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0002: jump Label01DF4D 

:Label01DF46
0002: jump Label01C54F 

:Label01DF4D
0050: gosub Label0203F3 

:Label01DF54
00D6: if 0 
0038:   $989 == 1  ;; integer values 
004D: jump_if_false Label01E046 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01E046 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01DFB2 
0002: jump Label01C54F 

:Label01DFB2
00BA: text_styled "HAVANA" 3000 ms 2   ;; Little Havana
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01E038 
0004: $989 = 0  ;; integer values 
0050: gosub Label0204B5 
0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0 
03CB: set_camera -1170.0 -605.0 11.0 
0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
03C8: rotate_player-180-degrees 
0002: jump Label01E03F 

:Label01E038
0002: jump Label01C54F 

:Label01E03F
0050: gosub Label0203F3 

:Label01E046
0002: jump Label01E054 

:Label01E04D
0050: gosub Label0204CA 

:Label01E054
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01E338 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01E331 
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label01E331 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label01E212 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01E10F 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01E108 
00D6: if 0 
01AF:   car $1004 0 near_point 449.76 996.22 18.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label01E108 
0409: blow_up_rc_buggy 

:Label01E108
0002: jump Label01E212 

:Label01E10F
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 448.8 999.9 18.4 radius 3.5 3.5 3.0 
004D: jump_if_false Label01E212 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01E163 
0002: jump Label01C54F 

:Label01E163
00BA: text_styled "MALL1" 3000 ms 2   ;; North Point Mall
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01E204 
0004: $1003 = 1  ;; integer values 
04BB: select_interiour 4  ;; select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 448.3 1030.0 18.0 
0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0 
0005: $1104 = 0.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 6 0 
01EB: set_car_density_to .1 
0002: jump Label01E20B 

:Label01E204
0002: jump Label01C54F 

:Label01E20B
0050: gosub Label0203F3 

:Label01E212
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label01E331 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 448.8 999.9 18.4 radius 3.5 3.5 3.0 
004D: jump_if_false Label01E331 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01E278 
0002: jump Label01C54F 

:Label01E278
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01E323 
0004: $1003 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.7 992.2 range 17.0 1.0 
03CB: set_camera 449.7 992.2 17.0 
0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0 
0005: $1104 = 180.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01E32A 

:Label01E323
0002: jump Label01C54F 

:Label01E32A
0050: gosub Label0203F3 

:Label01E331
0002: jump Label01E33F 

:Label01E338
0050: gosub Label0204CA 

:Label01E33F
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01E623 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01E61C 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01E61C 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label01E4FD 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01E3FA 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01E3F3 
00D6: if 0 
01AF:   car $1004 0 near_point 379.1 995.16 17.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label01E3F3 
0409: blow_up_rc_buggy 

:Label01E3F3
0002: jump Label01E4FD 

:Label01E3FA
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 380.1 999.0 19.4 radius 3.5 3.5 3.0 
004D: jump_if_false Label01E4FD 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01E44E 
0002: jump Label01C54F 

:Label01E44E
00BA: text_styled "MALL1" 3000 ms 2   ;; North Point Mall
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01E4EF 
0004: $1003 = 1  ;; integer values 
04BB: select_interiour 4  ;; select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 380.0 1026.4 18.2 
0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2 
0005: $1104 = 0.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 6 0 
01EB: set_car_density_to .1 
0002: jump Label01E4F6 

:Label01E4EF
0002: jump Label01C54F 

:Label01E4F6
0050: gosub Label0203F3 

:Label01E4FD
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label01E61C 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 380.1 999.0 19.4 radius 3.5 3.5 3.0 
004D: jump_if_false Label01E61C 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01E563 
0002: jump Label01C54F 

:Label01E563
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01E60E 
0004: $1003 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 379.3 991.4 range 17.2 1.0 
03CB: set_camera 379.3 991.4 17.2 
0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0 
0005: $1104 = 180.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01E615 

:Label01E60E
0002: jump Label01C54F 

:Label01E615
0050: gosub Label0203F3 

:Label01E61C
0002: jump Label01E62A 

:Label01E623
0050: gosub Label0204CA 

:Label01E62A
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01E90E 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01E907 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01E907 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label01E7E8 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01E6E5 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01E6DE 
00D6: if 0 
01AF:   car $1004 0 near_point 350.3 1124.0 17.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label01E6DE 
0409: blow_up_rc_buggy 

:Label01E6DE
0002: jump Label01E7E8 

:Label01E6E5
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
004D: jump_if_false Label01E7E8 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01E739 
0002: jump Label01C54F 

:Label01E739
00BA: text_styled "MALL1" 3000 ms 2   ;; North Point Mall
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01E7DA 
0004: $1003 = 1  ;; integer values 
04BB: select_interiour 4  ;; select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 390.0 1124.4 17.5 
0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5 
0005: $1104 = 270.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 6 0 
01EB: set_car_density_to .1 
0002: jump Label01E7E1 

:Label01E7DA
0002: jump Label01C54F 

:Label01E7E1
0050: gosub Label0203F3 

:Label01E7E8
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label01E907 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
004D: jump_if_false Label01E907 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01E84E 
0002: jump Label01C54F 

:Label01E84E
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01E8F9 
0004: $1003 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0 
03CB: set_camera 344.5 1123.5 17.0 
0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0 
0005: $1104 = 90.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01E900 

:Label01E8F9
0002: jump Label01C54F 

:Label01E900
0050: gosub Label0203F3 

:Label01E907
0002: jump Label01E915 

:Label01E90E
0050: gosub Label0204CA 

:Label01E915
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01EBF9 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01EBF2 
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label01EBF2 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label01EAD3 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01E9D0 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01E9C9 
00D6: if 0 
01AF:   car $1004 0 near_point 364.0 1210.0 24.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01E9C9 
0409: blow_up_rc_buggy 

:Label01E9C9
0002: jump Label01EAD3 

:Label01E9D0
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
004D: jump_if_false Label01EAD3 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01EA24 
0002: jump Label01C54F 

:Label01EA24
00BA: text_styled "MALL1" 3000 ms 2   ;; North Point Mall
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01EAC5 
0004: $1003 = 1  ;; integer values 
04BB: select_interiour 4  ;; select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 395.0 1212.0 24.4 
0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4 
0005: $1104 = 270.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 6 0 
01EB: set_car_density_to .1 
0002: jump Label01EACC 

:Label01EAC5
0002: jump Label01C54F 

:Label01EACC
0050: gosub Label0203F3 

:Label01EAD3
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label01EBF2 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
004D: jump_if_false Label01EBF2 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01EB39 
0002: jump Label01C54F 

:Label01EB39
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01EBE4 
0004: $1003 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0 
03CB: set_camera 343.0 1210.0 24.0 
0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0 
0005: $1104 = 90.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01EBEB 

:Label01EBE4
0002: jump Label01C54F 

:Label01EBEB
0050: gosub Label0203F3 

:Label01EBF2
0002: jump Label01EC00 

:Label01EBF9
0050: gosub Label0204CA 

:Label01EC00
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01EEE4 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01EEDD 
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label01EEDD 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label01EDBE 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01ECBB 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01ECB4 
00D6: if 0 
01AF:   car $1004 0 near_point 378.6 1256.9 17.5 radius 1.5 1.5 3.0 
004D: jump_if_false Label01ECB4 
0409: blow_up_rc_buggy 

:Label01ECB4
0002: jump Label01EDBE 

:Label01ECBB
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
004D: jump_if_false Label01EDBE 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01ED0F 
0002: jump Label01C54F 

:Label01ED0F
00BA: text_styled "MALL1" 3000 ms 2   ;; North Point Mall
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01EDB0 
0004: $1003 = 1  ;; integer values 
04BB: select_interiour 4  ;; select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 385.0 1230.7 18.0 
0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0 
0005: $1104 = 180.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 6 0 
01EB: set_car_density_to .1 
0002: jump Label01EDB7 

:Label01EDB0
0002: jump Label01C54F 

:Label01EDB7
0050: gosub Label0203F3 

:Label01EDBE
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label01EEDD 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
004D: jump_if_false Label01EEDD 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01EE24 
0002: jump Label01C54F 

:Label01EE24
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01EECF 
0004: $1003 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 378.0 1263.6 range 16.5 1.0 
03CB: set_camera 378.0 1263.6 16.5 
0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5 
0005: $1104 = 0.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01EED6 

:Label01EECF
0002: jump Label01C54F 

:Label01EED6
0050: gosub Label0203F3 

:Label01EEDD
0002: jump Label01EEEB 

:Label01EEE4
0050: gosub Label0204CA 

:Label01EEEB
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01F1CF 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01F1C8 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01F1C8 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label01F0A9 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01EFA6 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01EF9F 
00D6: if 0 
01AF:   car $1004 0 near_point 449.37 1256.2 17.2 radius 1.5 1.5 3.0 
004D: jump_if_false Label01EF9F 
0409: blow_up_rc_buggy 

:Label01EF9F
0002: jump Label01F0A9 

:Label01EFA6
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
004D: jump_if_false Label01F0A9 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01EFFA 
0002: jump Label01C54F 

:Label01EFFA
00BA: text_styled "MALL1" 3000 ms 2   ;; North Point Mall
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01F09B 
0004: $1003 = 1  ;; integer values 
04BB: select_interiour 4  ;; select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 448.5 1230.0 18.0 
0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0 
0005: $1104 = 180.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 6 0 
01EB: set_car_density_to .1 
0002: jump Label01F0A2 

:Label01F09B
0002: jump Label01C54F 

:Label01F0A2
0050: gosub Label0203F3 

:Label01F0A9
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label01F1C8 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
004D: jump_if_false Label01F1C8 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01F10F 
0002: jump Label01C54F 

:Label01F10F
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01F1BA 
0004: $1003 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.0 1263.0 range 16.5 1.0 
03CB: set_camera 449.0 1263.0 16.5 
0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5 
0005: $1104 = 0.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01F1C1 

:Label01F1BA
0002: jump Label01C54F 

:Label01F1C1
0050: gosub Label0203F3 

:Label01F1C8
0002: jump Label01F1D6 

:Label01F1CF
0050: gosub Label0204CA 

:Label01F1D6
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01F4BA 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01F4B3 
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label01F4B3 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label01F394 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01F291 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01F28A 
00D6: if 0 
01AF:   car $1004 0 near_point 477.6 1124.4 16.3 radius 1.5 1.5 3.0 
004D: jump_if_false Label01F28A 
0409: blow_up_rc_buggy 

:Label01F28A
0002: jump Label01F394 

:Label01F291
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
004D: jump_if_false Label01F394 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01F2E5 
0002: jump Label01C54F 

:Label01F2E5
00BA: text_styled "MALL1" 3000 ms 2   ;; North Point Mall
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01F386 
0004: $1003 = 1  ;; integer values 
04BB: select_interiour 4  ;; select render area 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera 444.4 1123.7 17.0 
0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0 
0005: $1104 = 90.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 6 0 
01EB: set_car_density_to .1 
0002: jump Label01F38D 

:Label01F386
0002: jump Label01C54F 

:Label01F38D
0050: gosub Label0203F3 

:Label01F394
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label01F4B3 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
004D: jump_if_false Label01F4B3 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01F3FA 
0002: jump Label01C54F 

:Label01F3FA
00BA: text_styled "BEACH3" 3000 ms 2   ;; Vice Point
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01F4A5 
0004: $1003 = 0  ;; integer values 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 482.0 1124.5 range 15.3 1.0 
03CB: set_camera 482.0 1124.5 15.3 
0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3 
0005: $1104 = 0.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01F4AC 

:Label01F4A5
0002: jump Label01C54F 

:Label01F4AC
0050: gosub Label0203F3 

:Label01F4B3
0002: jump Label01F4C1 

:Label01F4BA
0050: gosub Label0204CA 

:Label01F4C1
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01F75D 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01F756 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01F756 
00D6: if 0 
0038:   $988 == 0  ;; integer values 
004D: jump_if_false Label01F680 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01F57C 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01F575 
00D6: if 0 
01AF:   car $1004 0 near_point -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01F575 
0409: blow_up_rc_buggy 

:Label01F575
0002: jump Label01F680 

:Label01F57C
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01F680 
00BA: text_styled "RANGE" 3000 ms 2   ;; Rifle Range
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01F603 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01F603 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car 
00A6: destroy_car $1004 

:Label01F603
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01F660 
04BB: select_interiour 10  ;; select render area 
0004: $988 = 1  ;; integer values 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera -667.8 1221.0 11.0 
0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
04F9: interiour_colors 7 0 
0002: jump Label01F667 

:Label01F660
0002: jump Label01C54F 

:Label01F667
00D6: if 0 
0038:   $995 == 0  ;; integer values 
004D: jump_if_false Label01F680 
0050: gosub Label0203F3 

:Label01F680
00D6: if 0 
0038:   $988 == 1  ;; integer values 
004D: jump_if_false Label01F756 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -667.8 1217.8 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01F756 
00BA: text_styled "DTOWN" 3000 ms 2   ;; Downtown
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01F748 
0004: $988 = 0  ;; integer values 
0050: gosub Label0204B5 
0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0 
03CB: set_camera -667.8 1210.0 11.0 
0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3 
0171: set_player $PLAYER_CHAR z_angle_to 140.0 
03C8: rotate_player-180-degrees 
0002: jump Label01F74F 

:Label01F748
0002: jump Label01C54F 

:Label01F74F
0050: gosub Label0203F3 

:Label01F756
0002: jump Label01F764 

:Label01F75D
0050: gosub Label0204CA 

:Label01F764
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01FFB1 
0004: $1094 = 0  ;; integer values 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "STARI" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label01FFAA 
00D6: if 0 
0018:   $1001 > 0  ;; integer values 
004D: jump_if_false Label01FFAA 
00D6: if 0 
0018:   $1001 > 1  ;; integer values 
004D: jump_if_false Label01FA37 
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01FA37 
00D6: if 0 
0038:   $991 == 0  ;; integer values 
004D: jump_if_false Label01F943 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01F843 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01F83C 
00D6: if 0 
01AF:   car $1004 0 near_point -378.5 -554.382 18.3 radius 1.5 1.5 3.0 
004D: jump_if_false Label01F83C 
0409: blow_up_rc_buggy 

:Label01F83C
0002: jump Label01F943 

:Label01F843
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube -382.0 -558.5 18.537 -375.0 -554.5 24.537 
004D: jump_if_false Label01F943 
00D6: if 0 
0038:   $PASSED_ASS1_RUB_OUT == 0  ;; integer values 
004D: jump_if_false Label01F89B 
00BA: text_styled "MANSION" 3000 ms 2   ;; Diaz's Mansion
0002: jump Label01F8AA 

:Label01F89B
00BA: text_styled "TMANS" 3000 ms 2   ;; Vercetti Estate

:Label01F8AA
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01F935 
04BB: select_interiour 2  ;; select render area 
0004: $991 = 1  ;; integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera -378.5 -560.03 19.0 
0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0 
0005: $1104 = 190.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 8 0 
0002: jump Label01F93C 

:Label01F935
0002: jump Label01C54F 

:Label01F93C
0050: gosub Label0203F3 

:Label01F943
00D6: if 0 
0038:   $991 == 1  ;; integer values 
004D: jump_if_false Label01FA37 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube -382.0 -554.5 18.537 -375.0 -550.5 24.537 
004D: jump_if_false Label01FA37 
00BA: text_styled "STARI" 3000 ms 2   ;; Starfish Island
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01FA29 
0050: gosub Label0204B5 
0004: $991 = 0  ;; integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -377.06 -545.43 range 17.0 1.0 
03CB: set_camera -377.06 -545.43 17.0 
0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0 
0171: set_player $PLAYER_CHAR z_angle_to 345.0 
0002: jump Label01FA30 

:Label01FA29
0002: jump Label01C54F 

:Label01FA30
0050: gosub Label0203F3 

:Label01FA37
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label01FD06 
00D6: if 0 
0038:   $991 == 0  ;; integer values 
004D: jump_if_false Label01FC12 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01FABC 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01FAB5 
00D6: if 0 
01AF:   car $1004 0 near_point -331.0 -576.6 36.5 radius 1.5 1.5 3.0 
004D: jump_if_false Label01FAB5 
0409: blow_up_rc_buggy 

:Label01FAB5
0002: jump Label01FC12 

:Label01FABC
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube -340.402 -579.221 34.52 -331.269 -568.389 38.113 
004D: jump_if_false Label01FC12 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01FB08 
0002: jump Label01C54F 

:Label01FB08
00D6: if 0 
0038:   $PASSED_ASS1_RUB_OUT == 0  ;; integer values 
004D: jump_if_false Label01FB30 
00BA: text_styled "MANSION" 3000 ms 2   ;; Diaz's Mansion
0002: jump Label01FB3F 

:Label01FB30
00BA: text_styled "TMANS" 3000 ms 2   ;; Vercetti Estate

:Label01FB3F
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label01FB87 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label01FB87 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car 
00A6: destroy_car $1004 

:Label01FB87
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01FC04 
04BB: select_interiour 2  ;; select render area 
0004: $991 = 1  ;; integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera -329.24 -582.5 34.5 
0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
04F9: interiour_colors 8 0 
0002: jump Label01FC0B 

:Label01FC04
0002: jump Label01C54F 

:Label01FC0B
0050: gosub Label0203F3 

:Label01FC12
00D6: if 0 
0038:   $991 == 1  ;; integer values 
004D: jump_if_false Label01FD06 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -330.1 -578.9 34.5 radius 2.0 2.0 3.0 
004D: jump_if_false Label01FD06 
00BA: text_styled "STARI" 3000 ms 2   ;; Starfish Island
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01FCF8 
0050: gosub Label0204B5 
0004: $991 = 0  ;; integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -343.3 -572.8 range 36.0 1.0 
03CB: set_camera -343.3 -572.8 36.0 
0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
0002: jump Label01FCFF 

:Label01FCF8
0002: jump Label01C54F 

:Label01FCFF
0050: gosub Label0203F3 

:Label01FD06
00D6: if 0 
0038:   $1095 == 1  ;; integer values 
004D: jump_if_false Label01FFAA 
00D6: if 0 
0038:   $991 == 0  ;; integer values 
004D: jump_if_false Label01FEAF 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label01FD8B 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label01FD84 
00D6: if 0 
01AF:   car $1004 0 near_point -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01FD84 
0409: blow_up_rc_buggy 

:Label01FD84
0002: jump Label01FEAF 

:Label01FD8B
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
004D: jump_if_false Label01FEAF 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label01FDDF 
0002: jump Label01C54F 

:Label01FDDF
00D6: if 0 
0038:   $PASSED_ASS1_RUB_OUT == 0  ;; integer values 
004D: jump_if_false Label01FE07 
00BA: text_styled "MANSION" 3000 ms 2   ;; Diaz's Mansion
0002: jump Label01FE16 

:Label01FE07
00BA: text_styled "TMANS" 3000 ms 2   ;; Vercetti Estate

:Label01FE16
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01FEA1 
04BB: select_interiour 2  ;; select render area 
0004: $991 = 1  ;; integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 (invisible)  
03CB: set_camera -338.5 -578.8 10.6 
0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6 
0005: $1104 = 270.0  ;; floating-point values 
0050: gosub Label02287F 
04F9: interiour_colors 8 0 
0002: jump Label01FEA8 

:Label01FEA1
0002: jump Label01C54F 

:Label01FEA8
0050: gosub Label0203F3 

:Label01FEAF
00D6: if 0 
0038:   $991 == 1  ;; integer values 
004D: jump_if_false Label01FFAA 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -346.3 -578.8 10.6 radius 1.5 1.5 3.0 
004D: jump_if_false Label01FFAA 
00BA: text_styled "STARI" 3000 ms 2   ;; Starfish Island
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label01FF9C 
0050: gosub Label0204B5 
0004: $991 = 0  ;; integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -354.0 -586.0 range 10.6 1.0 
03CB: set_camera -354.0 -586.0 10.6 
0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6 
0005: $1104 = 180.0  ;; floating-point values 
0050: gosub Label02287F 
0002: jump Label01FFA3 

:Label01FF9C
0002: jump Label01C54F 

:Label01FFA3
0050: gosub Label0203F3 

:Label01FFAA
0002: jump Label01FFB8 

:Label01FFB1
0050: gosub Label0204CA 

:Label01FFB8
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0202C3 
00D6: if 0 
0038:   $251 == 1  ;; integer values 
004D: jump_if_false Label0202BC 
00D6: if 21 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
0038:   $1084 == 1  ;; integer values 
004D: jump_if_false Label0202BC 
00D6: if 0 
0038:   $1095 == 2  ;; integer values 
004D: jump_if_false Label0202BC 
00D6: if 0 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false Label02006C 
0484: $1004 = player $PLAYER_CHAR rc_car 
00D6: if 0 
8119:   NOT   car $1004 wrecked 
004D: jump_if_false Label020065 
00D6: if 0 
01AF:   car $1004 0 near_point -896.5 -341.0 13.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label020065 
0409: blow_up_rc_buggy 

:Label020065
0002: jump Label0201BC 

:Label02006C
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -896.5 -341.0 13.4 radius 1.4 1.4 3.0 
004D: jump_if_false Label0201BC 
00D6: if 2 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label0200C0 
0002: jump Label01C54F 

:Label0200C0
00BA: text_styled "BANKINT" 3000 ms 2   ;; El Banco Corrupto Grande
0050: gosub Label0202F8 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02011F 
00D6: if 21 
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label02011F 
03C1: $1004 = player $PLAYER_CHAR car 
012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car 
00A6: destroy_car $1004 

:Label02011F
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label0201AE 
04BB: select_interiour 3  ;; select render area 
03AD: set_rubbish 0 (invisible)  
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label02016B 
022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0 

:Label02016B
03CB: set_camera -903.0 -341.0 13.4 
0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 
0004: $985 = 1  ;; integer values 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
04F9: interiour_colors 4 0 
0002: jump Label0201B5 

:Label0201AE
0002: jump Label01C54F 

:Label0201B5
0050: gosub Label0203F3 

:Label0201BC
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -900.0 -340.9 13.4 radius 1.5 1.5 3.0 
004D: jump_if_false Label0202BC 
00D6: if 1 
00E0:   player $PLAYER_CHAR driving 
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label020208 
0002: jump Label01C54F 

:Label020208
00BA: text_styled "HAVANA" 3000 ms 2   ;; Little Havana
0050: gosub Label0202F8 
00D6: if 0 
0038:   $992 == 0  ;; integer values 
004D: jump_if_false Label0202AE 
0050: gosub Label0204B5 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0 
03CB: set_camera -893.0 -341.0 13.5 
0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 
0004: $985 = 0  ;; integer values 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
03C8: rotate_player-180-degrees 
0002: jump Label0202B5 

:Label0202AE
0002: jump Label01C54F 

:Label0202B5
0050: gosub Label0203F3 

:Label0202BC
0002: jump Label0202CA 

:Label0202C3
0050: gosub Label0204CA 

:Label0202CA
0050: gosub Label020617 
0050: gosub Label021A18 
00D6: if 0 
0018:   $1095 > 1  ;; integer values 
004D: jump_if_false Label0202F1 
0004: $1095 = 0  ;; integer values 

:Label0202F1
0002: jump Label01C54F 

:Label0202F8
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0203F1 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)  
0169: set_fade_color 0 0 1 
00D6: if 2 
0038:   $995 == 0  ;; integer values 
0038:   $993 == 0  ;; integer values 
0038:   $994 == 0  ;; integer values 
004D: jump_if_false Label02034C 
016A: fade 0 ()  500 ms 
0002: jump Label02037B 

:Label02034C
00D6: if 0 
0038:   $986 == 1  ;; integer values 
004D: jump_if_false Label020374 
0169: set_fade_color 0 0 0 
016A: fade 0 ()  1500 ms 
0002: jump Label02037B 

:Label020374
016A: fade 0 ()  500 ms 

:Label02037B
00D6: if 0 
016B:   fading 
004D: jump_if_false Label0203EA 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label0203AA 
0004: $992 = 1  ;; integer values 
0002: jump Label0203B1 

:Label0203AA
0004: $992 = 0  ;; integer values 

:Label0203B1
00D6: if 0 
0038:   $1002 == 1  ;; integer values 
004D: jump_if_false Label0203CA 
0050: gosub Label020617 

:Label0203CA
00D6: if 0 
0038:   $986 == 1  ;; integer values 
004D: jump_if_false Label0203E3 
0050: gosub Label021A18 

:Label0203E3
0002: jump Label02037B 

:Label0203EA
01EB: set_car_density_to 0.0 

:Label0203F1
0051: return 

:Label0203F3
0169: set_fade_color 0 0 1 
00D6: if 2 
0038:   $995 == 0  ;; integer values 
0038:   $993 == 0  ;; integer values 
0038:   $994 == 0  ;; integer values 
004D: jump_if_false Label020429 
016A: fade 1 (back)  500 ms 
0002: jump Label020458 

:Label020429
00D6: if 0 
0038:   $986 == 1  ;; integer values 
004D: jump_if_false Label020451 
0169: set_fade_color 0 0 0 
016A: fade 1 (back)  1500 ms 
0002: jump Label020458 

:Label020451
016A: fade 1 (back)  500 ms 

:Label020458
00D6: if 0 
016B:   fading 
004D: jump_if_false Label020495 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label020487 
0004: $992 = 1  ;; integer values 
0002: jump Label02048E 

:Label020487
0004: $992 = 0  ;; integer values 

:Label02048E
0002: jump Label020458 

:Label020495
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0204B3 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)  

:Label0204B3
0051: return 

:Label0204B5
04FA: reset_interior_colors 0 
01EB: set_car_density_to 1.0 
03AD: set_rubbish 1 (visible)  
04BB: select_interiour 0  ;; select render area 
0051: return 

:Label0204CA
00D6: if 0 
0038:   $1094 == 0  ;; integer values 
004D: jump_if_false Label020615 
03AD: set_rubbish 1 (visible)  
04FA: reset_interior_colors 0 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
015C: set_zone_gang_info "STREET2" 1 (day)  14 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "STREET2" 0 (night)  16 0 0 0 0 0 0 0 0 0 10  
0004: $989 = 0  ;; integer values 
0004: $986 = 0  ;; integer values 
0004: $1002 = 0  ;; integer values 
0004: $1003 = 0  ;; integer values 
0004: $1088 = 0  ;; integer values 
0004: $987 = 0  ;; integer values 
0004: $988 = 0  ;; integer values 
0004: $990 = 0  ;; integer values 
0004: $991 = 0  ;; integer values 
01EB: set_car_density_to 1.0 
0004: $1094 = 1  ;; integer values 

:Label020615
0051: return 

:Label020617
00D6: if 0 
0038:   $1002 == 1  ;; integer values 
004D: jump_if_false Label020B03 
00D6: if 0 
0038:   $1014 == 1  ;; integer values 
004D: jump_if_false Label0206E7 
0050: gosub Label020BF6 
00D6: if 2 
0256:   player $PLAYER_CHAR defined 
010A:   player $PLAYER_CHAR money > 5 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label020692 
00D6: if 1 
00E4:   player $PLAYER_CHAR 1 near_point_on_foot 69.3 -1455.9 radius 1.0 1.0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label020692 
0050: gosub Label0210E8 

:Label020692
00D6: if 2 
0256:   player $PLAYER_CHAR defined 
0038:   $1096 == 1  ;; integer values 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label0206E7 
00D6: if 1 
00E4:   player $PLAYER_CHAR 1 near_point_on_foot 70.0 -1443.64 radius 1.0 1.0 
03EE:   player $PLAYER_CHAR controllable 
004D: jump_if_false Label0206E7 
03EF: player $PLAYER_CHAR make_safe 
0050: gosub Label0217C4 

:Label0206E7
00D6: if 0 
0038:   $1014 == 0  ;; integer values 
004D: jump_if_false Label020AFC 
0004: $1015 = 24  ;; integer values 
0004: $1016 = 24  ;; integer values 
0004: $1017 = 25  ;; integer values 
0004: $1018 = 29  ;; integer values 
0004: $1019 = 19  ;; integer values 
0247: request_model #WFYG1 
0247: request_model #WFYBE 
0247: request_model #BFYPR 
0247: request_model #WFOBE 

:Label02072C
00D6: if 23 
8248:   NOT   model #WFYG1 available 
8248:   NOT   model #WFYBE available 
8248:   NOT   model #BFYPR available 
8248:   NOT   model #WFOBE available 
004D: jump_if_false Label020762 
0247: request_model #WFYG1 
0247: request_model #WFYBE 
0247: request_model #BFYPR 
0247: request_model #WFOBE 
0001: wait 0 ms 
0002: jump Label02072C 

:Label020762
0247: request_model #BFYRI 
0247: request_model #HFYMD 
0247: request_model #WMOCA 
0247: request_model #BKA 

:Label020772
00D6: if 23 
8248:   NOT   model #BFYRI available 
8248:   NOT   model #HFYMD available 
8248:   NOT   model #WMOCA available 
8248:   NOT   model #BKA available 
004D: jump_if_false Label0207A8 
0247: request_model #BFYRI 
0247: request_model #HFYMD 
0247: request_model #WMOCA 
0247: request_model #BKA 
0001: wait 0 ms 
0002: jump Label020772 

:Label0207A8
0247: request_model #BKB 
0247: request_model #WMOST 
0247: request_model #WMOBE 
0247: request_model #BMYBB 

:Label0207B8
00D6: if 23 
8248:   NOT   model #BKB available 
8248:   NOT   model #WMOST available 
8248:   NOT   model #WMOBE available 
8248:   NOT   model #BMYBB available 
004D: jump_if_false Label0207EE 
0247: request_model #BKB 
0247: request_model #WMOST 
0247: request_model #WMOBE 
0247: request_model #BMYBB 
0001: wait 0 ms 
0002: jump Label0207B8 

:Label0207EE
0247: request_model #HMOST 
0247: request_model #WMYBU 

:Label0207F6
00D6: if 21 
8248:   NOT   model #HMOST available 
8248:   NOT   model #WMYBU available 
004D: jump_if_false Label02081C 
0247: request_model #HMOST 
0247: request_model #WMYBU 
0001: wait 0 ms 
0002: jump Label0207F6 

:Label02081C
04ED: load_animation "RIOT" 
04ED: load_animation "STRIP" 

:Label020830
00D6: if 21 
84EE:   NOT   animation "RIOT" loaded 
84EE:   NOT   animation "STRIP" loaded 
004D: jump_if_false Label02086E 
04ED: load_animation "RIOT" 
04ED: load_animation "STRIP" 
0001: wait 0 ms 
0002: jump Label020830 

:Label02086E
009A: $1029 = create_actor 4 #HMOST at 89.8 -1456.2 9.4 
0173: set_actor $1029 z_angle_to 287.0 
01ED: reset_actor $1029 flags 
009A: $1030 = create_actor 4 #WMYBU at 89.15 -1461.3 9.6 
0173: set_actor $1030 z_angle_to 48.7 
01ED: reset_actor $1030 flags 
009A: $1042 = create_actor 5 #BFYPR at 79.67 -1461.34 10.6 
0173: set_actor $1042 z_angle_to 168.0 
01ED: reset_actor $1042 flags 
0372: set_actor $1042 anim 32 wait_state_time 999999 ms 
009A: $1025 = create_actor 4 #WMOST at 79.5 -1463.1 9.6 
0173: set_actor $1025 z_angle_to 5.0 
01ED: reset_actor $1025 flags 
0372: set_actor $1025 anim 29 wait_state_time 999999 ms 
009A: $1020 = create_actor 4 #WMOCA at 87.3 -1462.85 9.6 
0173: set_actor $1020 z_angle_to 117.0 
01ED: reset_actor $1020 flags 
009A: $1043 = create_actor 5 #WFYBE at 86.06 -1463.6 10.4 
0173: set_actor $1043 z_angle_to 295.0 
01ED: reset_actor $1043 flags 
0372: set_actor $1043 anim 32 wait_state_time 999999 ms 
009A: $1021 = create_actor 4 #BKB at 79.0 -1466.31 9.6 
0173: set_actor $1021 z_angle_to 58.0 
01ED: reset_actor $1021 flags 
009A: $1022 = create_actor 4 #BKA at 77.46 -1466.06 9.6 
0173: set_actor $1022 z_angle_to 265.0 
01ED: reset_actor $1022 flags 
009A: $1045 = create_actor 5 #WFOBE at 78.07 -1465.7 10.4 
0173: set_actor $1045 z_angle_to 168.0 
01ED: reset_actor $1045 flags 
0372: set_actor $1045 anim 32 wait_state_time 999999 ms 
009A: $1023 = create_actor 4 #BMYBB at 81.35 -1459.9 9.6 
0173: set_actor $1023 z_angle_to 5.0 
01ED: reset_actor $1023 flags 
0372: set_actor $1023 anim 29 wait_state_time 999999 ms 
009A: $1024 = create_actor 4 #WMOBE at 83.4 -1458.9 9.6 
0173: set_actor $1024 z_angle_to 60.0 
01ED: reset_actor $1024 flags 
0372: set_actor $1024 anim 29 wait_state_time 999999 ms 
009A: $1041 = create_actor 5 #WFYG1 at 81.45 -1457.44 10.6 
0173: set_actor $1041 z_angle_to 210.0 
01ED: reset_actor $1041 flags 
0372: set_actor $1041 anim 32 wait_state_time 999999 ms 
009A: $1026 = create_actor 5 #BFYRI at 88.6 -1450.0 9.6 
0173: set_actor $1026 z_angle_to 325.0 
01ED: reset_actor $1026 flags 
009F: set_actor $1026 objective_to-1 
009A: $1027 = create_actor 5 #HFYMD at 91.44 -1455.3 9.6 
0173: set_actor $1027 z_angle_to 128.0 
01ED: reset_actor $1027 flags 
009F: set_actor $1027 objective_to-1 
0050: gosub Label020BF6 
0004: $1014 = 1  ;; integer values 

:Label020AFC
0002: jump Label020BF4 

:Label020B03
00D6: if 0 
0018:   $1014 > 0  ;; integer values 
004D: jump_if_false Label020BF4 

:Label020B15
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label020B30 
0001: wait 0 ms 
0002: jump Label020B15 

:Label020B30
009B: destroy_actor_instantly $1041 
009B: destroy_actor_instantly $1042 
009B: destroy_actor_instantly $1043 
009B: destroy_actor_instantly $1045 
009B: destroy_actor_instantly $1020 
009B: destroy_actor_instantly $1021 
009B: destroy_actor_instantly $1022 
009B: destroy_actor_instantly $1023 
009B: destroy_actor_instantly $1024 
009B: destroy_actor_instantly $1025 
009B: destroy_actor_instantly $1026 
009B: destroy_actor_instantly $1027 
009B: destroy_actor_instantly $1029 
009B: destroy_actor_instantly $1030 
0249: release_model #WFYG1 
0249: release_model #WFYBE 
0249: release_model #BFYPR 
0249: release_model #WFOBE 
0249: release_model #BFYRI 
0249: release_model #HFYMD 
0249: release_model #WMOCA 
0249: release_model #BKA 
0249: release_model #BKB 
0249: release_model #WMOST 
0249: release_model #WMOBE 
0249: release_model #BMYBB 
0249: release_model #HMOST 
0249: release_model #WMYBU 
0249: release_model #MACHETE 
0249: release_model #KNIFECUR 
0296: unload_special_actor 19 
0296: unload_special_actor 18 
0296: unload_special_actor 17 
04EF: release_animation "RIOT" 
04EF: release_animation "STRIP" 
0004: $1034 = 0  ;; integer values 
0004: $1033 = 0  ;; integer values 
0004: $1028 = 0  ;; integer values 
0004: $1014 = 0  ;; integer values 

:Label020BF4
0051: return 

:Label020BF6
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label020E06 
00D6: if 1 
8118:   NOT   actor $1029 dead 
8118:   NOT   actor $1030 dead 
004D: jump_if_false Label020C42 
00D6: if 21 
8184:   NOT   actor $1029 health >= 95 
8184:   NOT   actor $1030 health >= 95 
004D: jump_if_false Label020C3B 
0050: gosub Label020E0D 

:Label020C3B
0002: jump Label020C49 

:Label020C42
0050: gosub Label020E0D 

:Label020C49
00D6: if 1 
8118:   NOT   actor $1042 dead 
8118:   NOT   actor $1025 dead 
004D: jump_if_false Label020C85 
00D6: if 21 
8184:   NOT   actor $1042 health >= 95 
8184:   NOT   actor $1025 health >= 95 
004D: jump_if_false Label020C7E 
0050: gosub Label020EAE 

:Label020C7E
0002: jump Label020C8C 

:Label020C85
0050: gosub Label020EAE 

:Label020C8C
00D6: if 1 
8118:   NOT   actor $1020 dead 
8118:   NOT   actor $1043 dead 
004D: jump_if_false Label020CDC 
00D6: if 1 
0184:   actor $1020 health >= 95 
0184:   actor $1043 health >= 95 
004D: jump_if_false Label020CCE 
0372: set_actor $1020 anim $1016 wait_state_time 999999 ms 
0002: jump Label020CD5 

:Label020CCE
0050: gosub Label020F5B 

:Label020CD5
0002: jump Label020CE3 

:Label020CDC
0050: gosub Label020F5B 

:Label020CE3
00D6: if 2 
8118:   NOT   actor $1021 dead 
8118:   NOT   actor $1022 dead 
8118:   NOT   actor $1045 dead 
004D: jump_if_false Label020D4C 
00D6: if 2 
0184:   actor $1021 health >= 95 
0184:   actor $1022 health >= 95 
0184:   actor $1045 health >= 95 
004D: jump_if_false Label020D3E 
0372: set_actor $1021 anim $1016 wait_state_time 999999 ms 
0372: set_actor $1022 anim $1016 wait_state_time 999999 ms 
0002: jump Label020D45 

:Label020D3E
0050: gosub Label020FB8 

:Label020D45
0002: jump Label020D53 

:Label020D4C
0050: gosub Label020FB8 

:Label020D53
00D6: if 2 
8118:   NOT   actor $1023 dead 
8118:   NOT   actor $1024 dead 
8118:   NOT   actor $1041 dead 
004D: jump_if_false Label020D9B 
00D6: if 22 
8184:   NOT   actor $1023 health >= 95 
8184:   NOT   actor $1024 health >= 95 
8184:   NOT   actor $1041 health >= 95 
004D: jump_if_false Label020D94 
0050: gosub Label020F82 

:Label020D94
0002: jump Label020DA2 

:Label020D9B
0050: gosub Label020F82 

:Label020DA2
00D6: if 1 
8118:   NOT   actor $1026 dead 
8118:   NOT   actor $1027 dead 
004D: jump_if_false Label020DFF 
00D6: if 1 
0184:   actor $1026 health >= 95 
0184:   actor $1027 health >= 95 
004D: jump_if_false Label020DF1 
0372: set_actor $1026 anim $1017 wait_state_time 999999 ms 
0372: set_actor $1027 anim $1019 wait_state_time 999999 ms 
0002: jump Label020DF8 

:Label020DF1
0050: gosub Label020FEE 

:Label020DF8
0002: jump Label020E06 

:Label020DFF
0050: gosub Label020FEE 

:Label020E06
01BD: $1085 = current_time_in_ms 
0051: return 

:Label020E0D
00D6: if 0 
0038:   $1034 == 0  ;; integer values 
004D: jump_if_false Label020E4B 
0247: request_model #BAT 

:Label020E24
00D6: if 0 
8248:   NOT   model #BAT available 
004D: jump_if_false Label020E44 
0247: request_model #BAT 
0001: wait 0 ms 
0002: jump Label020E24 

:Label020E44
0004: $1034 = 1  ;; integer values 

:Label020E4B
0084: $1035 = $1029  ;; integer values and handles 
00D6: if 0 
859A:   NOT   false 
004D: jump_if_false Label020E67 
0050: gosub Label020E93 

:Label020E67
0050: gosub Label021086 
0084: $1035 = $1030  ;; integer values and handles 
00D6: if 0 
859A:   NOT   false 
004D: jump_if_false Label020E8A 
0050: gosub Label020E93 

:Label020E8A
0050: gosub Label021086 
0051: return 

:Label020E93
00D6: if 0 
8118:   NOT   actor $1035 dead 
004D: jump_if_false Label020EAC 
01B2: give_actor $1035 weapon 6 ammo 0  ;; Load the weapon model before using this 

:Label020EAC
0051: return 

:Label020EAE
00D6: if 0 
8118:   NOT   actor $1025 dead 
004D: jump_if_false Label020EC3 
022F: set_actor $1025 stop_looking 

:Label020EC3
0084: $1036 = $1025  ;; integer values and handles 
0050: gosub Label0210B9 
00D6: if 0 
0038:   $1072 == 0  ;; integer values 
004D: jump_if_false Label020F52 
00D6: if 0 
859A:   NOT   false 
004D: jump_if_false Label020F16 
0247: request_model #KNIFECUR 

:Label020EF6
00D6: if 0 
8248:   NOT   model #KNIFECUR available 
004D: jump_if_false Label020F16 
0247: request_model #KNIFECUR 
0001: wait 0 ms 
0002: jump Label020EF6 

:Label020F16
00D6: if 0 
8118:   NOT   actor $1042 dead 
004D: jump_if_false Label020F4B 
00D6: if 0 
859A:   NOT   false 
004D: jump_if_false Label020F3C 
01B2: give_actor $1042 weapon 5 ammo 0  ;; Load the weapon model before using this 

:Label020F3C
0084: $1035 = $1042  ;; integer values and handles 
0050: gosub Label021086 

:Label020F4B
0004: $1072 = 1  ;; integer values 

:Label020F52
0050: gosub Label020E0D 
0051: return 

:Label020F5B
0084: $1036 = $1020  ;; integer values and handles 
0050: gosub Label0210B9 
0084: $1035 = $1043  ;; integer values and handles 
0050: gosub Label021086 
0050: gosub Label020E0D 
0051: return 

:Label020F82
0084: $1035 = $1023  ;; integer values and handles 
0050: gosub Label021086 
0084: $1035 = $1024  ;; integer values and handles 
0050: gosub Label021086 
0084: $1036 = $1041  ;; integer values and handles 
0050: gosub Label0210B9 
0050: gosub Label020E0D 
0051: return 

:Label020FB8
0084: $1035 = $1021  ;; integer values and handles 
0050: gosub Label021086 
0084: $1035 = $1022  ;; integer values and handles 
0050: gosub Label021086 
0084: $1036 = $1045  ;; integer values and handles 
0050: gosub Label0210B9 
0050: gosub Label020E0D 
0051: return 

:Label020FEE
00D6: if 0 
0038:   $1028 == 0  ;; integer values 
004D: jump_if_false Label02106E 
00D6: if 0 
859A:   NOT   false 
004D: jump_if_false Label021032 
0247: request_model #MACHETE 

:Label021012
00D6: if 0 
8248:   NOT   model #MACHETE available 
004D: jump_if_false Label021032 
0247: request_model #MACHETE 
0001: wait 0 ms 
0002: jump Label021012 

:Label021032
00D6: if 0 
8118:   NOT   actor $1026 dead 
004D: jump_if_false Label021067 
00D6: if 0 
859A:   NOT   false 
004D: jump_if_false Label021058 
01B2: give_actor $1026 weapon 9 ammo 0  ;; Load the weapon model before using this 

:Label021058
0084: $1035 = $1026  ;; integer values and handles 
0050: gosub Label021086 

:Label021067
0004: $1028 = 1  ;; integer values 

:Label02106E
0084: $1035 = $1027  ;; integer values and handles 
0050: gosub Label021086 
0050: gosub Label020E0D 
0051: return 

:Label021086
00D6: if 0 
8118:   NOT   actor $1035 dead 
004D: jump_if_false Label0210B7 
0372: set_actor $1035 anim 0 wait_state_time 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0210B7 
01CA: actor $1035 kill_player $PLAYER_CHAR 

:Label0210B7
0051: return 

:Label0210B9
00D6: if 0 
8118:   NOT   actor $1036 dead 
004D: jump_if_false Label0210E6 
0372: set_actor $1036 anim 0 wait_state_time 0 ms 
0239: actor $1036 run_to 65.8 -1444.0 
01C2: remove_references_to_actor $1036  ;; Like turning an actor into a random pedestrian 

:Label0210E6
0051: return 

:Label0210E8
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0217C2 
0004: $ONMISSION = 1  ;; integer values 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)  
041D: set_camera_near_clip .1 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label021123
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02114D 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label021146 
0051: return 

:Label021146
0002: jump Label021123 

:Label02114D
00D6: if 0 
001A:   100 > $1086  ;; integer values 
004D: jump_if_false Label0211A9 
023C: load_special_actor 19 "STRIPC" 

:Label02116B
00D6: if 0 
823D:   NOT   special_actor 19 loaded 
004D: jump_if_false Label021191 
023C: load_special_actor 19 "STRIPC" 
0001: wait 0 ms 
0002: jump Label02116B 

:Label021191
009A: $1044 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56 

:Label0211A9
00D6: if 1 
0018:   $1086 > 99  ;; integer values 
001A:   200 > $1086  ;; integer values 
004D: jump_if_false Label02120D 
023C: load_special_actor 19 "STRIPA" 

:Label0211CF
00D6: if 0 
823D:   NOT   special_actor 19 loaded 
004D: jump_if_false Label0211F5 
023C: load_special_actor 19 "STRIPA" 
0001: wait 0 ms 
0002: jump Label0211CF 

:Label0211F5
009A: $1044 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56 

:Label02120D
00D6: if 0 
0018:   $1086 > 199  ;; integer values 
004D: jump_if_false Label02126A 
023C: load_special_actor 19 "STRIPB" 

:Label02122C
00D6: if 0 
823D:   NOT   special_actor 19 loaded 
004D: jump_if_false Label021252 
023C: load_special_actor 19 "STRIPB" 
0001: wait 0 ms 
0002: jump Label02122C 

:Label021252
009A: $1044 = create_actor 4 #SPECIAL19 at 66.6 -1455.46 9.56 

:Label02126A
0173: set_actor $1044 z_angle_to 33.0 
01ED: reset_actor $1044 flags 
0372: set_actor $1044 anim 32 wait_state_time 999999 ms 
00D6: if 0 
8118:   NOT   actor $PLAYER_ACTOR dead 
004D: jump_if_false Label0212C0 
00A1: put_actor $PLAYER_ACTOR at 65.5 -1453.7 9.6 
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms 
0173: set_actor $PLAYER_ACTOR z_angle_to 210.0 

:Label0212C0
0004: $1087 = 0  ;; integer values 
015F: set_camera_position 68.45 -1456.37 12.0 0.0 0.0 0.0 
0160: point_camera 66.0 -1454.5 10.5 2 
016A: fade 1 (back)  500 ms 

:Label021301
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02132B 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label021324 
0051: return 

:Label021324
0002: jump Label021301 

:Label02132B
03E5: text_box "EXIT_1"   ;; Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.
0006: 16@ = 5000  ;; integer values 

:Label02133D
00D6: if 0 
010A:   player $PLAYER_CHAR money > 5 
004D: jump_if_false Label021539 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label02136C 
0051: return 
0002: jump Label021379 

:Label02136C
0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms 

:Label021379
00D6: if 0 
0019:   16@ > 5000  ;; integer values 
004D: jump_if_false Label02151A 
0109: player $PLAYER_CHAR money += -5 
0006: 16@ = 0  ;; integer values 
0008: $1086 += 5  ;; integer values 
0008: $1087 += 1  ;; integer values 
00D6: if 0 
0038:   $1087 == 6  ;; integer values 
004D: jump_if_false Label0213C1 
0004: $1087 = 0  ;; integer values 

:Label0213C1
00D6: if 0 
0038:   $1087 == 1  ;; integer values 
004D: jump_if_false Label021406 
015F: set_camera_position 68.45 -1456.37 12.0 0.0 0.0 0.0 
0160: point_camera 66.0 -1454.5 10.5 2 

:Label021406
00D6: if 0 
0038:   $1087 == 2  ;; integer values 
004D: jump_if_false Label02144B 
015F: set_camera_position 65.21 -1454.1 9.56 0.0 0.0 0.0 
0160: point_camera 67.36 -1456.33 11.58 2 

:Label02144B
00D6: if 0 
0038:   $1087 == 3  ;; integer values 
004D: jump_if_false Label021490 
015F: set_camera_position 68.0 -1455.6 10.0 0.0 0.0 0.0 
0160: point_camera 64.9 -1454.5 10.89 2 

:Label021490
00D6: if 0 
0038:   $1087 == 4  ;; integer values 
004D: jump_if_false Label0214D5 
015F: set_camera_position 67.47 -1456.14 10.0 0.0 0.0 0.0 
0160: point_camera 65.4 -1454.25 11.37 2 

:Label0214D5
00D6: if 0 
0038:   $1087 == 5  ;; integer values 
004D: jump_if_false Label02151A 
015F: set_camera_position 65.93 -1454.6 11.65 0.0 0.0 0.0 
0160: point_camera 68.42 -1458.24 8.36 2 

:Label02151A
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label021532 
0002: jump Label02154F 

:Label021532
0002: jump Label02133D 

:Label021539
00BC: text_highpriority "STRIP_1" 5000 ms 1   ;; ~r~Not enough cash, you cheap sleazebag.
0002: jump Label02157D 

:Label02154F
00D6: if 0 
00E1:   key_pressed 0 16 
004D: jump_if_false Label02157D 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label021576 
0051: return 

:Label021576
0002: jump Label02154F 

:Label02157D
016A: fade 0 ()  500 ms 

:Label021584
00D6: if 0 
016B:   fading 
004D: jump_if_false Label0215AE 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label0215A7 
0051: return 

:Label0215A7
0002: jump Label021584 

:Label0215AE
009B: destroy_actor_instantly $1044 
0296: unload_special_actor 19 
03E6: remove_text_box 
00D6: if 1 
0018:   $1086 > 299  ;; integer values 
0038:   $1096 == 0  ;; integer values 
004D: jump_if_false Label02172F 
0050: gosub Label0204B5 
03CB: set_camera 93.3 -1472.14 $572 
015F: set_camera_position 103.0 -1488.0 15.7 0.0 0.0 0.0 
0160: point_camera 99.5 -1476.6 16.75 2 
04A6: $616 = create_asset_money_pickup_at 93.3 -1472.14 $572 money $617 $617 
016A: fade 1 (back)  1000 ms 

:Label02163B
00D6: if 0 
016B:   fading 
004D: jump_if_false Label021653 
0001: wait 0 ms 
0002: jump Label02163B 

:Label021653
0006: 16@ = 0  ;; integer values 

:Label02165A
00D6: if 0 
001B:   2000 > 16@  ;; integer values 
004D: jump_if_false Label021678 
0001: wait 0 ms 
0002: jump Label02165A 

:Label021678
00BA: text_styled "ASSET_C" 10000 ms 6   ;; POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority "ASSET_D" $617 10000 ms 1   ;; ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
0160: point_camera 93.3 -1472.14 $572 1 
0394: play_music 1 
0006: 16@ = 0  ;; integer values 

:Label0216B5
00D6: if 0 
001B:   5000 > 16@  ;; integer values 
004D: jump_if_false Label0216D3 
0001: wait 0 ms 
0002: jump Label0216B5 

:Label0216D3
016A: fade 0 ()  500 ms 

:Label0216DA
00D6: if 0 
016B:   fading 
004D: jump_if_false Label0216F2 
0001: wait 0 ms 
0002: jump Label0216DA 

:Label0216F2
03CB: set_camera 72.0 -1454.7 9.45 
0108: destroy_object $1790 
04BB: select_interiour 5  ;; select render area 
04F9: interiour_colors 2 0 
01EB: set_car_density_to .1 
03AD: set_rubbish 0 (invisible)  
0004: $1096 = 1  ;; integer values 
0008: $1175 += 1  ;; integer values 

:Label02172F
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label021766 
0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 
0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45 
0171: set_player $PLAYER_CHAR z_angle_to 208.0 

:Label021766
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 (back)  500 ms 

:Label021773
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02179D 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label021796 
0051: return 

:Label021796
0002: jump Label021773 

:Label02179D
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0217C2 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)  
0004: $ONMISSION = 0  ;; integer values 

:Label0217C2
0051: return 

:Label0217C4
0004: $ONMISSION = 1  ;; integer values 
02A3: toggle_widescreen 1 (on)  
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)  
041D: set_camera_near_clip .1 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label0217F3
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02181D 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label021816 
0051: return 

:Label021816
0002: jump Label0217F3 

:Label02181D
03AF: set_streaming 0 (disabled)  
023C: load_special_actor 1 "CSPLAY" 
00D6: if 0 
0038:   $1098 == 0  ;; integer values 
004D: jump_if_false Label02184B 
023C: load_special_actor 19 "STRIPA" 

:Label02184B
00D6: if 0 
0038:   $1098 == 1  ;; integer values 
004D: jump_if_false Label021869 
023C: load_special_actor 19 "STRIPA" 

:Label021869
00D6: if 0 
0038:   $1098 == 2  ;; integer values 
004D: jump_if_false Label021887 
023C: load_special_actor 19 "STRIPA" 

:Label021887
038B: load_requested_models 

:Label021889
00D6: if 21 
823D:   NOT   special_actor 1 loaded 
823D:   NOT   special_actor 19 loaded 
004D: jump_if_false Label0218BF 
023C: load_special_actor 1 "CSPLAY" 
023C: load_special_actor 19 "STRIPA" 
0001: wait 0 ms 
0002: jump Label021889 

:Label0218BF
02E4: load_cutscene_data "STRIPA" 
0244: set_cutscene_pos 69.5133 -1444.698 9.5255 
02E5: $125 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $125 "CSPLAY" 
02E5: $1097 = create_cutscene_object #SPECIAL19 
02E6: set_cutscene_anim $1097 "STRIPA" 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label021930 
0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6 
0171: set_player $PLAYER_CHAR z_angle_to 220.0 

:Label021930
016A: fade 1 (back)  1500 ms 
03AD: set_rubbish 0 (invisible)  
03AF: set_streaming 1 (enabled)  
02E7: start_cutscene 
02E8: $CUT_SCENE_TIME = cutscenetime 

:Label021946
00D6: if 0 
001A:   25000 > $CUT_SCENE_TIME  ;; integer values 
004D: jump_if_false Label021969 
0001: wait 0 ms 
02E8: $CUT_SCENE_TIME = cutscenetime 
0002: jump Label021946 

:Label021969
016A: fade 0 ()  1500 ms 

:Label021970
00D6: if 0 
016B:   fading 
004D: jump_if_false Label021988 
0001: wait 0 ms 
0002: jump Label021970 

:Label021988
00D6: if 0 
82E9:   NOT cutscene_reached_end 
004D: jump_if_false Label0219A0 
0001: wait 0 ms 
0002: jump Label021988 

:Label0219A0
02EA: end_cutscene 
02A3: toggle_widescreen 0 (off)  
02EB: restore_camera_with_jumpcut 
03C8: rotate_player-180-degrees 
0296: unload_special_actor 1 
0296: unload_special_actor 19 
016A: fade 1 (back)  1500 ms 
0008: $1098 += 1  ;; integer values 
00D6: if 0 
0018:   $1098 > 2  ;; integer values 
004D: jump_if_false Label0219D9 
0004: $1098 = 0  ;; integer values 

:Label0219D9
00D6: if 0 
016B:   fading 
004D: jump_if_false Label0219F1 
0001: wait 0 ms 
0002: jump Label0219D9 

:Label0219F1
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label021A16 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)  
0004: $ONMISSION = 0  ;; integer values 

:Label021A16
0051: return 

:Label021A18
00D6: if 0 
0038:   $986 == 1  ;; integer values 
004D: jump_if_false Label0225A0 
00D6: if 0 
0038:   $1089 == 0  ;; integer values 
004D: jump_if_false Label0223A1 
0004: $1015 = 24  ;; integer values 
0004: $1016 = 24  ;; integer values 
0004: $1017 = 25  ;; integer values 
0004: $1018 = 29  ;; integer values 
0004: $1019 = 19  ;; integer values 
0247: request_model #WFYG1 
0247: request_model #HFYRI 
0247: request_model #BFYRI 

:Label021A6B
00D6: if 22 
8248:   NOT   model #WFYG1 available 
8248:   NOT   model #HFYRI available 
8248:   NOT   model #BFYRI available 
004D: jump_if_false Label021A99 
0247: request_model #WFYG1 
0247: request_model #HFYRI 
0247: request_model #BFYRI 
0001: wait 0 ms 
0002: jump Label021A6B 

:Label021A99
0247: request_model #CBA 
0247: request_model #BMYRI 
0247: request_model #BMYBB 

:Label021AA5
00D6: if 22 
8248:   NOT   model #CBA available 
8248:   NOT   model #BMYRI available 
8248:   NOT   model #BMYBB available 
004D: jump_if_false Label021AD3 
0247: request_model #CBA 
0247: request_model #BMYRI 
0247: request_model #BMYBB 
0001: wait 0 ms 
0002: jump Label021AA5 

:Label021AD3
0247: request_model #FIREMAN 
0247: request_model #WMYCW 
0247: request_model #ARMY 
0247: request_model #BKA 

:Label021AE3
00D6: if 23 
8248:   NOT   model #FIREMAN available 
8248:   NOT   model #WMYCW available 
8248:   NOT   model #ARMY available 
8248:   NOT   model #BKA available 
004D: jump_if_false Label021B19 
0247: request_model #FIREMAN 
0247: request_model #WMYCW 
0247: request_model #ARMY 
0247: request_model #BKA 
0001: wait 0 ms 
0002: jump Label021AE3 

:Label021B19
023C: load_special_actor 19 "BGA" 

:Label021B25
00D6: if 0 
823D:   NOT   special_actor 19 loaded 
004D: jump_if_false Label021B4B 
023C: load_special_actor 19 "BGA" 
0001: wait 0 ms 
0002: jump Label021B25 

:Label021B4B
04ED: load_animation "STRIP" 

:Label021B55
00D6: if 0 
84EE:   NOT   animation "STRIP" loaded 
004D: jump_if_false Label021B7F 
04ED: load_animation "STRIP" 
0001: wait 0 ms 
0002: jump Label021B55 

:Label021B7F
0247: request_model #BRASSKNUCKLE 

:Label021B84
00D6: if 0 
8248:   NOT   model #BRASSKNUCKLE available 
004D: jump_if_false Label021BA4 
0247: request_model #BRASSKNUCKLE 
0001: wait 0 ms 
0002: jump Label021B84 

:Label021BA4
00D6: if 0 
001A:   26 > $1090  ;; integer values 
004D: jump_if_false Label0220C3 
0001: wait 0 ms 
0050: gosub Label022731 
00D6: if 0 
0038:   $1090 == 1  ;; integer values 
004D: jump_if_false Label021BF4 
009A: $1041 = create_actor 4 #CBA at $1099 $1100 $1101 
0084: $1091 = $1041  ;; integer values and handles 
0050: gosub Label022767 

:Label021BF4
00D6: if 0 
0038:   $1090 == 2  ;; integer values 
004D: jump_if_false Label021C27 
009A: $1042 = create_actor 5 #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1042  ;; integer values and handles 
0050: gosub Label022767 

:Label021C27
00D6: if 0 
0038:   $1090 == 3  ;; integer values 
004D: jump_if_false Label021C5A 
009A: $1043 = create_actor 5 #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1043  ;; integer values and handles 
0050: gosub Label022767 

:Label021C5A
00D6: if 0 
0038:   $1090 == 4  ;; integer values 
004D: jump_if_false Label021C8D 
009A: $1044 = create_actor 5 #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1044  ;; integer values and handles 
0050: gosub Label022767 

:Label021C8D
00D6: if 0 
0038:   $1090 == 5  ;; integer values 
004D: jump_if_false Label021CC0 
009A: $1045 = create_actor 4 #CBA at $1099 $1100 $1101 
0084: $1091 = $1045  ;; integer values and handles 
0050: gosub Label022767 

:Label021CC0
00D6: if 0 
0038:   $1090 == 6  ;; integer values 
004D: jump_if_false Label021CF3 
009A: $1046 = create_actor 4 #BMYRI at $1099 $1100 $1101 
0084: $1091 = $1046  ;; integer values and handles 
0050: gosub Label022767 

:Label021CF3
00D6: if 0 
0038:   $1090 == 7  ;; integer values 
004D: jump_if_false Label021D26 
009A: $1047 = create_actor 4 #BMYBB at $1099 $1100 $1101 
0084: $1091 = $1047  ;; integer values and handles 
0050: gosub Label022767 

:Label021D26
00D6: if 0 
0038:   $1090 == 8  ;; integer values 
004D: jump_if_false Label021D59 
009A: $1048 = create_actor 5 #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1048  ;; integer values and handles 
0050: gosub Label022767 

:Label021D59
00D6: if 0 
0038:   $1090 == 9  ;; integer values 
004D: jump_if_false Label021D8C 
009A: $1049 = create_actor 5 #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1049  ;; integer values and handles 
0050: gosub Label022767 

:Label021D8C
00D6: if 0 
0038:   $1090 == 10  ;; integer values 
004D: jump_if_false Label021DBF 
009A: $1050 = create_actor 5 #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1050  ;; integer values and handles 
0050: gosub Label022767 

:Label021DBF
00D6: if 0 
0038:   $1090 == 11  ;; integer values 
004D: jump_if_false Label021DF2 
009A: $1051 = create_actor 5 #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1051  ;; integer values and handles 
0050: gosub Label022767 

:Label021DF2
00D6: if 0 
0038:   $1090 == 12  ;; integer values 
004D: jump_if_false Label021E25 
009A: $1052 = create_actor 5 #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1052  ;; integer values and handles 
0050: gosub Label022767 

:Label021E25
00D6: if 0 
0038:   $1090 == 13  ;; integer values 
004D: jump_if_false Label021E58 
009A: $1053 = create_actor 4 #BMYRI at $1099 $1100 $1101 
0084: $1091 = $1053  ;; integer values and handles 
0050: gosub Label022767 

:Label021E58
00D6: if 0 
0038:   $1090 == 14  ;; integer values 
004D: jump_if_false Label021E8B 
009A: $1054 = create_actor 4 #BMYBB at $1099 $1100 $1101 
0084: $1091 = $1054  ;; integer values and handles 
0050: gosub Label022767 

:Label021E8B
00D6: if 0 
0038:   $1090 == 15  ;; integer values 
004D: jump_if_false Label021EBE 
009A: $1055 = create_actor 5 #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1055  ;; integer values and handles 
0050: gosub Label022767 

:Label021EBE
00D6: if 0 
0038:   $1090 == 16  ;; integer values 
004D: jump_if_false Label021EF1 
009A: $1056 = create_actor 4 #BMYBB at $1099 $1100 $1101 
0084: $1091 = $1056  ;; integer values and handles 
0050: gosub Label022767 

:Label021EF1
00D6: if 0 
0038:   $1090 == 17  ;; integer values 
004D: jump_if_false Label021F24 
009A: $1057 = create_actor 5 #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1057  ;; integer values and handles 
0050: gosub Label022767 

:Label021F24
00D6: if 0 
0038:   $1090 == 18  ;; integer values 
004D: jump_if_false Label021F57 
009A: $1058 = create_actor 5 #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1058  ;; integer values and handles 
0050: gosub Label022767 

:Label021F57
00D6: if 0 
0038:   $1090 == 19  ;; integer values 
004D: jump_if_false Label021F8A 
009A: $1059 = create_actor 5 #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1059  ;; integer values and handles 
0050: gosub Label022767 

:Label021F8A
00D6: if 0 
0038:   $1090 == 20  ;; integer values 
004D: jump_if_false Label021FBD 
009A: $1060 = create_actor 4 #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1060  ;; integer values and handles 
0050: gosub Label022767 

:Label021FBD
00D6: if 0 
0038:   $1090 == 21  ;; integer values 
004D: jump_if_false Label021FF0 
009A: $1061 = create_actor 4 #BMYRI at $1099 $1100 $1101 
0084: $1091 = $1061  ;; integer values and handles 
0050: gosub Label022767 

:Label021FF0
00D6: if 0 
0038:   $1090 == 22  ;; integer values 
004D: jump_if_false Label022023 
009A: $1062 = create_actor 5 #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1062  ;; integer values and handles 
0050: gosub Label022767 

:Label022023
00D6: if 0 
0038:   $1090 == 23  ;; integer values 
004D: jump_if_false Label022056 
009A: $1063 = create_actor 5 #HFYRI at $1099 $1100 $1101 
0084: $1091 = $1063  ;; integer values and handles 
0050: gosub Label022767 

:Label022056
00D6: if 0 
0038:   $1090 == 24  ;; integer values 
004D: jump_if_false Label022089 
009A: $1064 = create_actor 5 #WFYG1 at $1099 $1100 $1101 
0084: $1091 = $1064  ;; integer values and handles 
0050: gosub Label022767 

:Label022089
00D6: if 0 
0038:   $1090 == 25  ;; integer values 
004D: jump_if_false Label0220BC 
009A: $1065 = create_actor 5 #BFYRI at $1099 $1100 $1101 
0084: $1091 = $1065  ;; integer values and handles 
0050: gosub Label022767 

:Label0220BC
0002: jump Label021BA4 

:Label0220C3
009A: $1066 = create_actor 4 #FIREMAN at 474.0 -72.14 9.5 
0173: set_actor $1066 z_angle_to 310.0 
0084: $1091 = $1066  ;; integer values and handles 
0050: gosub Label022767 
009A: $1067 = create_actor 4 #WMYCW at 473.2 -70.9 9.5 
0173: set_actor $1067 z_angle_to 310.0 
0084: $1091 = $1067  ;; integer values and handles 
0050: gosub Label022767 
009A: $1068 = create_actor 4 #BKA at 472.4 -69.65 9.5 
0173: set_actor $1068 z_angle_to 310.0 
0084: $1091 = $1068  ;; integer values and handles 
0050: gosub Label022767 
009A: $1069 = create_actor 4 #ARMY at 471.6 -68.4 9.5 
0173: set_actor $1069 z_angle_to 310.0 
0084: $1091 = $1069  ;; integer values and handles 
0050: gosub Label022767 
009A: $1070 = create_actor 4 #COP at 470.8 -67.15 9.5 
0173: set_actor $1070 z_angle_to 310.0 
0084: $1091 = $1070  ;; integer values and handles 
0050: gosub Label022767 
009A: $1029 = create_actor 4 #SPECIAL19 at 487.8 -77.3 10.5 
0173: set_actor $1029 z_angle_to 55.0 
0243: set_actor $1029 ped_stats_to 30 
01B2: give_actor $1029 weapon 1 ammo 0  ;; Load the weapon model before using this 
009A: $1030 = create_actor 4 #SPECIAL19 at 490.9 -74.4 10.5 
0173: set_actor $1030 z_angle_to 55.0 
0243: set_actor $1030 ped_stats_to 30 
01B2: give_actor $1030 weapon 1 ammo 0  ;; Load the weapon model before using this 
00D6: if 0 
0038:   $1092 == 0  ;; integer values 
004D: jump_if_false Label0222CA 
009A: $1031 = create_actor 4 #SPECIAL19 at 463.2 -58.16 10.5 
0173: set_actor $1031 z_angle_to 250.0 
0243: set_actor $1031 ped_stats_to 30 
0223: set_actor $1031 health_to 200 
01B2: give_actor $1031 weapon 1 ammo 0  ;; Load the weapon model before using this 
009A: $1032 = create_actor 4 #SPECIAL19 at 465.5 -51.7 14.7 
0173: set_actor $1032 z_angle_to 134.0 
0243: set_actor $1032 ped_stats_to 30 
01B2: give_actor $1032 weapon 1 ammo 0  ;; Load the weapon model before using this 
009A: $1026 = create_actor 5 #BFYRI at 465.25 -54.66 10.5 
0173: set_actor $1026 z_angle_to 50.0 
0243: set_actor $1026 ped_stats_to 30 
0002: jump Label022393 

:Label0222CA
009A: $1031 = create_actor 4 #SPECIAL19 at 467.65 -60.36 9.5 
0173: set_actor $1031 z_angle_to 250.0 
0243: set_actor $1031 ped_stats_to 30 
01B2: give_actor $1031 weapon 1 ammo 0  ;; Load the weapon model before using this 
009A: $1032 = create_actor 4 #SPECIAL19 at 468.0 -55.6 10.5 
0173: set_actor $1032 z_angle_to 60.0 
0243: set_actor $1032 ped_stats_to 30 
01B2: give_actor $1032 weapon 1 ammo 0  ;; Load the weapon model before using this 
023C: load_special_actor 18 "STRIPA" 

:Label02233A
00D6: if 0 
823D:   NOT   special_actor 18 loaded 
004D: jump_if_false Label022360 
023C: load_special_actor 18 "STRIPA" 
0001: wait 0 ms 
0002: jump Label02233A 

:Label022360
009A: $1026 = create_actor 5 #SPECIAL18 at 466.6 -54.56 10.5 
0173: set_actor $1026 z_angle_to 245.0 
0243: set_actor $1026 ped_stats_to 30 
0372: set_actor $1026 anim 25 wait_state_time 8000 ms 

:Label022393
0006: 16@ = 0  ;; integer values 
0004: $1089 = 1  ;; integer values 

:Label0223A1
00D6: if 0 
0038:   $1089 == 1  ;; integer values 
004D: jump_if_false Label022599 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label022599 
00D6: if 21 
02DF: unknown_player $PLAYER_CHAR 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false Label0223F3 
00D6: if 0 
0038:   $1092 == 0  ;; integer values 
004D: jump_if_false Label0223F3 
0050: gosub Label0227E4 

:Label0223F3
00D6: if 1 
0019:   16@ > 10000  ;; integer values 
0038:   $1033 == 0  ;; integer values 
004D: jump_if_false Label022427 
00D6: if 0 
8118:   NOT   actor $1026 dead 
004D: jump_if_false Label022427 
0372: set_actor $1026 anim 25 wait_state_time 8000 ms 

:Label022427
00D6: if 2 
0038:   $1092 == 0  ;; integer values 
0038:   $1033 == 0  ;; integer values 
8118:   NOT   actor $1026 dead 
004D: jump_if_false Label0224CE 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 462.7 -57.3 11.5 radius 1.5 1.5 2.0 
004D: jump_if_false Label0224CE 
0247: request_model #BUDDYSHOT 

:Label02247A
00D6: if 0 
8248:   NOT   model #BUDDYSHOT available 
004D: jump_if_false Label02249A 
0247: request_model #BUDDYSHOT 
0001: wait 0 ms 
0002: jump Label02247A 

:Label02249A
00D6: if 1 
8118:   NOT   actor $1026 dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0224C0 
01B2: give_actor $1026 weapon 21 ammo 20  ;; Load the weapon model before using this 
01CA: actor $1026 kill_player $PLAYER_CHAR 

:Label0224C0
0050: gosub Label0227E4 
0004: $1033 = 1  ;; integer values 

:Label0224CE
00D6: if 0 
0019:   16@ > 10000  ;; integer values 
004D: jump_if_false Label022599 
0004: $1093 = 1  ;; integer values 
0208: $1102 = random_float 0.0 360.0 
00D6: if 0 
8118:   NOT   actor $1066 dead 
004D: jump_if_false Label022516 
0084: $1091 = $1066  ;; integer values and handles 
0050: gosub Label022767 

:Label022516
00D6: if 0 
8118:   NOT   actor $1067 dead 
004D: jump_if_false Label022535 
0084: $1091 = $1067  ;; integer values and handles 
0050: gosub Label022767 

:Label022535
00D6: if 0 
8118:   NOT   actor $1068 dead 
004D: jump_if_false Label022554 
0084: $1091 = $1068  ;; integer values and handles 
0050: gosub Label022767 

:Label022554
00D6: if 0 
8118:   NOT   actor $1069 dead 
004D: jump_if_false Label022573 
0084: $1091 = $1069  ;; integer values and handles 
0050: gosub Label022767 

:Label022573
00D6: if 0 
8118:   NOT   actor $1070 dead 
004D: jump_if_false Label022592 
0084: $1091 = $1070  ;; integer values and handles 
0050: gosub Label022767 

:Label022592
0006: 16@ = 0  ;; integer values 

:Label022599
0002: jump Label02272F 

:Label0225A0
00D6: if 0 
0018:   $1089 > 0  ;; integer values 
004D: jump_if_false Label02272F 

:Label0225B2
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label0225CD 
0001: wait 0 ms 
0002: jump Label0225B2 

:Label0225CD
009B: destroy_actor_instantly $1041 
009B: destroy_actor_instantly $1042 
009B: destroy_actor_instantly $1043 
009B: destroy_actor_instantly $1044 
009B: destroy_actor_instantly $1045 
009B: destroy_actor_instantly $1046 
009B: destroy_actor_instantly $1047 
009B: destroy_actor_instantly $1048 
009B: destroy_actor_instantly $1049 
009B: destroy_actor_instantly $1050 
009B: destroy_actor_instantly $1051 
009B: destroy_actor_instantly $1052 
009B: destroy_actor_instantly $1053 
009B: destroy_actor_instantly $1054 
009B: destroy_actor_instantly $1055 
009B: destroy_actor_instantly $1056 
009B: destroy_actor_instantly $1057 
009B: destroy_actor_instantly $1058 
009B: destroy_actor_instantly $1059 
009B: destroy_actor_instantly $1060 
009B: destroy_actor_instantly $1061 
009B: destroy_actor_instantly $1062 
009B: destroy_actor_instantly $1063 
009B: destroy_actor_instantly $1064 
009B: destroy_actor_instantly $1065 
009B: destroy_actor_instantly $1066 
009B: destroy_actor_instantly $1067 
009B: destroy_actor_instantly $1068 
009B: destroy_actor_instantly $1069 
009B: destroy_actor_instantly $1070 
009B: destroy_actor_instantly $1026 
009B: destroy_actor_instantly $1029 
009B: destroy_actor_instantly $1030 
009B: destroy_actor_instantly $1031 
009B: destroy_actor_instantly $1032 
0249: release_model #FIREMAN 
0249: release_model #WMYCW 
0249: release_model #ARMY 
0249: release_model #BKA 
0249: release_model #WFYG1 
0249: release_model #HFYRI 
0249: release_model #BFYRI 
0249: release_model #CBA 
0249: release_model #BMYRI 
0249: release_model #BMYBB 
0249: release_model #BRASSKNUCKLE 
0296: unload_special_actor 19 
00D6: if 0 
0038:   $1092 == 0  ;; integer values 
004D: jump_if_false Label0226DD 
00D6: if 0 
0038:   $1033 == 1  ;; integer values 
004D: jump_if_false Label0226D6 
0249: release_model #BUDDYSHOT 

:Label0226D6
0002: jump Label0226E1 

:Label0226DD
0296: unload_special_actor 18 

:Label0226E1
04EF: release_animation "STRIP" 
0004: $1089 = 0  ;; integer values 
0004: $1090 = 0  ;; integer values 
0005: $1099 = 0.0  ;; floating-point values 
0005: $1100 = 0.0  ;; floating-point values 
0005: $1103 = 0.0  ;; floating-point values 
0005: $1102 = 0.0  ;; floating-point values 
0004: $1033 = 0  ;; integer values 
0004: $1093 = 0  ;; integer values 

:Label02272F
0051: return 

:Label022731
0208: $1099 = random_float 474.0 481.0 
0208: $1100 = random_float -69.0 -61.0 
0208: $1102 = random_float 0.0 360.0 
0008: $1090 += 1  ;; integer values 
0051: return 

:Label022767
00D6: if 0 
001A:   1 > $1093  ;; integer values 
004D: jump_if_false Label022798 
01ED: reset_actor $1091 flags 
0291: unknown_actor $1091 unknown_behavior_flag 1 
0243: set_actor $1091 ped_stats_to 11 
0372: set_actor $1091 anim 32 wait_state_time 999999 ms 

:Label022798
00D6: if 0 
001A:   2 > $1093  ;; integer values 
004D: jump_if_false Label0227B2 
0173: set_actor $1091 z_angle_to $1102 

:Label0227B2
0051: return 

:Label0227B4
00D6: if 0 
0038:   $1039 == 1  ;; integer values 
004D: jump_if_false Label0227E2 
0296: unload_special_actor 15 
034F: destroy_actor_with_fade $1037  ;; The actor fades away like a ghost 
034F: destroy_actor_with_fade $1038  ;; The actor fades away like a ghost 
0004: $1039 = 0  ;; integer values 
0004: $1040 = 0  ;; integer values 

:Label0227E2
0051: return 

:Label0227E4
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label022854 
00D6: if 0 
8118:   NOT   actor $1029 dead 
004D: jump_if_false Label02280C 
01CA: actor $1029 kill_player $PLAYER_CHAR 

:Label02280C
00D6: if 0 
8118:   NOT   actor $1030 dead 
004D: jump_if_false Label022824 
01CA: actor $1030 kill_player $PLAYER_CHAR 

:Label022824
00D6: if 0 
8118:   NOT   actor $1031 dead 
004D: jump_if_false Label02283C 
01CA: actor $1031 kill_player $PLAYER_CHAR 

:Label02283C
00D6: if 0 
8118:   NOT   actor $1032 dead 
004D: jump_if_false Label022854 
01CA: actor $1032 kill_player $PLAYER_CHAR 

:Label022854
0051: return 

:Label022856
0247: request_model $1083 

:Label02285B
00D6: if 0 
8248:   NOT   model $1083 available 
004D: jump_if_false Label022876 
0001: wait 0 ms 
0002: jump Label02285B 

:Label022876
0051: return 

:Label022878
0249: release_model $1083 
0051: return 

:Label02287F
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0228C6 
00D6: if 21 
047E:   player $PLAYER_CHAR driving_a_motorbike 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY 
004D: jump_if_false Label0228BE 
03C1: $1004 = player $PLAYER_CHAR car 
0175: set_car $1004 z_angle_to $1104 
0002: jump Label0228C6 

:Label0228BE
0171: set_player $PLAYER_CHAR z_angle_to $1104 

:Label0228C6
0051: return 


:Label02782C
0111: set_wasted_busted_check_to 0 (disabled)  
03A4: name_thread "BUS" 
0004: $1187 = 1  ;; integer values 

:Label027841
00D6: if 0 
0038:   $1184 == 0  ;; integer values 
004D: jump_if_false Label02789F 
0001: wait 500 ms 
0008: $1192 += 1  ;; integer values 
00D6: if 0 
0018:   $1192 > 30  ;; integer values 
004D: jump_if_false Label02787F 
0008: $1187 += 1  ;; integer values 
0004: $1192 = 0  ;; integer values 

:Label02787F
00D6: if 0 
0018:   $1187 > 17  ;; integer values 
004D: jump_if_false Label027898 
0004: $1187 = 1  ;; integer values 

:Label027898
0002: jump Label0278A4 

:Label02789F
0001: wait 500 ms 

:Label0278A4
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label02869E 
0004: $1188 = 0  ;; integer values 
00D6: if 0 
0038:   $1184 == 0  ;; integer values 
004D: jump_if_false Label0281D2 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02798A 
00D6: if 0 
00E0:   player $PLAYER_CHAR driving 
004D: jump_if_false Label02798A 
00D6: if 0 
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH 
004D: jump_if_false Label02798A 
00D6: if 0 
029F:   player $PLAYER_CHAR stopped 
004D: jump_if_false Label02798A 
01BD: $1195 = current_time_in_ms 
0084: $1196 = $1195  ;; integer values and handles 
0060: $1196 -= $1194  ;; integer values 
00D6: if 0 
0018:   $1196 > 1000  ;; integer values 
004D: jump_if_false Label02798A 
057F: $PLAYER_CHAR $1197 
00D6: if 0 
0018:   $1197 > 0  ;; integer values 
004D: jump_if_false Label02798A 
01E3: text_1number_styled "BONUS" 5 50 ms 1   ;; ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
0109: player $PLAYER_CHAR money += 5 
01BD: $1194 = current_time_in_ms 
0004: $1197 = 0  ;; integer values 

:Label02798A
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label027E20 
00D6: if 22 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
0121:   player $PLAYER_CHAR in_zone "BEACH2" 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label027E20 
00D6: if 0 
0038:   $1002 == 0  ;; integer values 
004D: jump_if_false Label027E20 
00D6: if 0 
0038:   $1088 == 0  ;; integer values 
004D: jump_if_false Label027E20 
00D6: if 0 
0038:   $986 == 0  ;; integer values 
004D: jump_if_false Label027E20 
00D6: if 0 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label027E20 
00D6: if 0 
0038:   $987 == 0  ;; integer values 
004D: jump_if_false Label027E20 
00D6: if 0 
0038:   $1187 == 1  ;; integer values 
004D: jump_if_false Label027A60 
0005: $1198 = -77.6  ;; floating-point values 
0005: $1199 = -982.5  ;; floating-point values 
0005: $1200 = 9.3  ;; floating-point values 
0005: $1201 = 9.8  ;; floating-point values 

:Label027A60
00D6: if 0 
0038:   $1187 == 2  ;; integer values 
004D: jump_if_false Label027A9A 
0005: $1198 = 120.0  ;; floating-point values 
0005: $1199 = -807.3  ;; floating-point values 
0005: $1200 = 9.3  ;; floating-point values 
0005: $1201 = 333.5  ;; floating-point values 

:Label027A9A
00D6: if 0 
0038:   $1187 == 3  ;; integer values 
004D: jump_if_false Label027AD4 
0005: $1198 = 183.2  ;; floating-point values 
0005: $1199 = -488.9  ;; floating-point values 
0005: $1200 = 9.9  ;; floating-point values 
0005: $1201 = 356.5  ;; floating-point values 

:Label027AD4
00D6: if 0 
0038:   $1187 == 4  ;; integer values 
004D: jump_if_false Label027B0E 
0005: $1198 = 318.6  ;; floating-point values 
0005: $1199 = -82.7  ;; floating-point values 
0005: $1200 = 9.6  ;; floating-point values 
0005: $1201 = 351.4  ;; floating-point values 

:Label027B0E
00D6: if 0 
0038:   $1187 == 5  ;; integer values 
004D: jump_if_false Label027B48 
0005: $1198 = 472.7  ;; floating-point values 
0005: $1199 = 627.8  ;; floating-point values 
0005: $1200 = 10.0  ;; floating-point values 
0005: $1201 = 1.7  ;; floating-point values 

:Label027B48
00D6: if 0 
0038:   $1187 == 6  ;; integer values 
004D: jump_if_false Label027B82 
0005: $1198 = 226.5  ;; floating-point values 
0005: $1199 = 719.5  ;; floating-point values 
0005: $1200 = 9.7  ;; floating-point values 
0005: $1201 = 304.3  ;; floating-point values 

:Label027B82
00D6: if 0 
0038:   $1187 == 7  ;; integer values 
004D: jump_if_false Label027BBC 
0005: $1198 = 306.9  ;; floating-point values 
0005: $1199 = 1044.8  ;; floating-point values 
0005: $1200 = 12.1  ;; floating-point values 
0005: $1201 = 19.4  ;; floating-point values 

:Label027BBC
00D6: if 0 
0038:   $1187 == 8  ;; integer values 
004D: jump_if_false Label027BF6 
0005: $1198 = 448.7  ;; floating-point values 
0005: $1199 = 1274.3  ;; floating-point values 
0005: $1200 = 16.3  ;; floating-point values 
0005: $1201 = 269.5  ;; floating-point values 

:Label027BF6
00D6: if 0 
0038:   $1187 == 9  ;; integer values 
004D: jump_if_false Label027C30 
0005: $1198 = 499.5  ;; floating-point values 
0005: $1199 = 1022.8  ;; floating-point values 
0005: $1200 = 16.8  ;; floating-point values 
0005: $1201 = 192.4  ;; floating-point values 

:Label027C30
00D6: if 0 
0038:   $1187 == 10  ;; integer values 
004D: jump_if_false Label027C6A 
0005: $1198 = 528.1  ;; floating-point values 
0005: $1199 = 632.5  ;; floating-point values 
0005: $1200 = 9.8  ;; floating-point values 
0005: $1201 = 180.9  ;; floating-point values 

:Label027C6A
00D6: if 0 
0038:   $1187 == 11  ;; integer values 
004D: jump_if_false Label027CA4 
0005: $1198 = 516.2  ;; floating-point values 
0005: $1199 = 403.6  ;; floating-point values 
0005: $1200 = 9.7  ;; floating-point values 
0005: $1201 = 162.7  ;; floating-point values 

:Label027CA4
00D6: if 0 
0038:   $1187 == 12  ;; integer values 
004D: jump_if_false Label027CDE 
0005: $1198 = 491.5  ;; floating-point values 
0005: $1199 = .6  ;; floating-point values 
0005: $1200 = 9.6  ;; floating-point values 
0005: $1201 = 194.7  ;; floating-point values 

:Label027CDE
00D6: if 0 
0038:   $1187 == 13  ;; integer values 
004D: jump_if_false Label027D18 
0005: $1198 = 434.1  ;; floating-point values 
0005: $1199 = -454.1  ;; floating-point values 
0005: $1200 = 9.0  ;; floating-point values 
0005: $1201 = 178.5  ;; floating-point values 

:Label027D18
00D6: if 0 
0038:   $1187 == 14  ;; integer values 
004D: jump_if_false Label027D52 
0005: $1198 = 217.1  ;; floating-point values 
0005: $1199 = -974.4  ;; floating-point values 
0005: $1200 = 9.0  ;; floating-point values 
0005: $1201 = 168.2  ;; floating-point values 

:Label027D52
00D6: if 0 
0038:   $1187 == 15  ;; integer values 
004D: jump_if_false Label027D8C 
0005: $1198 = 160.6  ;; floating-point values 
0005: $1199 = -1329.6  ;; floating-point values 
0005: $1200 = 9.0  ;; floating-point values 
0005: $1201 = 172.8  ;; floating-point values 

:Label027D8C
00D6: if 0 
0038:   $1187 == 16  ;; integer values 
004D: jump_if_false Label027DC6 
0005: $1198 = -26.6  ;; floating-point values 
0005: $1199 = -1566.2  ;; floating-point values 
0005: $1200 = 9.0  ;; floating-point values 
0005: $1201 = 84.0  ;; floating-point values 

:Label027DC6
00D6: if 0 
0038:   $1187 == 17  ;; integer values 
004D: jump_if_false Label027E00 
0005: $1198 = -21.6  ;; floating-point values 
0005: $1199 = -1307.4  ;; floating-point values 
0005: $1200 = 9.0  ;; floating-point values 
0005: $1201 = 358.1  ;; floating-point values 

:Label027E00
0050: gosub Label0286C7 
00D6: if 0 
0038:   $1184 == 1  ;; integer values 
004D: jump_if_false Label027E20 
0004: $1183 = 1  ;; integer values 

:Label027E20
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0281CB 
00D6: if 24 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
0121:   player $PLAYER_CHAR in_zone "HAITI" 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
0121:   player $PLAYER_CHAR in_zone "A_PORT" 
0121:   player $PLAYER_CHAR in_zone "JUNKY" 
004D: jump_if_false Label0281CB 
00D6: if 0 
0038:   $985 == 0  ;; integer values 
004D: jump_if_false Label0281CB 
00D6: if 0 
0038:   $988 == 0  ;; integer values 
004D: jump_if_false Label0281CB 
00D6: if 0 
0018:   $1187 > 13  ;; integer values 
004D: jump_if_false Label027EB9 
0004: $1187 = 1  ;; integer values 

:Label027EB9
00D6: if 0 
0038:   $1187 == 1  ;; integer values 
004D: jump_if_false Label027EF3 
0005: $1198 = -385.7  ;; floating-point values 
0005: $1199 = 1008.3  ;; floating-point values 
0005: $1200 = 8.4  ;; floating-point values 
0005: $1201 = 338.4  ;; floating-point values 

:Label027EF3
00D6: if 0 
0038:   $1187 == 2  ;; integer values 
004D: jump_if_false Label027F2D 
0005: $1198 = -295.4  ;; floating-point values 
0005: $1199 = 1283.6  ;; floating-point values 
0005: $1200 = 10.1  ;; floating-point values 
0005: $1201 = 0.0  ;; floating-point values 

:Label027F2D
00D6: if 0 
0038:   $1187 == 3  ;; integer values 
004D: jump_if_false Label027F67 
0005: $1198 = -477.4  ;; floating-point values 
0005: $1199 = 1344.0  ;; floating-point values 
0005: $1200 = 10.1  ;; floating-point values 
0005: $1201 = 97.2  ;; floating-point values 

:Label027F67
00D6: if 0 
0038:   $1187 == 4  ;; integer values 
004D: jump_if_false Label027FA1 
0005: $1198 = -744.3  ;; floating-point values 
0005: $1199 = 1319.0  ;; floating-point values 
0005: $1200 = 10.1  ;; floating-point values 
0005: $1201 = 101.4  ;; floating-point values 

:Label027FA1
00D6: if 0 
0038:   $1187 == 5  ;; integer values 
004D: jump_if_false Label027FDB 
0005: $1198 = -875.4  ;; floating-point values 
0005: $1199 = 1351.1  ;; floating-point values 
0005: $1200 = 9.8  ;; floating-point values 
0005: $1201 = 187.2  ;; floating-point values 

:Label027FDB
00D6: if 0 
0038:   $1187 == 6  ;; integer values 
004D: jump_if_false Label028015 
0005: $1198 = -869.5  ;; floating-point values 
0005: $1199 = 1074.8  ;; floating-point values 
0005: $1200 = 9.4  ;; floating-point values 
0005: $1201 = 182.7  ;; floating-point values 

:Label028015
00D6: if 0 
0038:   $1187 == 7  ;; integer values 
004D: jump_if_false Label02804F 
0005: $1198 = -996.5  ;; floating-point values 
0005: $1199 = -513.8  ;; floating-point values 
0005: $1200 = 9.3  ;; floating-point values 
0005: $1201 = 186.3  ;; floating-point values 

:Label02804F
00D6: if 0 
0038:   $1187 == 8  ;; integer values 
004D: jump_if_false Label028089 
0005: $1198 = -910.1  ;; floating-point values 
0005: $1199 = -660.4  ;; floating-point values 
0005: $1200 = 9.6  ;; floating-point values 
0005: $1201 = 277.9  ;; floating-point values 

:Label028089
00D6: if 0 
0038:   $1187 == 9  ;; integer values 
004D: jump_if_false Label0280C3 
0005: $1198 = -1432.9  ;; floating-point values 
0005: $1199 = -780.5  ;; floating-point values 
0005: $1200 = 13.2  ;; floating-point values 
0005: $1201 = 88.4  ;; floating-point values 

:Label0280C3
00D6: if 0 
0038:   $1187 == 10  ;; integer values 
004D: jump_if_false Label0280FD 
0005: $1198 = -1017.7  ;; floating-point values 
0005: $1199 = -918.7  ;; floating-point values 
0005: $1200 = 12.9  ;; floating-point values 
0005: $1201 = 46.4  ;; floating-point values 

:Label0280FD
00D6: if 0 
0038:   $1187 == 11  ;; integer values 
004D: jump_if_false Label028137 
0005: $1198 = -1130.8  ;; floating-point values 
0005: $1199 = -594.3  ;; floating-point values 
0005: $1200 = 10.0  ;; floating-point values 
0005: $1201 = 275.0  ;; floating-point values 

:Label028137
00D6: if 0 
0038:   $1187 == 12  ;; integer values 
004D: jump_if_false Label028171 
0005: $1198 = -1200.6  ;; floating-point values 
0005: $1199 = -420.0  ;; floating-point values 
0005: $1200 = 9.3  ;; floating-point values 
0005: $1201 = 5.8  ;; floating-point values 

:Label028171
00D6: if 0 
0038:   $1187 == 13  ;; integer values 
004D: jump_if_false Label0281AB 
0005: $1198 = -1061.0  ;; floating-point values 
0005: $1199 = -340.2  ;; floating-point values 
0005: $1200 = 9.3  ;; floating-point values 
0005: $1201 = 278.5  ;; floating-point values 

:Label0281AB
0050: gosub Label0286C7 
00D6: if 0 
0038:   $1184 == 1  ;; integer values 
004D: jump_if_false Label0281CB 
0004: $1183 = 2  ;; integer values 

:Label0281CB
0002: jump Label028697 

:Label0281D2
00D6: if 24 
0038:   $1002 == 1  ;; integer values 
0038:   $1088 == 1  ;; integer values 
0038:   $986 == 1  ;; integer values 
0038:   $1003 == 1  ;; integer values 
0038:   $985 == 1  ;; integer values 
004D: jump_if_false Label028207 
0050: gosub Label029402 

:Label028207
00D6: if 21 
0038:   $988 == 1  ;; integer values 
0038:   $987 == 1  ;; integer values 
004D: jump_if_false Label028227 
0050: gosub Label029402 

:Label028227
00D6: if 0 
0038:   $1183 == 1  ;; integer values 
004D: jump_if_false Label02848E 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02848E 
00D6: if 22 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
0121:   player $PLAYER_CHAR in_zone "BEACH2" 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label028487 
0005: $1204 = -77.6  ;; floating-point values 
0005: $1214 = -982.5  ;; floating-point values 
0005: $1224 = 9.4  ;; floating-point values 
0005: $1205 = 120.0  ;; floating-point values 
0005: $1215 = -807.3  ;; floating-point values 
0005: $1225 = 9.4  ;; floating-point values 
0005: $1206 = 183.2  ;; floating-point values 
0005: $1216 = -488.9  ;; floating-point values 
0005: $1226 = 10.9  ;; floating-point values 
0005: $1207 = 318.6  ;; floating-point values 
0005: $1217 = -82.7  ;; floating-point values 
0005: $1227 = 9.6  ;; floating-point values 
0005: $1208 = 472.7  ;; floating-point values 
0005: $1218 = 627.8  ;; floating-point values 
0005: $1228 = 10.0  ;; floating-point values 
0005: $1209 = 226.5  ;; floating-point values 
0005: $1219 = 719.5  ;; floating-point values 
0005: $1229 = 9.7  ;; floating-point values 
0005: $1210 = 306.9  ;; floating-point values 
0005: $1220 = 1044.8  ;; floating-point values 
0005: $1230 = 11.9  ;; floating-point values 
0005: $1211 = 448.7  ;; floating-point values 
0005: $1221 = 1274.3  ;; floating-point values 
0005: $1231 = 16.1  ;; floating-point values 
0005: $1212 = 499.5  ;; floating-point values 
0005: $1222 = 1022.8  ;; floating-point values 
0005: $1232 = 16.8  ;; floating-point values 
0005: $1213 = 528.1  ;; floating-point values 
0005: $1223 = 632.5  ;; floating-point values 
0005: $1233 = 9.8  ;; floating-point values 
0005: $1234 = 516.2  ;; floating-point values 
0005: $1241 = 403.6  ;; floating-point values 
0005: $1248 = 9.7  ;; floating-point values 
0005: $1235 = 491.5  ;; floating-point values 
0005: $1242 = .6  ;; floating-point values 
0005: $1249 = 9.6  ;; floating-point values 
0005: $1236 = 434.1  ;; floating-point values 
0005: $1243 = -454.1  ;; floating-point values 
0005: $1250 = 9.7  ;; floating-point values 
0005: $1237 = 217.1  ;; floating-point values 
0005: $1244 = -974.4  ;; floating-point values 
0005: $1251 = 9.0  ;; floating-point values 
0005: $1238 = 160.6  ;; floating-point values 
0005: $1245 = -1329.6  ;; floating-point values 
0005: $1252 = 9.0  ;; floating-point values 
0005: $1239 = -26.6  ;; floating-point values 
0005: $1246 = -1566.2  ;; floating-point values 
0005: $1253 = 9.0  ;; floating-point values 
0005: $1240 = -21.6  ;; floating-point values 
0005: $1247 = -1307.4  ;; floating-point values 
0005: $1254 = 9.0  ;; floating-point values 
0050: gosub Label0287C9 
0002: jump Label02848E 

:Label028487
0050: gosub Label029402 

:Label02848E
00D6: if 0 
0038:   $1183 == 2  ;; integer values 
004D: jump_if_false Label028697 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label028697 
00D6: if 24 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
0121:   player $PLAYER_CHAR in_zone "HAITI" 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
0121:   player $PLAYER_CHAR in_zone "A_PORT" 
0121:   player $PLAYER_CHAR in_zone "JUNKY" 
004D: jump_if_false Label028690 
0005: $1204 = -385.7  ;; floating-point values 
0005: $1214 = 1008.3  ;; floating-point values 
0005: $1224 = 8.4  ;; floating-point values 
0005: $1205 = -295.4  ;; floating-point values 
0005: $1215 = 1283.6  ;; floating-point values 
0005: $1225 = 10.1  ;; floating-point values 
0005: $1206 = -477.4  ;; floating-point values 
0005: $1216 = 1344.0  ;; floating-point values 
0005: $1226 = 10.1  ;; floating-point values 
0005: $1207 = -744.3  ;; floating-point values 
0005: $1217 = 1319.0  ;; floating-point values 
0005: $1227 = 10.1  ;; floating-point values 
0005: $1208 = -875.4  ;; floating-point values 
0005: $1218 = 1351.1  ;; floating-point values 
0005: $1228 = 9.8  ;; floating-point values 
0005: $1209 = -869.5  ;; floating-point values 
0005: $1219 = 1074.8  ;; floating-point values 
0005: $1229 = 9.4  ;; floating-point values 
0005: $1210 = -996.5  ;; floating-point values 
0005: $1220 = -513.8  ;; floating-point values 
0005: $1230 = 9.3  ;; floating-point values 
0005: $1211 = -910.1  ;; floating-point values 
0005: $1221 = -660.4  ;; floating-point values 
0005: $1231 = 9.6  ;; floating-point values 
0005: $1212 = -1432.9  ;; floating-point values 
0005: $1222 = -780.5  ;; floating-point values 
0005: $1232 = 13.2  ;; floating-point values 
0005: $1213 = -1017.7  ;; floating-point values 
0005: $1223 = -918.7  ;; floating-point values 
0005: $1233 = 12.9  ;; floating-point values 
0005: $1234 = -1130.8  ;; floating-point values 
0005: $1241 = -594.3  ;; floating-point values 
0005: $1248 = 10.0  ;; floating-point values 
0005: $1235 = -1200.6  ;; floating-point values 
0005: $1242 = -420.0  ;; floating-point values 
0005: $1249 = 9.3  ;; floating-point values 
0005: $1236 = -1061.0  ;; floating-point values 
0005: $1243 = -340.2  ;; floating-point values 
0005: $1250 = 9.3  ;; floating-point values 
0050: gosub Label0287C9 
0002: jump Label028697 

:Label028690
0050: gosub Label029402 

:Label028697
0002: jump Label0286BE 

:Label02869E
00D6: if 0 
0038:   $1188 == 0  ;; integer values 
004D: jump_if_false Label0286BE 
0050: gosub Label029402 
0004: $1188 = 1  ;; integer values 

:Label0286BE
0002: jump Label027841 
004E: end_thread 

:Label0286C7
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false Label0287C7 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 115.0 115.0 115.0 
004D: jump_if_false Label02873B 
0247: request_model #COACH 

:Label028720
00D6: if 0 
8248:   NOT   model #COACH available 
004D: jump_if_false Label02873B 
0001: wait 0 ms 
0002: jump Label028720 

:Label02873B
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0287C7 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 115.0 115.0 115.0 
004D: jump_if_false Label0287C2 
00A5: $1185 = create_car #COACH at $1198 $1199 $1200 
0594: $1185 0 
0175: set_car $1185 z_angle_to $1201 
00AE: unknown_set_car $1185 to_ignore_traffic_lights 0 
0376: $1186 = create_random_actor $1198 $1199 30.0 
036A: put_actor $1186 in_car $1185 
0004: $1184 = 1  ;; integer values 
0002: jump Label0287C7 

:Label0287C2
0249: release_model #COACH 

:Label0287C7
0051: return 

:Label0287C9
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label028A62 
00D6: if 0 
8118:   NOT   actor $1186 dead 
004D: jump_if_false Label028A54 
00D6: if 0 
0448:   actor $1186 in_car $1185 
004D: jump_if_false Label028A46 
00D6: if 0 
0038:   $1193 == 0  ;; integer values 
004D: jump_if_false Label028A3F 
00D6: if 0 
0038:   $1187 == 1  ;; integer values 
004D: jump_if_false Label02882E 
02C2: car $1185 drive_to_point $1204 $1214 $1224 

:Label02882E
00D6: if 0 
0038:   $1187 == 2  ;; integer values 
004D: jump_if_false Label02884E 
02C2: car $1185 drive_to_point $1205 $1215 $1225 

:Label02884E
00D6: if 0 
0038:   $1187 == 3  ;; integer values 
004D: jump_if_false Label02886E 
02C2: car $1185 drive_to_point $1206 $1216 $1226 

:Label02886E
00D6: if 0 
0038:   $1187 == 4  ;; integer values 
004D: jump_if_false Label02888E 
02C2: car $1185 drive_to_point $1207 $1217 $1227 

:Label02888E
00D6: if 0 
0038:   $1187 == 5  ;; integer values 
004D: jump_if_false Label0288AE 
02C2: car $1185 drive_to_point $1208 $1218 $1228 

:Label0288AE
00D6: if 0 
0038:   $1187 == 6  ;; integer values 
004D: jump_if_false Label0288CE 
02C2: car $1185 drive_to_point $1209 $1219 $1229 

:Label0288CE
00D6: if 0 
0038:   $1187 == 7  ;; integer values 
004D: jump_if_false Label0288EE 
02C2: car $1185 drive_to_point $1210 $1220 $1230 

:Label0288EE
00D6: if 0 
0038:   $1187 == 8  ;; integer values 
004D: jump_if_false Label02890E 
02C2: car $1185 drive_to_point $1211 $1221 $1231 

:Label02890E
00D6: if 0 
0038:   $1187 == 9  ;; integer values 
004D: jump_if_false Label02892E 
02C2: car $1185 drive_to_point $1212 $1222 $1232 

:Label02892E
00D6: if 0 
0038:   $1187 == 10  ;; integer values 
004D: jump_if_false Label02894E 
02C2: car $1185 drive_to_point $1213 $1223 $1233 

:Label02894E
00D6: if 0 
0038:   $1187 == 11  ;; integer values 
004D: jump_if_false Label02896E 
02C2: car $1185 drive_to_point $1234 $1241 $1248 

:Label02896E
00D6: if 0 
0038:   $1187 == 12  ;; integer values 
004D: jump_if_false Label02898E 
02C2: car $1185 drive_to_point $1235 $1242 $1249 

:Label02898E
00D6: if 0 
0038:   $1187 == 13  ;; integer values 
004D: jump_if_false Label0289AE 
02C2: car $1185 drive_to_point $1236 $1243 $1250 

:Label0289AE
00D6: if 0 
0038:   $1187 == 14  ;; integer values 
004D: jump_if_false Label0289CE 
02C2: car $1185 drive_to_point $1237 $1244 $1251 

:Label0289CE
00D6: if 0 
0038:   $1187 == 15  ;; integer values 
004D: jump_if_false Label0289EE 
02C2: car $1185 drive_to_point $1238 $1245 $1252 

:Label0289EE
00D6: if 0 
0038:   $1187 == 16  ;; integer values 
004D: jump_if_false Label028A0E 
02C2: car $1185 drive_to_point $1239 $1246 $1253 

:Label028A0E
00D6: if 0 
0038:   $1187 == 17  ;; integer values 
004D: jump_if_false Label028A2E 
02C2: car $1185 drive_to_point $1240 $1247 $1254 

:Label028A2E
00AD: set_car $1185 max_speed_to 15.0 
0004: $1193 = 1  ;; integer values 

:Label028A3F
0002: jump Label028A4D 

:Label028A46
0050: gosub Label029402 

:Label028A4D
0002: jump Label028A5B 

:Label028A54
0050: gosub Label029402 

:Label028A5B
0002: jump Label028A69 

:Label028A62
0050: gosub Label029402 

:Label028A69
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label028F85 
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label028F77 
00D6: if 0 
8118:   NOT   actor $1186 dead 
004D: jump_if_false Label028F69 
00D6: if 0 
0448:   actor $1186 in_car $1185 
004D: jump_if_false Label028F5B 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false Label028F4D 
00D6: if 0 
0038:   $1187 == 1  ;; integer values 
004D: jump_if_false Label028B26 
00D6: if 0 
01AD:   car $1185 0 near_point $1204 $1214 3.0 3.0 
004D: jump_if_false Label028B26 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028B26
00D6: if 0 
0038:   $1187 == 2  ;; integer values 
004D: jump_if_false Label028B68 
00D6: if 0 
01AD:   car $1185 0 near_point $1205 $1215 3.0 3.0 
004D: jump_if_false Label028B68 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028B68
00D6: if 0 
0038:   $1187 == 3  ;; integer values 
004D: jump_if_false Label028BAA 
00D6: if 0 
01AD:   car $1185 0 near_point $1206 $1216 3.0 3.0 
004D: jump_if_false Label028BAA 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028BAA
00D6: if 0 
0038:   $1187 == 4  ;; integer values 
004D: jump_if_false Label028BEC 
00D6: if 0 
01AD:   car $1185 0 near_point $1207 $1217 3.0 3.0 
004D: jump_if_false Label028BEC 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028BEC
00D6: if 0 
0038:   $1187 == 5  ;; integer values 
004D: jump_if_false Label028C2E 
00D6: if 0 
01AD:   car $1185 0 near_point $1208 $1218 3.0 3.0 
004D: jump_if_false Label028C2E 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028C2E
00D6: if 0 
0038:   $1187 == 6  ;; integer values 
004D: jump_if_false Label028C70 
00D6: if 0 
01AD:   car $1185 0 near_point $1209 $1219 3.0 3.0 
004D: jump_if_false Label028C70 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028C70
00D6: if 0 
0038:   $1187 == 7  ;; integer values 
004D: jump_if_false Label028CB2 
00D6: if 0 
01AD:   car $1185 0 near_point $1210 $1220 3.0 3.0 
004D: jump_if_false Label028CB2 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028CB2
00D6: if 0 
0038:   $1187 == 8  ;; integer values 
004D: jump_if_false Label028CF4 
00D6: if 0 
01AD:   car $1185 0 near_point $1211 $1221 3.0 3.0 
004D: jump_if_false Label028CF4 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028CF4
00D6: if 0 
0038:   $1187 == 9  ;; integer values 
004D: jump_if_false Label028D36 
00D6: if 0 
01AD:   car $1185 0 near_point $1212 $1222 3.0 3.0 
004D: jump_if_false Label028D36 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028D36
00D6: if 0 
0038:   $1187 == 10  ;; integer values 
004D: jump_if_false Label028D78 
00D6: if 0 
01AD:   car $1185 0 near_point $1213 $1223 3.0 3.0 
004D: jump_if_false Label028D78 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028D78
00D6: if 0 
0038:   $1187 == 11  ;; integer values 
004D: jump_if_false Label028DBA 
00D6: if 0 
01AD:   car $1185 0 near_point $1234 $1241 3.0 3.0 
004D: jump_if_false Label028DBA 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028DBA
00D6: if 0 
0038:   $1187 == 12  ;; integer values 
004D: jump_if_false Label028DFC 
00D6: if 0 
01AD:   car $1185 0 near_point $1235 $1242 3.0 3.0 
004D: jump_if_false Label028DFC 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028DFC
00D6: if 0 
0038:   $1187 == 13  ;; integer values 
004D: jump_if_false Label028E3E 
00D6: if 0 
01AD:   car $1185 0 near_point $1236 $1243 3.0 3.0 
004D: jump_if_false Label028E3E 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028E3E
00D6: if 0 
0038:   $1187 == 14  ;; integer values 
004D: jump_if_false Label028E80 
00D6: if 0 
01AD:   car $1185 0 near_point $1237 $1244 3.0 3.0 
004D: jump_if_false Label028E80 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028E80
00D6: if 0 
0038:   $1187 == 15  ;; integer values 
004D: jump_if_false Label028EC2 
00D6: if 0 
01AD:   car $1185 0 near_point $1238 $1245 3.0 3.0 
004D: jump_if_false Label028EC2 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028EC2
00D6: if 0 
0038:   $1187 == 16  ;; integer values 
004D: jump_if_false Label028F04 
00D6: if 0 
01AD:   car $1185 0 near_point $1239 $1246 3.0 3.0 
004D: jump_if_false Label028F04 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028F04
00D6: if 0 
0038:   $1187 == 17  ;; integer values 
004D: jump_if_false Label028F46 
00D6: if 0 
01AD:   car $1185 0 near_point $1240 $1247 3.0 3.0 
004D: jump_if_false Label028F46 
0050: gosub Label028F8E 
0002: jump Label0287C9 

:Label028F46
0002: jump Label028F54 

:Label028F4D
0050: gosub Label029402 

:Label028F54
0002: jump Label028F62 

:Label028F5B
0050: gosub Label029402 

:Label028F62
0002: jump Label028F70 

:Label028F69
0050: gosub Label029402 

:Label028F70
0002: jump Label028F7E 

:Label028F77
0050: gosub Label029402 

:Label028F7E
0002: jump Label028F8C 

:Label028F85
0050: gosub Label029402 

:Label028F8C
0051: return 

:Label028F8E
00AD: set_car $1185 max_speed_to 0.0 
0008: $1187 += 1  ;; integer values 
0561: unknown_create_actor_handle $1189 from car $1185 passenger 1 
00D6: if 0 
8118:   NOT   actor $1189 dead 
004D: jump_if_false Label028FC1 
01D3: actor $1189 leave_car $1185 

:Label028FC1
0001: wait 4700 ms 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label029084 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02905B 
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label029054 
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -20.0 0.0 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false Label029054 
0002: jump Label029394 

:Label029054
0002: jump Label029062 

:Label02905B
0002: jump Label029394 

:Label029062
00D6: if 0 
8118:   NOT   actor $1189 dead 
004D: jump_if_false Label02907D 
0211: actor $1189 walk_to $1202 $1203 

:Label02907D
0002: jump Label02908B 

:Label029084
0002: jump Label029394 

:Label02908B
0001: wait 1300 ms 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label029155 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02912F 
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label029128 
0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -10.0 0.0 
0561: unknown_create_actor_handle $1190 from car $1185 passenger 2 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false Label029128 
0002: jump Label029394 

:Label029128
0002: jump Label029136 

:Label02912F
0002: jump Label029394 

:Label029136
00D6: if 0 
8118:   NOT   actor $1190 dead 
004D: jump_if_false Label02914E 
01D3: actor $1190 leave_car $1185 

:Label02914E
0002: jump Label02915C 

:Label029155
0002: jump Label029394 

:Label02915C
0001: wait 4700 ms 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label029195 
00D6: if 0 
8118:   NOT   actor $1190 dead 
004D: jump_if_false Label02918E 
0211: actor $1190 walk_to $1202 $1203 

:Label02918E
0002: jump Label02919C 

:Label029195
0002: jump Label029394 

:Label02919C
0001: wait 1300 ms 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label029249 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label029223 
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label02921C 
0561: unknown_create_actor_handle $1191 from car $1185 passenger 3 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false Label02921C 
0002: jump Label029394 

:Label02921C
0002: jump Label02922A 

:Label029223
0002: jump Label029394 

:Label02922A
00D6: if 0 
8118:   NOT   actor $1191 dead 
004D: jump_if_false Label029242 
01D3: actor $1191 leave_car $1185 

:Label029242
0002: jump Label029250 

:Label029249
0002: jump Label029394 

:Label029250
0001: wait 4700 ms 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label0292F6 
00D6: if 0 
8118:   NOT   actor $1191 dead 
004D: jump_if_false Label029282 
0211: actor $1191 walk_to $1202 $1203 

:Label029282
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0292E8 
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label0292E1 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false Label0292E1 
0002: jump Label029394 

:Label0292E1
0002: jump Label0292EF 

:Label0292E8
0002: jump Label029394 

:Label0292EF
0002: jump Label0292FD 

:Label0292F6
0002: jump Label029394 

:Label0292FD
0001: wait 3300 ms 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label029388 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02937A 
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label029373 
00AA: store_car $1185 position_to $1198 $1199 $1200 
00D6: if 0 
80F5:   NOT   player $PLAYER_CHAR 0 near_point $1198 $1199 $1200 radius 180.0 180.0 180.0 
004D: jump_if_false Label029373 
0002: jump Label029394 

:Label029373
0002: jump Label029381 

:Label02937A
0002: jump Label029394 

:Label029381
0002: jump Label02938F 

:Label029388
0002: jump Label029394 

:Label02938F
0001: wait 5000 ms 

:Label029394
00D6: if 0 
0038:   $1183 == 1  ;; integer values 
004D: jump_if_false Label0293BF 
00D6: if 0 
0018:   $1187 > 17  ;; integer values 
004D: jump_if_false Label0293BF 
0004: $1187 = 1  ;; integer values 

:Label0293BF
00D6: if 0 
0038:   $1183 == 2  ;; integer values 
004D: jump_if_false Label0293EA 
00D6: if 0 
0018:   $1187 > 13  ;; integer values 
004D: jump_if_false Label0293EA 
0004: $1187 = 1  ;; integer values 

:Label0293EA
01C2: remove_references_to_actor $1189  ;; Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1190  ;; Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1191  ;; Like turning an actor into a random pedestrian 
0004: $1193 = 0  ;; integer values 
0051: return 

:Label029402
00D6: if 0 
8119:   NOT   car $1185 wrecked 
004D: jump_if_false Label029446 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label029446 
00D6: if 0 
80DC:   NOT   player $PLAYER_CHAR driving $1185 
004D: jump_if_false Label029446 
00AE: unknown_set_car $1185 to_ignore_traffic_lights 2 
00AD: set_car $1185 max_speed_to 15.0 

:Label029446
01C3: remove_references_to_car $1185  ;; Like turning a car into any random car 
01C2: remove_references_to_actor $1186  ;; Like turning an actor into a random pedestrian 
0249: release_model #COACH 
01C2: remove_references_to_actor $1189  ;; Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1190  ;; Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1191  ;; Like turning an actor into a random pedestrian 
0004: $1184 = 0  ;; integer values 
0051: return 

:Label02946D
03A4: name_thread "CARGEN" 
0111: set_wasted_busted_check_to 0 (disabled)  

:Label02947B
0001: wait 500 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label029B92 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label029B92 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 369.7 1207.3 24.5 372.2 1212.8 28.5 
004D: jump_if_false Label0294DF 
0004: $1264 = 4  ;; integer values 

:Label0294DF
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
004D: jump_if_false Label029601 
00D6: if 0 
0038:   $1259 == 0  ;; integer values 
004D: jump_if_false Label02952F 
0050: gosub Label029E9C 
0004: $1259 = 1  ;; integer values 

:Label02952F
00D6: if 0 
0038:   $1260 == 0  ;; integer values 
004D: jump_if_false Label02954F 
0050: gosub Label029F0C 
0004: $1260 = 1  ;; integer values 

:Label02954F
00D6: if 0 
0038:   $1261 == 1  ;; integer values 
004D: jump_if_false Label029588 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
0004: $1261 = 0  ;; integer values 

:Label029588
00D6: if 0 
0038:   $1262 == 1  ;; integer values 
004D: jump_if_false Label0295C1 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
0004: $1262 = 0  ;; integer values 

:Label0295C1
00D6: if 0 
0038:   $1263 == 1  ;; integer values 
004D: jump_if_false Label0295FA 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1263 = 0  ;; integer values 

:Label0295FA
0004: $1264 = 1  ;; integer values 

:Label029601
00D6: if 0 
0018:   $1264 > 0  ;; integer values 
004D: jump_if_false Label02971C 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
004D: jump_if_false Label02971C 
00D6: if 0 
0038:   $1259 == 0  ;; integer values 
004D: jump_if_false Label029663 
0050: gosub Label029E9C 
0004: $1259 = 1  ;; integer values 

:Label029663
00D6: if 0 
0038:   $1260 == 0  ;; integer values 
004D: jump_if_false Label029683 
0050: gosub Label029F0C 
0004: $1260 = 1  ;; integer values 

:Label029683
00D6: if 0 
0038:   $1261 == 0  ;; integer values 
004D: jump_if_false Label0296A3 
0050: gosub Label029F92 
0004: $1261 = 1  ;; integer values 

:Label0296A3
00D6: if 0 
0038:   $1262 == 1  ;; integer values 
004D: jump_if_false Label0296DC 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
0004: $1262 = 0  ;; integer values 

:Label0296DC
00D6: if 0 
0038:   $1263 == 1  ;; integer values 
004D: jump_if_false Label029715 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1263 = 0  ;; integer values 

:Label029715
0004: $1264 = 2  ;; integer values 

:Label02971C
00D6: if 0 
0018:   $1264 > 1  ;; integer values 
004D: jump_if_false Label029837 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
004D: jump_if_false Label029837 
00D6: if 0 
0038:   $1259 == 1  ;; integer values 
004D: jump_if_false Label029797 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
0004: $1259 = 0  ;; integer values 

:Label029797
00D6: if 0 
0038:   $1260 == 0  ;; integer values 
004D: jump_if_false Label0297B7 
0050: gosub Label029F0C 
0004: $1260 = 1  ;; integer values 

:Label0297B7
00D6: if 0 
0038:   $1261 == 0  ;; integer values 
004D: jump_if_false Label0297D7 
0050: gosub Label029F92 
0004: $1261 = 1  ;; integer values 

:Label0297D7
00D6: if 0 
0038:   $1262 == 0  ;; integer values 
004D: jump_if_false Label0297F7 
0050: gosub Label02A018 
0004: $1262 = 1  ;; integer values 

:Label0297F7
00D6: if 0 
0038:   $1263 == 1  ;; integer values 
004D: jump_if_false Label029830 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1263 = 0  ;; integer values 

:Label029830
0004: $1264 = 3  ;; integer values 

:Label029837
00D6: if 0 
0018:   $1264 > 2  ;; integer values 
004D: jump_if_false Label029952 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 342.4 1153.3 23.8 372.3 1259.1 28.9 
004D: jump_if_false Label029952 
00D6: if 0 
0038:   $1259 == 1  ;; integer values 
004D: jump_if_false Label0298B2 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
0004: $1259 = 0  ;; integer values 

:Label0298B2
00D6: if 0 
0038:   $1260 == 1  ;; integer values 
004D: jump_if_false Label0298EB 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
0004: $1260 = 0  ;; integer values 

:Label0298EB
00D6: if 0 
0038:   $1261 == 0  ;; integer values 
004D: jump_if_false Label02990B 
0050: gosub Label029F92 
0004: $1261 = 1  ;; integer values 

:Label02990B
00D6: if 0 
0038:   $1262 == 0  ;; integer values 
004D: jump_if_false Label02992B 
0050: gosub Label02A018 
0004: $1262 = 1  ;; integer values 

:Label02992B
00D6: if 0 
0038:   $1263 == 0  ;; integer values 
004D: jump_if_false Label02994B 
0050: gosub Label02A088 
0004: $1263 = 1  ;; integer values 

:Label02994B
0004: $1264 = 4  ;; integer values 

:Label029952
00D6: if 0 
0018:   $1264 > 3  ;; integer values 
004D: jump_if_false Label029A86 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
004D: jump_if_false Label029A86 
00D6: if 0 
0038:   $1259 == 1  ;; integer values 
004D: jump_if_false Label0299CD 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
0004: $1259 = 0  ;; integer values 

:Label0299CD
00D6: if 0 
0038:   $1260 == 1  ;; integer values 
004D: jump_if_false Label029A06 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
0004: $1260 = 0  ;; integer values 

:Label029A06
00D6: if 0 
0038:   $1261 == 1  ;; integer values 
004D: jump_if_false Label029A3F 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
0004: $1261 = 0  ;; integer values 

:Label029A3F
00D6: if 0 
0038:   $1262 == 0  ;; integer values 
004D: jump_if_false Label029A5F 
0050: gosub Label02A018 
0004: $1262 = 1  ;; integer values 

:Label029A5F
00D6: if 0 
0038:   $1263 == 0  ;; integer values 
004D: jump_if_false Label029A7F 
0050: gosub Label02A088 
0004: $1263 = 1  ;; integer values 

:Label029A7F
0004: $1264 = 5  ;; integer values 

:Label029A86
00D6: if 0 
0018:   $1264 > 0  ;; integer values 
004D: jump_if_false Label029B92 
00D6: if 0 
8057:   NOT   player $PLAYER_CHAR 0 in_cube 301.9 1152.3 16.1 372.3 1258.4 32.6 
004D: jump_if_false Label029B92 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
0004: $1259 = 0  ;; integer values 
0004: $1260 = 0  ;; integer values 
0004: $1261 = 0  ;; integer values 
0004: $1262 = 0  ;; integer values 
0004: $1263 = 0  ;; integer values 
0004: $1264 = 0  ;; integer values 

:Label029B92
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label029E93 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label029E93 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
004D: jump_if_false Label029C6A 
00D6: if 0 
0038:   $1255 == 0  ;; integer values 
004D: jump_if_false Label029C0A 
0050: gosub Label02A0F8 
0004: $1255 = 1  ;; integer values 

:Label029C0A
00D6: if 0 
0038:   $1256 == 0  ;; integer values 
004D: jump_if_false Label029C2A 
0050: gosub Label02A17E 
0004: $1256 = 1  ;; integer values 

:Label029C2A
00D6: if 0 
0038:   $1257 == 1  ;; integer values 
004D: jump_if_false Label029C63 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
0004: $1257 = 0  ;; integer values 

:Label029C63
0004: $1258 = 1  ;; integer values 

:Label029C6A
00D6: if 0 
0018:   $1258 > 0  ;; integer values 
004D: jump_if_false Label029D13 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
004D: jump_if_false Label029D13 
00D6: if 0 
0038:   $1255 == 0  ;; integer values 
004D: jump_if_false Label029CCC 
0050: gosub Label02A0F8 
0004: $1255 = 1  ;; integer values 

:Label029CCC
00D6: if 0 
0038:   $1256 == 0  ;; integer values 
004D: jump_if_false Label029CEC 
0050: gosub Label02A17E 
0004: $1256 = 1  ;; integer values 

:Label029CEC
00D6: if 0 
0038:   $1257 == 0  ;; integer values 
004D: jump_if_false Label029D0C 
0050: gosub Label02A204 
0004: $1257 = 1  ;; integer values 

:Label029D0C
0004: $1258 = 2  ;; integer values 

:Label029D13
00D6: if 0 
0018:   $1258 > 1  ;; integer values 
004D: jump_if_false Label029DD5 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
004D: jump_if_false Label029DD5 
00D6: if 0 
0038:   $1255 == 1  ;; integer values 
004D: jump_if_false Label029D8E 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
0004: $1255 = 0  ;; integer values 

:Label029D8E
00D6: if 0 
0038:   $1256 == 0  ;; integer values 
004D: jump_if_false Label029DAE 
0050: gosub Label02A17E 
0004: $1256 = 1  ;; integer values 

:Label029DAE
00D6: if 0 
0038:   $1257 == 0  ;; integer values 
004D: jump_if_false Label029DCE 
0050: gosub Label02A204 
0004: $1257 = 1  ;; integer values 

:Label029DCE
0004: $1258 = 3  ;; integer values 

:Label029DD5
00D6: if 0 
0018:   $1258 > 0  ;; integer values 
004D: jump_if_false Label029E93 
00D6: if 0 
8057:   NOT   player $PLAYER_CHAR 0 in_cube 158.3 -1239.3 2.1 104.5 -1142.1 36.8 
004D: jump_if_false Label029E93 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
0004: $1255 = 0  ;; integer values 
0004: $1256 = 0  ;; integer values 
0004: $1257 = 0  ;; integer values 
0004: $1258 = 0  ;; integer values 

:Label029E93
0002: jump Label02947B 
004E: end_thread 

:Label029E9C
03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2 
03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9 
03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8 
03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1 
03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4 
0051: return 

:Label029F0C
03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2 
03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7 
03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7 
03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5 
03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5 
03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6 
0051: return 

:Label029F92
03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4 
03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2 
03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6 
03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0 
03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6 
03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3 
0051: return 

:Label02A018
03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0 
03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5 
03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2 
03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8 
03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5 
0051: return 

:Label02A088
03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4 
03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7 
03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2 
03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5 
03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9 
0051: return 

:Label02A0F8
03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6 
03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 .4 
03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9 
03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3 
0051: return 

:Label02A17E
03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1 
03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3 
03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6 
03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 .1 
03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0 
03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0 
0051: return 

:Label02A204
03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6 
03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4 
03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6 
03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0 
03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5 
03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5 
0051: return 

:Label02A28A
03A4: name_thread "PICKUPS" 
0111: set_wasted_busted_check_to 0 (disabled)  
0001: wait 100 ms 

:Label02A2A4
0001: wait 0 ms 
0008: $1333 += 1  ;; integer values 
0004: $1334 = 0  ;; integer values 

:Label02A454
00D6: if 0 
0038:   $1333 == 1  ;; integer values 
004D: jump_if_false Label02A88E 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02A88E 
00D6: if 0 
0038:   $1088 == 1  ;; integer values 
004D: jump_if_false Label02A5C0 
00D6: if 0 
0038:   $1332 == 0  ;; integer values 
004D: jump_if_false Label02A5B9 
00D6: if 0 
0038:   $273 == 1  ;; integer values  - integer values  - set
004D: jump_if_false Label02A4C2 
029B: $1325 = init_object -34 (MONEYBAG) at 228.934 -1269.593 20.228 

:Label02A4C2
00D6: if 0 
0038:   $255 == 1  ;; integer values  - integer values  - set
004D: jump_if_false Label02A4EA 
029B: $1326 = init_object -35 (BOOMSHINE) at 228.934 -1269.593 20.228 

:Label02A4EA
00D6: if 0 
0038:   $251 == 1  ;; integer values  - integer values  - set
004D: jump_if_false Label02A512 
029B: $1327 = init_object -36 (MASK) at 228.934 -1269.593 20.228 

:Label02A512
00D6: if 0 
0038:   $PASSED_ASS1_RUB_OUT == 1  ;; integer values  - integer values  - set
004D: jump_if_false Label02A53A 
029B: $1328 = init_object -37 (COKE_VOODOO) at 228.934 -1269.593 20.228 

:Label02A53A
00D6: if 0 
0038:   $249 == 1  ;; integer values  - integer values  - set
004D: jump_if_false Label02A562 
029B: $1329 = init_object -38 (TROPHY1) at 228.934 -1269.593 20.228 

:Label02A562
00D6: if 0 
0038:   $PASSED_LAW1_THE_PARTY == 1  ;; integer values  - integer values  - set
004D: jump_if_false Label02A58A 
029B: $1330 = init_object -39 (SUTIBAG) at 228.934 -1269.593 20.228 

:Label02A58A
00D6: if 0 
0038:   $260 == 1  ;; integer values  - integer values  - set
004D: jump_if_false Label02A5B2 
029B: $1331 = init_object -40 (PORNPOSTERS) at 228.934 -1269.593 20.228 

:Label02A5B2
0004: $1332 = 1  ;; integer values 

:Label02A5B9
0002: jump Label02A5FC 

:Label02A5C0
00D6: if 0 
0038:   $1332 == 1  ;; integer values 
004D: jump_if_false Label02A5FC 
0108: destroy_object $1325 
0108: destroy_object $1326 
0108: destroy_object $1327 
0108: destroy_object $1328 
0108: destroy_object $1329 
0108: destroy_object $1330 
0108: destroy_object $1331 
0004: $1332 = 0  ;; integer values 

:Label02A5FC
00D6: if 0 
0038:   $991 == 1  ;; integer values 
004D: jump_if_false Label02A82F 
00D6: if 0 
0038:   $1336 == 0  ;; integer values 
004D: jump_if_false Label02A828 
00D6: if 0 
0038:   $266 == 0  ;; integer values 
004D: jump_if_false Label02A64F 
029B: $1349 = init_object -41 (FRAME1) at -378.394 -583.35 27.078 
0002: jump Label02A665 

:Label02A64F
029B: $1350 = init_object -42 (FRAME1DAMAGED) at -378.374 -583.35 27.078 

:Label02A665
00D6: if 0 
0038:   $1311 == 1  ;; integer values 
004D: jump_if_false Label02A68D 
029B: $1337 = init_object -43 (FLAME_TINS) at -373.306 -593.374 25.369 

:Label02A68D
00D6: if 0 
0038:   $1598 == 1  ;; integer values 
004D: jump_if_false Label02A6D9 
00D6: if 0 
0038:   $55 == 1  ;; integer values 
004D: jump_if_false Label02A6D9 
00D6: if 0 
0038:   $1597 == 1  ;; integer values 
004D: jump_if_false Label02A6D9 
029B: $1338 = init_object -44 (TROPHIES) at -408.907 -560.001 20.23 

:Label02A6D9
00D6: if 0 
0038:   $245 == 1  ;; integer values 
004D: jump_if_false Label02A701 
029B: $1339 = init_object -45 (HELI_BOX) at -401.955 -566.672 19.234 

:Label02A701
00D6: if 0 
0038:   $389 == 1  ;; integer values 
004D: jump_if_false Label02A729 
029B: $1347 = init_object -46 (PIZZA_BOX1) at -406.211 -559.996 18.654 

:Label02A729
00D6: if 0 
0038:   $260 == 1  ;; integer values 
004D: jump_if_false Label02A7A9 
029B: $1345 = init_object -47 (PIZZA_MESS) at -383.088 -556.169 18.95 
029B: $1346 = init_object -48 (PIZZA_MESS2) at -385.024 -570.197 21.58 
029B: $1340 = init_object -49 (MAN_RUBBISH03) at -379.201 -568.813 20.695 
029B: $1343 = init_object -50 (GASH_BAGS1) at -408.239 -563.1 19.054 
029B: $1344 = init_object -51 (GASHBAGS2) at -383.019 -596.235 25.037 

:Label02A7A9
00D6: if 0 
0038:   $259 == 1  ;; integer values 
004D: jump_if_false Label02A7D1 
029B: $1348 = init_object -52 (POLOROIDS) at -374.306 -593.35 26.475 

:Label02A7D1
00D6: if 0 
0038:   $251 == 1  ;; integer values 
004D: jump_if_false Label02A7F9 
029B: $1342 = init_object -53 (GUN_DOCS) at -381.008 -594.382 25.389 

:Label02A7F9
00D6: if 0 
0038:   $246 == 1  ;; integer values 
004D: jump_if_false Label02A821 
029B: $1341 = init_object -54 (SHOVEL) at -375.566 -555.54 19.15 

:Label02A821
0004: $1336 = 1  ;; integer values 

:Label02A828
0002: jump Label02A88E 

:Label02A82F
00D6: if 0 
0038:   $1336 == 1  ;; integer values 
004D: jump_if_false Label02A88E 
0108: destroy_object $1337 
0108: destroy_object $1338 
0108: destroy_object $1339 
0108: destroy_object $1340 
0108: destroy_object $1341 
0108: destroy_object $1342 
0108: destroy_object $1343 
0108: destroy_object $1344 
0108: destroy_object $1345 
0108: destroy_object $1346 
0108: destroy_object $1347 
0108: destroy_object $1348 
0108: destroy_object $1349 
0108: destroy_object $1350 
0004: $1336 = 0  ;; integer values 

:Label02A88E
00D6: if 0 
0038:   $1333 == 2  ;; integer values 
004D: jump_if_false Label02A9E4 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02A9E4 
00D6: if 0 
0038:   $1278 == 1  ;; integer values 
004D: jump_if_false Label02A903 
00D6: if 0 
0214:   pickup $1297 picked_up 
004D: jump_if_false Label02A903 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02A8FC 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER" 
04CF: 50 

:Label02A8FC
0050: gosub Label02B8EB 

:Label02A903
00D6: if 0 
0214:   pickup $2096 picked_up 
004D: jump_if_false Label02A942 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02A93B 
0352: set_actor $PLAYER_ACTOR skin_to "PLAY11" 
04CF: 50 

:Label02A93B
0050: gosub Label02B8EB 

:Label02A942
00D6: if 0 
0038:   $91 == 1  ;; integer values 
004D: jump_if_false Label02A993 
00D6: if 0 
0214:   pickup $1352 picked_up 
004D: jump_if_false Label02A993 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02A98C 
0352: set_actor $PLAYER_ACTOR skin_to "PLAY12" 
04CF: 120 

:Label02A98C
0050: gosub Label02B8EB 

:Label02A993
00D6: if 0 
0038:   $1300 == 1  ;; integer values 
004D: jump_if_false Label02A9E4 
00D6: if 0 
0214:   pickup $1298 picked_up 
004D: jump_if_false Label02A9E4 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02A9DD 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER" 
04CF: 50 

:Label02A9DD
0050: gosub Label02B8EB 

:Label02A9E4
00D6: if 0 
0038:   $1333 == 3  ;; integer values 
004D: jump_if_false Label02ABEE 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02ABEE 
00D6: if 0 
0038:   $1277 == 1  ;; integer values 
004D: jump_if_false Label02AA59 
00D6: if 0 
0214:   pickup $1284 picked_up 
004D: jump_if_false Label02AA59 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AA52 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER" 
04CF: 50 

:Label02AA52
0050: gosub Label02B8EB 

:Label02AA59
00D6: if 0 
0038:   $1265 == 1  ;; integer values 
004D: jump_if_false Label02AAAA 
00D6: if 0 
0214:   pickup $1285 picked_up 
004D: jump_if_false Label02AAAA 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AAA3 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2" 
04CF: 100 

:Label02AAA3
0050: gosub Label02B8EB 

:Label02AAAA
00D6: if 0 
0038:   $1266 == 1  ;; integer values 
004D: jump_if_false Label02AAFB 
00D6: if 0 
0214:   pickup $1286 picked_up 
004D: jump_if_false Label02AAFB 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AAF4 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER3" 
04CF: 80 

:Label02AAF4
0050: gosub Label02B8EB 

:Label02AAFB
00D6: if 0 
0038:   $1267 == 1  ;; integer values 
004D: jump_if_false Label02AB4C 
00D6: if 0 
0214:   pickup $1287 picked_up 
004D: jump_if_false Label02AB4C 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AB45 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER4" 
04CF: 40 

:Label02AB45
0050: gosub Label02B8EB 

:Label02AB4C
00D6: if 0 
0038:   $1268 == 1  ;; integer values 
004D: jump_if_false Label02AB9D 
00D6: if 0 
0214:   pickup $1288 picked_up 
004D: jump_if_false Label02AB9D 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AB96 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER5" 
04CF: 70 

:Label02AB96
0050: gosub Label02B8EB 

:Label02AB9D
00D6: if 0 
0038:   $1269 == 1  ;; integer values 
004D: jump_if_false Label02ABEE 
00D6: if 0 
0214:   pickup $1289 picked_up 
004D: jump_if_false Label02ABEE 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02ABE7 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6" 
04CF: 90 

:Label02ABE7
0050: gosub Label02B8EB 

:Label02ABEE
00D6: if 0 
0038:   $1333 == 4  ;; integer values 
004D: jump_if_false Label02AD56 
00D6: if 0 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02AD56 
00D6: if 0 
0038:   $1270 == 1  ;; integer values 
004D: jump_if_false Label02AC63 
00D6: if 0 
0214:   pickup $1290 picked_up 
004D: jump_if_false Label02AC63 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AC5C 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER8" 
04CF: 120 

:Label02AC5C
0050: gosub Label02B8EB 

:Label02AC63
00D6: if 0 
0038:   $1271 == 1  ;; integer values 
004D: jump_if_false Label02ACB4 
00D6: if 0 
0214:   pickup $1291 picked_up 
004D: jump_if_false Label02ACB4 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02ACAD 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER9" 
04CF: 30 

:Label02ACAD
0050: gosub Label02B8EB 

:Label02ACB4
00D6: if 0 
0038:   $1272 == 1  ;; integer values 
004D: jump_if_false Label02AD05 
00D6: if 0 
0214:   pickup $1292 picked_up 
004D: jump_if_false Label02AD05 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02ACFE 
0352: set_actor $PLAYER_ACTOR skin_to "PLAY10" 
04CF: 100 

:Label02ACFE
0050: gosub Label02B8EB 

:Label02AD05
00D6: if 0 
0038:   $1276 == 1  ;; integer values 
004D: jump_if_false Label02AD56 
00D6: if 0 
0214:   pickup $1296 picked_up 
004D: jump_if_false Label02AD56 
0050: gosub Label02B871 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AD4F 
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER7" 
04CF: 120 

:Label02AD4F
0050: gosub Label02B8EB 

:Label02AD56
00D6: if 0 
0038:   $1333 == 5  ;; integer values 
004D: jump_if_false Label02AF19 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02AF19 
00D6: if 0 
0038:   $PASSED_ASS1_RUB_OUT == 1  ;; integer values 
004D: jump_if_false Label02AF19 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "STARI" 
004D: jump_if_false Label02AEF9 
00D6: if 0 
0038:   $1315 == 0  ;; integer values 
004D: jump_if_false Label02AEF2 
00D6: if 0 
0038:   $1309 == 1  ;; integer values 
004D: jump_if_false Label02ADDE 
0213: $1318 = create_pickup -18 (BODYARMOUR) type 15 at -314.7 -551.2 10.3 

:Label02ADDE
00D6: if 0 
0038:   $1310 == 1  ;; integer values 
004D: jump_if_false Label02AE09 
0213: $1319 = create_pickup #CHNSAW type 15 at -310.7 -551.2 10.3 

:Label02AE09
00D6: if 0 
0038:   $1308 == 1  ;; integer values 
004D: jump_if_false Label02AE36 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3 

:Label02AE36
00D6: if 0 
0038:   $1311 == 1  ;; integer values 
004D: jump_if_false Label02AE63 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3 

:Label02AE63
00D6: if 0 
0038:   $1312 == 1  ;; integer values 
004D: jump_if_false Label02AE90 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3 

:Label02AE90
00D6: if 0 
0038:   $1313 == 1  ;; integer values 
004D: jump_if_false Label02AEBE 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3 

:Label02AEBE
00D6: if 0 
0038:   $1314 == 1  ;; integer values 
004D: jump_if_false Label02AEEB 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3 

:Label02AEEB
0004: $1315 = 1  ;; integer values 

:Label02AEF2
0002: jump Label02AF19 

:Label02AEF9
00D6: if 0 
0038:   $1315 == 1  ;; integer values 
004D: jump_if_false Label02AF19 
0050: gosub Label02B84C 
0004: $1315 = 0  ;; integer values 

:Label02AF19
00D6: if 0 
0038:   $1333 == 6  ;; integer values 
004D: jump_if_false Label02B0DC 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B0DC 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label02B0BC 
00D6: if 0 
0038:   $1088 == 1  ;; integer values 
004D: jump_if_false Label02B0B5 
00D6: if 0 
0038:   $1316 == 0  ;; integer values 
004D: jump_if_false Label02B0B5 
00D6: if 0 
0038:   $1309 == 1  ;; integer values 
004D: jump_if_false Label02AFA1 
0213: $1318 = create_pickup -18 (BODYARMOUR) type 15 at 214.2 -1275.7 19.2 

:Label02AFA1
00D6: if 0 
0038:   $1310 == 1  ;; integer values 
004D: jump_if_false Label02AFCC 
0213: $1319 = create_pickup #CHNSAW type 15 at 210.2 -1274.7 19.2 

:Label02AFCC
00D6: if 0 
0038:   $1308 == 1  ;; integer values 
004D: jump_if_false Label02AFF9 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2 

:Label02AFF9
00D6: if 0 
0038:   $1311 == 1  ;; integer values 
004D: jump_if_false Label02B026 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2 

:Label02B026
00D6: if 0 
0038:   $1312 == 1  ;; integer values 
004D: jump_if_false Label02B053 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2 

:Label02B053
00D6: if 0 
0038:   $1313 == 1  ;; integer values 
004D: jump_if_false Label02B081 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1 

:Label02B081
00D6: if 0 
0038:   $1314 == 1  ;; integer values 
004D: jump_if_false Label02B0AE 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1 

:Label02B0AE
0004: $1316 = 1  ;; integer values 

:Label02B0B5
0002: jump Label02B0DC 

:Label02B0BC
00D6: if 0 
0038:   $1316 == 1  ;; integer values 
004D: jump_if_false Label02B0DC 
0050: gosub Label02B84C 
0004: $1316 = 0  ;; integer values 

:Label02B0DC
00D6: if 0 
0038:   $1333 == 7  ;; integer values 
004D: jump_if_false Label02B29F 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B29F 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label02B27F 
00D6: if 0 
0038:   $1795 == 1  ;; integer values 
004D: jump_if_false Label02B278 
00D6: if 0 
0038:   $1317 == 0  ;; integer values 
004D: jump_if_false Label02B278 
00D6: if 0 
0038:   $1309 == 1  ;; integer values 
004D: jump_if_false Label02B164 
0213: $1318 = create_pickup -18 (BODYARMOUR) type 15 at -813.1 1344.7 66.4 

:Label02B164
00D6: if 0 
0038:   $1310 == 1  ;; integer values 
004D: jump_if_false Label02B18F 
0213: $1319 = create_pickup #CHNSAW type 15 at -817.1 1344.7 66.4 

:Label02B18F
00D6: if 0 
0038:   $1308 == 1  ;; integer values 
004D: jump_if_false Label02B1BC 
032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4 

:Label02B1BC
00D6: if 0 
0038:   $1311 == 1  ;; integer values 
004D: jump_if_false Label02B1E9 
032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4 

:Label02B1E9
00D6: if 0 
0038:   $1312 == 1  ;; integer values 
004D: jump_if_false Label02B216 
032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4 

:Label02B216
00D6: if 0 
0038:   $1313 == 1  ;; integer values 
004D: jump_if_false Label02B244 
032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4 

:Label02B244
00D6: if 0 
0038:   $1314 == 1  ;; integer values 
004D: jump_if_false Label02B271 
032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4 

:Label02B271
0004: $1317 = 1  ;; integer values 

:Label02B278
0002: jump Label02B29F 

:Label02B27F
00D6: if 0 
0038:   $1317 == 1  ;; integer values 
004D: jump_if_false Label02B29F 
0050: gosub Label02B84C 
0004: $1317 = 0  ;; integer values 

:Label02B29F
00D6: if 0 
0038:   $1333 == 8  ;; integer values 
004D: jump_if_false Label02B3E7 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B355 
00D6: if 0 
0038:   $260 == 1  ;; integer values 
004D: jump_if_false Label02B355 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label02B355 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label02B309 
0050: gosub Label02B989 
0002: jump Label02B320 

:Label02B309
00D6: if 0 
044A: (unknown) $PLAYER_CHAR  
004D: jump_if_false Label02B320 
0050: gosub Label02B989 

:Label02B320
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label02B33E 
0050: gosub Label02BA19 
0002: jump Label02B355 

:Label02B33E
00D6: if 0 
044A: (unknown) $PLAYER_CHAR  
004D: jump_if_false Label02B355 
0050: gosub Label02BA19 

:Label02B355
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B3E7 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label02B3E7 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label02B39B 
0050: gosub Label02BBC9 
0002: jump Label02B3B2 

:Label02B39B
00D6: if 0 
044A: (unknown) $PLAYER_CHAR  
004D: jump_if_false Label02B3B2 
0050: gosub Label02BBC9 

:Label02B3B2
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label02B3D0 
0050: gosub Label02BC59 
0002: jump Label02B3E7 

:Label02B3D0
00D6: if 0 
044A: (unknown) $PLAYER_CHAR  
004D: jump_if_false Label02B3E7 
0050: gosub Label02BC59 

:Label02B3E7
00D6: if 0 
0038:   $1333 == 9  ;; integer values 
004D: jump_if_false Label02B49D 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B49D 
00D6: if 0 
0038:   $1795 == 1  ;; integer values 
004D: jump_if_false Label02B49D 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label02B49D 
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label02B451 
0050: gosub Label02BAA9 
0002: jump Label02B468 

:Label02B451
00D6: if 0 
044A: (unknown) $PLAYER_CHAR  
004D: jump_if_false Label02B468 
0050: gosub Label02BAA9 

:Label02B468
00D6: if 0 
047E:   player $PLAYER_CHAR driving_a_motorbike 
004D: jump_if_false Label02B486 
0050: gosub Label02BB39 
0002: jump Label02B49D 

:Label02B486
00D6: if 0 
044A: (unknown) $PLAYER_CHAR  
004D: jump_if_false Label02B49D 
0050: gosub Label02BB39 

:Label02B49D
00D6: if 0 
0018:   $1333 > 9  ;; integer values 
004D: jump_if_false Label02B4B6 
0004: $1333 = 0  ;; integer values 

:Label02B4B6
0002: jump Label02A2A4 
004E: end_thread 

:Label02B4BF
03A4: name_thread "CLOTH1" 
0001: wait 5000 ms 
03E5: text_box "CLOTH2"   ;; Street outfit delivered to Safehouses.
0001: wait 10000 ms 
03E5: text_box "CLOTH1"   ;; Soiree outfit delivered to Rafael's on Ocean Beach.
004E: end_thread 

:Label02B4E9
03A4: name_thread "CLOTH2" 
0001: wait 5000 ms 
03E5: text_box "HELP25"   ;; You can now take jobs from Avery Carrington.
0001: wait 10000 ms 
03E5: text_box "CLOTH3"   ;; Coveralls outfit delivered to Tooled Up in The North Point Mall.
004E: end_thread 

:Label02B513
03A4: name_thread "CLOTH3" 
0001: wait 5000 ms 
03E5: text_box "CLOTH4"   ;; Country Club outfit delivered to The Golf Club in Leaf Links.
004E: end_thread 

:Label02B52E
03A4: name_thread "CLOTH4" 
0001: wait 5000 ms 
03E5: text_box "CLOTH5"   ;; Havana outfit delivered to Little Havana Streetwear in Little Havana.
004E: end_thread 

:Label02B549
03A4: name_thread "CLOTH5" 
0001: wait 5000 ms 
03E5: text_box "CLOTH6"   ;; Cop outfit delivered to Police Station on Washington Beach.
004E: end_thread 

:Label02B564
03A4: name_thread "CLOTH6" 
0001: wait 5000 ms 
03E5: text_box "CLOTH7"   ;; Casual outfit delivered to Gash in The North Point Mall.
004E: end_thread 

:Label02B57F
03A4: name_thread "CLOTH7" 
0001: wait 20000 ms 
03E5: text_box "CLOTH8"   ;; Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach.
004E: end_thread 

:Label02B59A
03A4: name_thread "CLOTH8" 
0001: wait 5000 ms 
03E5: text_box "CLOTH9"   ;; Tracksuit outfit delivered to Jocksport in Downtown.
004E: end_thread 

:Label02B5B5
03A4: name_thread "CLOTH9" 
0001: wait 5000 ms 
03E5: text_box "CLOTH10"   ;; Bank Job outfit delivered to Malibu Club in Vice Point.
004E: end_thread 

:Label02B5D0
03A4: name_thread "PACKAGE" 
0001: wait 500 ms 
03E1: $1306 = packages_found 

:Label02B5E4
00D6: if 0 
001A:   10 > $1306  ;; integer values 
004D: jump_if_false Label02B607 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B5E4 

:Label02B607
03E5: text_box "PICK1"   ;; Body Armor delivered to Ocean View Hotel!
0004: $1309 = 1  ;; integer values 

:Label02B61C
00D6: if 0 
001A:   20 > $1306  ;; integer values 
004D: jump_if_false Label02B63F 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B61C 

:Label02B63F
03E5: text_box "PICK3"   ;; Chainsaw delivered to Ocean View Hotel!
0004: $1310 = 1  ;; integer values 

:Label02B654
00D6: if 0 
001A:   30 > $1306  ;; integer values 
004D: jump_if_false Label02B677 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B654 

:Label02B677
03E5: text_box "PICK2"   ;; .357 delivered to Ocean View Hotel!
0004: $1308 = 1  ;; integer values 

:Label02B68C
00D6: if 0 
001A:   40 > $1306  ;; integer values 
004D: jump_if_false Label02B6AF 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B68C 

:Label02B6AF
03E5: text_box "PICK4"   ;; Flame Thrower delivered to Ocean View Hotel!
0004: $1311 = 1  ;; integer values 

:Label02B6C4
00D6: if 0 
001A:   50 > $1306  ;; integer values 
004D: jump_if_false Label02B6E7 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B6C4 

:Label02B6E7

03E5: text_box "PICK5"   ;; .308 Sniper delivered to Ocean View Hotel!
0004: $1312 = 1  ;; integer values 

:Label02B6FC
00D6: if 0 
001A:   60 > $1306  ;; integer values 
004D: jump_if_false Label02B71F 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B6FC 

:Label02B71F

03E5: text_box "PICK6"   ;; Minigun delivered to Ocean View Hotel!
0004: $1313 = 1  ;; integer values 

:Label02B734
00D6: if 0 
001A:   70 > $1306  ;; integer values 
004D: jump_if_false Label02B757 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B734 

:Label02B757

03E5: text_box "PICK7"   ;; Rocket Launcher delivered to Ocean View Hotel!
0004: $1314 = 1  ;; integer values 

:Label02B76C
00D6: if 0 
001A:   80 > $1306  ;; integer values 
004D: jump_if_false Label02B78F 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B76C 

:Label02B78F

03E5: text_box "PICK8"   ;; Sea Sparrow now available from the Mansion on Starfish Island!
014C: set_parked_car_generator $1977 cars_to_generate_to 101 

:Label02B7A4
00D6: if 0 
001A:   90 > $1306  ;; integer values 
004D: jump_if_false Label02B7C7 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B7A4 

:Label02B7C7

03E5: text_box "PICK9"   ;; Tank now available from the Army Barracks!
014C: set_parked_car_generator $1978 cars_to_generate_to 101 

:Label02B7DC
00D6: if 0 
001A:   100 > $1306  ;; integer values 
004D: jump_if_false Label02B7FF 
0001: wait 500 ms 
03E1: $1306 = packages_found 
0002: jump Label02B7DC 

:Label02B7FF
0001: wait 5000 ms 

00D6: if 0 
0038:   $2097 == 0  ;; integer values 
004D: jump_if_false Label02B839 
03E5: text_box "PICK10"   ;; Hunter now available from the Army Barracks!
014C: set_parked_car_generator $1979 cars_to_generate_to 101 
0004: $2097 = 1  ;; integer values 
0002: jump Label02B84A 

:Label02B839
03E5: text_box "APACHE"   ;; Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $2098 cars_to_generate_to 101 

:Label02B84A
004E: end_thread 

:Label02B84C
0215: destroy_pickup $1318 
0215: destroy_pickup $1319 
0215: destroy_pickup $1320 
0215: destroy_pickup $1321 
0215: destroy_pickup $1322 
0215: destroy_pickup $1323 
0215: destroy_pickup $1324 
0051: return 

:Label02B871
0004: $1180 = 1  ;; integer values 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B8B6 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label02B897
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02B8AF 
0001: wait 0 ms 
0002: jump Label02B897 

:Label02B8AF
0002: jump Label02B8BD 

:Label02B8B6
0004: $1180 = 0  ;; integer values 

:Label02B8BD
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B8E2 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)  
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
0002: jump Label02B8E9 

:Label02B8E2
0004: $1180 = 0  ;; integer values 

:Label02B8E9
0051: return 

:Label02B8EB
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B980 
038B: load_requested_models 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02B912 
0353: refresh_actor $PLAYER_ACTOR 

:Label02B912
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)  
00D6: if 0 
810F:   NOT   player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false Label02B930 
0110: clear_player $PLAYER_CHAR wanted_level 

:Label02B930
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
0004: $1180 = 0  ;; integer values 
016A: fade 1 (back)  500 ms 
00D6: if 0 
0038:   $1351 == 0  ;; integer values 
004D: jump_if_false Label02B96F 
03E5: text_box "CLT_HL2"   ;; When a Clothes Pickup is collected, a one star or two star wanted level will be cleared.
0004: $1351 = 1  ;; integer values 
0002: jump Label02B979 

:Label02B96F
03E5: text_box "CLOHELP"   ;; Clean Clothes!!

:Label02B979
0002: jump Label02B987 

:Label02B980
0004: $1180 = 0  ;; integer values 

:Label02B987
0051: return 

:Label02B989
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -557.1 782.1 21.8 radius 2.5 2.5 2.5 
004D: jump_if_false Label02BA17 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label02B9C8
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02B9E0 
0001: wait 0 ms 
0002: jump Label02B9C8 

:Label02B9E0
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02BA10 
0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: rotate_player-180-degrees 

:Label02BA10
016A: fade 1 (back)  500 ms 

:Label02BA17
0051: return 

:Label02BA19
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -551.8 787.4 97.5 radius 2.5 2.5 2.5 
004D: jump_if_false Label02BAA7 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label02BA58
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02BA70 
0001: wait 0 ms 
0002: jump Label02BA58 

:Label02BA70
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02BAA0 
0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8 
0171: set_player $PLAYER_CHAR z_angle_to 100.5 
03C8: rotate_player-180-degrees 

:Label02BAA0
016A: fade 1 (back)  500 ms 

:Label02BAA7
0051: return 

:Label02BAA9
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -830.9 1312.4 10.5 radius 2.5 2.5 2.5 
004D: jump_if_false Label02BB37 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label02BAE8
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02BB00 
0001: wait 0 ms 
0002: jump Label02BAE8 

:Label02BB00
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02BB30 
0055: put_player $PLAYER_CHAR at -815.0 1353.9 65.4 
0171: set_player $PLAYER_CHAR z_angle_to 87.2 
03C8: rotate_player-180-degrees 

:Label02BB30
016A: fade 1 (back)  500 ms 

:Label02BB37
0051: return 

:Label02BB39
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -811.7 1354.2 66.4 radius 2.5 2.5 2.5 
004D: jump_if_false Label02BBC7 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label02BB78
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02BB90 
0001: wait 0 ms 
0002: jump Label02BB78 

:Label02BB90
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02BBC0 
0055: put_player $PLAYER_CHAR at -829.6 1308.8 10.5 
0171: set_player $PLAYER_CHAR z_angle_to 200.0 
03C8: rotate_player-180-degrees 

:Label02BBC0
016A: fade 1 (back)  500 ms 

:Label02BBC7
0051: return 

:Label02BBC9
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -410.5 1120.9 10.1 radius 2.5 2.5 2.5 
004D: jump_if_false Label02BC57 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label02BC08
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02BC20 
0001: wait 0 ms 
0002: jump Label02BC08 

:Label02BC20
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02BC50 
0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6 
0171: set_player $PLAYER_CHAR z_angle_to 282.0 
03C8: rotate_player-180-degrees 

:Label02BC50
016A: fade 1 (back)  500 ms 

:Label02BC57
0051: return 

:Label02BC59
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -451.1 1128.1 55.6 radius 2.5 2.5 2.5 
004D: jump_if_false Label02BCE7 
0169: set_fade_color 0 0 1 
016A: fade 0 ()  500 ms 

:Label02BC98
00D6: if 0 
016B:   fading 
004D: jump_if_false Label02BCB0 
0001: wait 0 ms 
0002: jump Label02BC98 

:Label02BCB0
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02BCE0 
0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0 
0171: set_player $PLAYER_CHAR z_angle_to 179.6 
03C8: rotate_player-180-degrees 

:Label02BCE0
016A: fade 1 (back)  500 ms 

:Label02BCE7
0051: return 

:Label02BCE9
0004: $1353 = 0  ;; integer values 
0004: $1354 = 0  ;; integer values 
0004: $1355 = 0  ;; integer values 
0004: $1356 = 0  ;; integer values 
0004: $1357 = 0  ;; integer values 
0004: $1366 = 0  ;; integer values 
0004: $1389 = 0  ;; integer values 
0004: $1390 = 0  ;; integer values 
0004: $1391 = 0  ;; integer values 
0004: $1400 = 0  ;; integer values 
0004: $1372 = 0  ;; integer values 
0004: $1373 = 0  ;; integer values 
0004: $1374 = 0  ;; integer values 
0004: $1375 = 0  ;; integer values 
0004: $1376 = 0  ;; integer values 
0004: $1377 = 0  ;; integer values 
0004: $1378 = 0  ;; integer values 
0004: $1379 = 0  ;; integer values 
0004: $1380 = 0  ;; integer values 
03A4: name_thread "JUNKFUD" 
0111: set_wasted_busted_check_to 0 (disabled)  
004F: create_thread Label02BD86  
004E: end_thread 

:Label02BD86
0002: jump Label02BF1D 
009A: $1358 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1359 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1360 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1361 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1362 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1363 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1364 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
009A: $1365 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1382 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1383 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1384 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1385 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1386 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1387 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $1388 = create_sphere -903.0 800.3 10.5 1.0 

:Label02BF1D
03A4: name_thread "FUD" 
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02D228 
0008: $1380 += 1  ;; integer values 
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 
00D6: if 0 
0038:   $1380 == 1  ;; integer values 
004D: jump_if_false Label02CA86 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label02CA7F 
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label02CA71 
00D6: if 0 
0020:   $1392 > 415.0  ;; floating-point values 
004D: jump_if_false Label02C4F4 
00D6: if 1 
0038:   $1353 == 1  ;; integer values 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02C362 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C0A4 
00D6: if 2 
8118:   NOT   actor $1358 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C098 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 445.66 1100.54 18.3 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C05A 
00D6: if 0 
0038:   $1372 == 0  ;; integer values 
004D: jump_if_false Label02C053 
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 1  ;; integer values 
0084: $1369 = $1358  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C053
0002: jump Label02C091 

:Label02C05A
00D6: if 0 
0038:   $1372 == 1  ;; integer values 
004D: jump_if_false Label02C091 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 
0004: $1372 = 0  ;; integer values 

:Label02C091
0002: jump Label02C0A4 

:Label02C098
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 

:Label02C0A4
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C18E 
00D6: if 2 
8118:   NOT   actor $1359 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C182 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 436.75 1105.8 18.2 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C144 
00D6: if 0 
0038:   $1373 == 0  ;; integer values 
004D: jump_if_false Label02C13D 
0004: $1373 = 1  ;; integer values 
03BD: destroy_sphere $1382 
0004: $1366 = 2  ;; integer values 
0084: $1369 = $1359  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C13D
0002: jump Label02C17B 

:Label02C144
00D6: if 0 
0038:   $1373 == 1  ;; integer values 
004D: jump_if_false Label02C17B 
03BD: destroy_sphere $1382 
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 
0004: $1373 = 0  ;; integer values 

:Label02C17B
0002: jump Label02C18E 

:Label02C182
0004: $1373 = 1  ;; integer values 
03BD: destroy_sphere $1382 

:Label02C18E
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C278 
00D6: if 2 
8118:   NOT   actor $1360 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C26C 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 434.5 1139.3 18.2 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C22E 
00D6: if 0 
0038:   $1374 == 0  ;; integer values 
004D: jump_if_false Label02C227 
0004: $1374 = 1  ;; integer values 
03BD: destroy_sphere $1383 
0004: $1366 = 3  ;; integer values 
0084: $1369 = $1360  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C227
0002: jump Label02C265 

:Label02C22E
00D6: if 0 
0038:   $1374 == 1  ;; integer values 
004D: jump_if_false Label02C265 
03BD: destroy_sphere $1383 
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 
0004: $1374 = 0  ;; integer values 

:Label02C265
0002: jump Label02C278 

:Label02C26C
0004: $1374 = 1  ;; integer values 
03BD: destroy_sphere $1383 

:Label02C278
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C362 
00D6: if 2 
8118:   NOT   actor $1361 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C356 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 451.24 1146.5 18.24 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C318 
00D6: if 0 
0038:   $1375 == 0  ;; integer values 
004D: jump_if_false Label02C311 
0004: $1375 = 1  ;; integer values 
03BD: destroy_sphere $1384 
0004: $1366 = 4  ;; integer values 
0084: $1369 = $1361  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C311
0002: jump Label02C34F 

:Label02C318
00D6: if 0 
0038:   $1375 == 1  ;; integer values 
004D: jump_if_false Label02C34F 
03BD: destroy_sphere $1384 
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 
0004: $1375 = 0  ;; integer values 

:Label02C34F
0002: jump Label02C362 

:Label02C356
0004: $1375 = 1  ;; integer values 
03BD: destroy_sphere $1384 

:Label02C362
00D6: if 0 
0038:   $1353 == 0  ;; integer values 
004D: jump_if_false Label02C4ED 
023C: load_special_actor 20 "BURGER" 

:Label02C380
00D6: if 0 
823D:   NOT   special_actor 20 loaded 
004D: jump_if_false Label02C3A6 
0001: wait 0 ms 
023C: load_special_actor 20 "BURGER" 
0002: jump Label02C380 

:Label02C3A6
009A: $1358 = create_actor 4 #SPECIAL20 at 445.8 1098.5 18.25 
0173: set_actor $1358 z_angle_to 46.0 
0084: $1369 = $1358  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 
009A: $1359 = create_actor 4 #SPECIAL20 at 435.46 1104.0 18.27 
0173: set_actor $1359 z_angle_to 350.0 
0084: $1369 = $1359  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1382 
03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 
009A: $1360 = create_actor 4 #SPECIAL20 at 433.0 1140.5 18.29 
0173: set_actor $1360 z_angle_to 215.0 
0084: $1369 = $1360  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1383 
03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 
009A: $1361 = create_actor 4 #SPECIAL20 at 451.4 1148.42 18.23 
0173: set_actor $1361 z_angle_to 173.0 
0084: $1369 = $1361  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1384 
03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 
0004: $1353 = 1  ;; integer values 

:Label02C4ED
0002: jump Label02C4FB 

:Label02C4F4
0050: gosub Label02E12D 

:Label02C4FB
00D6: if 0 
0022:   410.0 > $1392  ;; floating-point values 
004D: jump_if_false Label02CA63 
00D6: if 1 
0038:   $1354 == 1  ;; integer values 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02C8D1 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C613 
00D6: if 2 
8118:   NOT   actor $1362 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C607 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 375.76 1147.7 18.6 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C5C9 
00D6: if 0 
0038:   $1376 == 0  ;; integer values 
004D: jump_if_false Label02C5C2 
0004: $1376 = 1  ;; integer values 
03BD: destroy_sphere $1385 
0004: $1366 = 1  ;; integer values 
0084: $1369 = $1362  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C5C2
0002: jump Label02C600 

:Label02C5C9
00D6: if 0 
0038:   $1376 == 1  ;; integer values 
004D: jump_if_false Label02C600 
03BD: destroy_sphere $1385 
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 
0004: $1376 = 0  ;; integer values 

:Label02C600
0002: jump Label02C613 

:Label02C607
0004: $1376 = 1  ;; integer values 
03BD: destroy_sphere $1385 

:Label02C613
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C6FD 
00D6: if 2 
8118:   NOT   actor $1363 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C6F1 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 394.16 1139.12 18.6 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C6B3 
00D6: if 0 
0038:   $1377 == 0  ;; integer values 
004D: jump_if_false Label02C6AC 
0004: $1377 = 1  ;; integer values 
03BD: destroy_sphere $1386 
0004: $1366 = 2  ;; integer values 
0084: $1369 = $1363  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C6AC
0002: jump Label02C6EA 

:Label02C6B3
00D6: if 0 
0038:   $1377 == 1  ;; integer values 
004D: jump_if_false Label02C6EA 
03BD: destroy_sphere $1386 
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 
0004: $1377 = 0  ;; integer values 

:Label02C6EA
0002: jump Label02C6FD 

:Label02C6F1
0004: $1377 = 1  ;; integer values 
03BD: destroy_sphere $1386 

:Label02C6FD
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C7E7 
00D6: if 2 
8118:   NOT   actor $1364 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C7DB 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 392.96 1108.7 18.55 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C79D 
00D6: if 0 
0038:   $1378 == 0  ;; integer values 
004D: jump_if_false Label02C796 
0004: $1378 = 1  ;; integer values 
03BD: destroy_sphere $1387 
0004: $1366 = 3  ;; integer values 
0084: $1369 = $1364  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C796
0002: jump Label02C7D4 

:Label02C79D
00D6: if 0 
0038:   $1378 == 1  ;; integer values 
004D: jump_if_false Label02C7D4 
03BD: destroy_sphere $1387 
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 
0004: $1378 = 0  ;; integer values 

:Label02C7D4
0002: jump Label02C7E7 

:Label02C7DB
0004: $1378 = 1  ;; integer values 
03BD: destroy_sphere $1387 

:Label02C7E7
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02C8D1 
00D6: if 2 
8118:   NOT   actor $1365 dead 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
004D: jump_if_false Label02C8C5 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 376.47 1101.7 18.58 radius 1.0 1.0 2.0 
004D: jump_if_false Label02C887 
00D6: if 0 
0038:   $1379 == 0  ;; integer values 
004D: jump_if_false Label02C880 
0004: $1379 = 1  ;; integer values 
03BD: destroy_sphere $1388 
0004: $1366 = 4  ;; integer values 
0084: $1369 = $1365  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02C880
0002: jump Label02C8BE 

:Label02C887
00D6: if 0 
0038:   $1379 == 1  ;; integer values 
004D: jump_if_false Label02C8BE 
03BD: destroy_sphere $1388 
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 
0004: $1379 = 0  ;; integer values 

:Label02C8BE
0002: jump Label02C8D1 

:Label02C8C5
0004: $1379 = 1  ;; integer values 
03BD: destroy_sphere $1388 

:Label02C8D1
00D6: if 0 
0038:   $1354 == 0  ;; integer values 
004D: jump_if_false Label02CA5C 
023C: load_special_actor 20 "BURGER" 

:Label02C8EF
00D6: if 0 
823D:   NOT   special_actor 20 loaded 
004D: jump_if_false Label02C915 
0001: wait 0 ms 
023C: load_special_actor 20 "BURGER" 
0002: jump Label02C8EF 

:Label02C915
009A: $1362 = create_actor 4 #SPECIAL20 at 375.9 1149.7 18.6 
0173: set_actor $1362 z_angle_to 224.0 
0084: $1369 = $1362  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1385 
03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 
009A: $1363 = create_actor 4 #SPECIAL20 at 395.0 1141.2 18.55 
0173: set_actor $1363 z_angle_to 165.0 
0084: $1369 = $1363  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1386 
03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 
009A: $1364 = create_actor 4 #SPECIAL20 at 394.4 1107.6 18.6 
0173: set_actor $1364 z_angle_to 49.0 
0084: $1369 = $1364  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1387 
03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 
009A: $1365 = create_actor 4 #SPECIAL20 at 375.87 1099.75 18.57 
0173: set_actor $1365 z_angle_to 344.0 
0084: $1369 = $1365  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1388 
03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 
0004: $1354 = 1  ;; integer values 

:Label02CA5C
0002: jump Label02CA6A 

:Label02CA63
0050: gosub Label02E12D 

:Label02CA6A
0002: jump Label02CA78 

:Label02CA71
0050: gosub Label02E12D 

:Label02CA78
0002: jump Label02CA86 

:Label02CA7F
0050: gosub Label02E12D 

:Label02CA86
00D6: if 1 
0038:   $1380 == 2  ;; integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02CCF2 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAITI" 
004D: jump_if_false Label02CCE4 
0004: $1389 = 1  ;; integer values 
0005: $98 = 0.0  ;; floating-point values 
02CE: $98 = ground_z -1039.5 80.0 50.0 
00D6: if 0 
0020:   $98 > 0.0  ;; floating-point values 
004D: jump_if_false Label02CCD6 
00D6: if 0 
0038:   $1355 == 0  ;; integer values 
004D: jump_if_false Label02CBCC 
023C: load_special_actor 20 "BURGER" 

:Label02CB0D
00D6: if 0 
823D:   NOT   special_actor 20 loaded 
004D: jump_if_false Label02CB33 
0001: wait 0 ms 
023C: load_special_actor 20 "BURGER" 
0002: jump Label02CB0D 

:Label02CB33
009A: $1397 = create_actor 4 #SPECIAL20 at -1039.5 80.0 10.6 
0173: set_actor $1397 z_angle_to 80.0 
0084: $1369 = $1397  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 
00D6: if 0 
0248:   model #HNB available 
004D: jump_if_false Label02CBC5 
009A: $1398 = create_actor 4 #HNB at -1036.2 77.5 10.6 
0173: set_actor $1398 z_angle_to 190.0 
01ED: reset_actor $1398 flags 
0372: set_actor $1398 anim 6 wait_state_time 999999 ms 

:Label02CBC5
0004: $1355 = 1  ;; integer values 

:Label02CBCC
00D6: if 1 
0038:   $1355 == 1  ;; integer values 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02CCCF 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02CCCF 
00D6: if 2 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
8118:   NOT   actor $1397 dead 
004D: jump_if_false Label02CCC3 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot -1041.3 80.45 10.6 radius 1.0 1.0 2.0 
004D: jump_if_false Label02CC85 
00D6: if 0 
0038:   $1372 == 0  ;; integer values 
004D: jump_if_false Label02CC7E 
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 2  ;; integer values 
0084: $1369 = $1397  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02CC7E
0002: jump Label02CCBC 

:Label02CC85
00D6: if 0 
0038:   $1372 == 1  ;; integer values 
004D: jump_if_false Label02CCBC 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 
0004: $1372 = 0  ;; integer values 

:Label02CCBC
0002: jump Label02CCCF 

:Label02CCC3
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 

:Label02CCCF
0002: jump Label02CCDD 

:Label02CCD6
0050: gosub Label02E12D 

:Label02CCDD
0002: jump Label02CCF2 

:Label02CCE4
0004: $1389 = 0  ;; integer values 
0050: gosub Label02E12D 

:Label02CCF2
00D6: if 1 
0038:   $1380 == 1  ;; integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02CFF7 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label02CFCB 
0004: $1390 = 1  ;; integer values 
0005: $98 = 0.0  ;; floating-point values 
02CE: $98 = ground_z -591.4 651.23 10.5 
00D6: if 0 
0020:   $98 > 0.0  ;; floating-point values 
004D: jump_if_false Label02CDC7 
00D6: if 0 
0248:   model #BKA available 
004D: jump_if_false Label02CDC0 
00D6: if 0 
0038:   $1400 == 0  ;; integer values 
004D: jump_if_false Label02CDC0 
009A: $1399 = create_actor 4 #BKA at -591.4 651.23 10.5 
0173: set_actor $1399 z_angle_to 25.0 
0223: set_actor $1399 health_to 150 
01ED: reset_actor $1399 flags 
0291: unknown_actor $1399 unknown_behavior_flag 1 
0243: set_actor $1399 ped_stats_to 11 
0004: $1400 = 1  ;; integer values 

:Label02CDC0
0002: jump Label02CDE5 

:Label02CDC7
00D6: if 0 
0038:   $1400 == 1  ;; integer values 
004D: jump_if_false Label02CDE5 
009B: destroy_actor_instantly $1399 
0004: $1400 = 0  ;; integer values 

:Label02CDE5
0005: $98 = 0.0  ;; floating-point values 
02CE: $98 = ground_z -904.7 800.4 10.5 
00D6: if 0 
0020:   $98 > 0.0  ;; floating-point values 
004D: jump_if_false Label02CFBD 
00D6: if 0 
0038:   $1356 == 0  ;; integer values 
004D: jump_if_false Label02CEB3 
023C: load_special_actor 20 "BURGER" 

:Label02CE36
00D6: if 0 
823D:   NOT   special_actor 20 loaded 
004D: jump_if_false Label02CE5C 
0001: wait 0 ms 
023C: load_special_actor 20 "BURGER" 
0002: jump Label02CE36 

:Label02CE5C
009A: $1396 = create_actor 4 #SPECIAL20 at -904.7 800.4 10.5 
0173: set_actor $1396 z_angle_to 270.0 
0084: $1369 = $1396  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
0004: $1356 = 1  ;; integer values 

:Label02CEB3
00D6: if 1 
0038:   $1356 == 1  ;; integer values 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02CFB6 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02CFB6 
00D6: if 2 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
8118:   NOT   actor $1396 dead 
004D: jump_if_false Label02CFAA 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot -903.0 800.3 10.5 radius 1.0 1.0 2.0 
004D: jump_if_false Label02CF6C 
00D6: if 0 
0038:   $1372 == 0  ;; integer values 
004D: jump_if_false Label02CF65 
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 2  ;; integer values 
0084: $1369 = $1396  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02CF65
0002: jump Label02CFA3 

:Label02CF6C
00D6: if 0 
0038:   $1372 == 1  ;; integer values 
004D: jump_if_false Label02CFA3 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 
0004: $1372 = 0  ;; integer values 

:Label02CFA3
0002: jump Label02CFB6 

:Label02CFAA
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 

:Label02CFB6
0002: jump Label02CFC4 

:Label02CFBD
0050: gosub Label02E12D 

:Label02CFC4
0002: jump Label02CFF7 

:Label02CFCB
00D6: if 0 
0038:   $1400 == 1  ;; integer values 
004D: jump_if_false Label02CFE9 
009B: destroy_actor_instantly $1399 
0004: $1400 = 0  ;; integer values 

:Label02CFE9
0004: $1390 = 0  ;; integer values 
0050: gosub Label02E12D 

:Label02CFF7
00D6: if 1 
0038:   $1380 == 2  ;; integer values 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02D221 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label02D213 
0004: $1391 = 1  ;; integer values 
0005: $98 = 0.0  ;; floating-point values 
02CE: $98 = ground_z 419.4 89.7 50.0 
00D6: if 0 
0020:   $98 > 0.0  ;; floating-point values 
004D: jump_if_false Label02D205 
00D6: if 0 
0038:   $1357 == 0  ;; integer values 
004D: jump_if_false Label02D0FB 
023C: load_special_actor 20 "BURGER" 

:Label02D07E
00D6: if 0 
823D:   NOT   special_actor 20 loaded 
004D: jump_if_false Label02D0A4 
0001: wait 0 ms 
023C: load_special_actor 20 "BURGER" 
0002: jump Label02D07E 

:Label02D0A4
009A: $1395 = create_actor 4 #SPECIAL20 at 419.4 89.7 10.3 
0173: set_actor $1395 z_angle_to 250.0 
0084: $1369 = $1395  ;; integer values and handles 
0050: gosub Label02D24F 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 
0004: $1357 = 1  ;; integer values 

:Label02D0FB
00D6: if 1 
0038:   $1357 == 1  ;; integer values 
0038:   $1180 == 0  ;; integer values 
004D: jump_if_false Label02D1FE 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02D1FE 
00D6: if 2 
010A:   player $PLAYER_CHAR money > 0 
8183:   NOT   player $PLAYER_CHAR health > 99 
8118:   NOT   actor $1395 dead 
004D: jump_if_false Label02D1F2 
00D6: if 0 
00F6:   player $PLAYER_CHAR 0 near_point_on_foot 421.1 88.8 10.5 radius 1.0 1.0 2.0 
004D: jump_if_false Label02D1B4 
00D6: if 0 
0038:   $1372 == 0  ;; integer values 
004D: jump_if_false Label02D1AD 
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 
0004: $1366 = 2  ;; integer values 
0084: $1369 = $1395  ;; integer values and handles 
0050: gosub Label02D278 
0002: jump Label02BF1D 

:Label02D1AD
0002: jump Label02D1EB 

:Label02D1B4
00D6: if 0 
0038:   $1372 == 1  ;; integer values 
004D: jump_if_false Label02D1EB 
03BD: destroy_sphere $1381 
03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 
0004: $1372 = 0  ;; integer values 

:Label02D1EB
0002: jump Label02D1FE 

:Label02D1F2
0004: $1372 = 1  ;; integer values 
03BD: destroy_sphere $1381 

:Label02D1FE
0002: jump Label02D20C 

:Label02D205
0050: gosub Label02E12D 

:Label02D20C
0002: jump Label02D221 

:Label02D213
0004: $1391 = 0  ;; integer values 
0050: gosub Label02E12D 

:Label02D221
0002: jump Label02D22F 

:Label02D228
0050: gosub Label02E12D 

:Label02D22F
00D6: if 0 
0018:   $1380 > 1  ;; integer values 
004D: jump_if_false Label02D248 
0004: $1380 = 0  ;; integer values 

:Label02D248
0002: jump Label02BF1D 

:Label02D24F
01ED: reset_actor $1369 flags 
011A: set_actor $1369 flags 1048576 
011A: set_actor $1369 flags 8388608 
056B: $1369 1 
0350: unknown_actor $1369 not_scared_flag 1 
0051: return 

:Label02D278
0004: $1180 = 1  ;; integer values 
00D6: if 0 
8118:   NOT   actor $1369 dead 
004D: jump_if_false Label02D2C4 
0050: gosub Label02D2CD 
00D6: if 0 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label02D2B6 
0050: gosub Label02D323 
0050: gosub Label02D5D7 

:Label02D2B6
0050: gosub Label02E0BA 
0050: gosub Label02D303 

:Label02D2C4
0004: $1180 = 0  ;; integer values 
0051: return 

:Label02D2CD
00D6: if 1 
0256:   player $PLAYER_CHAR defined 
8118:   NOT   actor $1369 dead 
004D: jump_if_false Label02D2FF 
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 (true)  
020E: actor $PLAYER_ACTOR look_at_actor $1369 
0002: jump Label02D301 

:Label02D2FF
0051: return 

:Label02D301
0051: return 

:Label02D303
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02D321 
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)  
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 (false)  

:Label02D321
0051: return 

:Label02D323
00D6: if 1 
0256:   player $PLAYER_CHAR defined 
8118:   NOT   actor $1369 dead 
004D: jump_if_false Label02D5D5 
0209: $1367 = random_int 1 15 
00D6: if 0 
0038:   $1367 == 1  ;; integer values 
004D: jump_if_false Label02D36D 
03CF: load_wav "GIMME01" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D36D
00D6: if 0 
0038:   $1367 == 2  ;; integer values 
004D: jump_if_false Label02D399 
03CF: load_wav "GIMME02" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D399
00D6: if 0 
0038:   $1367 == 3  ;; integer values 
004D: jump_if_false Label02D3C5 
03CF: load_wav "GIMME03" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D3C5
00D6: if 0 
0038:   $1367 == 4  ;; integer values 
004D: jump_if_false Label02D3F1 
03CF: load_wav "GIMME04" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D3F1
00D6: if 0 
0038:   $1367 == 5  ;; integer values 
004D: jump_if_false Label02D41D 
03CF: load_wav "GIMME05" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D41D
00D6: if 0 
0038:   $1367 == 6  ;; integer values 
004D: jump_if_false Label02D449 
03CF: load_wav "GIMME06" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D449
00D6: if 0 
0038:   $1367 == 7  ;; integer values 
004D: jump_if_false Label02D475 
03CF: load_wav "GIMME07" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D475
00D6: if 0 
0038:   $1367 == 8  ;; integer values 
004D: jump_if_false Label02D4A1 
03CF: load_wav "GIMME08" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D4A1
00D6: if 0 
0038:   $1367 == 9  ;; integer values 
004D: jump_if_false Label02D4CD 
03CF: load_wav "GIMME09" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D4CD
00D6: if 0 
0038:   $1367 == 10  ;; integer values 
004D: jump_if_false Label02D4F9 
03CF: load_wav "GIMME10" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D4F9
00D6: if 0 
0038:   $1367 == 11  ;; integer values 
004D: jump_if_false Label02D525 
03CF: load_wav "GIMME11" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D525
00D6: if 0 
0038:   $1367 == 12  ;; integer values 
004D: jump_if_false Label02D551 
03CF: load_wav "GIMME12" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D551
00D6: if 0 
0038:   $1367 == 13  ;; integer values 
004D: jump_if_false Label02D57D 
03CF: load_wav "GIMME13" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D57D
00D6: if 0 
0038:   $1367 == 14  ;; integer values 
004D: jump_if_false Label02D5A9 
03CF: load_wav "GIMME14" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D5A9
00D6: if 0 
0038:   $1367 == 15  ;; integer values 
004D: jump_if_false Label02D5D5 
03CF: load_wav "GIMME15" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D5D5
0051: return 

:Label02D5D7
00D6: if 2 
0256:   player $PLAYER_CHAR defined 
8118:   NOT   actor $1369 dead 
0038:   $ONMISSION == 0  ;; integer values 
004D: jump_if_false Label02E056 
0209: $1368 = random_int 1 30 
00D6: if 0 
001A:   11 > $1368  ;; integer values 
004D: jump_if_false Label02DCDD 
00D6: if 0 
0038:   $1366 == 1  ;; integer values 
004D: jump_if_false Label02D839 
0209: $1368 = random_int 1 12 
00D6: if 0 
0038:   $1368 == 1  ;; integer values 
004D: jump_if_false Label02D655 
03CF: load_wav "BURG_01" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D655
00D6: if 0 
0038:   $1368 == 2  ;; integer values 
004D: jump_if_false Label02D681 
03CF: load_wav "BURG_02" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D681
00D6: if 0 
0038:   $1368 == 3  ;; integer values 
004D: jump_if_false Label02D6AD 
03CF: load_wav "BURG_03" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D6AD
00D6: if 0 
0038:   $1368 == 4  ;; integer values 
004D: jump_if_false Label02D6D9 
03CF: load_wav "BURG_04" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D6D9
00D6: if 0 
0038:   $1368 == 5  ;; integer values 
004D: jump_if_false Label02D705 
03CF: load_wav "BURG_05" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D705
00D6: if 0 
0038:   $1368 == 6  ;; integer values 
004D: jump_if_false Label02D731 
03CF: load_wav "BURG_06" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D731
00D6: if 0 
0038:   $1368 == 7  ;; integer values 
004D: jump_if_false Label02D75D 
03CF: load_wav "BURG_07" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D75D
00D6: if 0 
0038:   $1368 == 8  ;; integer values 
004D: jump_if_false Label02D789 
03CF: load_wav "BURG_08" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D789
00D6: if 0 
0038:   $1368 == 9  ;; integer values 
004D: jump_if_false Label02D7B5 
03CF: load_wav "BURG_09" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D7B5
00D6: if 0 
0038:   $1368 == 10  ;; integer values 
004D: jump_if_false Label02D7E1 
03CF: load_wav "BURG_10" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D7E1
00D6: if 0 
0038:   $1368 == 11  ;; integer values 
004D: jump_if_false Label02D80D 
03CF: load_wav "BURG_11" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D80D
00D6: if 0 
0038:   $1368 == 12  ;; integer values 
004D: jump_if_false Label02D839 
03CF: load_wav "BURG_12" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D839
00D6: if 0 
0038:   $1366 == 2  ;; integer values 
004D: jump_if_false Label02D9E0 
0209: $1368 = random_int 1 9 
00D6: if 0 
0038:   $1368 == 1  ;; integer values 
004D: jump_if_false Label02D880 
03CF: load_wav "CRUST01" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D880
00D6: if 0 
0038:   $1368 == 2  ;; integer values 
004D: jump_if_false Label02D8AC 
03CF: load_wav "CRUST02" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D8AC
00D6: if 0 
0038:   $1368 == 3  ;; integer values 
004D: jump_if_false Label02D8D8 
03CF: load_wav "CRUST03" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D8D8
00D6: if 0 
0038:   $1368 == 4  ;; integer values 
004D: jump_if_false Label02D904 
03CF: load_wav "CRUST04" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D904
00D6: if 0 
0038:   $1368 == 5  ;; integer values 
004D: jump_if_false Label02D930 
03CF: load_wav "CRUST05" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D930
00D6: if 0 
0038:   $1368 == 6  ;; integer values 
004D: jump_if_false Label02D95C 
03CF: load_wav "CRUST06" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D95C
00D6: if 0 
0038:   $1368 == 7  ;; integer values 
004D: jump_if_false Label02D988 
03CF: load_wav "CRUST07" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D988
00D6: if 0 
0038:   $1368 == 8  ;; integer values 
004D: jump_if_false Label02D9B4 
03CF: load_wav "CRUST08" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D9B4
00D6: if 0 
0038:   $1368 == 9  ;; integer values 
004D: jump_if_false Label02D9E0 
03CF: load_wav "CRUST09" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02D9E0
00D6: if 0 
0038:   $1366 == 3  ;; integer values 
004D: jump_if_false Label02DB5B 
0209: $1368 = random_int 1 8 
00D6: if 0 
0038:   $1368 == 1  ;; integer values 
004D: jump_if_false Label02DA27 
03CF: load_wav "SHAFT01" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DA27
00D6: if 0 
0038:   $1368 == 2  ;; integer values 
004D: jump_if_false Label02DA53 
03CF: load_wav "SHAFT02" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DA53
00D6: if 0 
0038:   $1368 == 3  ;; integer values 
004D: jump_if_false Label02DA7F 
03CF: load_wav "SHAFT03" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DA7F
00D6: if 0 
0038:   $1368 == 4  ;; integer values 
004D: jump_if_false Label02DAAB 
03CF: load_wav "SHAFT04" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DAAB
00D6: if 0 
0038:   $1368 == 5  ;; integer values 
004D: jump_if_false Label02DAD7 
03CF: load_wav "SHAFT05" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DAD7
00D6: if 0 
0038:   $1368 == 6  ;; integer values 
004D: jump_if_false Label02DB03 
03CF: load_wav "SHAFT06" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DB03
00D6: if 0 
0038:   $1368 == 7  ;; integer values 
004D: jump_if_false Label02DB2F 
03CF: load_wav "SHAFT07" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DB2F
00D6: if 0 
0038:   $1368 == 8  ;; integer values 
004D: jump_if_false Label02DB5B 
03CF: load_wav "SHAFT08" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DB5B
00D6: if 0 
0038:   $1366 == 4  ;; integer values 
004D: jump_if_false Label02DCD6 
0209: $1368 = random_int 1 8 
00D6: if 0 
0038:   $1368 == 1  ;; integer values 
004D: jump_if_false Label02DBA2 
03CF: load_wav "BAND_01" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DBA2
00D6: if 0 
0038:   $1368 == 2  ;; integer values 
004D: jump_if_false Label02DBCE 
03CF: load_wav "BAND_02" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DBCE
00D6: if 0 
0038:   $1368 == 3  ;; integer values 
004D: jump_if_false Label02DBFA 
03CF: load_wav "BAND_03" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DBFA
00D6: if 0 
0038:   $1368 == 4  ;; integer values 
004D: jump_if_false Label02DC26 
03CF: load_wav "BAND_04" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DC26
00D6: if 0 
0038:   $1368 == 5  ;; integer values 
004D: jump_if_false Label02DC52 
03CF: load_wav "BAND_05" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DC52
00D6: if 0 
0038:   $1368 == 6  ;; integer values 
004D: jump_if_false Label02DC7E 
03CF: load_wav "BAND_06" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DC7E
00D6: if 0 
0038:   $1368 == 7  ;; integer values 
004D: jump_if_false Label02DCAA 
03CF: load_wav "BAND_07" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DCAA
00D6: if 0 
0038:   $1368 == 8  ;; integer values 
004D: jump_if_false Label02DCD6 
03CF: load_wav "BAND_08" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DCD6
0002: jump Label02E056 

:Label02DCDD
0209: $1368 = random_int 1 20 
00D6: if 0 
0038:   $1368 == 1  ;; integer values 
004D: jump_if_false Label02DD12 
03CF: load_wav "FUD_01" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DD12
00D6: if 0 
0038:   $1368 == 2  ;; integer values 
004D: jump_if_false Label02DD3E 
03CF: load_wav "FUD_02" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DD3E
00D6: if 0 
0038:   $1368 == 3  ;; integer values 
004D: jump_if_false Label02DD6A 
03CF: load_wav "FUD_03" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DD6A
00D6: if 0 
0038:   $1368 == 4  ;; integer values 
004D: jump_if_false Label02DD96 
03CF: load_wav "FUD_04" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DD96
00D6: if 0 
0038:   $1368 == 5  ;; integer values 
004D: jump_if_false Label02DDC2 
03CF: load_wav "FUD_05" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DDC2
00D6: if 0 
0038:   $1368 == 6  ;; integer values 
004D: jump_if_false Label02DDEE 
03CF: load_wav "FUD_06" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DDEE
00D6: if 0 
0038:   $1368 == 7  ;; integer values 
004D: jump_if_false Label02DE1A 
03CF: load_wav "FUD_07" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DE1A
00D6: if 0 
0038:   $1368 == 8  ;; integer values 
004D: jump_if_false Label02DE46 
03CF: load_wav "FUD_08" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DE46
00D6: if 0 
0038:   $1368 == 9  ;; integer values 
004D: jump_if_false Label02DE72 
03CF: load_wav "FUD_09" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DE72
00D6: if 0 
0038:   $1368 == 10  ;; integer values 
004D: jump_if_false Label02DE9E 
03CF: load_wav "FUD_10" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DE9E
00D6: if 0 
0038:   $1368 == 11  ;; integer values 
004D: jump_if_false Label02DECA 
03CF: load_wav "FUD_11" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DECA
00D6: if 0 
0038:   $1368 == 12  ;; integer values 
004D: jump_if_false Label02DEF6 
03CF: load_wav "FUD_12" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DEF6
00D6: if 0 
0038:   $1368 == 13  ;; integer values 
004D: jump_if_false Label02DF22 
03CF: load_wav "FUD_13" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DF22
00D6: if 0 
0038:   $1368 == 14  ;; integer values 
004D: jump_if_false Label02DF4E 
03CF: load_wav "FUD_14" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DF4E
00D6: if 0 
0038:   $1368 == 15  ;; integer values 
004D: jump_if_false Label02DF7A 
03CF: load_wav "FUD_15" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DF7A
00D6: if 0 
0038:   $1368 == 16  ;; integer values 
004D: jump_if_false Label02DFA6 
03CF: load_wav "FUD_16" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DFA6
00D6: if 0 
0038:   $1368 == 17  ;; integer values 
004D: jump_if_false Label02DFD2 
03CF: load_wav "FUD_17" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DFD2
00D6: if 0 
0038:   $1368 == 18  ;; integer values 
004D: jump_if_false Label02DFFE 
03CF: load_wav "FUD_18" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02DFFE
00D6: if 0 
0038:   $1368 == 19  ;; integer values 
004D: jump_if_false Label02E02A 
03CF: load_wav "FUD_19" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02E02A
00D6: if 0 
0038:   $1368 == 20  ;; integer values 
004D: jump_if_false Label02E056 
03CF: load_wav "FUD_20" as 2 
0050: gosub Label02E058 
0050: gosub Label02E08A 

:Label02E056
0051: return 

:Label02E058
00D6: if 0 
83D0:   NOT   wav 2 loaded 
004D: jump_if_false Label02E084 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label02E07D 
0051: return 

:Label02E07D
0002: jump Label02E058 

:Label02E084
03D1: play_wav 2 
0051: return 

:Label02E08A
00D6: if 0 
83D2:   NOT   wav 2 ended 
004D: jump_if_false Label02E0B6 
0001: wait 0 ms 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label02E0AF 
0051: return 

:Label02E0AF
0002: jump Label02E08A 

:Label02E0B6
00BE: text_clear_all 
0051: return 

:Label02E0BA
00D6: if 1 
0256:   player $PLAYER_CHAR defined 
8118:   NOT   actor $1369 dead 
004D: jump_if_false Label02E12B 
0225: $1370 = player $PLAYER_CHAR health 
0010: $1370 *= -1  ;; integer values 
0008: $1370 += 100  ;; integer values 
010B: $1371 = player $PLAYER_CHAR money 
00D6: if 0 
001C:   $1370 > $1371  ;; integer values 
004D: jump_if_false Label02E108 
0084: $1370 = $1371  ;; integer values and handles 

:Label02E108
0010: $1370 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += $1370 
0222: set_player $PLAYER_CHAR health_to 100 
018C: play_sound 1 at $1392 $1393 $1394 

:Label02E12B
0051: return 

:Label02E12D
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label02E152 
0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 
0002: jump Label02E17C 

:Label02E152
0050: gosub Label02E2CF 
0004: $1353 = 0  ;; integer values 
0004: $1354 = 0  ;; integer values 
0004: $1355 = 0  ;; integer values 
0004: $1356 = 0  ;; integer values 
0004: $1357 = 0  ;; integer values 

:Label02E17C
00D6: if 0 
0038:   $1353 == 1  ;; integer values 
004D: jump_if_false Label02E1DD 
00D6: if 21 
0022:   410.0 > $1392  ;; floating-point values 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label02E1DD 
009B: destroy_actor_instantly $1358 
009B: destroy_actor_instantly $1359 
009B: destroy_actor_instantly $1360 
009B: destroy_actor_instantly $1361 
03BD: destroy_sphere $1381 
03BD: destroy_sphere $1382 
03BD: destroy_sphere $1383 
03BD: destroy_sphere $1384 
0296: unload_special_actor 20 
0004: $1353 = 0  ;; integer values 

:Label02E1DD
00D6: if 0 
0038:   $1354 == 1  ;; integer values 
004D: jump_if_false Label02E23E 
00D6: if 21 
0020:   $1392 > 415.0  ;; floating-point values 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label02E23E 
009B: destroy_actor_instantly $1362 
009B: destroy_actor_instantly $1363 
009B: destroy_actor_instantly $1364 
009B: destroy_actor_instantly $1365 
03BD: destroy_sphere $1385 
03BD: destroy_sphere $1386 
03BD: destroy_sphere $1387 
03BD: destroy_sphere $1388 
0296: unload_special_actor 20 
0004: $1354 = 0  ;; integer values 

:Label02E23E
00D6: if 1 
0038:   $1355 == 1  ;; integer values 
0038:   $1389 == 0  ;; integer values 
004D: jump_if_false Label02E271 
009B: destroy_actor_instantly $1397 
009B: destroy_actor_instantly $1398 
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
0004: $1355 = 0  ;; integer values 

:Label02E271
00D6: if 1 
0038:   $1356 == 1  ;; integer values 
0038:   $1390 == 0  ;; integer values 
004D: jump_if_false Label02E29F 
009B: destroy_actor_instantly $1396 
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
0004: $1356 = 0  ;; integer values 

:Label02E29F
00D6: if 1 
0038:   $1357 == 1  ;; integer values 
0038:   $1391 == 0  ;; integer values 
004D: jump_if_false Label02E2CD 
009B: destroy_actor_instantly $1395 
0296: unload_special_actor 20 
03BD: destroy_sphere $1381 
0004: $1357 = 0  ;; integer values 

:Label02E2CD
0051: return 

:Label02E2CF
009B: destroy_actor_instantly $1358 
009B: destroy_actor_instantly $1359 
009B: destroy_actor_instantly $1360 
009B: destroy_actor_instantly $1361 
009B: destroy_actor_instantly $1362 
009B: destroy_actor_instantly $1363 
009B: destroy_actor_instantly $1364 
009B: destroy_actor_instantly $1365 
009B: destroy_actor_instantly $1395 
009B: destroy_actor_instantly $1396 
009B: destroy_actor_instantly $1397 
009B: destroy_actor_instantly $1398 
03BD: destroy_sphere $1381 
03BD: destroy_sphere $1382 
03BD: destroy_sphere $1383 
03BD: destroy_sphere $1384 
03BD: destroy_sphere $1385 
03BD: destroy_sphere $1386 
03BD: destroy_sphere $1387 
03BD: destroy_sphere $1388 
0296: unload_special_actor 20 
0051: return 

:Label02FEC2
0004: $1524 = -60000  ;; integer values 
0004: $1525 = -60000  ;; integer values 
0004: $1526 = -60000  ;; integer values 
0004: $1527 = 0  ;; integer values 
0004: $1530 = 0  ;; integer values 
0004: $864 = 0  ;; integer values 
0004: $1540 = 0  ;; integer values 
0004: $1541 = 0  ;; integer values 
0004: $1542 = 0  ;; integer values 
0004: $1543 = 0  ;; integer values 
0004: $1544 = 0  ;; integer values 
0004: $1545 = 0  ;; integer values 
0004: $1546 = 0  ;; integer values 
0004: $1547 = 0  ;; integer values 
0004: $1548 = 0  ;; integer values 
0004: $1549 = 0  ;; integer values 
0004: $1550 = 0  ;; integer values 
0004: $1551 = 0  ;; integer values 
0004: $1552 = 0  ;; integer values 
0004: $1553 = 0  ;; integer values 
0004: $1554 = 0  ;; integer values 
0004: $1555 = 0  ;; integer values 
0004: $1531 = 0  ;; integer values 
03A4: name_thread "SHOPS" 
0111: set_wasted_busted_check_to 0 (disabled)  
004F: create_thread Label02FFA4  
004F: create_thread Label030399  
004F: create_thread Label030513  
004F: create_thread Label0307CC  
004F: create_thread Label030BE4  
004E: end_thread 

:Label02FFA4
03A4: name_thread "SHOP1" 

:Label02FFAE
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label03038B 
00D6: if 1 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
0038:   $1003 == 0  ;; integer values 
004D: jump_if_false Label030384 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 449.7 781.5 12.2 radius 30.0 30.0 30.0 
004D: jump_if_false Label0300ED 
00D6: if 0 
0038:   $1527 == 0  ;; integer values 
004D: jump_if_false Label03007C 
0050: gosub Label0312E4 
0084: $1533 = $859  ;; integer values and handles 
0060: $1533 -= $1524  ;; integer values 
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label03006E 
009A: $1532 = create_actor 4 #SPECIAL16 at 450.0 782.5 12.2 
0050: gosub Label03147C 

:Label03006E
0004: $1527 = 1  ;; integer values 
0002: jump Label0300E6 

:Label03007C
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label0300E6 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label0300DF 
00D6: if 0 
0057:   player $PLAYER_CHAR 0 in_cube 472.7 800.4 11.5 438.1 779.0 17.0 
004D: jump_if_false Label0300D8 
0050: gosub Label030FD6 

:Label0300D8
0002: jump Label0300E6 

:Label0300DF
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label0300E6
0002: jump Label030106 

:Label0300ED
00D6: if 0 
0038:   $1527 == 1  ;; integer values 
004D: jump_if_false Label030106 
0050: gosub Label031322 

:Label030106
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030245 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 383.2 759.7 11.0 radius 30.0 30.0 30.0 
004D: jump_if_false Label03022C 
00D6: if 0 
0038:   $1528 == 0  ;; integer values 
004D: jump_if_false Label0301BB 
0050: gosub Label0312E4 
0084: $1534 = $859  ;; integer values and handles 
0060: $1534 -= $1525  ;; integer values 
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label0301AD 
009A: $1532 = create_actor 4 #SPECIAL16 at 383.2 759.7 11.0 
0173: set_actor $1532 z_angle_to 180.0 
0050: gosub Label03147C 

:Label0301AD
0004: $1528 = 1  ;; integer values 
0002: jump Label030225 

:Label0301BB
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label030225 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label03021E 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 383.2 759.7 11.0 radius 8.0 8.0 6.0 
004D: jump_if_false Label030217 
0050: gosub Label030FD6 

:Label030217
0002: jump Label030225 

:Label03021E
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030225
0002: jump Label030245 

:Label03022C
00D6: if 0 
0038:   $1528 == 1  ;; integer values 
004D: jump_if_false Label030245 
0050: gosub Label031322 

:Label030245
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030384 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 379.9 210.2 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false Label03036B 
00D6: if 0 
0038:   $1529 == 0  ;; integer values 
004D: jump_if_false Label0302FA 
0050: gosub Label0312E4 
0084: $1535 = $859  ;; integer values and handles 
0060: $1535 -= $1526  ;; integer values 
00D6: if 0 
0018:   $1535 > 60000  ;; integer values 
004D: jump_if_false Label0302EC 
009A: $1532 = create_actor 4 #SPECIAL16 at 379.9 210.2 10.6 
0173: set_actor $1532 z_angle_to 280.0 
0050: gosub Label03147C 

:Label0302EC
0004: $1529 = 1  ;; integer values 
0002: jump Label030364 

:Label0302FA
00D6: if 0 
0018:   $1535 > 60000  ;; integer values 
004D: jump_if_false Label030364 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label03035D 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 379.9 210.2 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false Label030356 
0050: gosub Label030FD6 

:Label030356
0002: jump Label030364 

:Label03035D
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030364
0002: jump Label030384 

:Label03036B
00D6: if 0 
0038:   $1529 == 1  ;; integer values 
004D: jump_if_false Label030384 
0050: gosub Label031322 

:Label030384
0002: jump Label030392 

:Label03038B
0050: gosub Label031322 

:Label030392
0002: jump Label02FFAE 

:Label030399
03A4: name_thread "SHOP2" 

:Label0303A3
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030505 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAITI" 
004D: jump_if_false Label0304FE 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
004D: jump_if_false Label0304E5 
00D6: if 0 
0038:   $1527 == 0  ;; integer values 
004D: jump_if_false Label030474 
0050: gosub Label0312E4 
0084: $1533 = $859  ;; integer values and handles 
0060: $1533 -= $1524  ;; integer values 
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label030466 
009A: $1532 = create_actor 4 #SPECIAL16 at -846.6 -72.6 10.8 
0173: set_actor $1532 z_angle_to 166.0 
0050: gosub Label03147C 

:Label030466
0004: $1527 = 1  ;; integer values 
0002: jump Label0304DE 

:Label030474
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label0304DE 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label0304D7 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -846.6 -72.6 10.8 radius 8.0 8.0 6.0 
004D: jump_if_false Label0304D0 
0050: gosub Label030FD6 

:Label0304D0
0002: jump Label0304DE 

:Label0304D7
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label0304DE
0002: jump Label0304FE 

:Label0304E5
00D6: if 0 
0038:   $1527 == 1  ;; integer values 
004D: jump_if_false Label0304FE 
0050: gosub Label031322 

:Label0304FE
0002: jump Label03050C 

:Label030505
0050: gosub Label031322 

:Label03050C
0002: jump Label0303A3 

:Label030513
03A4: name_thread "SHOP3" 

:Label03051D
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0307BE 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label0307B7 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -830.4 741.9 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false Label03065F 
00D6: if 0 
0038:   $1527 == 0  ;; integer values 
004D: jump_if_false Label0305EE 
0050: gosub Label0312E4 
0084: $1533 = $859  ;; integer values and handles 
0060: $1533 -= $1524  ;; integer values 
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label0305E0 
009A: $1532 = create_actor 4 #SPECIAL16 at -830.4 741.9 10.6 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub Label03147C 

:Label0305E0
0004: $1527 = 1  ;; integer values 
0002: jump Label030658 

:Label0305EE
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label030658 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label030651 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -830.4 741.9 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false Label03064A 
0050: gosub Label030FD6 

:Label03064A
0002: jump Label030658 

:Label030651
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030658
0002: jump Label030678 

:Label03065F
00D6: if 0 
0038:   $1527 == 1  ;; integer values 
004D: jump_if_false Label030678 
0050: gosub Label031322 

:Label030678
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0307B7 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -854.3 850.0 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false Label03079E 
00D6: if 0 
0038:   $1528 == 0  ;; integer values 
004D: jump_if_false Label03072D 
0050: gosub Label0312E4 
0084: $1534 = $859  ;; integer values and handles 
0060: $1534 -= $1525  ;; integer values 
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label03071F 
009A: $1532 = create_actor 4 #SPECIAL16 at -854.3 850.0 10.6 
0173: set_actor $1532 z_angle_to 110.0 
0050: gosub Label03147C 

:Label03071F
0004: $1528 = 1  ;; integer values 
0002: jump Label030797 

:Label03072D
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label030797 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label030790 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -854.3 850.0 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false Label030789 
0050: gosub Label030FD6 

:Label030789
0002: jump Label030797 

:Label030790
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030797
0002: jump Label0307B7 

:Label03079E
00D6: if 0 
0038:   $1528 == 1  ;; integer values 
004D: jump_if_false Label0307B7 
0050: gosub Label031322 

:Label0307B7
0002: jump Label0307C5 

:Label0307BE
0050: gosub Label031322 

:Label0307C5
0002: jump Label03051D 

:Label0307CC
03A4: name_thread "SHOP4" 

:Label0307D6
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030BD6 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "HAVANA" 
004D: jump_if_false Label030BCF 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
004D: jump_if_false Label030918 
00D6: if 0 
0038:   $1527 == 0  ;; integer values 
004D: jump_if_false Label0308A7 
0050: gosub Label0312E4 
0084: $1533 = $859  ;; integer values and handles 
0060: $1533 -= $1524  ;; integer values 
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label030899 
009A: $1532 = create_actor 4 #SPECIAL16 at -858.8 -632.66 10.6 
0173: set_actor $1532 z_angle_to 193.0 
0050: gosub Label03147C 

:Label030899
0004: $1527 = 1  ;; integer values 
0002: jump Label030911 

:Label0308A7
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label030911 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label03090A 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -859.2 -632.7 10.6 radius 8.0 8.0 6.0 
004D: jump_if_false Label030903 
0050: gosub Label030FD6 

:Label030903
0002: jump Label030911 

:Label03090A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030911
0002: jump Label030931 

:Label030918
00D6: if 0 
0038:   $1527 == 1  ;; integer values 
004D: jump_if_false Label030931 
0050: gosub Label031322 

:Label030931
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030A80 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030A80 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -1167.1 -615.8 11.0 radius 30.0 30.0 30.0 
004D: jump_if_false Label030A67 
00D6: if 0 
0038:   $1528 == 0  ;; integer values 
004D: jump_if_false Label0309F6 
0050: gosub Label0312E4 
0084: $1534 = $859  ;; integer values and handles 
0060: $1534 -= $1525  ;; integer values 
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label0309E8 
009A: $1532 = create_actor 4 #SPECIAL16 at -1167.1 -615.8 11.0 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub Label03147C 

:Label0309E8
0004: $1528 = 1  ;; integer values 
0002: jump Label030A60 

:Label0309F6
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label030A60 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label030A59 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -1167.1 -615.8 11.0 radius 8.0 8.0 6.0 
004D: jump_if_false Label030A52 
0050: gosub Label030FD6 

:Label030A52
0002: jump Label030A60 

:Label030A59
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030A60
0002: jump Label030A80 

:Label030A67
00D6: if 0 
0038:   $1528 == 1  ;; integer values 
004D: jump_if_false Label030A80 
0050: gosub Label031322 

:Label030A80
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030BCF 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030BCF 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
004D: jump_if_false Label030BB6 
00D6: if 0 
0038:   $1529 == 0  ;; integer values 
004D: jump_if_false Label030B45 
0050: gosub Label0312E4 
0084: $1535 = $859  ;; integer values and handles 
0060: $1535 -= $1526  ;; integer values 
00D6: if 0 
0018:   $1535 > 60000  ;; integer values 
004D: jump_if_false Label030B37 
009A: $1532 = create_actor 4 #SPECIAL16 at -1192.2 -323.7 11.1 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub Label03147C 

:Label030B37
0004: $1529 = 1  ;; integer values 
0002: jump Label030BAF 

:Label030B45
00D6: if 0 
0018:   $1535 > 60000  ;; integer values 
004D: jump_if_false Label030BAF 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label030BA8 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point -1192.2 -323.7 11.1 radius 8.0 8.0 6.0 
004D: jump_if_false Label030BA1 
0050: gosub Label030FD6 

:Label030BA1
0002: jump Label030BAF 

:Label030BA8
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030BAF
0002: jump Label030BCF 

:Label030BB6
00D6: if 0 
0038:   $1529 == 1  ;; integer values 
004D: jump_if_false Label030BCF 
0050: gosub Label031322 

:Label030BCF
0002: jump Label030BDD 

:Label030BD6
0050: gosub Label031322 

:Label030BDD
0002: jump Label0307D6 

:Label030BE4
03A4: name_thread "SHOP5" 

:Label030BEE
0001: wait 0 ms 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030FC8 
00D6: if 0 
0038:   $1003 == 1  ;; integer values 
004D: jump_if_false Label030FC1 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
004D: jump_if_false Label030D2A 
00D6: if 0 
0038:   $1527 == 0  ;; integer values 
004D: jump_if_false Label030CB9 
0050: gosub Label0312E4 
0084: $1533 = $859  ;; integer values and handles 
0060: $1533 -= $1524  ;; integer values 
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label030CAB 
009A: $1532 = create_actor 4 #SPECIAL16 at 352.7 1111.3 24.5 
0173: set_actor $1532 z_angle_to 290.0 
0050: gosub Label03147C 

:Label030CAB
0004: $1527 = 1  ;; integer values 
0002: jump Label030D23 

:Label030CB9
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label030D23 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label030D1C 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 352.7 1111.3 24.5 radius 8.0 8.0 6.0 
004D: jump_if_false Label030D15 
0050: gosub Label030FD6 

:Label030D15
0002: jump Label030D23 

:Label030D1C
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030D23
0002: jump Label030D43 

:Label030D2A
00D6: if 0 
0038:   $1527 == 1  ;; integer values 
004D: jump_if_false Label030D43 
0050: gosub Label031322 

:Label030D43
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030E82 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
004D: jump_if_false Label030E69 
00D6: if 0 
0038:   $1528 == 0  ;; integer values 
004D: jump_if_false Label030DF8 
0050: gosub Label0312E4 
0084: $1534 = $859  ;; integer values and handles 
0060: $1534 -= $1525  ;; integer values 
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label030DEA 
009A: $1532 = create_actor 4 #SPECIAL16 at 423.5 1039.4 18.1 
0173: set_actor $1532 z_angle_to 136.0 
0050: gosub Label03147C 

:Label030DEA
0004: $1528 = 1  ;; integer values 
0002: jump Label030E62 

:Label030DF8
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label030E62 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label030E5B 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 423.5 1039.4 18.1 radius 8.0 8.0 6.0 
004D: jump_if_false Label030E54 
0050: gosub Label030FD6 

:Label030E54
0002: jump Label030E62 

:Label030E5B
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030E62
0002: jump Label030E82 

:Label030E69
00D6: if 0 
0038:   $1528 == 1  ;; integer values 
004D: jump_if_false Label030E82 
0050: gosub Label031322 

:Label030E82
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label030FC1 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 468.7 1206.6 19.0 radius 30.0 30.0 15.0 
004D: jump_if_false Label030FA8 
00D6: if 0 
0038:   $1529 == 0  ;; integer values 
004D: jump_if_false Label030F37 
0050: gosub Label0312E4 
0084: $1535 = $859  ;; integer values and handles 
0060: $1535 -= $1526  ;; integer values 
00D6: if 0 
0018:   $1535 > 60000  ;; integer values 
004D: jump_if_false Label030F29 
009A: $1532 = create_actor 4 #SPECIAL16 at 468.7 1206.6 19.0 
0173: set_actor $1532 z_angle_to 90.0 
0050: gosub Label03147C 

:Label030F29
0004: $1529 = 1  ;; integer values 
0002: jump Label030FA1 

:Label030F37
00D6: if 0 
0018:   $1535 > 60000  ;; integer values 
004D: jump_if_false Label030FA1 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label030F9A 
00D6: if 0 
00F5:   player $PLAYER_CHAR 0 near_point 468.7 1206.6 19.0 radius 8.0 8.0 6.0 
004D: jump_if_false Label030F93 
0050: gosub Label030FD6 

:Label030F93
0002: jump Label030FA1 

:Label030F9A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:Label030FA1
0002: jump Label030FC1 

:Label030FA8
00D6: if 0 
0038:   $1529 == 1  ;; integer values 
004D: jump_if_false Label030FC1 
0050: gosub Label031322 

:Label030FC1
0002: jump Label030FCF 

:Label030FC8
0050: gosub Label031322 

:Label030FCF
0002: jump Label030BEE 

:Label030FD6
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label0312E2 
00D6: if 0 
0457:   unknown_player $PLAYER_CHAR unknown_actor $1532 
004D: jump_if_false Label031248 
00D6: if 0 
0038:   $1530 == 0  ;; integer values 
004D: jump_if_false Label031073 
022F: set_actor $1532 stop_looking 
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label03105E 
04EB: unknown_actor $1532 bank 0 account_number 9999999 
0372: set_actor $1532 anim 0 wait_state_time 0 ms 
0372: set_actor $1532 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $896 $897 $898 from_actor $1532 offset 0.0 1.2 0.0 

:Label03105E
0006: 16@ = 0  ;; integer values 
0004: $1530 = 1  ;; integer values 
0002: jump Label031223 

:Label031073
00D6: if 0 
0038:   $864 == 0  ;; integer values 
004D: jump_if_false Label031223 
00D6: if 1 
0019:   16@ > 2000  ;; integer values 
001B:   6000 > 16@  ;; integer values 
004D: jump_if_false Label0310E7 
00D6: if 0 
0038:   $1540 == 0  ;; integer values 
004D: jump_if_false Label0310E7 
0009: $898 += .15  ;; floating-point values 
02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
0050: gosub Label0314A9 
0004: $1540 = 1  ;; integer values 

:Label0310E7
00D6: if 1 
0019:   16@ > 6000  ;; integer values 
001B:   10000 > 16@  ;; integer values 
004D: jump_if_false Label031153 
00D6: if 0 
0038:   $1541 == 0  ;; integer values 
004D: jump_if_false Label031153 
0009: $897 += .1  ;; floating-point values 
0009: $896 += .1  ;; floating-point values 
02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0004: $1541 = 1  ;; integer values 

:Label031153
00D6: if 1 
0019:   16@ > 10000  ;; integer values 
001B:   14000 > 16@  ;; integer values 
004D: jump_if_false Label0311B6 
00D6: if 0 
0038:   $1542 == 0  ;; integer values 
004D: jump_if_false Label0311B6 
0009: $897 += .1  ;; floating-point values 
02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $1542 = 1  ;; integer values 

:Label0311B6
00D6: if 1 
0019:   16@ > 14000  ;; integer values 
001B:   20000 > 16@  ;; integer values 
004D: jump_if_false Label031223 
00D6: if 0 
0038:   $1543 == 0  ;; integer values 
004D: jump_if_false Label031223 
0009: $897 += .1  ;; floating-point values 
0009: $896 += .1  ;; floating-point values 
02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 
018C: play_sound 13 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0004: $1543 = 1  ;; integer values 

:Label031223
00D6: if 21 
02DF: unknown_player $PLAYER_CHAR 
031D:   actor $1532 hit_by_weapon 47 
004D: jump_if_false Label031241 
0002: jump Label031248 

:Label031241
0002: jump Label0312E2 

:Label031248
00D6: if 0 
0038:   $1530 == 0  ;; integer values 
004D: jump_if_false Label03127F 
00D6: if 21 
02DF: unknown_player $PLAYER_CHAR 
031D:   actor $1532 hit_by_weapon 47 
004D: jump_if_false Label031278 
0004: $1530 = 1  ;; integer values 

:Label031278
0002: jump Label0312E2 

:Label03127F
00D6: if 0 
8118:   NOT   actor $1532 dead 
004D: jump_if_false Label0312E2 
0372: set_actor $1532 anim 0 wait_state_time 0 ms 
04EB: unknown_actor $1532 bank 1 account_number 9999999 
00D6: if 0 
0038:   $864 == 0  ;; integer values 
004D: jump_if_false Label0312E2 
00A0: store_actor $1532 position_to $896 $897 $898 
018D: $865 = create_sound 0 at $896 $897 $898 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0004: $864 = 1  ;; integer values 

:Label0312E2
0051: return 

:Label0312E4
023C: load_special_actor 16 "S_KEEP" 

:Label0312F0
00D6: if 0 
823D:   NOT   special_actor 16 loaded 
004D: jump_if_false Label031316 
0001: wait 0 ms 
023C: load_special_actor 16 "S_KEEP" 
0002: jump Label0312F0 

:Label031316
01BD: $859 = current_time_in_ms 
009B: destroy_actor_instantly $1532 
0051: return 

:Label031322
00D6: if 0 
0038:   $1527 == 1  ;; integer values 
004D: jump_if_false Label031365 
00D6: if 21 
0118:   actor $1532 dead 
0038:   $1530 == 1  ;; integer values 
004D: jump_if_false Label031365 
00D6: if 0 
0018:   $1533 > 60000  ;; integer values 
004D: jump_if_false Label031365 
01BD: $1524 = current_time_in_ms 

:Label031365
00D6: if 0 
0038:   $1528 == 1  ;; integer values 
004D: jump_if_false Label0313A8 
00D6: if 21 
0118:   actor $1532 dead 
0038:   $1530 == 1  ;; integer values 
004D: jump_if_false Label0313A8 
00D6: if 0 
0018:   $1534 > 60000  ;; integer values 
004D: jump_if_false Label0313A8 
01BD: $1525 = current_time_in_ms 

:Label0313A8
00D6: if 0 
0038:   $1529 == 1  ;; integer values 
004D: jump_if_false Label0313EB 
00D6: if 21 
0118:   actor $1532 dead 
0038:   $1530 == 1  ;; integer values 
004D: jump_if_false Label0313EB 
00D6: if 0 
0018:   $1535 > 60000  ;; integer values 
004D: jump_if_false Label0313EB 
01BD: $1526 = current_time_in_ms 

:Label0313EB
0004: $1527 = 0  ;; integer values 
0004: $1528 = 0  ;; integer values 
0004: $1529 = 0  ;; integer values 
0004: $1530 = 0  ;; integer values 
0004: $864 = 0  ;; integer values 
0004: $1540 = 0  ;; integer values 
0004: $1541 = 0  ;; integer values 
0004: $1542 = 0  ;; integer values 
0004: $1543 = 0  ;; integer values 
0215: destroy_pickup $1536 
0215: destroy_pickup $1537 
0215: destroy_pickup $1538 
0215: destroy_pickup $1539 
0296: unload_special_actor 16 
009B: destroy_actor_instantly $1532 
018E: stop_sound $865 
00D6: if 0 
8256:   NOT   player $PLAYER_CHAR defined 
004D: jump_if_false Label03147A 
0004: $1524 = -60000  ;; integer values 
0004: $1525 = -60000  ;; integer values 
0004: $1526 = -60000  ;; integer values 

:Label03147A
0051: return 

:Label03147C
0243: set_actor $1532 ped_stats_to 16 
01ED: reset_actor $1532 flags 
0350: unknown_actor $1532 not_scared_flag 1 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label0314A7 
022D: set_actor $1532 to_look_at_player $PLAYER_CHAR 

:Label0314A7
0051: return 

:Label0314A9
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
0038:   $1544 == 0  ;; integer values 
004D: jump_if_false Label0314F2 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1544 = 1  ;; integer values 

:Label0314F2
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point -854.3 850.0 10.6 radius 30.0 30.0 30.0 
0038:   $1545 == 0  ;; integer values 
004D: jump_if_false Label03153B 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1545 = 1  ;; integer values 

:Label03153B
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point -830.4 741.9 10.6 radius 30.0 30.0 30.0 
0038:   $1546 == 0  ;; integer values 
004D: jump_if_false Label031584 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1546 = 1  ;; integer values 

:Label031584
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
0038:   $1547 == 0  ;; integer values 
004D: jump_if_false Label0315CD 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1547 = 1  ;; integer values 

:Label0315CD
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point 379.9 210.2 10.6 radius 30.0 30.0 30.0 
0038:   $1548 == 0  ;; integer values 
004D: jump_if_false Label031616 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1548 = 1  ;; integer values 

:Label031616
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point 383.2 759.7 11.0 radius 30.0 30.0 30.0 
0038:   $1549 == 0  ;; integer values 
004D: jump_if_false Label03165F 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1549 = 1  ;; integer values 

:Label03165F
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point 449.7 781.5 12.2 radius 30.0 30.0 30.0 
0038:   $1550 == 0  ;; integer values 
004D: jump_if_false Label0316A8 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1550 = 1  ;; integer values 

:Label0316A8
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
0038:   $1551 == 0  ;; integer values 
004D: jump_if_false Label0316F1 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1551 = 1  ;; integer values 

:Label0316F1
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
0038:   $1552 == 0  ;; integer values 
004D: jump_if_false Label03173A 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1552 = 1  ;; integer values 

:Label03173A
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point 468.7 1206.6 18.2 radius 30.0 30.0 15.0 
0038:   $1553 == 0  ;; integer values 
004D: jump_if_false Label031783 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1553 = 1  ;; integer values 

:Label031783
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point -1167.5 -613.5 11.0 radius 30.0 30.0 30.0 
0038:   $1554 == 0  ;; integer values 
004D: jump_if_false Label0317CC 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1554 = 1  ;; integer values 

:Label0317CC
00D6: if 1 
00F5:   player $PLAYER_CHAR 0 near_point -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
0038:   $1555 == 0  ;; integer values 
004D: jump_if_false Label031815 
0531: 1 
0008: $1531 += 1  ;; integer values 
0004: $1555 = 1  ;; integer values 

:Label031815
0051: return 

:Label031817
03A4: name_thread "AUDIO" 
0111: set_wasted_busted_check_to 0 (disabled)  
004F: create_thread Label03182F  
004E: end_thread 

:Label03182F
03A4: name_thread "AUDIO1" 
0004: $1559 = 0  ;; integer values 
0004: $1560 = 0  ;; integer values 
0004: $1561 = 0  ;; integer values 
0004: $1565 = 0  ;; integer values 
0004: $1566 = 0  ;; integer values 
0004: $1567 = 0  ;; integer values 
0004: $1571 = 0  ;; integer values 
0004: $1572 = 0  ;; integer values 
0004: $1573 = 0  ;; integer values 
0004: $1579 = 0  ;; integer values 
0004: $1576 = 0  ;; integer values 
0004: $1577 = 0  ;; integer values 

:Label03188D
0001: wait 500 ms 
00BF: $9 = current_time_hours, $10 = current_time_minutes 
00D6: if 0 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false Label031F2D 
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "DTOWN" 
004D: jump_if_false Label0319C2 
00D6: if 0 
0038:   $275 == 0  ;; integer values 
004D: jump_if_false Label031903 
00D6: if 0 
0038:   $1559 == 0  ;; integer values 
004D: jump_if_false Label031903 
018D: $1556 = create_sound 36 at -596.018 640.916 12.0 
0004: $1559 = 1  ;; integer values 

:Label031903
00D6: if 0 
0038:   $275 == 1  ;; integer values 
004D: jump_if_false Label031956 
00D6: if 0 
0038:   $276 == 0  ;; integer values 
004D: jump_if_false Label031956 
00D6: if 0 
0038:   $1560 == 0  ;; integer values 
004D: jump_if_false Label031956 
018D: $1557 = create_sound 37 at -596.018 640.916 12.0 
0004: $1560 = 1  ;; integer values 

:Label031956
00D6: if 0 
0038:   $275 == 1  ;; integer values 
004D: jump_if_false Label0319BB 
00D6: if 0 
0038:   $276 == 1  ;; integer values 
004D: jump_if_false Label0319BB 
00D6: if 0 
0038:   $277 == 0  ;; integer values 
004D: jump_if_false Label0319BB 
00D6: if 0 
0038:   $1561 == 0  ;; integer values 
004D: jump_if_false Label0319BB 
018D: $1558 = create_sound 38 at -596.018 640.916 12.0 
0004: $1561 = 1  ;; integer values 

:Label0319BB
0002: jump Label031A1C 

:Label0319C2
00D6: if 0 
0038:   $1559 == 1  ;; integer values 
004D: jump_if_false Label0319E0 
018E: stop_sound $1556 
0004: $1559 = 0  ;; integer values 

:Label0319E0
00D6: if 0 
0038:   $1560 == 1  ;; integer values 
004D: jump_if_false Label0319FE 
018E: stop_sound $1557 
0004: $1560 = 0  ;; integer values 

:Label0319FE
00D6: if 0 
0038:   $1561 == 1  ;; integer values 
004D: jump_if_false Label031A1C 
018E: stop_sound $1558 
0004: $1561 = 0  ;; integer values 

:Label031A1C
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH3" 
004D: jump_if_false Label031BAC 
00D6: if 21 
0028:   $9 >= 23  ;; integer values 
001A:   7 > $9  ;; integer values 
004D: jump_if_false Label031A91 
00D6: if 2 
0038:   $1565 == 0  ;; integer values 
0038:   $1566 == 0  ;; integer values 
0038:   $1567 == 0  ;; integer values 
004D: jump_if_false Label031A8A 
018D: $1562 = create_sound 40 at 494.652 -83.347 10.032 
0004: $1565 = 1  ;; integer values 

:Label031A8A
0002: jump Label031AAF 

:Label031A91
00D6: if 0 
0038:   $1565 == 1  ;; integer values 
004D: jump_if_false Label031AAF 
018E: stop_sound $1562 
0004: $1565 = 0  ;; integer values 

:Label031AAF
00D6: if 1 
0028:   $9 >= 7  ;; integer values 
001A:   15 > $9  ;; integer values 
004D: jump_if_false Label031B0C 
00D6: if 2 
0038:   $1566 == 0  ;; integer values 
0038:   $1565 == 0  ;; integer values 
0038:   $1567 == 0  ;; integer values 
004D: jump_if_false Label031B05 
018D: $1563 = create_sound 41 at 494.652 -83.347 10.032 
0004: $1566 = 1  ;; integer values 

:Label031B05
0002: jump Label031B2A 

:Label031B0C
00D6: if 0 
0038:   $1566 == 1  ;; integer values 
004D: jump_if_false Label031B2A 
018E: stop_sound $1563 
0004: $1566 = 0  ;; integer values 

:Label031B2A
00D6: if 1 
0028:   $9 >= 15  ;; integer values 
001A:   23 > $9  ;; integer values 
004D: jump_if_false Label031B87 
00D6: if 2 
0038:   $1567 == 0  ;; integer values 
0038:   $1565 == 0  ;; integer values 
0038:   $1566 == 0  ;; integer values 
004D: jump_if_false Label031B80 
018D: $1564 = create_sound 42 at 494.652 -83.347 10.032 
0004: $1567 = 1  ;; integer values 

:Label031B80
0002: jump Label031BA5 

:Label031B87
00D6: if 0 
0038:   $1567 == 1  ;; integer values 
004D: jump_if_false Label031BA5 
018E: stop_sound $1564 
0004: $1567 = 0  ;; integer values 

:Label031BA5
0002: jump Label031C06 

:Label031BAC
00D6: if 0 
0038:   $1565 == 1  ;; integer values 
004D: jump_if_false Label031BCA 
018E: stop_sound $1562 
0004: $1565 = 0  ;; integer values 

:Label031BCA
00D6: if 0 
0038:   $1566 == 1  ;; integer values 
004D: jump_if_false Label031BE8 
018E: stop_sound $1563 
0004: $1566 = 0  ;; integer values 

:Label031BE8
00D6: if 0 
0038:   $1567 == 1  ;; integer values 
004D: jump_if_false Label031C06 
018E: stop_sound $1564 
0004: $1567 = 0  ;; integer values 

:Label031C06
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "BEACH1" 
004D: jump_if_false Label031E2B 
00D6: if 21 
0028:   $9 >= 23  ;; integer values 
001A:   7 > $9  ;; integer values 
004D: jump_if_false Label031C7B 
00D6: if 2 
0038:   $1571 == 0  ;; integer values 
0038:   $1572 == 0  ;; integer values 
0038:   $1573 == 0  ;; integer values 
004D: jump_if_false Label031C74 
018D: $1568 = create_sound 43 at 87.738 -1456.117 11.0 
0004: $1571 = 1  ;; integer values 

:Label031C74
0002: jump Label031C99 

:Label031C7B
00D6: if 0 
0038:   $1571 == 1  ;; integer values 
004D: jump_if_false Label031C99 
018E: stop_sound $1568 
0004: $1571 = 0  ;; integer values 

:Label031C99
00D6: if 1 
0028:   $9 >= 7  ;; integer values 
001A:   15 > $9  ;; integer values 
004D: jump_if_false Label031CF6 
00D6: if 2 
0038:   $1572 == 0  ;; integer values 
0038:   $1571 == 0  ;; integer values 
0038:   $1573 == 0  ;; integer values 
004D: jump_if_false Label031CEF 
018D: $1569 = create_sound 44 at 87.738 -1456.117 11.0 
0004: $1572 = 1  ;; integer values 

:Label031CEF
0002: jump Label031D14 

:Label031CF6
00D6: if 0 
0038:   $1572 == 1  ;; integer values 
004D: jump_if_false Label031D14 
018E: stop_sound $1569 
0004: $1572 = 0  ;; integer values 

:Label031D14
00D6: if 1 
0028:   $9 >= 15  ;; integer values 
001A:   23 > $9  ;; integer values 
004D: jump_if_false Label031D71 
00D6: if 2 
0038:   $1573 == 0  ;; integer values 
0038:   $1571 == 0  ;; integer values 
0038:   $1572 == 0  ;; integer values 
004D: jump_if_false Label031D6A 
018D: $1570 = create_sound 45 at 87.738 -1456.117 11.0 
0004: $1573 = 1  ;; integer values 

:Label031D6A
0002: jump Label031D8F 

:Label031D71
00D6: if 0 
0038:   $1573 == 1  ;; integer values 
004D: jump_if_false Label031D8F 
018E: stop_sound $1570 
0004: $1573 = 0  ;; integer values 

:Label031D8F
00D6: if 0 
0038:   $9 == 10  ;; integer values 
004D: jump_if_false Label031DD7 
00D6: if 0 
0038:   $1579 == 0  ;; integer values 
004D: jump_if_false Label031DD0 
018D: $1578 = create_sound 46 at -76.074 -1528.485 13.397 
0004: $1579 = 1  ;; integer values 

:Label031DD0
0002: jump Label031DF5 

:Label031DD7
00D6: if 0 
0038:   $1579 == 1  ;; integer values 
004D: jump_if_false Label031DF5 
018E: stop_sound $1578 
0004: $1579 = 0  ;; integer values 

:Label031DF5
00D6: if 0 
0038:   $1576 == 0  ;; integer values 
004D: jump_if_false Label031E24 
018D: $1574 = create_sound 51 at -67.015 -1546.671 11.485 
0004: $1576 = 1  ;; integer values 

:Label031E24
0002: jump Label031EC1 

:Label031E2B
00D6: if 0 
0038:   $1571 == 1  ;; integer values 
004D: jump_if_false Label031E49 
018E: stop_sound $1568 
0004: $1571 = 0  ;; integer values 

:Label031E49
00D6: if 0 
0038:   $1572 == 1  ;; integer values 
004D: jump_if_false Label031E67 
018E: stop_sound $1569 
0004: $1572 = 0  ;; integer values 

:Label031E67
00D6: if 0 
0038:   $1573 == 1  ;; integer values 
004D: jump_if_false Label031E85 
018E: stop_sound $1570 
0004: $1573 = 0  ;; integer values 

:Label031E85
00D6: if 0 
0038:   $1579 == 1  ;; integer values 
004D: jump_if_false Label031EA3 
018E: stop_sound $1578 
0004: $1579 = 0  ;; integer values 

:Label031EA3
00D6: if 0 
0038:   $1576 == 1  ;; integer values 
004D: jump_if_false Label031EC1 
018E: stop_sound $1574 
0004: $1576 = 0  ;; integer values 

:Label031EC1
00D6: if 0 
0121:   player $PLAYER_CHAR in_zone "PORNI" 
004D: jump_if_false Label031F0F 
00D6: if 0 
0038:   $1577 == 0  ;; integer values 
004D: jump_if_false Label031F08 
018D: $1575 = create_sound 51 at 9.637 1092.344 17.211 
0004: $1577 = 1  ;; integer values 

:Label031F08
0002: jump Label031F2D 

:Label031F0F
00D6: if 0 
0038:   $1577 == 1  ;; integer values 
004D: jump_if_false Label031F2D 
018E: stop_sound $1575 
0004: $1577 = 0  ;; integer values 

:Label031F2D
0002: jump Label03188D 

;-------------Mission 0---------------
; Originally: (no description)


:Label031F34
03A4: name_thread "INITIAL" 
0004: $DEFAULT_WAIT_TIME = 250  ;; integer values 
0005: $92 = .0625  ;; floating-point values 
0086: $93 = $92  ;; floating-point values only 
0015: $93 /= 2.0  ;; floating-point values 
0086: $94 = $93  ;; floating-point values only 
0015: $94 /= 2.0  ;; floating-point values 
0004: $123 = 0  ;; integer values 
0004: $7 = 0  ;; integer values 
0004: $8 = 0  ;; integer values 
0004: $9 = 0  ;; integer values 
0004: $10 = 0  ;; integer values 
0004: $11 = 0  ;; integer values 
0004: $61 = 0  ;; integer values 
0004: $13 = 0  ;; integer values 
0004: $44 = 0  ;; integer values 
0004: $45 = 0  ;; integer values 
0004: $46 = 0  ;; integer values 
0004: $51 = 0  ;; integer values 
0004: $52 = 0  ;; integer values 
0004: $53 = 0  ;; integer values 
0004: $54 = 0  ;; integer values 
0004: $24 = 0  ;; integer values 
0004: $35 = 0  ;; integer values 
0004: $31 = 0  ;; integer values 
0004: $25 = 0  ;; integer values 
0004: $21 = 0  ;; integer values 
0004: $47 = 0  ;; integer values 
0004: $66 = 0  ;; integer values 
0004: $48 = 0  ;; integer values 
0004: $55 = 1  ;; integer values 
0004: $220 = 0  ;; integer values 
0004: $222 = 1  ;; integer values 
0004: $PASSED_LAW1_THE_PARTY = 1  ;; integer values 

0004: $PASSED_COK1_THE_CHASE = 0  ;; integer values 
0004: $PASSED_COK2_PHNOM_PENH_86 = 0  ;; integer values 
0004: $PASSED_COK3_THE_FASTEST_BOAT = 0  ;; integer values 
0004: $PASSED_COK4_SUPPLY_AND_DEMAND = 0  ;; integer values 
0004: $PASSED_ASS1_RUB_OUT = 1  ;; integer values 
0004: $240 = 0  ;; integer values 
0004: $PASSED_KENT1_DEATH_ROW = 0  ;; integer values 
0004: $PASSED_TEX1_FOUR_IRON = 0  ;; integer values 
0004: $245 = 1  ;; integer values 
0004: $246 = 1  ;; integer values 
0004: $248 = 0  ;; integer values 
0004: $249 = 1  ;; integer values 
0004: $250 = 0  ;; integer values 
0004: $251 = 1  ;; integer values 
0004: $257 = 0  ;; integer values 
0004: $258 = 0  ;; integer values 
0004: $259 = 1  ;; integer values 
0004: $260 = 1  ;; integer values 
0004: $266 = 1  ;; integer values  - integer values  - 1 = damaged paintings in V. Estate. 0 = paintings ok.
0004: $267 = 0  ;; integer values 
0004: $269 = 0  ;; integer values 
0004: $270 = 0  ;; integer values 
0004: $272 = 0  ;; integer values 
0004: $273 = 1  ;; integer values 
0004: $275 = 0  ;; integer values 
0004: $276 = 0  ;; integer values 
0004: $277 = 0  ;; integer values 
0004: $279 = 0  ;; integer values 
0004: $280 = 0  ;; integer values 
0004: $281 = 0  ;; integer values 
0004: $282 = 0  ;; integer values 
0004: $PASSED_HAT1_JUJU_SCRAMBLE = 0  ;; integer values 
0004: $PASSED_HAT2_BOMBS_AWAY = 0  ;; integer values 
0004: $PASSED_HAT3_DIRTY_LICKINS = 0  ;; integer values 
0004: $PASSED_ROCK1_LOVE_JUICE = 0  ;; integer values 
0004: $PASSED_ROCK2_PSYCHO_KILLER = 0  ;; integer values 
0004: $PASSED_ROCK3_PUBLICITY_TOUR = 0  ;; integer values 
0004: $291 = 0  ;; integer values 
0004: $305 = 0  ;; integer values 
0004: $304 = 0  ;; integer values 
0004: $298 = 0  ;; integer values 
0004: $299 = 0  ;; integer values 
0004: $300 = 0  ;; integer values 
0004: $301 = 0  ;; integer values 
0004: $302 = 0  ;; integer values 
0004: $303 = 0  ;; integer values 
0004: $307 = 0  ;; integer values 
0004: $308 = 0  ;; integer values 
0004: $309 = 0  ;; integer values 
0004: $310 = 0  ;; integer values 
0004: $312 = 0  ;; integer values 
0004: $ONMISSION = 0  ;; integer values 
0004: $314 = 0  ;; integer values 
0004: $315 = 0  ;; integer values 
0004: $316 = 0  ;; integer values 
0004: $317 = 0  ;; integer values 
0004: $337 = 0  ;; integer values 
0004: $332 = 0  ;; integer values 
0004: $331 = 0  ;; integer values 
0004: $323 = 0  ;; integer values 
0004: $324 = 0  ;; integer values 
0004: $325 = 0  ;; integer values 
0004: $326 = 0  ;; integer values 
0004: $327 = 0  ;; integer values 
0004: $328 = 0  ;; integer values 
0004: $329 = 0  ;; integer values 
0004: $330 = 0  ;; integer values 
0004: $333 = 0  ;; integer values 
0004: $334 = 0  ;; integer values 
0004: $335 = 0  ;; integer values 
0004: $336 = 0  ;; integer values 
0004: $338 = 0  ;; integer values 
0004: $347 = 0  ;; integer values 
0004: $348 = 0  ;; integer values 
0004: $349 = 0  ;; integer values 
0004: $350 = 0  ;; integer values 
0004: $339 = 0  ;; integer values 
0004: $340 = 0  ;; integer values 
0004: $341 = 0  ;; integer values 
0004: $351 = 0  ;; integer values 
0004: $342 = 0  ;; integer values 
0004: $343 = 0  ;; integer values 
0004: $344 = 0  ;; integer values 
0004: $353 = 0  ;; integer values 
0004: $354 = 0  ;; integer values 
0004: $361 = 0  ;; integer values 
0004: $362 = 0  ;; integer values 
0004: $363 = 0  ;; integer values 
0004: $364 = 0  ;; integer values 
0004: $365 = 0  ;; integer values 
0005: $366 = -425.0  ;; floating-point values 
0005: $367 = 1410.0  ;; floating-point values 
0005: $368 = 10.0  ;; floating-point values 
0004: $371 = 0  ;; integer values 
0004: $370 = 0  ;; integer values 
0004: $372 = 0  ;; integer values 
0004: $369 = 0  ;; integer values 
0004: $375 = 0  ;; integer values 
0004: $373 = 0  ;; integer values 
0004: $382 = 0  ;; integer values 
0004: $376 = 0  ;; integer values 
0004: $377 = 0  ;; integer values 
0004: $378 = 0  ;; integer values 
0004: $379 = 0  ;; integer values 
0004: $380 = 0  ;; integer values 
0004: $381 = 0  ;; integer values 
0004: $383 = 0  ;; integer values 
0004: $384 = 0  ;; integer values 
0004: $385 = 0  ;; integer values 
0004: $386 = 0  ;; integer values 
0004: $36 = 0  ;; integer values 
0004: $387 = 0  ;; integer values 
0004: $388 = 0  ;; integer values 
0004: $389 = 1  ;; integer values 
0004: $390 = 0  ;; integer values 
0004: $391 = 0  ;; integer values 
0004: $392 = 0  ;; integer values 
0004: $397 = 0  ;; integer values 
0004: $398 = 0  ;; integer values 
0004: $399 = 0  ;; integer values 
0004: $400 = 0  ;; integer values 
0004: $401 = 99999999  ;; integer values 
0004: $402 = 99999999  ;; integer values 
0004: $403 = 99999999  ;; integer values 
0004: $404 = 99999999  ;; integer values 
0004: $405 = 99999999  ;; integer values 
0004: $406 = 99999999  ;; integer values 
0004: $407 = 99999999  ;; integer values 
0004: $408 = 99999999  ;; integer values 
0004: $409 = 99999999  ;; integer values 
0004: $410 = 99999999  ;; integer values 
0004: $411 = 99999999  ;; integer values 
0004: $412 = 99999999  ;; integer values 
0004: $413 = 99999999  ;; integer values 
0004: $414 = 99999999  ;; integer values 
0004: $415 = 99999999  ;; integer values 
0004: $416 = 99999999  ;; integer values 
0004: $452 = 0  ;; integer values 
0004: $444 = 0  ;; integer values 
0004: $254 = 0  ;; integer values 
0004: $255 = 1  ;; integer values 
0004: $62 = 0  ;; integer values 
0004: $103 = 0  ;; integer values 
0004: $104 = 0  ;; integer values 
0004: $105 = 0  ;; integer values 
0004: $106 = 0  ;; integer values 
0004: $107 = 0  ;; integer values 
0004: $108 = 0  ;; integer values 
0004: $109 = 0  ;; integer values 
0005: $498 = -569.1451  ;; floating-point values 
0005: $499 = 851.0923  ;; floating-point values 
0005: $500 = 22.8402  ;; floating-point values 
0005: $501 = 28.4463  ;; floating-point values 
0005: $502 = -1311.761  ;; floating-point values 
0005: $503 = 16.4712  ;; floating-point values 
0005: $504 = 375.845  ;; floating-point values 
0005: $505 = 332.9194  ;; floating-point values 
0005: $506 = 11.5155  ;; floating-point values 
0005: $507 = -886.5938  ;; floating-point values 
0005: $508 = 236.5693  ;; floating-point values 
0005: $509 = 13.9773  ;; floating-point values 
0005: $510 = -244.6  ;; floating-point values 
0005: $511 = -491.3  ;; floating-point values 
0005: $512 = 10.6  ;; floating-point values 
0005: $531 = -63.4  ;; floating-point values 
0005: $532 = -1481.8  ;; floating-point values 
0005: $533 = 9.4  ;; floating-point values 
0005: $534 = 364.9  ;; floating-point values 
0005: $535 = 1055.7  ;; floating-point values 
0005: $536 = 18.2  ;; floating-point values 
0005: $537 = -677.0  ;; floating-point values 
0005: $538 = 1205.6  ;; floating-point values 
0005: $539 = 10.0  ;; floating-point values 
0005: $540 = 202.7  ;; floating-point values 
0005: $541 = -474.1  ;; floating-point values 
0005: $542 = 10.1  ;; floating-point values 
0005: $543 = 364.9  ;; floating-point values 
0005: $544 = 1078.0  ;; floating-point values 
0005: $545 = 18.0  ;; floating-point values 
0005: $546 = -967.5  ;; floating-point values 
0005: $547 = -693.2  ;; floating-point values 
0005: $548 = 10.3  ;; floating-point values 
0005: $516 = 36.798  ;; floating-point values 
0005: $517 = -1024.404  ;; floating-point values 
0005: $518 = 9.451  ;; floating-point values 
0005: $519 = 482.5293  ;; floating-point values 
0005: $520 = 244.276  ;; floating-point values 
0005: $521 = 10.09  ;; floating-point values 
0005: $522 = 38.244  ;; floating-point values 
0005: $523 = -1024.251  ;; floating-point values 
0005: $524 = 9.451  ;; floating-point values 
0005: $525 = -1481.872  ;; floating-point values 
0005: $526 = -825.3049  ;; floating-point values 
0005: $527 = 13.8777  ;; floating-point values 
0005: $528 = -978.0145  ;; floating-point values 
0005: $529 = -530.7043  ;; floating-point values 
0005: $530 = 9.9513  ;; floating-point values 
0005: $696 = 893.5  ;; floating-point values 
0005: $697 = -306.1  ;; floating-point values 
0005: $698 = -100.0  ;; floating-point values 
0005: $699 = 103.0  ;; floating-point values 
0005: $700 = -484.2  ;; floating-point values 
0005: $701 = -100.0  ;; floating-point values 
0005: $702 = -665.0  ;; floating-point values 
0005: $703 = -6.5  ;; floating-point values 
0005: $704 = -100.0  ;; floating-point values 
0005: $705 = 925.0  ;; floating-point values 
0005: $706 = -359.5  ;; floating-point values 
0005: $707 = -100.0  ;; floating-point values 
0005: $708 = 379.0  ;; floating-point values 
0005: $709 = -493.8  ;; floating-point values 
0005: $710 = -100.0  ;; floating-point values 
0005: $711 = -1128.0  ;; floating-point values 
0005: $712 = 32.5  ;; floating-point values 
0005: $713 = -100.0  ;; floating-point values 
0004: $1580 = 0  ;; integer values 
0004: $1581 = 1  ;; integer values  - integer values  - tired flag
0004: $1582 = 0  ;; integer values 
0004: $1583 = 0  ;; integer values 
0004: $1584 = 0  ;; integer values 
0004: $1585 = 0  ;; integer values 
0004: $1586 = 0  ;; integer values 
0004: $1587 = 0  ;; integer values 
0004: $1588 = 0  ;; integer values 
0004: $1589 = 0  ;; integer values 
0004: $1590 = 0  ;; integer values 
0004: $1591 = 0  ;; integer values 
0004: $1592 = 0  ;; integer values 
0004: $1593 = 0  ;; integer values 
0004: $1594 = 999999  ;; integer values 
0004: $1595 = 999999  ;; integer values 
0004: $1596 = 999999  ;; integer values 
0004: $1597 = 1  ;; integer values 
0004: $1598 = 1  ;; integer values 
0004: $1603 = 0  ;; integer values 
0004: $1604 = 0  ;; integer values 
04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 
04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $435 = create_icon_marker_without_sphere 16 at $537 $538 $539 
04CE: $436 = create_icon_marker_without_sphere 18 at $540 $541 $542 
04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
04CE: $438 = create_icon_marker_without_sphere 18 at $546 $547 $548 
04CE: $439 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0 
04CE: $440 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0 
04CE: $441 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0 
04CE: $442 = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0 
016C: restart_if_wasted at 493.5 703.1 11.1 90.0 
016D: restart_if_busted at 508.9 506.8 10.3 174.0 
016C: restart_if_wasted at -108.3 -974.4 9.4 283.9 
016D: restart_if_busted at 398.8 -469.7 10.7 323.0 
058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0 
058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7 
058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0 
058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8 
058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2 
058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7 
058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0 
058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1 
015C: set_zone_gang_info "STREET4" 1 (day)  13 0 0 0 0 0 0 0 0 0 30  
015C: set_zone_gang_info "STREET4" 0 (night)  10 0 0 0 0 0 0 0 0 0 40  
0152: set_zone_car_info "STREET4" 1 (day)  13 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "STREET4" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "STREET4" 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info "STREET4" 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "STREET4" 1 (day)  7 
0324: set_zone_pedgroup_info "STREET4" 0 (night)  8 
015C: set_zone_gang_info "RICH2" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "RICH2" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "RICH2" 1 (day)  10 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "RICH2" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "RICH2" 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info "RICH2" 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "RICH2" 1 (day)  27 
0324: set_zone_pedgroup_info "RICH2" 0 (night)  28 
015C: set_zone_gang_info "CLUB2" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "CLUB2" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "CLUB2" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "CLUB2" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "CLUB2" 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info "CLUB2" 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "CLUB2" 1 (day)  57 
0324: set_zone_pedgroup_info "CLUB2" 0 (night)  58 
015C: set_zone_gang_info "SHOP3" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "SHOP3" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "SHOP3" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "SHOP3" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "SHOP3" 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info "SHOP3" 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "SHOP3" 1 (day)  35 
0324: set_zone_pedgroup_info "SHOP3" 0 (night)  36 
015C: set_zone_gang_info "STREET3" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "STREET3" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "STREET3" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "STREET3" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "STREET3" 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info "STREET3" 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "STREET3" 1 (day)  5 
0324: set_zone_pedgroup_info "STREET3" 0 (night)  6 
015C: set_zone_gang_info "SHOP2" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "SHOP2" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "SHOP2" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "SHOP2" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "SHOP2" 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info "SHOP2" 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "SHOP2" 1 (day)  33 
0324: set_zone_pedgroup_info "SHOP2" 0 (night)  34 
015C: set_zone_gang_info "OCEAND1" 1 (day)  15 0 0 0 0 0 0 0 0 0 30  
015C: set_zone_gang_info "OCEAND1" 0 (night)  35 0 0 0 0 0 0 0 0 0 20  
0152: set_zone_car_info "OCEAND1" 1 (day)  12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info "OCEAND1" 0 (night)  15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info "OCEAND1" 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info "OCEAND1" 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "OCEAND1" 1 (day)  63 
0324: set_zone_pedgroup_info "OCEAND1" 0 (night)  64 
015C: set_zone_gang_info "OCEAND2" 1 (day)  15 0 0 0 0 0 0 0 0 0 30  
015C: set_zone_gang_info "OCEAND2" 0 (night)  35 0 0 0 0 0 0 0 0 0 20  
0152: set_zone_car_info "OCEAND2" 1 (day)  12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info "OCEAND2" 0 (night)  15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info "OCEAND2" 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info "OCEAND2" 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "OCEAND2" 1 (day)  65 
0324: set_zone_pedgroup_info "OCEAND2" 0 (night)  66 
015C: set_zone_gang_info "BEACH1" 1 (day)  20 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "BEACH1" 0 (night)  5 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "BEACH1" 1 (day)  11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "BEACH1" 0 (night)  11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "BEACH1" 1 300 0 250 300 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info "BEACH1" 0 300 0 250 300 0 0 150 0 0 500 500 
0324: set_zone_pedgroup_info "BEACH1" 1 (day)  45 
0324: set_zone_pedgroup_info "BEACH1" 0 (night)  46 
015C: set_zone_gang_info "BEACH2" 1 (day)  20 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "BEACH2" 0 (night)  5 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "BEACH2" 1 (day)  11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "BEACH2" 0 (night)  11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "BEACH2" 1 260 0 240 300 0 0 100 100 0 500 500 
04EC: set_zone_car_class_info "BEACH2" 0 200 0 300 350 0 0 100 50 0 500 500 
0324: set_zone_pedgroup_info "BEACH2" 1 (day)  47 
0324: set_zone_pedgroup_info "BEACH2" 0 (night)  48 
015C: set_zone_gang_info "BEACH3" 1 (day)  20 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "BEACH3" 0 (night)  5 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "BEACH3" 1 (day)  11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "BEACH3" 0 (night)  11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "BEACH3" 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info "BEACH3" 0 200 0 300 300 0 0 100 0 100 500 500 
0324: set_zone_pedgroup_info "BEACH3" 1 (day)  49 
0324: set_zone_pedgroup_info "BEACH3" 0 (night)  50 
015C: set_zone_gang_info "STREET2" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "STREET2" 0 (night)  13 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "STREET2" 1 (day)  11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "STREET2" 0 (night)  9 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "STREET2" 1 325 0 350 200 0 0 75 50 0 500 500 
04EC: set_zone_car_class_info "STREET2" 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info "STREET2" 1 (day)  3 
0324: set_zone_pedgroup_info "STREET2" 0 (night)  4 
015C: set_zone_gang_info "CONSTRU" 1 (day)  10 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "CONSTRU" 0 (night)  8 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "CONSTRU" 1 (day)  9 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "CONSTRU" 0 (night)  7 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "CONSTRU" 1 200 200 0 0 500 0 50 0 50 500 500 
04EC: set_zone_car_class_info "CONSTRU" 0 200 200 0 0 500 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "CONSTRU" 1 (day)  17 
0324: set_zone_pedgroup_info "CONSTRU" 0 (night)  18 
015C: set_zone_gang_info "CLUB1" 1 (day)  10 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "CLUB1" 0 (night)  12 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "CLUB1" 1 (day)  9 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info "CLUB1" 0 (night)  10 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info "CLUB1" 1 170 0 350 350 0 0 100 0 30 500 500 
04EC: set_zone_car_class_info "CLUB1" 0 170 0 350 350 0 0 100 0 30 500 500 
0324: set_zone_pedgroup_info "CLUB1" 1 (day)  55 
0324: set_zone_pedgroup_info "CLUB1" 0 (night)  56 
015C: set_zone_gang_info "GOLF1" 1 (day)  3 0 0 0 0 0 0 0 1000 0 0  
015C: set_zone_gang_info "GOLF1" 0 (night)  0 0 0 0 0 0 0 0 1000 0 0  
0152: set_zone_car_info "GOLF1" 1 (day)  3 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info "GOLF1" 0 (night)  0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info "GOLF1" 1 (day)  41 
0324: set_zone_pedgroup_info "GOLF1" 0 (night)  42 
015C: set_zone_gang_info "GOLF2" 1 (day)  2 0 0 0 0 0 0 0 1000 0 0  
015C: set_zone_gang_info "GOLF2" 0 (night)  0 0 0 0 0 0 0 0 1000 0 0  
0152: set_zone_car_info "GOLF2" 1 (day)  2 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info "GOLF2" 0 (night)  0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info "GOLF2" 1 (day)  43 
0324: set_zone_pedgroup_info "GOLF2" 0 (night)  44 
015C: set_zone_gang_info "STREET1" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "STREET1" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "STREET1" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "STREET1" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "STREET1" 1 225 550 100 0 0 0 75 0 50 500 500 
04EC: set_zone_car_class_info "STREET1" 0 250 500 100 0 0 0 100 0 50 500 500 
0324: set_zone_pedgroup_info "STREET1" 1 (day)  1 
0324: set_zone_pedgroup_info "STREET1" 0 (night)  2 
015C: set_zone_gang_info "RICH1" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "RICH1" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "RICH1" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "RICH1" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "RICH1" 1 100 0 400 400 0 0 100 0 0 500 500 
04EC: set_zone_car_class_info "RICH1" 0 100 0 400 400 0 0 100 0 0 500 500 
0324: set_zone_pedgroup_info "RICH1" 1 (day)  25 
0324: set_zone_pedgroup_info "RICH1" 0 (night)  26 
015C: set_zone_gang_info "SHOP1" 1 (day)  200 0 0 0 0 20 0 0 0 0 30  
015C: set_zone_gang_info "SHOP1" 0 (night)  200 0 0 0 0 20 0 0 0 0 30  
0152: set_zone_car_info "SHOP1" 1 (day)  12 0 0 50 0 0 0 0 0 0 50 
0152: set_zone_car_info "SHOP1" 0 (night)  9 0 0 50 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "SHOP1" 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info "SHOP1" 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info "SHOP1" 1 (day)  31 
0324: set_zone_pedgroup_info "SHOP1" 0 (night)  32 
015C: set_zone_gang_info "TOUR1" 1 (day)  7 0 0 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "TOUR1" 0 (night)  5 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "TOUR1" 1 (day)  7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info "TOUR1" 0 (night)  5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info "TOUR1" 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info "TOUR1" 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info "TOUR1" 1 (day)  19 
0324: set_zone_pedgroup_info "TOUR1" 0 (night)  20 
015C: set_zone_gang_info "TOUR2" 1 (day)  7 0 0 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "TOUR2" 0 (night)  5 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "TOUR2" 1 (day)  7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info "TOUR2" 0 (night)  5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info "TOUR2" 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info "TOUR2" 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info "TOUR2" 1 (day)  21 
0324: set_zone_pedgroup_info "TOUR2" 0 (night)  22 
015C: set_zone_gang_info "AIRPORT" 1 (day)  13 0 0 0 0 50 0 0 0 0 40  
015C: set_zone_gang_info "AIRPORT" 0 (night)  10 0 0 0 0 50 0 0 0 0 30  
0236: set_gang 4 car_to #BAGGAGE 
0152: set_zone_car_info "AIRPORT" 1 (day)  12 0 0 0 0 50 0 0 0 0 50 
0152: set_zone_car_info "AIRPORT" 0 (night)  12 0 0 0 0 50 0 0 0 0 50 
04EC: set_zone_car_class_info "AIRPORT" 1 0 0 0 0 1000 0 0 0 0 900 100 
04EC: set_zone_car_class_info "AIRPORT" 0 0 0 0 0 1000 0 0 0 0 900 100 
0324: set_zone_pedgroup_info "AIRPORT" 1 (day)  51 
0324: set_zone_pedgroup_info "AIRPORT" 0 (night)  52 
015C: set_zone_gang_info "TERMINL" 1 (day)  13 0 0 0 0 50 0 0 0 0 40  
015C: set_zone_gang_info "TERMINL" 0 (night)  8 0 0 0 0 50 0 0 0 0 30  
0152: set_zone_car_info "TERMINL" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "TERMINL" 0 (night)  12 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "TERMINL" 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info "TERMINL" 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info "TERMINL" 1 (day)  53 
0324: set_zone_pedgroup_info "TERMINL" 0 (night)  54 
015C: set_zone_gang_info "DOCKS" 1 (day)  13 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "DOCKS" 0 (night)  10 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "DOCKS" 1 (day)  12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "DOCKS" 0 (night)  10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "DOCKS" 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info "DOCKS" 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info "DOCKS" 1 (day)  15 
0324: set_zone_pedgroup_info "DOCKS" 0 (night)  16 
015C: set_zone_gang_info "STREET6" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "STREET6" 0 (night)  5 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "STREET6" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "STREET6" 0 (night)  5 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "STREET6" 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info "STREET6" 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info "STREET6" 1 (day)  23 
0324: set_zone_pedgroup_info "STREET6" 0 (night)  24 
015C: set_zone_gang_info "STREET5" 1 (day)  4 0 0 100 0 0 0 0 0 0 40  
015C: set_zone_gang_info "STREET5" 0 (night)  5 0 0 200 0 0 0 0 0 0 30  
0152: set_zone_car_info "STREET5" 1 (day)  6 0 0 100 0 0 0 0 0 0 50 
0152: set_zone_car_info "STREET5" 0 (night)  6 0 0 200 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "STREET5" 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info "STREET5" 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info "STREET5" 1 (day)  9 
0324: set_zone_pedgroup_info "STREET5" 0 (night)  10 
015C: set_zone_gang_info "SHOP4" 1 (day)  13 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "SHOP4" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "SHOP4" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "SHOP4" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "SHOP4" 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info "SHOP4" 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info "SHOP4" 1 (day)  37 
0324: set_zone_pedgroup_info "SHOP4" 0 (night)  38 
015C: set_zone_gang_info "SHOP5" 1 (day)  12 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "SHOP5" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "SHOP5" 1 (day)  12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "SHOP5" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "SHOP5" 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info "SHOP5" 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info "SHOP5" 1 (day)  39 
0324: set_zone_pedgroup_info "SHOP5" 0 (night)  40 
015C: set_zone_gang_info "BUSINES" 1 (day)  18 0 0 0 0 0 0 0 0 0 40  
015C: set_zone_gang_info "BUSINES" 0 (night)  10 0 0 0 0 0 0 0 0 0 30  
0152: set_zone_car_info "BUSINES" 1 (day)  16 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "BUSINES" 0 (night)  10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "BUSINES" 1 50 0 350 350 0 0 100 0 150 500 500 
04EC: set_zone_car_class_info "BUSINES" 0 50 0 250 250 0 0 300 0 150 500 500 
0324: set_zone_pedgroup_info "BUSINES" 1 (day)  11 
0324: set_zone_pedgroup_info "BUSINES" 0 (night)  12 
015C: set_zone_gang_info "TESTT" 1 (day)  0 0 0 0 0 0 0 0 0 0 0  
015C: set_zone_gang_info "TESTT" 0 (night)  0 0 0 0 0 0 0 0 0 0 0  
0152: set_zone_car_info "TESTT" 1 (day)  0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info "TESTT" 0 (night)  0 0 0 0 0 0 0 0 0 0 0 
0324: set_zone_pedgroup_info "TESTT" 1 (day)  11 
0324: set_zone_pedgroup_info "TESTT" 0 (night)  12 
015C: set_zone_gang_info "BIKAREA" 1 (day)  13 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "BIKAREA" 0 (night)  10 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "BIKAREA" 1 (day)  12 0 0 0 0 0 100 0 0 0 10 
0152: set_zone_car_info "BIKAREA" 0 (night)  10 0 0 0 0 0 100 0 0 0 10 
04EC: set_zone_car_class_info "BIKAREA" 1 350 300 0 0 100 0 100 0 150 500 500 
04EC: set_zone_car_class_info "BIKAREA" 0 350 300 0 0 100 0 100 0 150 500 500 
0324: set_zone_pedgroup_info "BIKAREA" 1 (day)  13 
0324: set_zone_pedgroup_info "BIKAREA" 0 (night)  14 
015C: set_zone_gang_info "GANG2" 1 (day)  13 0 250 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "GANG2" 0 (night)  10 0 250 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "GANG2" 1 (day)  12 0 250 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "GANG2" 0 (night)  10 0 250 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "GANG2" 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info "GANG2" 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "GANG2" 1 (day)  59 
0324: set_zone_pedgroup_info "GANG2" 0 (night)  59 
015C: set_zone_gang_info "GHETTO1" 1 (day)  13 0 150 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "GHETTO1" 0 (night)  10 0 150 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "GHETTO1" 1 (day)  12 0 150 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "GHETTO1" 0 (night)  10 0 150 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "GHETTO1" 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info "GHETTO1" 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "GHETTO1" 1 (day)  59 
0324: set_zone_pedgroup_info "GHETTO1" 0 (night)  60 
015C: set_zone_gang_info "GHETTO2" 1 (day)  13 150 0 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "GHETTO2" 0 (night)  10 150 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "GHETTO2" 1 (day)  12 200 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "GHETTO2" 0 (night)  10 200 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "GHETTO2" 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info "GHETTO2" 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "GHETTO2" 1 (day)  61 
0324: set_zone_pedgroup_info "GHETTO2" 0 (night)  62 
015C: set_zone_gang_info "RICH3" 1 (day)  13 0 0 0 0 50 0 0 0 0 40  
015C: set_zone_gang_info "RICH3" 0 (night)  10 0 0 0 0 50 0 0 0 0 40  
0152: set_zone_car_info "RICH3" 1 (day)  9 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info "RICH3" 0 (night)  7 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info "RICH3" 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info "RICH3" 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "RICH3" 1 (day)  29 
0324: set_zone_pedgroup_info "RICH3" 0 (night)  30 
015C: set_zone_gang_info "GANG1" 1 (day)  13 0 0 0 1000 0 0 0 0 0 0  
015C: set_zone_gang_info "GANG1" 0 (night)  13 0 0 0 1000 0 0 0 0 0 0  
0152: set_zone_car_info "GANG1" 1 (day)  8 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info "GANG1" 0 (night)  8 0 0 0 0 0 0 0 0 0 0 
04EC: set_zone_car_class_info "GANG1" 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info "GANG1" 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "GANG1" 1 (day)  59 
0324: set_zone_pedgroup_info "GANG1" 0 (night)  60 
015C: set_zone_gang_info "BAGGAG" 1 (day)  5 0 0 0 0 1000 0 0 0 0 0  
015C: set_zone_gang_info "BAGGAG" 0 (night)  5 0 0 0 0 1000 0 0 0 0 0  
0152: set_zone_car_info "BAGGAG" 1 (day)  3 0 0 0 0 1000 0 0 0 0 0 
0152: set_zone_car_info "BAGGAG" 0 (night)  3 0 0 0 0 1000 0 0 0 0 0 
0324: set_zone_pedgroup_info "TERMINL" 1 (day)  59 
0324: set_zone_pedgroup_info "TERMINL" 0 (night)  60 
015C: set_zone_gang_info "ICCREAM" 1 (day)  13 0 0 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "ICCREAM" 0 (night)  10 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "ICCREAM" 1 (day)  12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "ICCREAM" 0 (night)  10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "ICCREAM" 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info "ICCREAM" 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "ICCREAM" 1 (day)  61 
0324: set_zone_pedgroup_info "ICCREAM" 0 (night)  62 
015C: set_zone_gang_info "BOATYRD" 1 (day)  13 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "BOATYRD" 0 (night)  10 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "BOATYRD" 1 (day)  12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "BOATYRD" 0 (night)  10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "BOATYRD" 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info "BOATYRD" 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info "BOATYRD" 1 (day)  15 
0324: set_zone_pedgroup_info "BOATYRD" 0 (night)  16 
015C: set_zone_gang_info "KAUFCAB" 1 (day)  13 0 0 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "KAUFCAB" 0 (night)  10 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "KAUFCAB" 1 (day)  12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "KAUFCAB" 0 (night)  10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "KAUFCAB" 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info "KAUFCAB" 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "KAUFCAB" 1 (day)  59 
0324: set_zone_pedgroup_info "KAUFCAB" 0 (night)  59 
015C: set_zone_gang_info "PRINTWK" 1 (day)  13 0 0 0 0 0 0 0 0 0 10  
015C: set_zone_gang_info "PRINTWK" 0 (night)  10 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "PRINTWK" 1 (day)  12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info "PRINTWK" 0 (night)  10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info "PRINTWK" 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info "PRINTWK" 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info "PRINTWK" 1 (day)  59 
0324: set_zone_pedgroup_info "PRINTWK" 0 (night)  60 
015C: set_zone_gang_info "CARYRD" 1 (day)  13 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "CARYRD" 0 (night)  5 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "CARYRD" 1 (day)  12 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info "CARYRD" 0 (night)  5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info "CARYRD" 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info "CARYRD" 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info "CARYRD" 1 (day)  23 
0324: set_zone_pedgroup_info "CARYRD" 0 (night)  24 
015C: set_zone_gang_info "PORNSTU" 1 (day)  4 0 0 0 0 0 0 0 0 0 20  
015C: set_zone_gang_info "PORNSTU" 0 (night)  5 0 0 0 0 0 0 0 0 0 10  
0152: set_zone_car_info "PORNSTU" 1 (day)  6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info "PORNSTU" 0 (night)  6 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info "PORNSTU" 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info "PORNSTU" 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info "PORNSTU" 1 (day)  9 
0324: set_zone_pedgroup_info "PORNSTU" 0 (night)  10 
015C: set_zone_gang_info "ARMYBAS" 1 (day)  18 0 0 1000 0 0 0 0 0 0 0  
015C: set_zone_gang_info "ARMYBAS" 0 (night)  18 0 0 1000 0 0 0 0 0 0 0  
0152: set_zone_car_info "ARMYBAS" 1 (day)  6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info "ARMYBAS" 0 (night)  6 0 0 0 0 0 0 0 0 0 20 
0324: set_zone_pedgroup_info "ARMYBAS" 1 (day)  51 
0324: set_zone_pedgroup_info "ARMYBAS" 0 (night)  52 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 
022B: create_forbidden_for_peds_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 
022B: create_forbidden_for_peds_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
022B: create_forbidden_for_peds_cube -395.0 -579.0 19.0 -338.0 -560.0 30.0 
022B: create_forbidden_for_peds_cube -671.71 1236.53 20.0 -667.16 1231.51 25.0 
022B: create_forbidden_for_peds_cube -733.84 1255.72 8.0 -728.34 1259.73 20.0 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
022B: create_forbidden_for_peds_cube 236.0 -1281.5 0.0 232.3 -1267.6 32.0 
022B: create_forbidden_for_peds_cube -395.6 -658.6 0.0 -363.2 -636.7 32.0 
022B: create_forbidden_for_peds_cube -237.8 -1387.1 0.0 -228.7 -1331.8 32.0 
022B: create_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0 
022B: create_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0 
022B: create_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0 
022B: create_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0 
022B: create_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0 
022B: create_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0 
022B: create_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0 
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
01E8: create_forbidden_for_cars_cube -583.92 1371.84 8.0 -383.4 1531.17 25.0 
01E8: create_forbidden_for_cars_cube 86.0 250.0 15.0 -100.0 281.0 30.0 
01E8: create_forbidden_for_cars_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 
01E8: create_forbidden_for_cars_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 
01E8: create_forbidden_for_cars_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 
01E8: create_forbidden_for_cars_cube 259.0 -941.0 -10.0 284.0 -925.0 30.0 
01E8: create_forbidden_for_cars_cube -1102.0 76.0 -10.0 -1126.0 58.9 30.0 
01E8: create_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0 
0236: set_gang 0 car_to #CUBAN 
0236: set_gang 1 car_to #VOODOO 
0236: set_gang 2 car_to #GANGBUR 
0236: set_gang 5 car_to #ANGEL 
0592: unknown_gang 4 flag 1 
0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 1 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 3 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 4 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 5 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 6 primary_weapon_to 23 secondary_weapon_to 0 
03F1: pedtype 7 add_threat 256 
03F1: pedtype 8 add_threat 128 

029B: $1007 = init_object -23 (STRIPCLBDRCLSD) at 97.203 -1469.731 10.578 
01C7: remove_object_from_mission_cleanup_list $1007 
029B: $1790 = init_object -22 (STRPBCKDRCLSD) at 68.988 -1444.242 10.727 
01C7: remove_object_from_mission_cleanup_list $1790 
029B: $1791 = init_object -33 (ELECTRICGATE) at -1114.1 67.0 10.1 
0177: set_object $1791 z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $1791 
029B: $1778 = init_object -33 (ELECTRICGATE) at 298.0 -313.6 11.0 
01C7: remove_object_from_mission_cleanup_list $1778 
029B: $1792 = init_object -33 (ELECTRICGATE) at -989.9 -1252.2 10.4 
0177: set_object $1792 z_angle_to 249.0 
01C7: remove_object_from_mission_cleanup_list $1792 
029B: $1793 = init_object -66 (DK_CAMJONESDOOR) at -837.134 -901.672 12.03 
01C7: remove_object_from_mission_cleanup_list $1793 
0177: set_object $1793 z_angle_to 0.0 
029B: $1801 = init_object -67 (DTS_GS_LIFTDOORL) at -559.476 784.807 23.279 
01C7: remove_object_from_mission_cleanup_list $1801 
029B: $1802 = init_object -68 (DTS_GS_LIFTDOORR) at -559.476 779.64 23.279 
01C7: remove_object_from_mission_cleanup_list $1802 
029B: $1803 = init_object -67 (DTS_GS_LIFTDOORL) at -553.563 790.595 97.917 
01C7: remove_object_from_mission_cleanup_list $1803 
029B: $1804 = init_object -68 (DTS_GS_LIFTDOORR) at -553.563 785.427 97.917 
01C7: remove_object_from_mission_cleanup_list $1804 
029B: $1805 = init_object -69 (DTS_SPOT_A) at -354.531 989.975 45.8 
034D: unknown_rotate_object $1805 unknown_angle 160.0 160.0 0 
01C7: remove_object_from_mission_cleanup_list $1805 
029B: $1806 = init_object -70 (DTS_SOAPYTITWANK_A) at -324.797 991.184 71.708 
01C7: remove_object_from_mission_cleanup_list $1806 
029B: $1807 = init_object -71 (DT_GSPOT_STAIRS) at -573.897 1374.25 15.657 
01C7: remove_object_from_mission_cleanup_list $1807 
029B: $1808 = init_object -71 (DT_GSPOT_STAIRS) at -367.067 913.038 16.058 
01C7: remove_object_from_mission_cleanup_list $1808 
034D: unknown_rotate_object $1808 unknown_angle 157.0 157.0 0 
029B: $1809 = init_object -72 (OD_CELLDOOR02) at 384.098 -505.893 9.68 
0566: $1809 12 
01C7: remove_object_from_mission_cleanup_list $1809 
0177: set_object $1809 z_angle_to 0.0 
029B: $1812 = init_object -74 (NHAITPLATDR) at -981.114 265.419 8.939 
01C7: remove_object_from_mission_cleanup_list $1812 
029B: $1813 = init_object -75 (NHAITPLATDRR) at -981.114 267.607 8.937 
01C7: remove_object_from_mission_cleanup_list $1813 
029B: $1814 = init_object -76 (SPAD_DR_CLOSED1) at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1814 
029B: $1815 = init_object -77 (SPAD_DR_CLOSED2) at 465.375 30.336 33.181 
01C7: remove_object_from_mission_cleanup_list $1815 
029B: $1816 = init_object -78 (SPAD_DR_CLOSED3) at 464.663 30.336 23.881 
01C7: remove_object_from_mission_cleanup_list $1816 
029B: $1817 = init_object -79 (PH_BUILD_DR_CLOSED) at 569.925 52.0 14.616 
01C7: remove_object_from_mission_cleanup_list $1817 
034D: unknown_rotate_object $1817 unknown_angle 270.0 270.0 0 
029B: $1818 = init_object -33 (ELECTRICGATE) at -973.664 -519.65 10.092 
0177: set_object $1818 z_angle_to 98.5 
01C7: remove_object_from_mission_cleanup_list $1818 
029B: $1820 = init_object -81 (DTS_BBDOOR) at -598.017 651.207 12.025 
01C7: remove_object_from_mission_cleanup_list $1820 
029B: $1821 = init_object -123 (GOLF_GATESOPEN) at 107.81 228.072 20.989 
01C7: remove_object_from_mission_cleanup_list $1821 
029B: $1822 = init_object -83 (PRINTDOOOR) at -1063.773 -278.932 13.024 
01C7: remove_object_from_mission_cleanup_list $1822 
029B: $1823 = init_object -84 (UNROCKETED_WIN1) at -899.851 -341.061 14.318 
0566: $1823 3 
01C7: remove_object_from_mission_cleanup_list $1823 
029B: $1824 = init_object -85 (BNK_GRILL01) at -899.214 -333.656 21.233 
0566: $1824 3 
0382: unknown_set_object $1824 collision_detection 0 
0392: object $1824 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1824 
029B: $1825 = init_object -85 (BNK_GRILL01) at -899.214 -348.466 21.233 
0566: $1825 3 
0382: unknown_set_object $1825 collision_detection 0 
0392: object $1825 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1825 
029B: $1826 = init_object -85 (BNK_GRILL01) at -907.307 -336.618 23.987 
0566: $1826 3 
0382: unknown_set_object $1826 collision_detection 0 
0392: object $1826 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1826 
029B: $1827 = init_object -85 (BNK_GRILL01) at -907.307 -345.504 23.987 
0566: $1827 3 
0382: unknown_set_object $1827 collision_detection 0 
0392: object $1827 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1827 
029B: $1828 = init_object -85 (BNK_GRILL01) at -915.401 -336.6184 23.987 
0566: $1828 3 
0382: unknown_set_object $1828 collision_detection 0 
0392: object $1828 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1828 
029B: $1829 = init_object -85 (BNK_GRILL01) at -915.401 -345.5 23.987 
0566: $1829 3 
0382: unknown_set_object $1829 collision_detection 0 
0392: object $1829 toggle_in_moving_list 0 
01C7: remove_object_from_mission_cleanup_list $1829 
014B: $1992 = init_parked_car_generator #ADMIRAL 8 8 0 alarm 50 door_lock 0 0 10000 at -401.2715 -534.6655 11.7534 angle 149.2032 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 
014B: $1991 = init_parked_car_generator #VICECHEE -1 -1 0 alarm 0 door_lock 0 0 10000 at -870.4673 -717.2427 10.1069 angle 94.1213 
014C: set_parked_car_generator $1991 cars_to_generate_to 101 
014B: $1990 = init_parked_car_generator #LOVEFIST -1 -1 0 alarm 0 door_lock 0 0 10000 at -865.2949 1158.359 9.8204 angle 2.347 
014C: set_parked_car_generator $1990 cars_to_generate_to 101 
014B: $1989 = init_parked_car_generator #FLATBED -1 -1 0 alarm 0 door_lock 0 0 10000 at -1034.889 -1452.775 10.7 angle 248.8739 
014C: set_parked_car_generator $1989 cars_to_generate_to 101 
014B: $1844 = init_parked_car_generator #DINGHY -1 -1 0 alarm 0 door_lock 0 0 10000 at 403.0317 -178.5811 5.7 angle 350.0462 
014C: set_parked_car_generator $1844 cars_to_generate_to 101 
014B: $1867 = init_parked_car_generator #DINGHY -1 -1 0 alarm 0 door_lock 0 0 10000 at 231.0536 -130.1794 5.7 angle 357.5423 
014C: set_parked_car_generator $1867 cars_to_generate_to 101 
014B: $1993 = init_parked_car_generator #MAVERICK -1 -1 0 alarm 0 door_lock 0 0 10000 at -853.6609 1353.785 68.6104 angle 0.0 
014C: set_parked_car_generator $1993 cars_to_generate_to 101 
014B: $1842 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at -69.2982 72.6166 5.7 angle 104.6175 
014C: set_parked_car_generator $1842 cars_to_generate_to 101 
014B: $1843 = init_parked_car_generator #TROPIC -1 -1 0 alarm 0 door_lock 0 0 10000 at 237.4778 302.2366 5.7 angle 86.2011 
014C: set_parked_car_generator $1843 cars_to_generate_to 101 
014B: $1845 = init_parked_car_generator #TRASH -1 -1 0 alarm 0 door_lock 0 0 10000 at -1268.25 83.833 10.4182 angle 179.549 
014C: set_parked_car_generator $1845 cars_to_generate_to 101 
014B: $1852 = init_parked_car_generator #SECURICA -1 -1 0 alarm 0 door_lock 70 0 10000 at -870.2545 -353.9059 10.0475 angle 357.8359 
014C: set_parked_car_generator $1852 cars_to_generate_to 101 
014B: $1868 = init_parked_car_generator #BUS -1 -1 0 alarm 0 door_lock 0 0 10000 at -1184.36 -1312.62 13.7274 angle 64.6821 
014C: set_parked_car_generator $1868 cars_to_generate_to 101 
014B: $1869 = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 10 0 10000 at -1709.024 -287.6807 13.8276 angle 0.0 
014C: set_parked_car_generator $1869 cars_to_generate_to 101 
014B: $1876 = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 30 0 10000 at -1742.649 -214.2183 13.8276 angle 102.0596 
014C: set_parked_car_generator $1876 cars_to_generate_to 101 
014B: $1953 = init_parked_car_generator #PATRIOT 43 72 0 alarm 0 door_lock 0 0 10000 at -1701.372 -234.7718 13.8276 angle 87.8929 
014C: set_parked_car_generator $1953 cars_to_generate_to 101 
014B: $1994 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 0 door_lock 0 0 10000 at -1033.211 -856.8564 12.0452 angle 210.278 
014C: set_parked_car_generator $1994 cars_to_generate_to 101 
014B: $1954 = init_parked_car_generator #BLOODRB -1 -1 1 alarm 0 door_lock 0 0 10000 at -1131.4 1236.6 8.4 angle 241.0 
014C: set_parked_car_generator $1954 cars_to_generate_to 101 
014B: $1955 = init_parked_car_generator #BLOODRA -1 -1 1 alarm 0 door_lock 0 0 10000 at -1115.4 1265.1 8.4 angle 238.0 
014C: set_parked_car_generator $1955 cars_to_generate_to 101 
014B: $1995 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $498 $499 $500 angle 88.2256 
014C: set_parked_car_generator $1995 cars_to_generate_to 101 
014B: $1996 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $501 $502 $503 angle 0.0 
014C: set_parked_car_generator $1996 cars_to_generate_to 101 
014B: $1997 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $504 $505 $506 angle 0.0 
014C: set_parked_car_generator $1997 cars_to_generate_to 101 
014B: $1998 = init_parked_car_generator #SPARROW -1 -1 0 alarm 0 door_lock 0 0 10000 at $507 $508 $509 angle 180.0 
014C: set_parked_car_generator $1998 cars_to_generate_to 101 
014B: $1832 = init_parked_car_generator #OCEANIC 6 1 0 alarm 0 door_lock 0 0 10000 at 242.6 -1274.6 10.0 angle 165.0 
014C: set_parked_car_generator $1832 cars_to_generate_to 101 
014B: $1853 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 11.5 -1382.0 9.6 angle 261.0 
014C: set_parked_car_generator $1853 cars_to_generate_to 101 
014B: $1856 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 19.8 -991.8 9.7 angle 0.0 
014C: set_parked_car_generator $1856 cars_to_generate_to 101 
014B: $1857 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -6.4 -991.3 9.7 angle 180.0 
014C: set_parked_car_generator $1857 cars_to_generate_to 101 
014B: $1858 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 12.8 -1015.1 9.7 angle 180.0 
014C: set_parked_car_generator $1858 cars_to_generate_to 101 
014B: $1907 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20 door_lock 0 0 10000 at -35.7 -1013.6 9.7 angle 0.0 
014C: set_parked_car_generator $1907 cars_to_generate_to 101 
014B: $1908 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 81.3 -871.8 9.7 angle 57.0 
014C: set_parked_car_generator $1908 cars_to_generate_to 101 
014B: $1909 = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0 10000 at -7.1 -1205.1 9.6 angle 181.0 
014C: set_parked_car_generator $1909 cars_to_generate_to 101 
014B: $1910 = init_parked_car_generator #HERMES -1 -1 0 alarm 0 door_lock 0 0 10000 at 37.9 -1320.4 9.6 angle 355.0 
014C: set_parked_car_generator $1910 cars_to_generate_to 101 
014B: $1837 = init_parked_car_generator #STALLION -1 -1 0 alarm 0 door_lock 0 0 10000 at 127.0 -1158.0 32.0 angle 180.0 
014C: set_parked_car_generator $1837 cars_to_generate_to 101 
014B: $1838 = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0 10000 at 507.4 -308.8 12.8 angle 176.0 
014C: set_parked_car_generator $1838 cars_to_generate_to 101 
014B: $1839 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 70 door_lock 0 0 10000 at 19.8 -1246.9 10.1 angle 0.0 
014C: set_parked_car_generator $1839 cars_to_generate_to 101 
014B: $1859 = init_parked_car_generator #TOPFUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 307.9 1254.6 27.5 angle 180.5 
014C: set_parked_car_generator $1859 cars_to_generate_to 101 
014B: $1861 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30 door_lock 0 0 10000 at 277.4 -1175.3 11.0 angle 350.0 
014C: set_parked_car_generator $1861 cars_to_generate_to 101 
014B: $1862 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30 door_lock 0 0 10000 at 278.8 -1074.0 11.0 angle 172.0 
014C: set_parked_car_generator $1862 cars_to_generate_to 101 
014B: $1903 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 60 door_lock 0 0 10000 at 365.3 -837.9 11.0 angle 335.0 
014C: set_parked_car_generator $1903 cars_to_generate_to 101 
014B: $1911 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 50 door_lock 0 0 10000 at 237.2 -1377.5 10.9 angle 170.0 
014C: set_parked_car_generator $1911 cars_to_generate_to 101 
014B: $1912 = init_parked_car_generator #FAGGIO -1 -1 0 alarm 0 door_lock 0 0 10000 at 127.4 -818.5 9.5 angle 250.6 
014C: set_parked_car_generator $1912 cars_to_generate_to 101 
014B: $1904 = init_parked_car_generator #FAGGIO -1 -1 0 alarm 0 door_lock 0 0 10000 at 382.2 -632.8 11.0 angle 9.9 
014C: set_parked_car_generator $1904 cars_to_generate_to 101 
014B: $1905 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 235.7 -893.3 11.0 angle 150.0 
014C: set_parked_car_generator $1905 cars_to_generate_to 101 
014B: $1906 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 150.6 -995.6 11.0 angle 353.0 
014C: set_parked_car_generator $1906 cars_to_generate_to 101 
014B: $1914 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 122.3 -1107.7 9.7 angle 175.0 
014C: set_parked_car_generator $1914 cars_to_generate_to 101 
014B: $1863 = init_parked_car_generator #RIO -1 -1 0 alarm 0 door_lock 0 0 10000 at -313.4 -1236.4 5.0 angle 180.0 
014C: set_parked_car_generator $1863 cars_to_generate_to 101 
014B: $1864 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at -328.4 -1317.7 5.0 angle 0.0 
014C: set_parked_car_generator $1864 cars_to_generate_to 101 
014B: $1865 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at -286.8 -1353.1 5.0 angle 90.0 
014C: set_parked_car_generator $1865 cars_to_generate_to 101 
014B: $1866 = init_parked_car_generator #MARQUIS -1 -1 0 alarm 0 door_lock 0 0 10000 at -314.0 -1318.3 5.0 angle 0.0 
014C: set_parked_car_generator $1866 cars_to_generate_to 101 
014B: $1884 = init_parked_car_generator #FAGGIO -1 -1 0 alarm 0 door_lock 0 0 10000 at 376.9 477.0 11.2 angle 282.0 
014C: set_parked_car_generator $1884 cars_to_generate_to 101 
014B: $1851 = init_parked_car_generator #TOPFUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 718.465 701.3998 12.394 angle 320.7776 
014C: set_parked_car_generator $1851 cars_to_generate_to 101 
014B: $1855 = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0 10000 at -256.6 -1275.4 7.4 angle 348.0 
014C: set_parked_car_generator $1855 cars_to_generate_to 101 
014B: $1949 = init_parked_car_generator #CHEETAH -1 -1 0 alarm 0 door_lock 0 0 10000 at -236.6 -1374.6 7.1 angle 280.3 
014C: set_parked_car_generator $1949 cars_to_generate_to 101 
014B: $1950 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30 door_lock 0 0 10000 at -168.9 -1392.2 3.1 angle 280.0 
014C: set_parked_car_generator $1950 cars_to_generate_to 101 
014B: $1951 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 60 door_lock 0 0 10000 at -140.2 -1414.1 3.1 angle 108.7 
014C: set_parked_car_generator $1951 cars_to_generate_to 101 
014B: $1952 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -142.1 -1373.0 3.1 angle 287.3 
014C: set_parked_car_generator $1952 cars_to_generate_to 101 
014B: $1860 = init_parked_car_generator #CADDY -1 -1 0 alarm 0 door_lock 0 0 10000 at 393.9 -1736.4 8.8 angle 249.6 
014C: set_parked_car_generator $1860 cars_to_generate_to 101 
014B: $1931 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 198.2 -504.9 10.9 angle 90.0 
014C: set_parked_car_generator $1931 cars_to_generate_to 101 
014B: $1932 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 128.8 -515.2 13.1 angle 270.0 
014C: set_parked_car_generator $1932 cars_to_generate_to 101 
014B: $1933 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 215.7 -418.6 9.7 angle 170.0 
014C: set_parked_car_generator $1933 cars_to_generate_to 101 
014B: $1934 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 222.7 -351.1 9.9 angle 73.0 
014C: set_parked_car_generator $1934 cars_to_generate_to 101 
014B: $1935 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 228.2 -222.2 10.9 angle 250.0 
014C: set_parked_car_generator $1935 cars_to_generate_to 101 
014B: $1936 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 456.5 2.8 10.0 angle 97.4 
014C: set_parked_car_generator $1936 cars_to_generate_to 101 
014B: $1937 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20 door_lock 0 0 10000 at 478.5 -15.9 9.8 angle 99.7 
014C: set_parked_car_generator $1937 cars_to_generate_to 101 
014B: $1835 = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0 10000 at 413.8 97.7 10.5 angle 301.3 
014C: set_parked_car_generator $1835 cars_to_generate_to 101 
014B: $1913 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0 10000 at 483.9 -42.8 9.1 angle 0.0 
014C: set_parked_car_generator $1913 cars_to_generate_to 101 
014B: $1938 = init_parked_car_generator #FREEWAY -1 -1 0 alarm 0 door_lock 0 0 10000 at 301.2 265.6 15.3 angle 278.4 
014C: set_parked_car_generator $1938 cars_to_generate_to 101 
014B: $1940 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 286.3 394.4 12.3 angle 265.2 
014C: set_parked_car_generator $1940 cars_to_generate_to 101 
014B: $1941 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 40 door_lock 0 0 10000 at 573.0 586.1 12.5 angle 74.0 
014C: set_parked_car_generator $1941 cars_to_generate_to 101 
014B: $1942 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 604.4 758.8 12.6 angle 90.0 
014C: set_parked_car_generator $1942 cars_to_generate_to 101 
014B: $1943 = init_parked_car_generator #FREEWAY -1 -1 0 alarm 0 door_lock 0 0 10000 at 388.6 834.5 11.9 angle 273.0 
014C: set_parked_car_generator $1943 cars_to_generate_to 101 
014B: $1944 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20 door_lock 0 0 10000 at 255.4 1297.5 16.5 angle 193.4 
014C: set_parked_car_generator $1944 cars_to_generate_to 101 
014B: $1945 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 552.5 1246.8 15.9 angle 88.0 
014C: set_parked_car_generator $1945 cars_to_generate_to 101 
014B: $1946 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 555.1 1032.6 17.9 angle 9.0 
014C: set_parked_car_generator $1946 cars_to_generate_to 101 
014B: $1947 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 563.4 1053.6 17.6 angle 98.0 
014C: set_parked_car_generator $1947 cars_to_generate_to 101 
014B: $1948 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 430.3 957.0 12.3 angle 294.0 
014C: set_parked_car_generator $1948 cars_to_generate_to 101 
014B: $1980 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at 309.2 1204.4 16.2 angle 91.0 
014C: set_parked_car_generator $1980 cars_to_generate_to 101 
014B: $1870 = init_parked_car_generator #PACKER -1 -1 0 alarm 0 door_lock 0 0 10000 at -101.6 1011.5 11.5 angle 270.3 
014C: set_parked_car_generator $1870 cars_to_generate_to 101 
014B: $1872 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0 10000 at -36.8 874.0 11.1 angle 194.2 
014C: set_parked_car_generator $1872 cars_to_generate_to 101 
014B: $1871 = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0 10000 at -6.4 957.1 9.4 angle 355.1 
014C: set_parked_car_generator $1871 cars_to_generate_to 101 
014B: $1929 = init_parked_car_generator #SKIMMER -1 -1 1 alarm 0 door_lock 0 0 10000 at -141.1 1030.4 5.5 angle 180.0 
014C: set_parked_car_generator $1929 cars_to_generate_to 101 
014B: $1988 = init_parked_car_generator #GANGBUR -1 -1 0 alarm 0 door_lock 0 0 10000 at 16.4 1139.9 18.5 angle 265.0 
014C: set_parked_car_generator $1988 cars_to_generate_to 101 
014B: $1880 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 0 door_lock 0 0 10000 at -363.0 -532.2 12.0 angle 355.5 
014C: set_parked_car_generator $1880 cars_to_generate_to 101 
014B: $1881 = init_parked_car_generator #STRETCH -1 -1 0 alarm 0 door_lock 0 0 10000 at -394.7 -533.7 12.0 angle 355.5 
014C: set_parked_car_generator $1881 cars_to_generate_to 101 
014B: $1987 = init_parked_car_generator #MAVERICK -1 -1 0 alarm 0 door_lock 0 0 10000 at -391.0 -573.0 40.0 angle 355.5 
014C: set_parked_car_generator $1987 cars_to_generate_to 101 
014B: $1920 = init_parked_car_generator #CHEETAH -1 -1 0 alarm 0 door_lock 0 0 10000 at -221.3 -422.7 11.2 angle 90.0 
014C: set_parked_car_generator $1920 cars_to_generate_to 101 
014B: $1922 = init_parked_car_generator #STINGER -1 -1 0 alarm 0 door_lock 0 0 10000 at -492.8 -429.4 10.6 angle 0.0 
014C: set_parked_car_generator $1922 cars_to_generate_to 101 
014B: $1923 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 0 door_lock 0 0 10000 at -558.8 -450.7 10.4 angle 0.0 
014C: set_parked_car_generator $1923 cars_to_generate_to 101 
014B: $1924 = init_parked_car_generator #ADMIRAL -1 -1 0 alarm 0 door_lock 0 0 10000 at -678.8 -415.1 9.5 angle 0.0 
014C: set_parked_car_generator $1924 cars_to_generate_to 101 
014B: $1925 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0 10000 at -593.6 -318.3 10.4 angle 130.0 
014C: set_parked_car_generator $1925 cars_to_generate_to 101 
014B: $1926 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 0 door_lock 0 0 10000 at -523.8 -295.8 9.7 angle 180.0 
014C: set_parked_car_generator $1926 cars_to_generate_to 101 
014B: $1927 = init_parked_car_generator #PHEONIX -1 -1 0 alarm 0 door_lock 0 0 10000 at -388.6 -287.7 9.6 angle 270.0 
014C: set_parked_car_generator $1927 cars_to_generate_to 101 
014B: $1928 = init_parked_car_generator #COMET -1 -1 0 alarm 0 door_lock 0 0 10000 at -267.0 -303.6 9.5 angle 160.0 
014C: set_parked_car_generator $1928 cars_to_generate_to 101 
014B: $1834 = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0 10000 at -350.8 -534.9 11.4 angle 86.5 
014C: set_parked_car_generator $1834 cars_to_generate_to 101 
014B: $1873 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at -751.5 -1359.4 10.6 angle 69.0 
014C: set_parked_car_generator $1873 cars_to_generate_to 101 
014B: $1874 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at -717.2 -1462.2 10.3 angle 0.0 
014C: set_parked_car_generator $1874 cars_to_generate_to 101 
014B: $1877 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0 10000 at -741.7 -1549.5 11.5 angle 336.0 
014C: set_parked_car_generator $1877 cars_to_generate_to 101 
014B: $1878 = init_parked_car_generator #BOXVILLE -1 -1 0 alarm 0 door_lock 0 0 10000 at -898.9971 -1462.046 10.94 angle 10.8204 
014C: set_parked_car_generator $1878 cars_to_generate_to 101 
014B: $1879 = init_parked_car_generator #PACKER -1 -1 0 alarm 0 door_lock 0 0 10000 at -946.3 -1379.5 11.5 angle 69.0 
014C: set_parked_car_generator $1879 cars_to_generate_to 101 
014B: $1890 = init_parked_car_generator #BENSON -1 -1 0 alarm 0 door_lock 0 0 10000 at -947.7 -1264.1 11.3 angle 164.0 
014C: set_parked_car_generator $1890 cars_to_generate_to 101 
014B: $1982 = init_parked_car_generator #JETMAX -1 -1 1 alarm 0 door_lock 0 0 10000 at -592.3 -1510.3 5.0 angle 250.0 
014C: set_parked_car_generator $1982 cars_to_generate_to 101 
014B: $1983 = init_parked_car_generator #SQUALO -1 -1 1 alarm 0 door_lock 0 0 10000 at -576.4 -1505.2 5.0 angle 250.0 
014C: set_parked_car_generator $1983 cars_to_generate_to 101 
014B: $1985 = init_parked_car_generator #COASTG -1 -1 0 alarm 0 door_lock 0 0 10000 at -755.9 -1077.5 5.0 angle 0.0 
014C: set_parked_car_generator $1985 cars_to_generate_to 101 
014B: $1915 = init_parked_car_generator #BFINJECT -1 -1 0 alarm 0 door_lock 0 0 10000 at 643.4 -208.1 9.5 angle 33.0 
014C: set_parked_car_generator $1915 cars_to_generate_to 101 

014B: $1833 = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0 10000 at -1028.2 82.2 11.2 angle 171.9 
014C: set_parked_car_generator $1833 cars_to_generate_to 101 
014B: $1882 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0 10000 at -1107.6 292.9 11.5 angle 268.3 
014C: set_parked_car_generator $1882 cars_to_generate_to 101 
014B: $1883 = init_parked_car_generator #VOODOO -1 -1 0 alarm 0 door_lock 0 0 10000 at -964.94 133.54 8.23 angle 271.61 
014C: set_parked_car_generator $1883 cars_to_generate_to 101 
014B: $1841 = init_parked_car_generator #MRWHOOP -1 -1 1 alarm 0 door_lock 0 0 10000 at -867.6105 -572.2039 10.11294 angle 277.5232 
014C: set_parked_car_generator $1841 cars_to_generate_to 101 
014B: $1831 = init_parked_car_generator #PIZZABOY -1 -1 0 alarm 0 door_lock 0 0 10000 at -904.2 808.9 10.5 angle 269.6 
014C: set_parked_car_generator $1831 cars_to_generate_to 101 
014B: $1846 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0 10000 at -426.0 1412.5 10.5 angle 80.0 
014C: set_parked_car_generator $1846 cars_to_generate_to 101 
014B: $1986 = init_parked_car_generator #SANCHEZ -1 -1 0 alarm 0 door_lock 0 0 10000 at -425.8 1407.0 9.8 angle 80.0 
014C: set_parked_car_generator $1986 cars_to_generate_to 101 
014B: $1875 = init_parked_car_generator #FBICAR -1 -1 0 alarm 0 door_lock 0 0 10000 at -872.843 692.633 10.997 angle 359.746 
014C: set_parked_car_generator $1875 cars_to_generate_to 101 
014B: $1885 = init_parked_car_generator #ANGEL -1 -1 1 alarm 0 door_lock 0 0 10000 at -592.301 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1885 cars_to_generate_to 101 
014B: $1981 = init_parked_car_generator #ANGEL -1 -1 0 alarm 0 door_lock 0 0 10000 at -589.212 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1981 cars_to_generate_to 101 
014B: $1930 = init_parked_car_generator #PCJ600 -1 -1 0 alarm 0 door_lock 0 0 10000 at -596.17 676.928 11.271 angle 180.0 
014C: set_parked_car_generator $1930 cars_to_generate_to 101 
014B: $1956 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -756.7 976.3 10.4 angle 0.0 
014C: set_parked_car_generator $1956 cars_to_generate_to 101 
014B: $1957 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -803.3 964.1 10.4 angle 270.0 
014C: set_parked_car_generator $1957 cars_to_generate_to 101 
014B: $1958 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -752.6 1003.0 10.4 angle 0.0 
014C: set_parked_car_generator $1958 cars_to_generate_to 101 
014B: $1959 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -781.5 996.5 10.4 angle 90.0 
014C: set_parked_car_generator $1959 cars_to_generate_to 101 
014B: $1960 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -772.7 1031.8 10.4 angle 270.0 
014C: set_parked_car_generator $1960 cars_to_generate_to 101 
014B: $1961 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -781.7 1077.9 10.4 angle 90.0 
014C: set_parked_car_generator $1961 cars_to_generate_to 101 
014B: $1962 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -821.7 563.4 10.5 angle 0.0 
014C: set_parked_car_generator $1962 cars_to_generate_to 101 
014B: $1963 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -851.0 581.3 10.5 angle 180.0 
014C: set_parked_car_generator $1963 cars_to_generate_to 101 
014B: $1964 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -869.5 533.0 10.5 angle 180.0 
014C: set_parked_car_generator $1964 cars_to_generate_to 101 
014B: $1965 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -821.6 499.7 10.5 angle 90.0 
014C: set_parked_car_generator $1965 cars_to_generate_to 101 
014B: $1966 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1324.5 1137.0 9.3 angle 180.0 
014C: set_parked_car_generator $1966 cars_to_generate_to 101 
014B: $1967 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1353.8 1158.0 9.3 angle 0.0 
014C: set_parked_car_generator $1967 cars_to_generate_to 101 
014B: $1968 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1444.8 1162.7 9.3 angle 160.0 
014C: set_parked_car_generator $1968 cars_to_generate_to 101 
014B: $1969 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1543.8 1227.0 9.3 angle 30.0 
014C: set_parked_car_generator $1969 cars_to_generate_to 101 
014B: $1970 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1562.9 1282.4 9.3 angle 98.0 
014C: set_parked_car_generator $1970 cars_to_generate_to 101 
014B: $1971 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1587.7 1313.8 9.3 angle 87.0 
014C: set_parked_car_generator $1971 cars_to_generate_to 101 
014B: $1972 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1568.1 1351.0 9.3 angle 261.9 
014C: set_parked_car_generator $1972 cars_to_generate_to 101 
014B: $1973 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1562.7 1406.9 9.3 angle 150.1 
014C: set_parked_car_generator $1973 cars_to_generate_to 101 
014B: $1974 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1445.3 1499.0 9.3 angle 20.6 
014C: set_parked_car_generator $1974 cars_to_generate_to 101 
014B: $1975 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1349.1 1503.7 9.3 angle 180.0 
014C: set_parked_car_generator $1975 cars_to_generate_to 101 
014B: $1976 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1318.7 1524.1 9.3 angle 180.0 
014C: set_parked_car_generator $1976 cars_to_generate_to 101 
014B: $1921 = init_parked_car_generator #VCNMAV -1 -1 0 alarm 0 door_lock 0 0 10000 at -469.0 1123.5 64.7 angle 270.0 
014C: set_parked_car_generator $1921 cars_to_generate_to 101 
014B: $1849 = init_parked_car_generator #INFERNUS -1 -1 1 alarm 80 door_lock 0 0 10000 at 386.0 1227.0 19.4 angle 90.0 
014C: set_parked_car_generator $1849 cars_to_generate_to 101 
014B: $1848 = init_parked_car_generator #PACKER -1 -1 0 alarm 0 door_lock 0 0 10000 at -1377.7 -961.4 14.4 angle 177.9 
014C: set_parked_car_generator $1848 cars_to_generate_to 101 
014B: $1847 = init_parked_car_generator #SENTXS -1 -1 0 alarm 0 door_lock 0 0 10000 at -1142.5 -939.3 14.6 angle 89.6 
014C: set_parked_car_generator $1847 cars_to_generate_to 101 
014B: $1850 = init_parked_car_generator #TOPFUN -1 -1 0 alarm 0 door_lock 0 0 10000 at -1235.171 -1235.171 14.77 angle 337.839 
014C: set_parked_car_generator $1850 cars_to_generate_to 101 
014B: $1891 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1414.8 -1268.1 13.9 angle 40.0 
014C: set_parked_car_generator $1891 cars_to_generate_to 101 
014B: $1892 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1474.9 -961.7 13.9 angle 282.0 
014C: set_parked_car_generator $1892 cars_to_generate_to 101 
014B: $1893 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1808.5 -1090.8 13.9 angle 274.0 
014C: set_parked_car_generator $1893 cars_to_generate_to 101 
014B: $1894 = init_parked_car_generator #BAGGAGE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1533.3 -805.9 13.9 angle 178.0 
014C: set_parked_car_generator $1894 cars_to_generate_to 101 
014B: $1895 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1584.2 -656.4 14.0 angle 0.0 
014C: set_parked_car_generator $1895 cars_to_generate_to 101 
014B: $1896 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 20 door_lock 0 0 10000 at -1606.5 -633.8 14.0 angle 180.0 
014C: set_parked_car_generator $1896 cars_to_generate_to 101 
014B: $1897 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1628.0 -667.0 14.0 angle 180.0 
014C: set_parked_car_generator $1897 cars_to_generate_to 101 
014B: $1898 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30 door_lock 0 0 10000 at -1637.5 -624.6 14.0 angle 0.0 
014C: set_parked_car_generator $1898 cars_to_generate_to 101 
014B: $1899 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1659.6 -646.4 14.0 angle 180.0 
014C: set_parked_car_generator $1899 cars_to_generate_to 101 
014B: $1900 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 30 door_lock 0 0 10000 at -1706.0 -655.9 14.0 angle 90.0 
014C: set_parked_car_generator $1900 cars_to_generate_to 101 
014B: $1901 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 50 door_lock 0 0 10000 at -1691.5 -614.8 14.0 angle 0.0 
014C: set_parked_car_generator $1901 cars_to_generate_to 101 
014B: $1902 = init_parked_car_generator -1 (DTN_STADDOORA) -1 -1 0 alarm 0 door_lock 0 0 10000 at -1573.3 -614.7 14.0 angle 0.0 
014C: set_parked_car_generator $1902 cars_to_generate_to 101 
014B: $1886 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0 10000 at 516.1 503.1 10.5 angle 0.0 
014C: set_parked_car_generator $1886 cars_to_generate_to 101 
014B: $1919 = init_parked_car_generator #ENFORCER -1 -1 0 alarm 0 door_lock 40 0 10000 at 493.2045 503.683 10.4612 angle 179.9753 
014C: set_parked_car_generator $1919 cars_to_generate_to 101 
014B: $1887 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0 10000 at 355.7 -511.4 11.6 angle 320.0 
014C: set_parked_car_generator $1887 cars_to_generate_to 101 
014B: $1916 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0 10000 at 372.3 -525.7 11.6 angle 140.0 
014C: set_parked_car_generator $1916 cars_to_generate_to 101 
014B: $1888 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0 10000 at -855.4 -665.4 10.6 angle 0.0 
014C: set_parked_car_generator $1888 cars_to_generate_to 101 
014B: $1918 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 30 0 10000 at -844.8 -675.6 10.6 angle 90.0 
014C: set_parked_car_generator $1918 cars_to_generate_to 101 
014B: $1854 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 10 0 10000 at -665.2 777.6 11.0 angle 180.0 
014C: set_parked_car_generator $1854 cars_to_generate_to 101 
014B: $1836 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 10 0 10000 at 472.5 701.2 10.5 angle 90.0 
014C: set_parked_car_generator $1836 cars_to_generate_to 101 
014B: $1840 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 10 0 10000 at -111.9 -949.9 10.2 angle 280.0 
014C: set_parked_car_generator $1840 cars_to_generate_to 101 
014B: $1889 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 10 0 10000 at -776.1 1135.1 11.5 angle 0.0 
014C: set_parked_car_generator $1889 cars_to_generate_to 101 
014B: $1917 = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -694.9 917.3 10.8 angle 270.0 
014C: set_parked_car_generator $1917 cars_to_generate_to 101 
014B: $1984 = init_parked_car_generator #COMET -1 -1 0 alarm 0 door_lock 0 0 10000 at 114.6977 252.3439 20.6832 angle 105.6803 
014C: set_parked_car_generator $1984 cars_to_generate_to 101 
014B: $83 = init_parked_car_generator #INFERNUS 1 1 1 alarm 0 door_lock 0 0 10000 at -363.0 -532.2 12.0 angle 0.0 
014C: set_parked_car_generator $83 cars_to_generate_to 101 
014B: $1939 = init_parked_car_generator #ZEBRA -1 -1 0 alarm 0 door_lock 0 0 10000 at -1003.1 207.4 11.0 angle 166.6 
014C: set_parked_car_generator $1939 cars_to_generate_to 101 
014B: $84 = init_parked_car_generator #POLMAV -1 -1 0 alarm 0 door_lock 0 0 10000 at -614.0 804.0 30.0 angle 0.0 
014C: set_parked_car_generator $84 cars_to_generate_to 101 
0213: $2035 = create_pickup #CHNSAW type 2 at 30.0 -1330.9 13.0 
0213: $1999 = create_pickup #BAT type 2 at 206.7 -1254.4 12.0 
032B: $2000 = create_weapon_pickup #COLT45 15 ammo 34 at -228.4 -1318.2 9.1 
032B: $2001 = create_weapon_pickup #COLT45 15 ammo 34 at 340.5 -249.5 12.5 
032B: $2002 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 42.3 -959.2 21.8 
032B: $2003 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 568.9 -449.3 11.1 
032B: $2004 = create_weapon_pickup #TEC9 15 ammo 100 at 287.9 50.7 10.8 
032B: $2005 = create_weapon_pickup #GRENADE 15 ammo 4 at 362.2 -500.5 12.3 
0213: $2006 = create_pickup #CLEAVER type 15 at 402.6 102.5 11.4 
032B: $2007 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3 
0213: $2008 = create_pickup #KATANA type 15 at 476.9 1014.9 19.2 
0213: $2009 = create_pickup #NITESTICK type 15 at 402.4 -488.3 12.4 
0213: $2011 = create_pickup #BRASSKNUCKLE type 15 at 224.0 -1207.5 11.0 
0213: $2012 = create_pickup #KNIFECUR type 15 at 118.7 -1546.1 10.8 
0213: $2013 = create_pickup #MACHETE type 15 at 56.6 -459.3 11.4 
032B: $2014 = create_weapon_pickup #UZI 15 ammo 60 at 5.4 -1277.0 10.4 
032B: $2036 = create_weapon_pickup #UZI 15 ammo 60 at 157.0 -895.3 12.3 
032B: $2010 = create_weapon_pickup #BOMB 15 ammo 4 at 556.6 207.4 14.5 
032B: $2015 = create_weapon_pickup #M4 15 ammo 60 at -32.8 1019.2 13.0 
032B: $2016 = create_weapon_pickup #UZI 15 ammo 60 at 17.3 1145.7 23.5 
0213: $2017 = create_pickup #GOLFCLUB type 2 at 95.0 279.2 21.8 
032B: $2018 = create_weapon_pickup #FLAME 15 ammo 300 at -546.0 -418.9 9.8 
032B: $2019 = create_weapon_pickup #SNIPER 15 ammo 20 at -476.4 -571.2 12.9 
0213: $2020 = create_pickup #KATANA type 15 at -554.11 -547.7 10.7 
032B: $2021 = create_weapon_pickup #MOLOTOV 15 ammo 4 at -755.7 1347.5 11.8 
032B: $2022 = create_weapon_pickup #UZI 15 ammo 60 at -545.8 694.6 11.0 
032B: $2023 = create_weapon_pickup #M4 15 ammo 60 at -980.4 118.7 9.3 
032B: $2024 = create_weapon_pickup #M4 15 ammo 60 at -1221.0 -641.6 11.7 
032B: $2025 = create_weapon_pickup #SNIPER 15 ammo 20 at -742.1 -949.9 9.9 
032B: $2026 = create_weapon_pickup #ROCKETLA 15 ammo 4 at -995.1 -1178.1 13.6 
032B: $2027 = create_weapon_pickup #INGRAMSL 15 ammo 60 at -713.3 -1466.0 11.2 
032B: $2028 = create_weapon_pickup #FLAME 15 ammo 300 at -1015.1 -1392.9 11.5 
032B: $2029 = create_weapon_pickup #SHOTGSPA 15 ammo 14 at -1359.0 -742.2 14.9 
032B: $2030 = create_weapon_pickup #M60 15 ammo 100 at -1744.9 -288.9 29.7 
032B: $2031 = create_weapon_pickup #GRENADE 15 ammo 4 at -939.8 -464.9 10.9 
032B: $2032 = create_weapon_pickup #PYTHON 15 ammo 12 at -1182.7 -61.1 11.4 
032B: $2033 = create_weapon_pickup #BUDDYSHOT 15 ammo 10 at -1305.2 177.1 11.4 
032B: $2034 = create_weapon_pickup #LASER 15 ammo 14 at -1114.3 -602.0 26.0 
0213: $2037 = create_pickup -86 (HEALTH) type 1 at -113.2 -975.7 10.4 
0213: $2038 = create_pickup -86 (HEALTH) type 15 at -225.1 -1158.1 9.1 
0213: $2039 = create_pickup -86 (HEALTH) type 15 at 456.2 -471.4 16.6 
0213: $2040 = create_pickup -86 (HEALTH) type 15 at 377.4 467.7 11.6 
0213: $2041 = create_pickup -86 (HEALTH) type 1 at 469.6 697.4 11.7 
0213: $2042 = create_pickup -86 (HEALTH) type 15 at 385.3 1210.9 19.4 
0213: $2043 = create_pickup -86 (HEALTH) type 1 at 384.3 756.6 11.7 
0213: $2044 = create_pickup -86 (HEALTH) type 15 at 10.7 1099.0 16.6 
0213: $2045 = create_pickup -86 (HEALTH) type 15 at 85.3 402.7 19.8 
0213: $2046 = create_pickup -86 (HEALTH) type 15 at -711.7 -501.7 11.3 
0213: $2047 = create_pickup -86 (HEALTH) type 15 at -404.0 -588.0 11.6 
0213: $2061 = create_pickup -86 (HEALTH) type 2 at -406.2503 -566.4947 19.5804 
0213: $2048 = create_pickup -86 (HEALTH) type 15 at -478.1 1438.5 16.1 
0213: $2049 = create_pickup -86 (HEALTH) type 15 at -675.0 1263.3 25.1 
0213: $2050 = create_pickup -86 (HEALTH) type 15 at -821.8 1144.8 26.1 
0213: $2051 = create_pickup -86 (HEALTH) type 15 at -1139.4 55.4 11.2 
0213: $2052 = create_pickup -86 (HEALTH) type 15 at -1290.9 91.9 26.9 
0213: $2053 = create_pickup -86 (HEALTH) type 1 at -885.4 -483.4 13.1 
0213: $2054 = create_pickup -86 (HEALTH) type 15 at -925.1 -638.3 16.0 
0213: $2055 = create_pickup -86 (HEALTH) type 15 at -692.4 -1283.8 11.1 
0213: $2056 = create_pickup -86 (HEALTH) type 15 at -655.1 -1506.3 8.1 
0213: $2057 = create_pickup -86 (HEALTH) type 15 at -1399.4 -865.9 20.9 
0213: $2058 = create_pickup -86 (HEALTH) type 1 at -822.6 1137.3 12.4 
0213: $2059 = create_pickup -86 (HEALTH) type 1 at -851.4 -78.8 11.5 
0213: $2060 = create_pickup -86 (HEALTH) type 1 at -834.2 740.6 11.3 
0213: $2062 = create_pickup -18 (BODYARMOUR) type 15 at 4.9 -1239.2 19.2 
0213: $2063 = create_pickup -18 (BODYARMOUR) type 15 at 205.7 -885.7 12.2 
0213: $2064 = create_pickup -18 (BODYARMOUR) type 15 at 148.8 -349.9 8.7 
0213: $2065 = create_pickup -18 (BODYARMOUR) type 15 at 520.2 -171.2 13.9 
0213: $2066 = create_pickup -18 (BODYARMOUR) type 15 at 430.8 162.1 11.8 
0213: $2067 = create_pickup -18 (BODYARMOUR) type 15 at 416.1 517.7 11.2 
0213: $2068 = create_pickup -18 (BODYARMOUR) type 15 at 350.2 884.8 25.5 
0213: $2069 = create_pickup -18 (BODYARMOUR) type 15 at 535.3 1214.1 18.9 
0213: $2070 = create_pickup -18 (BODYARMOUR) type 15 at 42.8 951.1 11.0 
0213: $2071 = create_pickup -18 (BODYARMOUR) type 15 at -70.8 510.6 11.6 
0213: $2072 = create_pickup -18 (BODYARMOUR) type 15 at -1695.6 -289.4 29.7 
0213: $2073 = create_pickup -18 (BODYARMOUR) type 15 at -567.6 1370.36 16.4 
0213: $2074 = create_pickup -18 (BODYARMOUR) type 15 at -921.9 722.9 11.0 
0213: $2076 = create_pickup -18 (BODYARMOUR) type 15 at -1058.9 -240.6 18.2 
0213: $2077 = create_pickup -18 (BODYARMOUR) type 15 at -625.5 622.2 11.7 
0213: $2078 = create_pickup -18 (BODYARMOUR) type 15 at -733.5 -1294.7 12.4 
0213: $2079 = create_pickup -18 (BODYARMOUR) type 15 at -1177.0 -915.3 14.9 
0213: $2075 = create_pickup -18 (BODYARMOUR) type 15 at -1171.0 -457.4 10.7 
0213: $2080 = create_pickup -87 (ADRENALINE) type 15 at -37.7 -938.3 10.5 
0213: $2081 = create_pickup -87 (ADRENALINE) type 15 at 471.1 -444.1 10.6 
0213: $2082 = create_pickup -87 (ADRENALINE) type 15 at 448.6 16.6 11.0 
0213: $2083 = create_pickup -87 (ADRENALINE) type 15 at 425.6 221.1 16.2 
0213: $2084 = create_pickup -87 (ADRENALINE) type 15 at 428.4 947.5 13.2 
0213: $2085 = create_pickup -87 (ADRENALINE) type 1 at 385.6 752.3 11.7 
0213: $2086 = create_pickup -87 (ADRENALINE) type 15 at -366.6 -500.3 11.3 
0213: $2087 = create_pickup -87 (ADRENALINE) type 15 at -342.2 -591.5 36.9 
0213: $2088 = create_pickup -87 (ADRENALINE) type 15 at -381.2 1065.2 13.0 
0213: $2089 = create_pickup -87 (ADRENALINE) type 15 at -730.1 1226.3 24.2 
0213: $2090 = create_pickup -87 (ADRENALINE) type 15 at -1095.1 99.4 12.3 
0213: $2091 = create_pickup -87 (ADRENALINE) type 15 at -967.1 -62.6 11.0 
0213: $2092 = create_pickup -87 (ADRENALINE) type 15 at -1022.1 -547.0 11.2 
0213: $2093 = create_pickup -87 (ADRENALINE) type 15 at -882.0 111.2 9.3 
0213: $2094 = create_pickup -87 (ADRENALINE) type 1 at -857.1 -83.6 11.5 
0213: $2095 = create_pickup -87 (ADRENALINE) type 1 at -839.0 740.6 11.3 
055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
0004: $2097 = 0  ;; integer values 

; added stuff
0213: $4345 = create_pickup #M60 type 1 at -1105.9 335.3 11.1 
0213: $4346 = create_pickup #ROCKETLA type 1 at -1105.9 330.3 11.1 
0213: $4347 = create_pickup #MINIGUN type 1 at -1105.9 325.3 11.1 
0213: $4348 = create_pickup #BOMB type 1 at -1105.9 320.3 11.1 

04A6: $616 = create_asset_money_pickup_at 93.3 -1472.14 $572 money $617 $617   ;; PP Club
04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 
04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 $640 
04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 $631 
04A6: $4662 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $621 $621   ;; Vercetty protection ring
04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 $636 
04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 $621 
04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 $610 
04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 $605 

029B: $1789 = init_object -122 (MAN_DOOROPEN) at -378.542 -554.006 21.96 
01C7: remove_object_from_mission_cleanup_list $1789 

029B: $1779 = init_object -31 (COMGATE1OPEN) at -712.524 -489.428 12.549 
01C7: remove_object_from_mission_cleanup_list $1779 

029B: $1780 = init_object -32 (COMGATE2OPEN) at -183.824 -473.223 12.615 
01C7: remove_object_from_mission_cleanup_list $1780 

0001: wait 0 ms 

0330: set_player $PLAYER_CHAR infinite_run_to 1 (true)  
055D: make_player $PLAYER_CHAR fireproof 1 

055E: set_player $PLAYER_CHAR max_health += 100 
055F: set_player $PLAYER_CHAR max_armour += 100 
035E: set_player $PLAYER_CHAR armour_to 200 
0222: set_player $PLAYER_CHAR health_to 200 

055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3   ;; 100% shirt
0004: $91 = 1  ;; integer values 

0331: unknown_player $PLAYER_CHAR set_fast_reload 1 

0004: $1795 = 1  ;; integer values  - integer values  - condo flag
055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 
0004: $1300 = 1  ;; integer values  - integer values  - condo flag

032B: $77 = create_weapon_pickup #M4 15 ammo 120 at -330.9 -569.7 11.6 
032B: $78 = create_weapon_pickup #CHROMEGUN 15 ammo 50 at -335.9 -569.5 11.6 
0213: $79 = create_pickup -86 (HEALTH) type 2 at -330.702 -573.366 11.6 
0213: $80 = create_pickup -18 (BODYARMOUR) type 2 at -336.0 -573.7 11.6 
055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
0004: $1278 = 1  ;; integer values 

0109: player $PLAYER_CHAR money += 9000000 

055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
0004: $1277 = 1  ;; integer values 

055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
0004: $1265 = 1  ;; integer values 

055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
0004: $1266 = 1  ;; integer values 

055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 
0004: $1267 = 1  ;; integer values 

055B: $1288 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 
0004: $1268 = 1  ;; integer values 

055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 
0004: $1269 = 1  ;; integer values 

055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 
0004: $1270 = 1  ;; integer values 

055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 
0004: $1271 = 1  ;; integer values 

055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 
0004: $1272 = 1  ;; integer values 

055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
0213: $1307 = create_pickup #KNIFECUR type 2 at 468.5 -54.2 15.7 
0004: $1276 = 1  ;; integer values 

04F8: unknown_path 1 225.0 -1244.0 227.4 -1248.5 249.0 -1255.0 246.0 -1250.6 208.4 -1238.4 209.6 -1243.5 
04F8: unknown_path 6 235.3 -1299.6 261.1 -1270.7 212.2 -1309.6 228.0 -1311.3 221.2 -1309.6 228.0 -1311.3 
04F8: unknown_path 6 220.0 -1144.0 232.0 -1136.0 190.5 -1101.5 185.5 -1122.7 278.8 -1112.0 269.0 -1140.5 
04F8: unknown_path 6 -112.5 -1275.0 -120.5 -1267.0 -37.7 -1244.15 -36.7 -1270.0 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 3 324.0 -735.5 332.0 -727.5 361.6 -715.0 338.6 -705.5 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 3 385.6 -602.2 377.6 -594.2 374.6 -559.0 394.6 -571.5 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 3 146.6 -450.2 154.6 -440.2 183.9 -480.0 184.6 -447.5 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 3 250.6 -457.2 240.6 -449.2 346.8 -466.4 311.5 -461.5 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 7 171.0 -549.2 179.0 -557.2 161.8 -693.4 168.5 -650.5 169.5 -693.4 173.0 -660.0 
04F8: unknown_path 2 305.6 -183.2 315.6 -191.2 269.2 -197.8 276.6 -180.5 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 6 316.5 -65.0 322.5 -58.0 296.5 6.9 315.7 -11.0 369.5 12.2 342.0 -9.7 
04F8: unknown_path 7 364.0 236.2 372.0 244.2 336.1 271.4 337.8 249.5 401.5 213.4 401.0 234.0 
04F8: unknown_path 6 364.5 169.0 372.5 177.0 406.7 151.15 398.7 170.0 326.5 182.4 346.0 164.3 
04F8: unknown_path 6 -87.0 -937.0 -99.0 -947.0 -136.0 -912.15 -115.0 -901.6 -56.0 -875.0 -95.5 -893.3 
04F8: unknown_path 7 536.0 696.2 546.0 706.2 516.0 753.6 541.5 753.5 506.2 654.4 534.0 657.0 
04F8: unknown_path 2 314.0 906.0 322.0 914.0 348.3 864.0 316.0 870.8 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 7 356.0 748.0 364.0 756.0 335.0 667.6 356.2 685.2 388.5 846.2 366.0 828.0 
04F8: unknown_path 6 -34.0 1041.0 -26.0 1049.0 23.3 1075.0 28.0 1030.8 35.5 993.4 39.0 1023.3 
04F8: unknown_path 2 16.0 930.0 24.0 938.0 28.3 874.0 10.0 881.8 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 6 -368.0 -480.0 -378.0 -490.0 -253.5 -439.0 -252.5 -470.5 -451.2 -452.4 -442.0 -480.0 
04F8: unknown_path 6 -533.0 -480.0 -543.0 -490.0 -647.0 -449.0 -637.5 -481.5 -451.2 -452.4 -457.0 -480.0 
04F8: unknown_path 6 -255.0 -435.0 -245.0 -443.0 -210.8 -470.0 -241.5 -472.0 -298.2 -485.0 -257.0 -477.5 
04F8: unknown_path 6 -645.0 -446.0 -637.0 -454.0 -610.8 -482.0 -635.5 -472.0 -684.2 -492.0 -651.0 -480.5 
04F8: unknown_path 3 -790.0 -1490.2 -798.0 -1498.2 -815.8 -1450.5 -822.0 -1469.0 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 6 -809.0 -1436.7 -800.0 -1428.0 -853.3 -1466.0 -824.5 -1474.8 -808.5 -1382.4 -788.0 -1392.3 
04F8: unknown_path 7 -870.0 -1335.7 -862.0 -1327.0 -902.3 -1343.0 -882.5 -1348.8 -880.5 -1297.4 -860.0 -1307.3 
04F8: unknown_path 3 -924.0 -1248.0 -916.0 -1240.0 -909.8 -1270.5 -920.0 -1265.0 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 3 -1224.0 -788.0 -1216.0 -780.0 -1260.8 -737.5 -1258.0 -780.0 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 3 -884.0 -1070.0 -876.0 -1078.0 -925.0 -1044.5 -901.0 -1074.0 -189.5 -1295.4 -190.0 -1279.3 
04F8: unknown_path 6 -1130.0 -711.7 -1138.0 -719.7 -1111.3 -683.0 -1134.5 -686.4 -1166.0 -691.4 -1144.7 -690.3 
04F8: unknown_path 6 -986.0 -713.0 -978.0 -721.0 -1011.8 -577.4 -989.7 -575.4 -945.5 -660.0 -969.4 -661.6 
04F8: unknown_path 6 -1012.0 -392.0 -1004.0 -384.0 -1044.3 -337.8 -1023.7 -336.4 -975.0 -444.0 -1000.4 -445.6 
04F8: unknown_path 6 -1112.0 -372.0 -1104.0 -364.0 -1078.3 -337.0 -1101.5 -339.4 -1138.0 -348.4 -1117.3 -346.3 
004E: end_thread 
